Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

How to save blend shapes added in the editor?

Discussion in 'General Graphics' started by JoeStrout, Dec 11, 2016.

  1. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,840
    I'm playing around with creating Blend Shapes through script.

    All works fine, and the changes to the mesh (since I'm accecssing it via .sharedMesh) even stick around from run to run within the editor.

    But now I'm wondering: is there any easy way to get Unity to write these newly added blend shapes to disk, so they're still there when I save & reload the scene?
     
  2. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
  3. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,840
    UMA doesn't use blend shapes; it just scales bones (or at least, that's my understanding).

    MCS does use blend shapes, but it doesn't (as far as I know) edit those blend shapes within Unity; it just loads them from files. I know how to do that. It's the saving that I'm not sure about. I suspect that, like many other things in Unity, there is an importer for these, but no exporter.
     
    theANMATOR2b likes this.
  4. daniel_lochner

    daniel_lochner

    Joined:
    Jun 9, 2016
    Posts:
    168
    Hey! Did you ever end up figuring out how to achieve this? :)

    EDIT: Nvm! Just found Blend Shapes are saved when using Unity's FBX Exporter tool! Problem solved!
     
    Last edited: Jan 7, 2021
    JoeStrout likes this.
  5. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,840
    !! Thanks for pointing that out! That does indeed appear to be the solution we've all been waiting for.