AddBlendShapeFrame
Adds a new blend shape frame.
Read time 2 minutesLast updated 7 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
AddBlendShapeFrame(string, float, ReadOnlySpan<Vector3>, ReadOnlySpan<Vector3>, ReadOnlySpan<Vector3>)
Adds a new blend shape frame.
public void AddBlendShapeFrame(string shapeName, float frameWeight, ReadOnlySpan<Vector3> deltaVertices, ReadOnlySpan<Vector3> deltaNormals, ReadOnlySpan<Vector3> deltaTangents)
Parameters
Name of the blend shape to add a frame to.
Weight for the frame being added.
Delta vertices for the frame being added.
Delta normals for the frame being added.
Delta tangents for the frame being added.
Remarks
If blend shape name does not exist, then a new blend shape is created. Blend shape frames can only be added to a new blend shape, or the last blend shape. Usually there will be a single frame for a blend shape, but the range of blending [0-100%] may be split into multiple frames. Weight is assumed to be 100% when a shape only has one frame. Frame must be added in an increasing weight order for blend shapes having multiple frames. , and arrays must be of size = Mesh.vertexCount. Subtract Mesh vertices, normals or tangents to convert from frame full vectors to get deltas. or may be set to null if there are no normals or tangents for a frame.
deltaVerticesdeltaNormalsdeltaTangentsdeltaNormalsdeltaTangentsAddBlendShapeFrame(string, float, Vector3[], Vector3[], Vector3[])
Adds a new blend shape frame.
public void AddBlendShapeFrame(string shapeName, float frameWeight, Vector3[] deltaVertices, Vector3[] deltaNormals, Vector3[] deltaTangents)
Parameters
Remarks
If blend shape name does not exist, then a new blend shape is created. Blend shape frames can only be added to a new blend shape, or the last blend shape. Usually there will be a single frame for a blend shape, but the range of blending [0-100%] may be split into multiple frames. Weight is assumed to be 100% when a shape only has one frame. Frame must be added in an increasing weight order for blend shapes having multiple frames. , and arrays must be of size = Mesh.vertexCount. Subtract Mesh vertices, normals or tangents to convert from frame full vectors to get deltas. or may be set to null if there are no normals or tangents for a frame.
deltaVerticesdeltaNormalsdeltaTangentsdeltaNormalsdeltaTangents