paxmono.blogg.se

Animating 2d characters 3d unity
Animating 2d characters 3d unity








animating 2d characters 3d unity animating 2d characters 3d unity

Much like historic stop motion techniques, digital animation creates the illusion of movement by repeatedly replacing the 3D model with a new and similar image, but advancing the frames per second for each new image (keyframing). This is pretty lame because it really does require a separate tool to be written for something everyone is already doing for various effects, and to have a solid design for a tool that incorporates keyframing everything, you'd think they'd make it able to keyframe stuff like that too.3D computer animation is a mix of 3D models and traditional frame-by-frame animation.

animating 2d characters 3d unity

The only other issue I have is that it's really lame that UV/vert animation as well as texture-swapping or blendshape animation can't be done in the native Unity Animator window directly. This comment by bunny83 explains the current workaround to this in more detail if anyone's interested: It's been a while since I've done my research, but I guess one of the biggest backend issues with meshes has apparently been dealt with using the new Set/Get methods taking a list as a parameter, making updating existing meshes loads more fast and reliable since it no longer requires copying to a separate list or array in between. I just wasn't sure how to take your commentary. Hopefully I've highlighted this issue well enough in my response to you that if Unity happens upon this, they'll get the issue. Facial animation alone is a common enough use case to support this optimization from the backend natively, which is why I wanted to leave my two cents here.Īlso, why reply to something you deem a dead thread just to bring it back to life?Īt the risk of feeding trolls, I personally think the subject of mesh and uv manipulation needs more attention, which is the reason I replied, and really, have you noticed the lack of attention new threads get in the forums in general? I'd rather post to something with some history behind it than to something brand new in hopes others will see the bigger issue. No need for an interface, just backend engine support. Take a look at runtime modeling tools like Archimatix for an example of other uses. Additionally, this can be used for more than facial animation. The issue I have is this should already be supported deep in the core engine by now, and issues with GC and such should be handled automatically for things like this. Animating uvs or changing mesh topologies in unity creates lots of back end issues that can drastically impact performance, and these issues cannot be solved with scripting alone.










Animating 2d characters 3d unity