Thanks guys for all answers.
I decided to handle it with deformer. I think it is reasonable to handle
it, and easy. It is just shame Unity3D doesn't support shape animation : /

Thanks


On Wed, May 15, 2013 at 5:45 AM, Matt Lind <[email protected]> wrote:

> 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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Daniel Kim
Animation Director & Professional 3D Generalist
http://www.danielkim3d.com
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