Blendshapes
Blends input geometry according to blendshape weights. Along with geometric blending the node also provides a real-time preview of texture blending, if possible (all inputs have textures).
Inputs
- Base Geometry
Geometry
A neutral blending state mesh- Blends
Geometry
(multiple, optional) Extreme blending states meshes. Must be in the same polygon topology as Base Geometry
Output
Geometry
Returns a blended mesh with properties and a texture of the Base Geometry. If Fast Texture Blending Preview is enabled, it returns a copy of base geometry
Parameters
- Fast Texture Blending Preview:
enables real-time geometric and texture blending preview. The preview is only visible inside Visual editor tab and does not affect the output geometry. Texture blending is only available if all the node inputs have textures, otherwise the base geometry texture is used. Textures are blended using the same rule that’s used for geometry: a weighted color difference between the target and the neutral texture is added to the neutral texture. If the fast preview is disabled, only geometric blending is computed and returned as the node output. The computation is much slower in this case.
- Weights:
a set of blendshape weights. Appears in the editor as you connect more Blends. Each weight is named as input node and can be adjusted individually. Can be scripted as an float array.
Tip
This node can be used for transferring expression from existing set of blendshapes to a new character. Plug the neutral blendshape into the first input, the target expression into the second input and the neutral mesh of the new character to the third input. Setting all the blendshape weight to 1 will add the blendshape differences to the neutral expression of the new character. The resulting approximate expression can be used as a starting point for Wrapping or OpticalFlowWrapping node.