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How It Works
Eduard edited this page May 25, 2025
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1 revision
- The tool leverages Unity's
SkinnedMeshRenderer.BakeMesh()
API. - When you run the baker:
- The script finds the selected GameObject and checks for a
SkinnedMeshRenderer
. - It reads the current blendshape weights (and bone positions if applicable).
- It bakes the mesh, capturing the visible deformation.
- The baked mesh is saved as a new asset, and a new GameObject is created.
- The script finds the selected GameObject and checks for a
- The resulting mesh is static:
- No blendshapes remain—the deformation is "frozen".
- The new mesh is suitable for prefabs, export, or static use.
Note: The original GameObject and mesh are unaffected.
See Limitations for important caveats.
Script made by Levath :3