blend shapes added for character
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45
Assets/8_Scripts/2_General/ModifyBlendShape.cs
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45
Assets/8_Scripts/2_General/ModifyBlendShape.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ModifyBlendShape : MonoBehaviour
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{
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private SkinnedMeshRenderer m_SkinnedMeshRenderer;
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private void Awake(){
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m_SkinnedMeshRenderer = this.GetComponent<SkinnedMeshRenderer>();
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StartCoroutine(BlendShapeRoutineEyes());
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//StartCoroutine(BlendShapeRoutineMouth());
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}
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private IEnumerator BlendShapeRoutineEyes(){
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yield return new WaitForSecondsRealtime(Random.Range(5f, 10f));
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// Blink!
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m_SkinnedMeshRenderer.SetBlendShapeWeight(0, Mathf.SmoothStep(0, 100, 1));
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m_SkinnedMeshRenderer.SetBlendShapeWeight(1, Mathf.SmoothStep(0, 100, 1));
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yield return new WaitForSecondsRealtime(Random.Range(0.25f, 0.75f));
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m_SkinnedMeshRenderer.SetBlendShapeWeight(0, Mathf.SmoothStep(0, 100, 0));
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m_SkinnedMeshRenderer.SetBlendShapeWeight(1, Mathf.SmoothStep(0, 100, 0));
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StartCoroutine(BlendShapeRoutineEyes());
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}
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private void Update(){
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BlendNoise();
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}
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private void BlendNoise(){
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float noise = Mathf.PerlinNoise(Time.time * 0.1f, Time.time * 0.1f);
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// m_SkinnedMeshRenderer.SetBlendShapeWeight(0, Mathf.SmoothStep(0, 100, noise));
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// m_SkinnedMeshRenderer.SetBlendShapeWeight(1, Mathf.SmoothStep(0, 100, noise));
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m_SkinnedMeshRenderer.SetBlendShapeWeight(2, Mathf.SmoothStep(0, 75, noise));
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m_SkinnedMeshRenderer.SetBlendShapeWeight(3, Mathf.SmoothStep(0, 75, noise));
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}
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private IEnumerator BlendShapeRoutineMouth(){
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yield return new WaitForSeconds(1);
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}
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}
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11
Assets/8_Scripts/2_General/ModifyBlendShape.cs.meta
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11
Assets/8_Scripts/2_General/ModifyBlendShape.cs.meta
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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