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Best way to post-edit state machine animation with Playables

Discussion in 'Animation' started by Arnai, Dec 11, 2018.

  1. Arnai

    Arnai

    Joined:
    Mar 23, 2017
    Posts:
    8
    Hello Animators,

    I'm currently trying out the Playables API for my facial animation and liking it so far. But I am not sure on how to properly integrate it with state machine-based body animation.

    So far I tried creating an AnimatorControllerPlayable for the controller containing the state machine with the humanoid body animation. Then I used AnimationLayerMixerPlayable to blend it with my face animation clip playable. The face animation layer in the AnimationLayerMixerPlayable is in additive mode, similar to how it would be if I were to use a state-machine for facial animation. The state-machine itself only contains a single layer with a single clip.

    This breaks the blendshapes of the facial animation. Their weights take to extreme values that only get larger over time. The joint-based animations (body + jaw rotation from the facial animation clip) still play as normal. Since I am super new to Playables I am really not sure what is going wrong here. Any help is appreciated!

    The Playables Graph:
    graph.png
    Results in Play Mode: blendshapes.png
     
  2. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,334
    I have created a bug report for the stuff-grows-over-time bug, and it's apparently getting fixed. I got an email from @DavidGeoffroy, sharing it here since it could help you and it's not very confidential:

     
    Arnai likes this.
  3. Arnai

    Arnai

    Joined:
    Mar 23, 2017
    Posts:
    8
    Cool, thanks for sharing.

    Btw, is there any way to get notified when a bug such as this is fixed? Any web-platform where patch logs are posted or the like?
     
  4. Mecanim-Dev

    Mecanim-Dev

    Joined:
    Nov 26, 2012
    Posts:
    1,675
  5. Bogdan_Nikolayev

    Bogdan_Nikolayev

    Joined:
    Dec 29, 2020
    Posts:
    9
    Last edited: May 22, 2022