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MORPH3D blendshapes not changing in WebGL port

Discussion in 'Web' started by milwac, Nov 23, 2017.

  1. milwac

    milwac

    Joined:
    Nov 23, 2017
    Posts:
    1
    Hi all,

    In our project we are trying to test applications of different blendshapes to the M3DMale character.

    The blendshapes do change in the Unity editor, but do not work on the WebGL port. We set blendshapes like this :

    Code (CSharp):
    1. bool res = characterManager.SetBlendshapeValue("eCTRLHappy", 100);
    2. Debug.Log("Change to happy: " + res);
    We read whether the blendshapes had been set correctly like this :

    Code (CSharp):
    1. MORPH3D.FOUNDATIONS.Morph[] morphs = characterManager.GetActiveBlendShapes();
    2.         foreach (MORPH3D.FOUNDATIONS.Morph m in morphs)
    3.         {
    4.             Debug.Log("Morph name: " + m.name + " Value: " + m.value);
    5.         }
    The list of active blendshapes appears correctly after setting them even on WebGL, but the effect is not visible on the character. Can anyone shed more light on this? Do we need to do anything else for this to work on WebGL?