Apply blendshape to base geometry

Apply blendshape to base geometry

Anonymous
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Apply blendshape to base geometry

Anonymous
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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

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mcw0
Advisor
Advisor

Create one blendshape with your array of shapes.  Then with the one that is distinct, create a second blendshape but in parallel mode.  This will allow you to create an offset to all of your array of shapes in your first blendshape.

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