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Eduard edited this page May 25, 2025 · 2 revisions

1. Prepare Your Mesh

  • Select a GameObject in your scene with a SkinnedMeshRenderer component.
  • In the Inspector, set the blendshape sliders to the desired pose.
  • You will need to place the skeleton inside the body (as a child). The script and FBX exporter might not work if you don't do this.

2. Bake the Blendshapes

  • With the GameObject still selected, go to:
    Tools > Bake Blendshapes Into Mesh
    
  • When prompted, choose a location and name for the new mesh asset.

3. Result

  • A new mesh asset will be created in your project reflecting the current blendshape deformation.
  • A new GameObject with the baked mesh will appear in your scene.
  • The new mesh is static: all blendshapes are gone, and the deformation is permanent.

4. Exporting

  • You may now export the new GameObject as FBX or use it as a prefab or prop in your project.

For deeper technical details, see How It Works.

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