unity3d-jp / blendshapebuilder Goto Github PK
View Code? Open in Web Editor NEWtweak vertices and generate blend shapes in Unity
License: MIT License
tweak vertices and generate blend shapes in Unity
License: MIT License
Timelineでanimationさせたobjectに対して 例えば(animationで変形が入った)キメのposeの顔を調整したい 場合にこのToolが使えるかなーと試してみたのですが そもそもUnity上でanimationでobjectが変形したり元の位置から移動しているmeshに対してモーフターゲットを生成しても「objectの元の位置でanimation変形前の形状にしかモーフターゲットは生成できない」でしょうか
Unityの仕様な気もしているのですが…
Unity2018系でツールが正しく動作しないエラーがあるようです。
2017系では正しく動作しているようです。
「頂点表示の際にメッシュが透明になり追従しない」問題がありました。
以下の条件下で発生:
「"Vertex Tweaker"ツールが動作しない」問題がありました。
以下の条件下で発生:
以下コンソールのログとなります。
TypeLoadException: Failure has occurred while loading a type.
UTJ.VertexTweaker.PinnedList`1[T]..ctor (UnityEngine.Vector3[] data, System.Boolean clone) (at Assets/UTJ/VertexTweaker/Scripts/PinnedArray.cs:227)
UTJ.VertexTweaker.VertexTweaker.BeginEdit () (at Assets/UTJ/VertexTweaker/Scripts/VertexTweaker.cs:229)
UTJ.VertexTweaker.VertexTweaker.set_editing (System.Boolean value) (at Assets/UTJ/VertexTweaker/Scripts/VertexTweaker.cs:90)
UTJ.VertexTweaker.VertexTweakerWindow.OnGUI () (at Assets/UTJ/VertexTweaker/Editor/VertexTweakerWindow.cs:97)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:363)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:322)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:421)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleEvent (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:401)
UnityEngine.Experimental.UIElements.EventDispatcher.ProcessEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:511)
UnityEngine.Experimental.UIElements.EventDispatcher.Dispatch (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:307)
UnityEngine.Experimental.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.Experimental.UIElements.EventBase e, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:176)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:245)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
Undo 履歴のメモリ使用量が大きすぎるのをなんとかする
現状全頂点の履歴を取ってるので、ポリゴン数多いモデルは一瞬でメモリを食い潰す。ZSTD とかで圧縮が手っ取り早い対処法、それに加えて変化があった部分だけ履歴を取るようにできれば理想。
ミラーリングの改良
現状位置と法線が全く同じ頂点があると高確率で関連性が崩れる。既にそれなりに手をつくして解決できないままだが、なんとかしたい。
-> モデルをバッサリ半分切り捨てて自力で作り直せば解決できるかも
ポリゴン単位の表示/非表示
京野さんから
Find Targets で候補を選択すると Blend Shape Builder ウィンドウが切り替わるのをなんとかする
旧バージョンから更新を忘れた部分。
MeshFilter + MeshRenderer を SkinnedMeshRenderer に変換する
もしくは blend shape は SkinedMeshRenderer じゃないと再生できないのを何らかの形でユーザーに伝える。情報源
Unity 2017.1 でコンパイルエラー
Normal: 自動計算がデフォルトなのはまずいかも
法線が手動で編集されたものかを判定して、そうであれば自動計算オフをデフォルトとできれば理想
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