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How to restore unlinked blendshapes?

How to restore unlinked blendshapes?

mostly_human
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How to restore unlinked blendshapes?

mostly_human
Advocate
Advocate

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.

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BenediZ
Collaborator
Collaborator
Accepted solution

Hi,

are all these meshes of the same topology?

If so just creat a new blendshape for your base mesh, then select one by one these meshes and add them as targets.

 

For a rigged character it has maybe a "post-deformation" blendshape, which is an option when you create it.

 

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mostly_human
Advocate
Advocate

Setting them up as post deformations worked perfectly, thanks!

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