Laise Mendes, born 04/08/1994.


Graduated in Social Communications at UFRJ (Federal University of Rio de Janeiro or Universidade Federal do Rio de Janeiro) in 2017. Graduated on 3D Animation Design at Faculdade Méliès at 2020.

Currently a Technical Artist at Wildlife Studios. Responsible for Unity imports, performance optimization, tool creation, and bettering pipelines. I have worked with facial mocap pipeline (production, capture, tracking, retargeting, and polish), rigging, topology, VFX, shaders on Unity and Unreal Engine, scripting, and tool creation on Maya and Unity, on the same job.

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Problem-Solving

Rendering Transparent Material Order on Unity

Sorting rendering orders with transparent materials can be a problem for game engines, even more so when using the same material for multiple mesh objects. When sorting where the transparent object is, and how far or close they are to the camera view, instead of using face triangles or vertex to measure this distance between object and camera, Unity uses the objects pivot, which when depending on camera rotation, can appear to be in front or back of another object, and since they are all on the same rendering queue, things can get confusing.

One way to solve this is by separating each mesh with a different material, and changing their render queue, letting Unity know a material, and by correlation, a mesh object is rendered first or last.

Transparencyorderproblem-1.m4v

The problem

TransparencySolution.m4v

Rendering queue solution

Animation Compression on Unity

Depending on the complexity of a rigged character (number of joints and blend shapes) and the size of the animation, when importing to Unity, you might find your animation has been compressed for better performance. However, things start looking not quite how you planned them out, especially with additive idles. Suddenly joints are popping, feet and hands are sliding, mesh overlaps, and things feel messy.

Especially for feet and hands, a workaround is using an IK system on top of your baked animation. It is very simple to use and implement. The only trouble you’ll have to be aware of is when to activate and deactivate this IK system to preserve your animation transitions. That can be done with the creation of Anim Events at the start or end of a specific animation clip.

In this case, I used Root Motion’s Final IK solution.