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Introduction

Eduard edited this page May 25, 2025 · 1 revision

Blendshapes (also known as morph targets or shape keys) are essential for non-rigid mesh deformation in animation, especially for facial expressions and morphing. In Unity, blendshapes are manipulated in real time via the SkinnedMeshRenderer component. However, Unity lacks a native tool to permanently "bake" these deformations into new mesh assets—a necessary step for exporting static poses, optimizing meshes, or preparing assets for other engines.

Unity Blendshape Baker provides an Editor tool to:

  • Capture any blendshape pose set in the Inspector.
  • Generate a static mesh asset with the deformation permanently applied.
  • Eliminate the need for Blender, Maya, or other DCC tools for this workflow.

Continue to Installation to set up the tool in your project.

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