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Blendshapes in Direct Blend Tree

Discussion in 'Animation' started by mrwilliams, Nov 15, 2015.

  1. mrwilliams

    mrwilliams

    Joined:
    Sep 23, 2015
    Posts:
    13
    Hi,
    In the following video, it shows a Direct blend tree, controlling the weight of blend shapes on a model.



    Does anyone know how to do this? It appears that the blendshapes have been pushed into an animation, added to the motion fields of the tree - but that doesn't make sense to me, as the animation would change the weight of the shape over time? What am I missing here? Is the animation simply a single key animation on the blendshape?

    Any help would be great.

    Cheers
     
  2. medhue

    medhue

    Joined:
    Aug 24, 2014
    Posts:
    176
    Essentially, you create animations with your blend shapes. If you create an animation in Unity, and apply it to your animator controller, you can then select your mesh in the scene and edit the new animation to include keyframes from blend shapes. I'm pretty sure in the animator controller, you also need an avatar mask for the layer with blend shapes, to mask out the skeleton.
     
  3. mrwilliams

    mrwilliams

    Joined:
    Sep 23, 2015
    Posts:
    13
    Hey thanks for your response,

    I have got a solution working, although I don't think it is right. I put another question in another area trying to understand why my RIG will not work as Humanoid - therefore I am using a Generic and it appears that I don't need to use a mask (I assume, because the skeleton isn't mapped in the model?)

    It's pretty confusing for someone new to unity, and the scripting model is also slightly "off" when you compare to how C# is usually used. But then again, it's a script implemented in C#, so I get that.

    Thanks again for your help - nice to know someone will try to help.

    Cheers