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I have an fbx file of a rigged character, and as you can see in the picture there are a lot of objects below this that the blendshapes are derived from, how can setup the blendshapes again to use all those objects to drive the deformations? For instance the first one is head_jawSide which contains the geometry for the destination of the blendshape. Thanks in advance for any help and specifics are welcome as I am still just a student.
Solved! Go to Solution.