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Question by DavidPeicho · May 17, 2021 at 06:20 PM · animationskinnedmeshrendererblendshapesskeleton

Update bindposes of SkinnedMeshRenderer and re-target animations

Hi,

I have the current setup:

  • One FBX being the base humanoid

  • Other FBXs containing the same humanoid slightly modified: weight, arm length, etc... Basically those files are blend shapes. For my use case, I simply can't export the blend shapes directly as true blendshape in the FBX files. I have a script aggregating those FBX into a single SkinnedMeshRenderer. The skeleton is obviously modified to fit different morphology in each FBX (different arm length for instance would break re-targeting).

Users can cycle between the different blend shape and I:

  • Apply the morph of the given target

  • Uses the bindposes of the target skeleton as the new bindposes

That works relatively well, expect for some parts (eyes, spine, and nipples) where a deformation can appear.

It kind of makes sense why it doesn't work. The Avatar used is the one from the base mesh, and so just applying bindposes might be wrong. Is there a way to re-compute the bindposes entirely from the target skeleton? Bindposes are supposed to represent the inverse transformation of the bone but it looks like there might be in another space (maybe a root is applied?) Are the bindposes computed differently from FBX files?

Alternatively, there might be a better way to do that? Ideally I would like a solution like that so I could, at runtime, re-target the skeleton while the user is morphing from 0 to 100.

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