using UnityEngine; namespace Normal.Realtime.Examples { public class VoiceMouthMove : MonoBehaviour { public SkinnedMeshRenderer[] skinned; private RealtimeAvatarVoice _voice; private float _mouthSize; void Awake() { _voice = GetComponent(); } void Update() { if (skinned != null) //not sure whether work or not { float targetMouthSize = Mathf.Lerp(0.1f, 1.0f, _voice.voiceVolume); _mouthSize = Mathf.Lerp(_mouthSize, targetMouthSize, 30.0f * Time.deltaTime); foreach (SkinnedMeshRenderer s in skinned)//not sure whether work or not { s.SetBlendShapeWeight(41, _mouthSize * 100); s.SetBlendShapeWeight(17, _mouthSize * 50); s.SetBlendShapeWeight(6, _mouthSize * 20); } } } } }
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Facial Blendshape Count Script

  • 作家相片: fang ma
    fang ma
  • 2022年3月12日
  • 讀畢需時 1 分鐘


public class BlendshapeCount : MonoBehaviour
{
public SkinnedMeshRenderer head;

void Start()
    {
        Mesh m = head.sharedMesh;
 
        for (int i = 0; i < m.blendShapeCount; i++)
        {
            // 遍历面部表情blendshape名字和index
            string s = m.GetBlendShapeName(i);
            if(s == bsName)
            {
                // 找某个名字
                bsNum_Show = i;
            }
 
            print("Blend Shape: " + i + " " + s); // Blend Shape: 10 face_H UU

        }
    }
}



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