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Blendshape Normal Error

Discussion in 'Animation' started by Palleschi, Sep 28, 2019.

?

Anyone else running into this issue

  1. Yes

    21 vote(s)
    95.5%
  2. No

    1 vote(s)
    4.5%
  1. Palleschi

    Palleschi

    Joined:
    Sep 27, 2019
    Posts:
    1
    Hi,
    I am trying to drive multiple blendshapes in Unity. It seems to be having problems with normal calculations. I have scoured the internet for a fix, and can't seem to find one. I have tried every normal setting under the model tab on import settings. I have tried every different export out of maya as fbx from version to check boxes. I have tried adding more edges, I have tried way to many things. Setting it to legacy and Calculate doesn't fix the issue. If anyone has a solution for this it would be amazing. It is noted somewhere that this was fixed in the latest version, but I am trying 2019.2.6f right now and it still isn't fixed. This is a really big headache. Any help would be appreciated.

    Thank you,
    -mike

    Screen Shot 09-27-19 at 04.11 PM.PNG Screen Shot 09-27-19 at 04.11 PM 001.PNG
     
  2. pigglet

    pigglet

    Joined:
    Aug 13, 2014
    Posts:
    113
    Hello from the beginning of 2020! The issue is still here, we can't properly export blendshapes & their normals from Maya to Unity.
     
    AnisimovArthur likes this.
  3. legrandcolin

    legrandcolin

    Joined:
    May 31, 2019
    Posts:
    2
    issue still there, please fix this asap, thanks guys !
     
  4. guycalledfrank

    guycalledfrank

    Joined:
    May 13, 2013
    Posts:
    1,355
    In 2019.3 make sure you have these on the asset:

    upload_2020-2-24_22-30-9.png

    Fixed it for me!
     
  5. pigglet

    pigglet

    Joined:
    Aug 13, 2014
    Posts:
    113
    It could look like "fixed" until you test it on some extreme example that definitely will have black spots or normal mismatch if something goes wrong
     
    guycalledfrank likes this.
  6. guycalledfrank

    guycalledfrank

    Joined:
    May 13, 2013
    Posts:
    1,355
    I wonder how extreme is it? I also had animated eyes, but maybe it wasn't bending too much. Is the error only at 0-100 positions or inbetween? If so, maybe it's just caused by linearly interpolating normals, where something like quaternions would be more appropriate?
     
  7. ShanGuUncle

    ShanGuUncle

    Joined:
    Aug 21, 2017
    Posts:
    2
    I encountered the same problem. My model contains more blendshapes. There is no problem when only one blendshape is changed. If multiple blendshapes are changed,the normal is unusual,black spots will appear.It is OK in maya.Hope for help, thanks! 1583120665(1).png 1583120550(1).png
     
    pigglet likes this.
  8. ShanGuUncle

    ShanGuUncle

    Joined:
    Aug 21, 2017
    Posts:
    2
    I encountered the same problem. My model contains more blendshapes. There is no problem when only one blendshape is changed. If multiple blendshapes are changed,the normal is unusual,black spots will appear.It is OK in maya.Hope for help, thanks! View attachment 569896 View attachment 569899
     
  9. MarcusValerius

    MarcusValerius

    Joined:
    Aug 1, 2016
    Posts:
    21
    No official update on this matter from Unity staff?
    Is the issue at least being looked into?

    The many workarounds necessary to get somewhat okay-looking normals on skinned meshes are giving my team such a headache.
     
    pigglet likes this.
  10. deneme09

    deneme09

    Joined:
    Feb 26, 2016
    Posts:
    19
    Thanks a lot man! This method definitely works like a charm. You saved me :)
     
  11. Jacko_K

    Jacko_K

    Joined:
    Jan 17, 2017
    Posts:
    1
    Can confirm that this issue, is still a huge problem. every single import setting combination has not solved it for me. Shading artifacts on even minor corrective shapes, not just facial expressions. upload_2020-6-3_13-0-18.png
     
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