Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
2
Found in
5.0.0f1
Issue ID
672297
Regression
No
"Corrective" blend shapes
Blend shapes in Unity seem to be only applied before skinned joint animation is applied. This means that while typical blend-shapes work fine, "Corrective" blend shapes do not.
A possible fix for this would be to allow Unity users to define whether blend shapes get applied before or after joint deformations. Applying the blendshape deltas after joint deformation should mimic the behavior of Maya's "Parallel" corrective blend shape features.
Comments (2)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Mark_Richards
Apr 22, 2018 17:55
Corrective blendshape editor or something that works like set driven keys would be good... Something that can be inserted and controlled within unity
jorgeferes
Aug 31, 2016 20:50
So, does it means that corrective shapes should be done first, before starting to create blend shapes, to the face for example?