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Question by UltimateLogicGames · May 16, 2017 at 04:40 AM · unity 5target3ds maxskinmorph

Is there compatibility or anything like Skin Morph targets in Unity?

Is there anything like 3DS Max Skin Morph in Unity?

Asking because some animations look ugly without additional correction, for example elbows and knees at maximal angle. Can I export morph targets from 3DS Max or is there such functionality in Unity?

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Answer by Invertex · May 17, 2017 at 11:39 AM

Unity has BlendShape support, otherwise known as Morph targets in Max, so yes. Export your FBX with included blendshapes and Unity will be able to use them. Though you may have to modify your animations in Unity to set the Blendshape values when you need them, I'm not sure (you don't have to when using Maya as the Blendshape keys are translated).

https://docs.unity3d.com/Manual/BlendShapes.html

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Answer by ykantbobreed · Jun 26, 2020 at 09:17 PM

Put the skin morphs into the actual morpher modifier, and use the animation to drive them. If you need to get the rate of the bone change you can use a script controller on another object and slap in something like this "dot ($.parent.transform * inverse $.transform)[1] (theTargetOrientation as a vector)" (you'll have to replace the "$" and assign it to an object constant). The code takes the dot product of the x direction of the transform matrix (which tells you how close to the target orientation the object is pointing) and the vector you supply (should look something like this [0.0018655,0.999845,-0.0175007]).

This is a sort of hacky way to rebuild the basic functionality of the SkinMorph modifier, but if you export the animated morph data in your FBX it should line up with the character's animation in engine without having to script it in Unity (should be more efficient, but I'm not totally sure).

Also, you'll need to fix the morph targets to be compatible with the different system, which means using a script like this one for each of your correctives: http://www.scriptspot.com/3ds-max/scripts/morph-target-builder#comments

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