Unity Character Customization with Blendshapes – Part 1/4


https://i.ytimg.com/vi/ypRhJAfJXAc/hqdefault.jpg



UPDATE: https://youtu.be/y9-14pySnmA

Character creation that you see in AAA games where you can use sliders to morph the face as you want. You do not need 3D modeling experience for this tutorial. We will learn how to import a model from make human to blender and configure it to be used in blender.

Project: https://github.com/Glauz/Unity3D-CharacterCustomizationTutorial

Created this video simply because I haven’t found a video like this so I learned it and here to share.

*Note
Blender is covered in this tutorial for blendshapes but any of the popular 3d modeling programs work. All you need to do is figure out how to change the blendshapes on those programs. Scripting remains the same throughout.

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10 responses to “Unity Character Customization with Blendshapes – Part 1/4”

  1. Hmmmm… This can be used as a random NPC generator to fill the game playing space, unless you need to create some special NPC that stands out …. Although here it is also possible to make separate, special settings for such a NPC, thanks
    for the work!

  2. Hey, man. I wanna thank you for this super helpful tutorial. I was having one issue though, I'm thinking I forgot to do something obvious but I can't figure out what it is. When I import my .fbx into Unity, it comes with a Mesh Renderer instead of a Skinned Mesh Renderer, and while I can add a Skinned Mesh Renderer and disable the Mesh Renderer, Unity won't give me access to the BlendShapes submenu. So what did I miss?? I've got a screenshot here http://imgur.com/a/sDKxW and http://imgur.com/a/8ppyv Thanks again for this great tutorial.

  3. I am working in indie, and need a way to make npcs fast…will this method of working be faster than making each head and body from scratch? Would you consider it efficient and optimized.

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