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440985 No.440985 [Reply] [Original]

Ok so i'm trying to make a game with unity, this is my first time using unity for anything, and also the first time i've made a model for a game, so the first time i've textured and rigged and all that, I made it in blender and i've got shape keys set up here for facial animations but i'm unsure how to go about getting them into unity.
So far i've been met with nothing but issues, I'm not sure if I'm doing something wrong or if it's something to do with the programs, but so far everything i've tried hasn't worked.. exporting as FBX gives me a model with the bones and i can slap the textures on and everything so it seems like the ideal export type, but when i move the bones for the facial expressions that are linked to shape keys nothing happens, i tried set up the animations in blender and binded them in unity but still nothing, so then i looked into "baking" the facial expressions, which would be fine as it's merely blinking animations at the moment but it doesn't seem like an easy task, i had to find an addon so the mesh can be warped with and rgb maps and scripts (which is fine, that'd work) but the part i use with blender doesn't seem compatible with the latest version of blender, i'm not sure if downgrading to blender 5.whatever is really something i want to do just to export facial expressions, are there any better methods for getting shape key animations into unity?

Inb4 "gtfo horsefucker", lets all be mature here.

>> No.440988

>>440985
correction, downgrading from 2.71 to blender 2.5.
the warp process is done using diffmaps and the addon is called metamorph

>> No.440989

GTFO, horsefucker.

>> No.440992

>>>/mlp/

>> No.441001

Blender's FBX export doesn't have support for shapekeys. They were planning on adding them in 2.72 but Ton is looking to drop FBX support completely because he doesn't want to spend the time maintaining it so don't expect to get it anytime soon.

You'd be better off making the switch to Max or Maya.

>> No.441003

>>441001
I hope all the Blendfags on this board read that, as it's one of many reason's why Blender is all that great for professional use. Too many programmers just "doing what they feel like doing", instead of being paid to maintain and develop the features people need most.

>> No.441004

>>441001
seems like a switch to maya will be inevitable in the future anyway.

it looks like im going to have to do a slight downgrade of blender as the latest version of unity can't seem to run it without it crashing, so it can't import blender files properly, which is why i was using FBX.

>>441003
yeah, a friend of mine is using maya because it's required for working in his job.

i had only started learning blender a couple weeks ago, i learned enough to be able to do this shit, but it does seem like its usefulness for game development is limited compared to other programs like maya

>> No.441034

I'm sure there's a unity plug-in that import's blender's native format.

>> No.441037

>>441034
in fact
http://docs.unity3d.com/Manual/HOWTO-ImportObjectBlender.html

>> No.441106

>>441004
Unity doesn't import .blend files anyways. It converts them to FBX using Blender's export tools so you'd end up in the same situation either way.

>>441003
The best part is that Ton dropping it is going to kill off any future or continued support they get from other companies, especially Epic who paid them $10k to improve FBX support. No one with half a brain would put resources towards a project that shaky.

>> No.441114

The latest versions of Blender already export shape keys with fbx files but not animated shape keys so you're likely gonna have to redo the shape key animations in Unity unless if there is some work around you can do in Blender.

Also is there any proof that Ton is dropping fbx support (like links and shit)?

>> No.441132

>>441037
>>441114
>>441106
the latest version of blender has a different version of the fbx export which unity couldn't run without it crashing, by downgrading to 2.67 i was able to get it to work (latest version i knew worked based on a youtube video, later ones might work but i don't know which version it breaks at).

So for later versions of blender it can be fixed by copying the python33.dl/python34.dl or whatever from a version of blender that unity can export to fbx with and pasting it into the latest version of blender, replacing if necessary.

>> No.441324

>>441132
Sounds like a lot of extra work for no real pay off.

>> No.441368

>>441324
other than the fact it's the easiest solution to the problem i had which involved looking for alternatives which required a lot more effort and hat compatibility issues? yeah, sure.

>> No.441417

>>441368
The easiest solution would be to use software that doesn't require hack job solutions to get their hack job support of FBX to work.

>> No.441550

>>441132
Are you actually exporting the .fbx from within Blender then opening the .fbx file in Unity?

>> No.441565

>>441550
well unity actually opens the native program in the background in order to export the model so the difference is actually pretty trivial.

>> No.441572

>>440985

Wow. How do you make eyelids like that? It looks really good.

>> No.441591

>>441572
edge loops

>> No.441737

>>440985
>Ponies
>Blender
>"Let's be mature here"
lol

>> No.442001 [DELETED] 

>>441001
>They were planning on adding them in 2.72 but Ton is looking to drop FBX support completely because he doesn't want to spend the time maintaining it so don't expect to get it anytime soon.
Sauce plz

>> No.442003

>>441001
>They were planning on adding them in 2.72 but Ton is looking to drop FBX support completely because he doesn't want to spend the time maintaining it so don't expect to get it anytime soon.
Not according to this: https://twitter.com/tonroosendaal/status/510855677951352832
>FBX discussion - we support FBX with our own free/open software. The issue was why not to use Autodesk's closed libraries instead.

>> No.442005
File: 33 KB, 469x128, Bxbe_QpCEAA3_dr.png [View same] [iqdb] [saucenao] [google]
442005

>>442003
https://twitter.com/tonroosendaal/status/510840787232645121
It just that it won't support Closed Libraries.

>> No.442017

>>442005
> remember the evil Autodesk just wants money. While we're dedicated to helping people...when we feel like it...and only for things we personally care about...and only for as long as it holds or interest

>> No.442032

>>442003
That would be the end of Blender
Too bad FBX support will never be dropped

>> No.442146

Something I found on the wiki.
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX

>Shape Keys
>Currently shape keys will only be written if modifiers are disabled, or if the modifiers keep the same number of vertices, note that when exporting shapes with Apply Modifiers enabled no other shapes should be displayed since the shape will be applied on top of the mesh that's exported.

Do you have any active (e.g. will be rendered) modifiers that change the mesh (like subsurf, edge split, mirror, etc.)? Try disabling those.

>> No.442153
File: 309 KB, 1368x1536, UnityShapeKeys1-1.png [View same] [iqdb] [saucenao] [google]
442153

>>442146
After a bit of diddling around I successfully managed to get shape keys into Unity.

Caveats:
-Modifiers that change the vertex count must be disabled.
-Use the 6.1 ASCII FBX exporter as I don't think the latest binary exporter writes out the shape keys from what I noticed.
-Blendshapes in Unity have a range from 0 to 100 (or 0 to 1.000 in Blender) so plan accordingly.
-You're still likely gonna have to redo the animations or re-implement your shape key drivers in Unity.

>> No.442274

>>440985
>lets all be mature here
>is a horsefucker
gtfo horsefucker