In our case we deemed shape animation to be not very efficient.  It has too 
many downsides.

In the case of faces we used enveloped faces with nulls driving the envelopes.  
We chose this route because it means we don't need as many poses per face to 
make credible face animation and the storage requirements per pose are minimal 
because only the deformers (nulls) need to be stored.  It also means the poses 
are transferrable to other faces even if the topology is dissimilar as a system 
can be devised to map the pose of one face to another through some user defined 
criteria.  If topology needs to change, only the modified portion of the mesh 
needs work (weighting) and animation/poses are preserved because the 
information is in the nulls, not the mesh.  Finally, animation can be performed 
through a myriad of methods, including the animation mixer which allows for a 
variety of interpolation modes.

 If using shape animation, any changes to the topology would require rebuilding 
all the shapes - which is very time consuming.  Considering face animation is a 
very iterative process, you want to minimize time consumption.  Shape animation 
requires more storage as the delta of each vertex position for each shape must 
be managed.  At runtime pushing the vertex positions of each face shape 
contributing in animation is a bottleneck too. The real downside is the 
interpolation of face shapes as interpolation between shapes is almost always a 
linear path between vertex positions in each shape - makes the face look rather 
robotic and lifeless.

Long story short, anything you can do with shapes you can also do with 
enveloped face rigs, but the reverse is not true.

Matt




-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Eric Thivierge
Sent: Tuesday, May 14, 2013 6:07 AM
To: [email protected]
Subject: Re: how to bring shape animation to Unity3D

Hey Dan long time!

I'm not sure if Unity support blend shapes. My knowledge of Unity is extremely 
limited but from what I've heard from some sources is that most of the gaming 
platforms these days don't support blend shapes. I've been told that the face 
rigs need to be skinning based. I'd love to be wrong though.

  
Eric Thivierge
===============
Character TD / RnD
Hybride Technologies
  

On 13/05/2013 8:20 PM, Daniel Kim wrote:
> Anyone know how to bring Softimage animation to Unity3D?
> I tried plot shape animation and export it, but it seems not working 
> in Unity3d.
>
> If someone knows, please let me know how to.
>
> Thanks
>
> --
> -------------------------------------------------------------------
> Daniel Kim
> Animation Director & Professional 3D Generalist 
> http://www.danielkim3d.com
> -------------------------------------------------------------------
>
>



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