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Animating tears [3ds; Unity]

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ksenias null
Hello there,
I'm trying to find a way to apply crying animation to a ready skinned-bonedbody :) Found out that it is easy to do with Path deforms (made it similarly to https://www.youtube.com/watch?v=R4h-hBrMbUs  this tutorial, but now I have no idea how to get it into Unity since fbx export disables all WSM modifiers from it. I'm also never sure how to check whether baked animation worked in Unity, it just looks too complicated!
So, is there a way to get this kind of animation inside unity? Or I should somehow make a bone animation (how to bone tears anyways? O_o) And how to check its workability easily?
Thank you!

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  • Hito
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    Hito interpolator
    you could skin the drop to two joints, set them up with stretch and squash, path (maybe surface) constraint  the joints and bake that out the joint animation. match the tear drop rig's root with head joint of the character so the two matches up during playback.

    something like the video you can skin the tear to a single bone. make another version that isn't skinned, do the process in the video. Apply the non-skinned version to the skinned version as morph target, and export it out as blendshape animation on the skinned version.

    It's a lot of work for just a tear drop so best reserved for import shots. For normal crying material/shader would be more appropriate.


  • Aabel
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    Aabel polycounter lvl 6
    Houdini has the ability to export animations as textures for a realtime vertex shader. It would handle this problem pretty well I think.
    https://www.youtube.com/watch?v=bgMLGMaCUOU


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