Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by SpaceJames · Feb 05, 2013 at 10:27 PM · blendshapesmorph

Unity changing the number of vertices in a mesh on import, ruining blendshapes

So my problem has to do with getting blendshapes working. I'm having a lot of trouble because Unity keeps changing the amount of vertices on my blendshape meshes once they're imported into the editor. They are perfectly set up in maya and work no problem there. My import settings in Unity are set to Import Normals (I can't use calculate because then the smoothing information is lost, and it is needed to avoid seams between pieces of the character), and my maya export settings are set to include smoothing groups. According to the documentation this should be all I need. And it mostly works, but every once in a while the number of vertices between two blendshapes will differ by 1 or 2 vertices. It seems to happen more often with lower poly meshes.

Does anyone have some experience in what could be causing this problem?

Thanks in advance!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by BGrater · May 02, 2013 at 02:29 AM

This is not a bug, I would guess it's related to how you're dealing with tangents.

The number of verts you see in Unity is actually the number of unique vertices (not what Maya is showing you). Therefore, different shapes with the same topology can have a different number of unique tangents and thus different vert counts. Same goes for UVs - if the UV layouts on your meshes are even slightly different you may get different vert count.

Try setting tangents to "none" and make sure you have identical UVs for both meshes. This should work fine for you as long as you don't need anything that uses tangents such as normal mapping, otherwise it becomes a bit more complicated (you'll probably need to calculate your own).

I believe MegaFiers gets around these issues through a custom export process.

Hope that helps.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Jason-RT-Bond · Feb 07, 2013 at 11:45 PM

Any chance you have the "Optimize Mesh" box checked in the import settings?

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image SpaceJames · Feb 07, 2013 at 11:52 PM 0
Share

I wish that'd been it! But no, it's turned off. And there's no mesh compression either. I've tried switching on and off as many of the settings as I can find, just to see if one of them was interfering, but no luck.

avatar image Jason-RT-Bond · Feb 07, 2013 at 11:54 PM 0
Share

What are you using to play the blend shapes? $$anonymous$$egaFiers?

avatar image SpaceJames · Feb 07, 2013 at 11:58 PM 0
Share

We're using our own system that we wrote, which is working perfectly otherwise. I've actually just been exchanging some e-mails with the mega-fiers guy after posting this question, sounds like he wrote a new importer to fix the problem. Sounds like it might just be a Unity bug that I wouldn't have been able to fix on my own anyway.

avatar image
0

Answer by Steamc0re · Jul 01, 2019 at 02:28 AM

Fixed in Unity 2019.1.8f1 with checking "Legacy Blendshape Normals" in Import Settings.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

12 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Renaming a value in the Skinned Mesh Renderer 1 Answer

Performance impact of blend shapes 0 Answers

Animation for fat and slim character that is done by blendshape. 0 Answers

3ds max Morphed animation to unity not working 2 Answers

Dynamic mesh collider from blendshape needed ! 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges