改变顶点vertices实现捏脸

文章介绍了如何在Unity游戏中获取MeshFilter的顶点数据,创建Sphere对象并应用到SkinnedMeshRenderer上,以及如何添加和编辑骨骼绑定(BlendingShapes)来实现动画效果。
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1.找到顶点
 MeshFilter filter;
 public SkinnedMeshRenderer skinned;
 void Start()
 {
     filter = GetComponent<MeshFilter>();
     Mesh mesh = filter.mesh;
     for (int i = 0; i < mesh.vertexCount; i++)
     {
         GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
         go.name = i.ToString();
         go.transform.position = mesh.vertices[i] * 100;
     }
}
2.要读写

3.索引
4.所有代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GetVet : MonoBehaviour
{
    MeshFilter filter;
    public SkinnedMeshRenderer skinned;
    void Start()
    {
        filter = GetComponent<MeshFilter>();
        Mesh mesh = filter.mesh;
        for (int i = 0; i < mesh.vertexCount; i++)
        {
            GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
            go.name = i.ToString();
            go.transform.position = mesh.vertices[i] * 100;
        }


        //3323 3313 3304 3324
        //3453 3454 3439 3444
        Vector3[] vertices1 = new Vector3[skinned.sharedMesh.vertices.Length];
        vertices1[3453] = new Vector3(-1, -0.5f, 0);
        vertices1[3454] = new Vector3(1, -0.5f, 0);
        vertices1[3439] = new Vector3(0, -0.8f, 1);
        vertices1[3444] = new Vector3(0, -0.8f, 1);

        Vector3[] vertices2 = new Vector3[skinned.sharedMesh.vertices.Length];
        vertices2[3323] = new Vector3(1, -0.5f, 0);
        vertices2[3313] = new Vector3(0, -0.5f, 1);
        vertices2[3304] = new Vector3(-1, -0.5f, 0);
        vertices2[3324] = new Vector3(0, -0.5f, -1);

        Vector3[] normals = new Vector3[skinned.sharedMesh.vertices.Length];
        Vector3[] tangents = new Vector3[skinned.sharedMesh.vertices.Length];

        skinned.sharedMesh.ClearBlendShapes();
        skinned.sharedMesh.AddBlendShapeFrame("左卡姿兰大眼睛←", 1, vertices1, normals, tangents);
        skinned.sharedMesh.AddBlendShapeFrame("右卡姿兰大眼睛→", 1, vertices2, normals, tangents);

    }

    // Update is called once per frame
    void Update()
    {
        
    }
}
5.效果 
 

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