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SkinnedMeshRenderer.SetBlendShapeWeight takes a value from 0-100, not 0-1

Discussion in 'Documentation' started by Shredsauce, Jul 27, 2016.

  1. Shredsauce

    Shredsauce

    Joined:
    Apr 4, 2016
    Posts:
    37
    "at weight 1 BlendShape is fully active, but weight is not limited to [0; 1] range."

    At weight 1 it's 1% active. It should say 100. Although I think 0-100 is stupid and it really should be 0-1
     
  2. Alex_May

    Alex_May

    Joined:
    Dec 29, 2013
    Posts:
    198
    Hi! Thanks for the report. We'll fix the docs. The range is 0-100 because many apps that export animations use this range for blend weights.
     
  3. Kibsgaard

    Kibsgaard

    Joined:
    Oct 16, 2012
    Posts:
    2
    The same is the case for the GetBlendShapeWeight documentation:
    "At weight 0 BlendShape has no influence, at weight 1 BlendShape is fully active, but weight is not limited to [0; 1] range"

    It should say:
    "At weight 0 BlendShape has no influence, at weight 100 BlendShape is fully active, but weight is not limited to [0; 100] range".

    https://docs.unity3d.com/550/Docume.../SkinnedMeshRenderer.GetBlendShapeWeight.html