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VertExmotion [Released]

Discussion in 'Assets and Asset Store' started by kalagaan, Oct 30, 2014.

  1. adamz

    adamz

    Joined:
    Jul 18, 2007
    Posts:
    909
    Hi, so 'VertExmotion_editor' does exist and rebuilt it. No luck. Tried it in a new scene, no luck.

    Created a new project, 2019.2.1f1.
    It has Shader Graph 6.9.0.

    Here are the steps I took with the new scene:
    Installed latest VertExmotion.
    Imported 'VertExmotion_ShaderGraph_5_13'
    Opened the Shader Graph 'VertExmotion_HDRP_Metallic'
    I get the following error:

    screenshot.png

    The 'VertExmotion_HDRP_Metallic' preview is pink, and when I add it my a capsule mesh the mesh vanishes.

    Tried the same things with 2019.3 as above, shader is not pink, but when I assign VertexMotion to a mesh, I get this result:



    Thoughts?

    UPDATE: I opened my original scene and it looks like if I shut off the lighting in the Scene View using the light-bulb icon on that Scene View window, it works correctly. When I enable lighting it had some transparency issues, both within the Scene View and in the Game windows.
     

    Attached Files:

    Last edited: Sep 10, 2019
  2. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    929
    You could replace the suggraph in the shader.
    - open the shader with ShaderGraph
    - open the subshader (double click)
    - copy the nodes
    - in the shader graph, delete VertExmotion_SubGraph
    - paste the nodes and connect the output to the 'Position' input of the PBR Master node
    - Save the shader

    It should look like that :
     
  3. rmorph

    rmorph

    Joined:
    Apr 3, 2012
    Posts:
    35
    I wonder if you could give me a bit of advice?

    I'm currently building my game character around a really great figure called Ariana.
    https://assetstore.unity.com/packages/3d/characters/humanoids/ariana-character-118803

    The author developed in Unreal engine and it is already set up ith bones/animations and for morphs for speech etc.

    I'm looking for an easy way to offer character facial customizations: Mainly facial features etc.. basically sliders that a player could use in a simple character setup screen to make small adjustments to cheeks ears eyes etc..

    From reading around I understand I basically have two option: Shader manipulation (Vertexmotion for example) or morphs (Polymorph). Either way, you have a product for it - which is great :)

    Since I'm just a beginner I would just like advice on what you think would be the best way to do this. Or if it's even practical. I think it seems like a small task - but am I mistaken? character customization tools don't exactly seem to be a very common asset to find so maybe I'm not seeing a complexity issue?.

    Also I purchased your spacesuit character and am very happy with it: I'm trying to merge it with Ariana to give her a spacesuit and so far it looks pretty good.


    Thanks for great products!
     
    Last edited: Sep 11, 2019 at 12:28 AM
  4. kalagaan

    kalagaan

    Joined:
    May 27, 2012
    Posts:
    929
    You can use the unity API in a custom script to control the blendShapes of your character (Ariana), or you could control and mix them with BlendShape preset tool ;)

    I don't think that you'll be able to mix the Ariana character with the space suit :(
    the skelettons of each characters won't be the same and the animations won't work properly.

    Edit : OOps, it looks like the Ariana character use a face rig, there's bones instead of blendshapes... so BlendShapes preset tool won't work with it... :confused:
    You should contact the author for more information about the face rig.
     
    Last edited: Sep 11, 2019 at 11:07 AM
  5. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    4,874
    If you haven't yet, perhaps you should take a look at UMA? It seems in line with what you are looking for.
     
  6. rmorph

    rmorph

    Joined:
    Apr 3, 2012
    Posts:
    35
    Thanks Kalagaan - once I sized up the spacesuit char the bones were pretty close so Im gonna have a go and hopefully it wont look too wierd :)

    Thanks hopeful - I've been checking out UMA but the model import part seems a bit beyond my skill level. I will check out if its possible to find someone to do it for me for a reasonable price :D
     
  7. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    4,874
    Importing can be tricky, but once you get the settings right - just once - you're good to go. It's best to do something small and really pay attention to the importing. After that, you should be golden.