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Usage
Eduard edited this page May 25, 2025
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- 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.
- With the GameObject still selected, go to:
Tools > Bake Blendshapes Into Mesh
- When prompted, choose a location and name for the new mesh asset.
- 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.
- 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.
Script made by Levath :3