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Add/remove specified blendshapes and save as new mesh

Discussion in 'Scripting' started by KWaldt, Jun 25, 2015.

  1. KWaldt

    KWaldt

    Joined:
    Nov 1, 2013
    Posts:
    127
    Hello!

    I am currently working on a character-creation-system, and alongside of animation relevant blendshapes (facial expressions, corrective blendshapes) I use blendshapes to deform the body in order to shape it.
    However, after the character is creates, I would like to remove all construction related blendshapes and save the character as a new asset while keeping the animation related blendshapes.
    After looking through some forums and the API, I noticed that I can only adjust the blendshape weight, but not remove or add them in Unity--is there a way around this, or did I miss something?
    If I don't find a solution, I would have to keep the construction blendshapes, which would probably be a performance hit--or are blendshapes, that are not animated but on a static value, not performance heavy? I guess that they probably take up memory space, so I'd like to avoid that solution.

    Thank you for your time!
    - Kristina Waldt

    SOLVED
    http://forum.unity3d.com/threads/is...add-blendshape-in-editor.298002/#post-2175716
    The new API will probably be released soon, so I'll wait for it, as it appears to solve my problem.
     
    Last edited: Jun 26, 2015
  2. unitychristy2

    unitychristy2

    Joined:
    Sep 8, 2013
    Posts:
    38