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Unity中的mecnim和blendshape的冲突问题
http://www.mamicode.com/info-detail-1724372.html
mecanim会覆盖blendshape动画
如果blendshape用的代码,解决办法是放在LateUpdate里.
http://answers.unity3d.com/questions/1011752/how-to-disable-animators-influence-on-blendshapes.html
如果blendshape动画
在animator增加一层
http://answers.unity3d.com/questions/836722/mecanim-locking-my-facial-blendshapes.html
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(2)
https://answers.unity.com/questions/836722/mecanim-locking-my-facial-blendshapes.html
I finally got back to researching it, and I'm going to answer my own question after a few months. haha
In the animator window, using multiple animation layers with the blending mode set to 'additive' will combine animations.
(3)
https://forum.unity.com/threads/import-blendshapes-keyframes-from-maya-into-unity.259488/
(4)
https://docs.unity3d.com/560/Documentation/Manual/BlendShapes.html
(5)
官网文档是在 Animation 中 Key BlendShape
https://docs.unity3d.com/Manual/BlendShapes.html
To create a blend animation:
Create the animation you want by adjusting the keyframes
and blend weights.
To preview your animation, click Play in the Editor window or the Animation window.
(6)
这个文章是在 Maya 或者 Max 中直接 Key BlendShape ,不在 Unity 的 Animation 中 Key
https://zhuanlan.zhihu.com/p/71544395
美术方面:美术额外导出一个FBX,带有蒙皮信息、骨骼动画只保留一个造型、单独面部的动画信息(Morphing)
经过测试,只有美术网格、骨骼、蒙皮、Morphing动画一起导出来的Fbx才能保留表情动画信息
AvatarMask(动画遮罩):可以控制哪部分骨骼或蒙皮受影响
FaceLayer中的Mask只需要开启面部蒙皮,这样只有面部受第二层状态机影响
在Project试图 右键 然后 Create/Avatar Mask 可以创建AvatarMask,然后指定对应Fbx中的avatar,就可以导入模型骨骼蒙皮信息
另一个偶现的BUG,是表情很奇怪,发现问题是播放表情动画的时候SkinnedMeshRenderer上的BlendShape某一个权重超过了100,但是美术制作的时候确定最大不会超过100
最后发现是动画导入器的ResampleCurve导致的,重采样动画曲线,使某一小段曲线采样超过了100,导致表情错误,参考另一篇文章
(7)
这个书籍也是使用在 Unity 中 Key 关键帧动画,然后用 BlendShape
Driving a blendshape animation with the animator controller
https://subscription.packtpub.com/book/game_development/9781849696364/6/ch06lvl1sec33/driving-a-blendshape-animation-with-the-animator-controller
Unity Character Animation with Mecanim
Driving a blendshape animation with the animator controller
The zombie's face animation is a nice touch, to make it clear to the player that something is happening in the game. The effect is quite subtle; due to the limited number of face bones that we can retarget in the Humanoid rig type, we are not able to get a full range of expression across in the zombie's face.
One way to get around this is to use a different kind of animation. Blendshape or Morph Target animation types do not use bones or joints to deform the model, but use a second, altered version of the mesh. Blendshape animation sequences can be driven in the animator the same way that skeletal animation can.
Blendshape animation sequences are usually unique to a model. They are created by making a copy of the whole or part of a mesh and then moving, scaling, and rotating vertices to change the shape—creating a facial expression or some other kind of deformation.
After the blendshape has been linked to the model, it can be exported...