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Unity Engine


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

shapeName

Name of the blend shape to add a frame to.

frameWeight

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.
deltaVertices
,
deltaNormals
and
deltaTangents
arrays must be of size = Mesh.vertexCount. Subtract Mesh vertices, normals or tangents to convert from frame full vectors to get deltas.
deltaNormals
or
deltaTangents
may be set to null if there are no normals or tangents for a frame.

AddBlendShapeFrame(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

shapeName

Name of the blend shape to add a frame to.

frameWeight

Weight for the frame being added.

deltaVertices

Delta vertices for the frame being added.

deltaNormals

Delta normals for the frame being added.

deltaTangents

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.
deltaVertices
,
deltaNormals
and
deltaTangents
arrays must be of size = Mesh.vertexCount. Subtract Mesh vertices, normals or tangents to convert from frame full vectors to get deltas.
deltaNormals
or
deltaTangents
may be set to null if there are no normals or tangents for a frame.