Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Blendshapes in animation vs in code (performance)

Discussion in 'Animation' started by Knosis_Co-Verse, Apr 21, 2021.

  1. Knosis_Co-Verse

    Knosis_Co-Verse

    Joined:
    Apr 23, 2019
    Posts:
    12
    Hi, I have a character with a lot of blendshapes and need to animate them. Ideally i would do it in code. However changing them in code with SkinnedMeshRenderer.SetBlendShapeWeight seems to be extremely slow while doing it in an animation is fine.

    My question is: Is there a better way to change blendshapes in code?
     
    Last edited: Apr 21, 2021
  2. Knosis_Co-Verse

    Knosis_Co-Verse

    Joined:
    Apr 23, 2019
    Posts:
    12
    Welp. It seems that having the skinned mesh focused on the inspector was the problem. Weird but not a problem anymore.
     
  3. launzone

    launzone

    Joined:
    Dec 2, 2015
    Posts:
    56
    yes i don't think there should be a difference in controlling a blendshape through code or though animation keyframes.