unity - Blend Shape - 变形器 - 实践

2025-10-22 06:16:50

文章目录

目的Blend Shape 逐顶点 多个混合思路Blender3Ds maxUnity 中使用Project

目的

拾遗,备份

Blend Shape 逐顶点 多个混合思路

blend shape 基于: vertex number, vertex sn 相同,才能正常混合、播放 也就是 vertex buffer 的顶点数量一样,还有 triangles 的 index 要一致

这样 blend shape 才能逐个顶点计算

计算公式:使用一张大佬整理的图,大佬的文章:BlendShapes基础与拓展练习(面捕与物体变形)

Blender

Shift+A 新建一个 sphere

选中

Tab 进入 Editor Mode,并且在 Data 页签属性的 Shape Keys 添加对应的 blend shape 状态

调整好每一个 Shape Keys (或是叫:blend shape) 的顶点位置 然后再 Object Mode 下,我们可以选中对应的 Shape Keys 然后调整 value 查看变形结果

最终我们尝试 K帧动画来查看 多个 shape keys 混合控制的情况

3Ds max

interlude _1 : working on Yui-chan’s face morphing. - 3Ds max 中的演示 二次元 脸部表情 FFD

Unity 中使用

先在 blender 导出 fbx

将 fbx 模型拖拽到 hierarchy

尝试拖拉 inspector 中的 blend shape 拉杆,即可查看效果

所以我们写脚本控制 blend shape 混合拉杆即可达到我们各种表情的混合控制

在原来 blendshape_1 基础上在混合 blendshape_2

blendshape_1 和 blendshape_2 一起播放

然后可以尝试看一下 blendshape_1 和 blendshape_2 不同速率的控制混合的情况 这里使用 pingpong 算法

下面是测试 csharp 脚本

// jave.lin 2023/10/07 测试 blend shape

using System.Collections;

using UnityEngine;

public class TestingBlendShape : MonoBehaviour

{

public SkinnedMeshRenderer skinnedMeshRenderer;

private int _BlendShape_1_IDX = -1;

private int _BlendShape_2_IDX = -1;

private IEnumerator _couroutine_blendShape1;

private IEnumerator _couroutine_blendShape2;

private IEnumerator _couroutine_pingpong;

private void OnDestroy()

{

StopAllCoroutines();

}

private void Refresh()

{

if (skinnedMeshRenderer != null)

{

_BlendShape_1_IDX = skinnedMeshRenderer.sharedMesh.GetBlendShapeIndex("BlendShape_1");

_BlendShape_2_IDX = skinnedMeshRenderer.sharedMesh.GetBlendShapeIndex("BlendShape_2");

}

}

public void ToBlendShape_1()

{

Refresh();

if (_couroutine_blendShape1 != null)

{

StopCoroutine(_couroutine_blendShape1);

}

StartCoroutine(_couroutine_blendShape1 = Play_ToBlendShape(_BlendShape_1_IDX, 100.0f));

}

public void ToBlendShape_2()

{

Refresh();

if (_couroutine_blendShape2 != null)

{

StopCoroutine(_couroutine_blendShape2);

}

StartCoroutine(_couroutine_blendShape2 = Play_ToBlendShape(_BlendShape_2_IDX, 100.0f));

}

public void ToBlendShape_1_2()

{

Refresh();

if (_couroutine_blendShape1 != null)

{

StopCoroutine(_couroutine_blendShape1);

}

StartCoroutine(_couroutine_blendShape1 = Play_ToBlendShape(_BlendShape_1_IDX, 100.0f));

if (_couroutine_blendShape2 != null)

{

StopCoroutine(_couroutine_blendShape2);

}

StartCoroutine(_couroutine_blendShape2 = Play_ToBlendShape(_BlendShape_2_IDX, 100.0f));

}

public void ToPingPong_BlendShape_1_2()

{

Refresh();

if (_couroutine_pingpong != null)

{

StopCoroutine(_couroutine_pingpong);

}

StartCoroutine(_couroutine_pingpong = PingPong_BlendShape());

}

public void StopAll()

{

StopAllCoroutines();

}

public void ResetAll()

{

if (skinnedMeshRenderer != null)

{

var count = skinnedMeshRenderer.sharedMesh.blendShapeCount;

for (int i = 0; i < count; i++)

{

skinnedMeshRenderer.SetBlendShapeWeight(i, 0.0f);

}

}

}

private IEnumerator Play_ToBlendShape(int idx, float to_val)

{

to_val = Mathf.Clamp(to_val, 0.0f, 100.0f);

var start_val = skinnedMeshRenderer.GetBlendShapeWeight(idx);

var cur_val = start_val;

while (cur_val < to_val)

{

cur_val = Mathf.MoveTowards(cur_val, to_val, (to_val - start_val) * Time.deltaTime);

skinnedMeshRenderer.SetBlendShapeWeight(idx, cur_val);

yield return null;

}

Debug.Log($"play to blend shape [{idx}] : [{to_val}] complete!");

}

private IEnumerator PingPong_BlendShape()

{

var now_time = Time.time;

while (true)

{

var _time = Time.time - now_time;

var weight1 = Mathf.PingPong(_time * 200f, 100f);

var weight2 = Mathf.PingPong(_time * 50f, 100f);

skinnedMeshRenderer.SetBlendShapeWeight(_BlendShape_1_IDX, weight1);

skinnedMeshRenderer.SetBlendShapeWeight(_BlendShape_2_IDX, weight2);

yield return null;

}

}

}

Project

个人备份用

blender 工程: TestingBlenderShapeKeys.blendunity 工程: TestingBlendShape_BRP_2020.3.37f1.rar

百人计划-BlendShapes基础(物体变形与面捕应用)google : how to implementing the blend shape in blendergoogle : how to create shape keys animation in blender

Shape Key / Blendshape Hacks to easily create expressions and actions for your avatarBlender 2.8 Shapekeys and MorphingHow to Add Shape Keys in Blender 形态键在Unity中实现BlendShape表情和骨骼动画混合的实践 - 讲得挺不错BlendShapes基础与拓展练习(面捕与物体变形) - 讲得挺不错GDC2011: Fast and Efficient Facial RiggingGDC jeremy_ernst_fastandefficietfacialrigging.pdf技术美术百人计划-美术 3.5 BlendShape基础 笔记3.5 BlendShapes基础百人计划-BlendShapes基础(物体变形与面捕应用)【技术美术百人计划】美术 3.5 BlendShape基础Unity通过导入器优化动画关键帧数据 - 删除仅仅只有 blend shape 的动画的其他骨骼信息,优化性能interlude _1 : working on Yui-chan’s face morphing. - 3Ds max 中的演示 二次元 脸部表情 FFD