New features introduced in UniVRM v0.45 can be found here
|The figure above is VRMBlendShapeProxy in the Inspector window at runtime. VRMBlendShapeProxy can be enabled by clicking the play button in edit mode|
How to use:
- Set BlendShapeAvatar
VRMBlendShapeProxy->BlendShapeAvatarin the Inspector
- Change BlendShapeClip value between 0 and 1 at runtime (e.g. BLINK, JOY)
Expressions can be created in the Inspector.
|Double click the|
|The Inspector of BlendShape editor|
Select expressions and customize the values.
For example, we select
Funand edit its expressions as shown in the following:
The individual blend shapes such as eyebrow, eye and mouth can be merged into one expression like the image above. Created BlendShape names can be specified.
After changing slider value and creating BlendShape, click the Apply button for saving the current status.
The predefined names for the BlendShape clips. The following predefined expressions are available:
Specified as the standard facial expression and assumed to be used in standby state.
A, I, U, E, O
Corresponds to the sound of lip-sync
Blinks with only one eye.
Joy, Angry, Sorrow, Fun
LookUp, LookDown, LookLeft, LookRight
Used when the model’s eyes are controlled by BlendShape.
New created expressions are specified as “Unknown”.
Change the value of BlendShapeProxy (at runtime)
You can operate expressions from the Inspector.
[Option] Add additional facial expressions
|Double click the|
Enter a name for the new BlendShapeClip file (BlendShapeClipName.asset) and save it. Then, select the new generated button in the BlendShapeClip list (the last button) and enter a name. Also, please set facial expression values for new BlendShape clips.
|Click the new expression “びっくり” (surprised)|
You can call it from the codes shown as follows:
// Call this expression with string since it belongs to unknown category proxy.SetValue("びっくり", 1.0f); // Assign a value between the range 0~1
After the setting is done, don’t forget to export VRM file for being able to use the created expressions at runtime.
[Option] Morph material color
|The setting of Material morph. Double click the|