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Answer by kburkhart84

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![alt text][1] [1]: /storage/temp/34881-blendshapesolution.jpg I can't believe this. Once again, I find a solution to my own problem, though it makes no sense. I'm not completely sure as to why this works, and hopefully someone better with Blender can explain it. My understanding of the "relative" setting was so that the keys would be relative to the basis right....then at least in Blender, you could easily change the keys and it would apply them at any values, allowing you to drive them via animations, or drivers based on positions of bones or whatever. Normally this is fine in Blender, and I didn't expect most of this stuff to work in Unity due to a complete lack of the whole animation/driver system. But I expected the shape keys to work like normal. Somehow, by making the keys not be set as "relative" it works. I'm not sure what this setting does exactly though it appears to be forcing animation frames or something like that. But, whatever it is doing wrong for Blender it is doing right for Unity. I currently in my crap test cylinder have a simple looping bend animation. Via code, I can now set the shape keys however I want to, in any "mix&match" combination and it just works. It no longer forces the blend shape value to whatever it was when exporting from Blender. Weird...but hey, if it works I'll take it. Now, if anyone would please comment on how/why this works, it would be great, so I can learn the reason why it works. Thanks in advance.

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