Version: 2018.4
LanguageEnglish
  • C#

Mesh.AddBlendShapeFrame

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public void AddBlendShapeFrame(string shapeName, float frameWeight, Vector3[] deltaVertices, Vector3[] deltaNormals, Vector3[] deltaTangents);

Parameters

shapeNameName of the blend shape to add a frame to.
frameWeightWeight for the frame being added.
deltaVerticesDelta vertices for the frame being added.
deltaNormalsDelta normals for the frame being added.
deltaTangentsDelta tangents for the frame being added.

Description

Adds a new blend shape frame.

If blend shape name does not exist, then a new blend shape is created. Blend shape frames can only be added to a new bland 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. deltaVetrices, deltaNormals and deltaTangents arrays must be of size = Mesh.vertexCount. Substract 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.