Profile Picture

Move/animate wrinkles/mouth/eye from unity code, c#?

Posted By lostinwar22 2 Years Ago
You don't have permission to rate!

Move/animate wrinkles/mouth/eye from unity code, c#?

Author
Message
lostinwar22
lostinwar22
Posted 2 Years Ago
View Quick Profile
Junior Member

Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 6, Visits: 70
Hello,

Is it possible somehow? I am new here.

Thanks,
Leslie
lostinwar22
lostinwar22
Posted 2 Years Ago
View Quick Profile
Junior Member

Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)Junior Member (117 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 6, Visits: 70
Ok I found blendshapes and I can animate via c#, thanks.
Is it expensive BTW?
Victor.Soupday
Victor.Soupday
Posted 2 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: Yesterday
Posts: 569, Visits: 9.0K
Animating the Blend shapes should activate the wrinkles.

Is it expensive? Depends on your version of Unity.

Since Unity 2018 Blendshapes on skinned mesh renderers are dealt with on the GPU with Compute Shaders. But there's been some further optimizations since then.

Someone has done a performance test of 2019.4 and 2021.3: https://gist.github.com/d4rkc0d3r/f77c1e96d4aeefd0d1eaf13fb096a2de

From this:
  • Each active (non-zero value) blend shape is a separate compute call.
  • The more vertices changed in each Blend shape the longer it takes to compute.
  • Empty blend shapes occupy no GPU memory. 
  • Unused but non-empty blend shapes do occupy GPU memory, but not compute time.
  • Later versions of Unity (2021.3+) are better for performance.
  • Versions before 2021.3 would have better Blend shape performance if the head mesh was separate from the body. (Assuming most or all of the body mesh is still present) But 2021.3 and above would not benefit from this.




Reading This Topic

0 active, 0 guests, 0 members, 0 anonymous.
No members currently viewing this topic!