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Hi, I'm trying to import blendshapes from Maya into Unity. But it's not working.
I messed up my mesh. I made some modifications to it while I was weight painting and animating it, thinking that if worse comes to worse, I could always just export the weight maps and start fresh. Well now I'm stuck because I messed up my mesh so badly that exporting the weight maps gives me a "Failed to export the attribute map." error. (Yes, I reset the userprefs).
If I unbind the skin and rebind using a clean mesh I duplicated for blendshapes, everything works perfectly. I can import it into Unity no problem and blendshapes work. However, that would mean losing my painted weights and re-doing the weight painting process would really suck so I'm hoping someone can give me a solution.
Here are the inputs that are messing up my mesh: (body is just a layer, blendshape1 is just the blendshapes, skinCluster1 is created when binding the skin I believe so that just leaves tweak3, tweak1, and the most suspicious parallelBlender.)
How can I clean up this mesh without deleting the History or Non-Deformer History (neither works, it turns the mesh green and unbinds it from the skeleton) without losing my weight painting?
Solved! Go to Solution.