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Facial blendshape to humanoid

Discussion in 'Animation' started by Chepe3d, Jan 9, 2021.

  1. Chepe3d

    Chepe3d

    Joined:
    Jan 9, 2021
    Posts:
    1
    The character is rigged/animated in maya and has a blendshape driven facial rig is it possible to have it connected with the humanoid rig/avatar, if so how?
     
  2. mcmount

    mcmount

    Joined:
    Nov 15, 2015
    Posts:
    60
    I'm running the facial blendshapes with perlinnoise (basic small facial expressions, just to give life), then lipsync with audio frequency driven system. This way I get decent results very fast. If you want your rig to control the blendshapes, this is what I've used couple of times; as the toes are rarely animated, I store the facial blendshape values to the toe rotations when animating in Maya. Then just do setblendshapeweight(xx, mytoe.localeulerangles.x). As each toe has multiple joints, you can store the values to x, y and z and get dozens of stored values. You don't have to do insane rotations, like one degree represents blendshapevalue 100. Stupid way, but it works.
     
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