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BlendShapes not showing in UMARenderer #275

Closed hridpath closed 5 years ago

hridpath commented 5 years ago

Describe the bug I have exported a Blender model with correction made for UMA conversion. All seems well except that the BlendShapes from Blender do not show.

Environment (please complete the following information):

To Reproduce Steps to reproduce the behavior:

  1. While running in editor, Go to UMARenderer
  2. Observed no BlendShapes are shown in Skinned Mesh Renderer

.

Expected behavior Expected to see BlendShapes included in Skinned Mesh Renderer inspector

Screenshots UMA_ISSUE_BlendShapes

Additional context Add any other context about the problem here.

kenamis commented 5 years ago

Did you enable "load blendshapes" on the dynamic character avatar component?

On Fri, Aug 23, 2019, 5:18 PM desertsapphire notifications@github.com wrote:

Describe the bug I have exported a Blender model with correction made for UMA conversion. All seems well except that the BlendShapes from Blender do not show.

Environment (please complete the following information):

  • Unity Version: 219.2.0f1
  • UMA Version: 2.8.1
  • Platform Build (if not editor): PC stgandalone

To Reproduce Steps to reproduce the behavior:

  1. While running in editor, Go to UMARenderer
  2. Observed no BlendShapes are shown in Skinned Mesh Renderer

.

Expected behavior Expected to see BlendShapes included in Skinned Mesh Renderer inspector

Screenshots [image: UMA_ISSUE_BlendShapes] https://user-images.githubusercontent.com/15804010/63629856-eb66ec00-c5c9-11e9-9119-5856382c8ddd.png

Additional context Add any other context about the problem here.

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hridpath commented 5 years ago

Yes. I am following the DAZ to UMA tutorial by Secret Anorak. I have been trying to be very acurate with what I am doing. Just when Part 8 started to assign a BlendShape to a DNA, I realized this issue.

hridpath commented 5 years ago

I have found that the FBX import for Unity 2.8 brings in an Armature Deform Modifier for each mesh. Thed modifier cannot be applied because shape keys exist. I can Apply as ShapeKey. Blender will attempt to apply any modifier not applied during the export, but if it fails, no Shape Keys are exported. This explains why the BlendShapes were not present in Unity. I am closing this issue.