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Hello all, hope you can help with this...
So I've created a complete character rig for export to Unity 5. The head has several blend shapes attached to it. I've used the blend shape editor to mask out areas of the head to not be affected by the blends (the eyeballs and eyelids specifically). When I export to .fbx the blends come over just fine, however the masks don't carry over so the eyeballs and eyelids end up being affected by the blend shape targets. I was wondering if there was a check box or some other option that would export the masks with the .fbx or if it was just not possible in this format? The blend shapes are all being controlled via script in Unity (the shapes adjust the head based on user input - character customization basically) and aren't keyed animation. Trying to troubleshoot and see if there's a way to keep the mask info intact on export and import into Unity. If anyone knows then that would be great! Even if I'm just SOL. It's a matter of rebuilding a bunch of things, or hopefully some sort of export option/checkbox/setting. Please help. Thank you!
B3D
Solved! Go to Solution.