Answered

BlendShapes : cancel the adding of curves for blend shapes?

antoine ober 3 years ago updated 3 years ago 2

Hi, thanks a lot for this super useful tool ! ^^

I'm used to play with BlendShapes values outside of Umotion, with another tool called Game Creator.

But when I added my character to Umotion, and when it asked me to add BlendShapes parameters, I said yes, and now my Game Creator actions are not working anymore on BlendShapes (it looks like giving the access to one tool removed the access from the other tool, we can't have both).

Is it possible to remove the BlendShapes access from Umotion? If no, how can I go back to the initial situation? I'm afraid to lost my work on animations.

Thanks again for your help !

Best regards,

UMotion Version:
1.23
Unity Version:
2019.4.13f1

Answer

Answer
Answered

Hi,

thank you very much for your support request.

While a character is assigned to the UMotion Pose Editor, it is locked to be exclusively used by UMotion. Once you click on "Clear" (in the Pose Editor), the character is released again. So if your issue is during edit time, just make sure that your character is not locked by UMotion.

When an animation clip includes animation curves for a blend shape weight, the blend shape weight can only be overwritten by a script based system if it is executed in "LateUpdate()" (which is executed after the Animator component). If the script is executed in the Update() method, then the blend shape weights written by the script are overwritten by the Animator component that is executed afterwards.


Blendshape curves are only added to the exported animation clip if it has at least one key. So you can either delete all Blendshape keys or you can remove the Blendshape properties completely from your UMotion project. This can be done by switching into Config mode, select the transform where the blend shapes have been added to. Then open the "Constraints" tab and delete all the custom property constraints of the blend shapes.

Please let me know in case you have any follow-up questions.

Best regards,

Peter

GOOD, I'M SATISFIED
Satisfaction mark by antoine ober 3 years ago
Answer
Answered

Hi,

thank you very much for your support request.

While a character is assigned to the UMotion Pose Editor, it is locked to be exclusively used by UMotion. Once you click on "Clear" (in the Pose Editor), the character is released again. So if your issue is during edit time, just make sure that your character is not locked by UMotion.

When an animation clip includes animation curves for a blend shape weight, the blend shape weight can only be overwritten by a script based system if it is executed in "LateUpdate()" (which is executed after the Animator component). If the script is executed in the Update() method, then the blend shape weights written by the script are overwritten by the Animator component that is executed afterwards.


Blendshape curves are only added to the exported animation clip if it has at least one key. So you can either delete all Blendshape keys or you can remove the Blendshape properties completely from your UMotion project. This can be done by switching into Config mode, select the transform where the blend shapes have been added to. Then open the "Constraints" tab and delete all the custom property constraints of the blend shapes.

Please let me know in case you have any follow-up questions.

Best regards,

Peter

Thanks a lot for your quick reply :)

Yeah, my issue is not occuring in the Pose editor of Umotion, but even in Play mode (so Umotion is closed of course).

And thanks a lot for the tip. I made sure to not have any keyframe on the BlendShape properties. And I managed to delete anyway all the BlendShapes constraints in the Config Mode.

And it still didn't work like that. But I realized I had to go in the already exported clips I made, and export it again (the new export taking into account the delete of the BlendShape constraints). And now it works ! I can freely modify my facial expressions on my side, what a relief ^^;

Thanks again for your help Peter ! Good luck ! :D