Component:DynamicBlendShapeDriver

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This component is used to map values to Blendshapes by name.

Component image 
Dynamic Blend Shape Driver component as seen in the Scene Inspector


Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled.
Renderer SkinnedMeshRenderer The renderer to use to search for shapekeys with
BlendShapes list of BlendShape A list of BlendShape that are searched for in order on the Renderer.
_lastRenderer SkinnedMeshRenderer The last renderer that was searched. This value is automatically filled and is read only.

BlendShape

Fields
Name Type Description
Name String The name of the blendshape this subcomponent should look for to auto fill Field with
Value float the value to drive Field to.
Field field drive of Float is usually auto filled with a blendshape's value on the Renderer that has a blendshape name matching Name.


Usage

To efficiently use this component, first add some blendshape items to the blendshapes list and give the blendshapes names of the blendshapes on your target mesh. Next, add the skinned mesh renderer to Renderer you want to automatically find the blendshapes for. The component in the next update will automatically add the value sliders of the blendshapes it can find on the target Renderer to the Field on each BlendShape.

The fields will not all fill if it cannot find the blendshape for a BlendShape. The component will find the blendshapes in order of how they are listed in this component. If a blendshape cannot be found, the component will disable itself and not fill the drive. Either remove the BlendShape from the list of BlendShapes or fix the Name field of the offending BlendShape

To drive the blendshapes, just simply drive the Value on each BlendShape for each blendshape you want. Driving Value is not required, and this can be used in cases where you wanna toggle, cycle, or write with flux a blendshape's value without driving it. This can be useful if you don't wanna accidentally bake blendshapes you are still using despite them not being driven

Examples

This component is useful for auto detecting blendshapes like expression drivers via systems. It is also useful for counteracting issues where adding blendshapes to an existing avatar will cause the blendshapes to change order in the array of blendshapes. Using this component allows for also automatically setting drives for blendshapes, without having references to them prior.

For example, putting a Dynamic Reference Variable<SkinnedMeshRenderer> for the mesh on an avatar for it's face, can allow for an external system to find the mmd blendshapes on a character using this component for mmd animations.

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