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Joint deformation for humanoids

Discussion in 'Animation' started by TantzyGames, Aug 14, 2018.

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What is more efficient for joint deformation in humanoids?

  1. helper bones

    0 vote(s)
    0.0%
  2. blend shapes

    1 vote(s)
    100.0%
  1. TantzyGames

    TantzyGames

    Joined:
    Jul 27, 2016
    Posts:
    51
    I need better joint deformation for humanoids on mobile, and I'm not sure what would be more efficient between script driven helper bones or blend shapes.

    I'm wondering if anyone has investigated this already, or has experience that could help my decision?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    What do you mean by "better joint deformation"? Can you provide examples?
     
  3. TantzyGames

    TantzyGames

    Joined:
    Jul 27, 2016
    Posts:
    51
    Sure. My characters need more definition for the joints than the default humanoid skeleton can provide. For an example see the elbow in the following images. It collapses when the arm bends, and the inside of the elbow doesn't deform properly. You can also see the issue in the wrists.



    To keep the volume of a joint, and provide better deformation it's common to use an additional bone at the joint, or a blend shape, or a combination of the two.

    I've only used these techniques in 3D animation software where performance isn't really a factor. I'm curious to know if anyone has tested them for performance in Unity, or can offer any other guidance as to which might be a better choice.