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Question by Pangamini · Mar 14, 2016 at 05:29 PM · blendshapesface

Are Blendshapes updated only when necessary?

Since I don't understand much how these are implemented, I wonder if blendshapes cost performance only when being modified, or is it per frame? Or: Are blendShapes suitable for one-time setup, such as face shape / properties?

Or, to be more specific, what would be the best way to have user-modified face together with facial expressions?

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avatar image instruct9r · Mar 14, 2016 at 06:19 PM 0
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Heya. There are 2 ways of controlling blendShapes.

1: Is when you bake them in $$anonymous$$aya ($$anonymous$$ax) and you setUp the animations in Unity's $$anonymous$$ecanim. They will work just fine.

2: When you alter them through script.

If you don't do some of these 2, i don't think they have some performance cost. But even if you do, the geometry shoud be pretty heavy, or you shoud have tooons of blendShapes to make performance hit.

As a matter of fact, i think that the weighted geometry (to bones) is having bigger performance cost on the game, than the blendShapes, simply because, when you have bones that drive the geometry, Unity have to know (Per frame) how many bones are moving each vertex, of the mesh and also what weight each bone have over that vertex...

Or at least, this is what i think :)

avatar image Pangamini instruct9r · Mar 15, 2016 at 08:14 AM 0
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For the bones, I believe that's done in some vertex shader? Not sure, but there's some GPU skinning option in unity. Thanks for the reply. $$anonymous$$y concern is not using blendShapes for facial expression, but for expressions together with permanent facial morphs - the face generator. I'd rather see those built in runtime once, but that would mean i'd have to somehow build the blendShapes as well

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