Apply blendshape to base geometry

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Hi,
Is it possible to apply or bake a blendshape to the base geometry as a mesh tweak without destroying the mesh's history?
I'm preparing a pipeline in which facial blendshapes can be moved from one model to another with identical topology but non identical features. My hope is that I could set up an array of blendshapes on a model. One of the blendshapes would have different features than the rest. (The rest would have blendshapes matching the features of its base) I can morph the base mesh to the shape of target with new features. But when I try to add a wink for example, the shape would blend back and represent a halfway point between the targets geo and the blendshape with new features geo.
I want to take the model base and permanently apply another models features to the base. At this point, I would hit the "Bake topology to targets" and the changes would propagate to all the blendshape targets. It would be as if I edited the base mesh directly. (but instead the edits come from one of the models blendshapes)
Thank you so much for the help! I have been racking my brain on this for a long time!
Julian