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

