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LODs and blendshape animation

Discussion in 'Animation' started by Gnimmel, Mar 2, 2022.

  1. Gnimmel

    Gnimmel

    Joined:
    Apr 21, 2010
    Posts:
    358
    I have a rigged character that has a face rig created with blendshapes in maya.

    When I export animation as .fbx files and import it to Unity, it seems Unity uses the mesh names as well as the blendshape node names in the animation curves?

    To test this I exported the character and then exported a separate animation and was able to play it fine in unity.
    I then changed the name of the head mesh where the blendshape node is in Unity and the blendhapes stopped working.

    Normally this wouldn't be a problem, the mesh names should line up, however, now I'm trying to add LOD's to the character, which means I have a different mesh name for the lower LOD mesh. This means even if I add a blendshape node with the same target names to the lower LOD mesh, the animation will not play because the mesh name is different?

    Is there a way around this or can I only have blendshapes on my highest LOD?