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Author Topic: Master Detective Archives: Rain Code  (Read 1684 times)
FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #15 on: July 20, 2023, 10:34 »

What are morphs? Like shape keys? There was no sign of anything like that.
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #16 on: July 20, 2023, 11:55 »

@FCMakes: I'm not familiar with those things, but GDL should be right. Expression animations are addressing around 4 respective morph targets from facial meshes (_O, _E, etc variations). Morphed models can be exported to gltf, this option is available upon export, but the rest is out of scope of umodel.
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #17 on: July 20, 2023, 15:21 »

Thanks so much for the answer! In blender, if you import the different expressions together in one spot, select one and the base and do "join as shapes" in the Shape key menu, you get it as a shape key for the base model, which you can then use to interpolate and have stuff such as blinking or talking animations. Could be automated with a plugin for blender probably.
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #18 on: July 20, 2023, 18:44 »

Update: you can apply all in one click if you select the base one last
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FCMakes
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #19 on: July 20, 2023, 23:25 »

Also, the plot surrounding the eye textures thickens. For some reason, while the eye textures are viewed by blender and paint.net as having a transparent oval in the middle, Unity actually loads the texture in correctly with the eye texture being present.
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spiritovod
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Re: [Switch] Master Detective Archives: Rain Code
« Reply #20 on: July 21, 2023, 00:45 »

@FCMakes: This is not discord or something, please use modify button to update your existing posts in the future instead of creating new ones, otherwise topic would be bloated in no time.
As for texture, it's probably because of different default handling of alpha channel in blender and unity or different blending options.
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