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Facial animation (morph) export for Unity

Posted By Makumba666 12 Years Ago
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vidi
vidi
Posted 11 Years Ago
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It would be great if the user would be able to import some model with morphs into iClone, apply some facial animations, using decent iClone editors and then export model, along with morphs + animation file (.anim) to Unity


You can use morph for facial animations already, no Problem with iClone to Unity.
xchange and iClone is the greatest animation tool for Unity ever :D

Here a Test Example

https://dl.dropboxusercontent.com/u/48415327/affeFacialTest/affeFacialTest.html



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liebe Grüße vidi




Peter (RL)
Peter (RL)
Posted 11 Years Ago
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Have you checked out 3DXchange5 Pipeline? I think most of what you need is already available. ;)

3DXchange 5.5 New Features

                                                                

Peter
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www.reallusion.com


Makumba666
Makumba666
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Hi all,
As you might be know, now (from version 4.3) Unity have built-in support for morphs - they are called blendshapes. You can apply morpher to some model in 3ds max, export it as a fbx file and all morphs will be imported into Unity as above-mentioned blendshapes. The problem is, having a blendshape and having an animation is absolutely different matter. iClone has great tools for facial animation, speech etc. while Unity only has basic animation editor, where you can create animations using curves\keys. It would be great if the user would be able to import some model with morphs into iClone, apply some facial animations, using decent iClone editors and then export model, along with morphs + animation file (.anim) to Unity. As .anim files mainly consist of numeric data, such as position, rotation, percent of morph target to apply etc. it should be not too hard to add such feature. On the other hand, such ability definitely will make iClone #1 animation solution for Unity engine. By the way, the same thing could be done for UDK, too.



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