Blend Shapes
<done>
Last updated
<done>
Last updated
The Blend Shapes Component controls the blend shapes of a skinned mesh..just like the component does. but you don't have to search for the mesh deep in the hierarchy.
Reference to the skinned mesh renderer.
Extra meshes that share the same Blendshapes, like LODs meshes or the Magic Tattoos on the Poly Art Animals:
The Pin blendshape is the value stored to be used with Unity Events, since this unity Events cannot have more than one value on its listeners.
E.g. : In the first Listener we Store/Pin Blend Shape (the first one, with index=0) and on the second Listener we change the value of tha stored/pinned blend shape with the Slider value of the UI component.
You can check how to use the Pin Shape on the Callback Sample scenes of each Animal.
List of all the Blend shapes weights of the skinned mesh renderer. Each Blendshape have a label for its Index. E.g.: (00) is the Index for the Blend Shape Big Eyes on the Wolf.
If the Preset parameter has a preset set, then At start the component this preset will be loaded.
At Start this component will generate random blend shape weights.
Reset all the weights of the blendshapes to zero.
Randomize all the weights of the blendshapes
Save the current blend shapes to a preset.
Load a blend preset.
float[] GetBlendShapeValues()
Gets an array of all the blendshape weights on the skinned mesh renderer.
void LoadSmoothPreset(BlendShapePreset preset)
Blends from the current blend shapes weights to the weights of the preset.
void LoadPreset()
LoadPreset(BlendShapePreset preset)
Load the weights from the preset.
void SavePreset()
void Randomize()
Randomize the weights on the skinned mesh and its LODs
void SetWeight(string name, float value)
Set a new weight on a blendshape using its name
void SetWeight(int index, float value)
Set a new weight on a blendshape using its index
void _PinShape(string name)
Store/Pin a blend shape by its name
void _PinShape(int index)
Store/Pin a blend shape by its Index
_PinnedShapeSetValue(float value)
Set a new weight on the Stored/Pinned blend shape
void UpdateBlendShapes()
Updates all the weights of the component to the Skinned mesh renderer
Also you can load/save to have different variations.
The is simply an array of float values to save/load the Blend shapes you have modified.
Load the weights from the preset stored on the parameter.
Save the current blendshape weights to the preset on the parameter.