"Applying" lattice deformation without deleting history?

"Applying" lattice deformation without deleting history?

Anonymous
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"Applying" lattice deformation without deleting history?

Anonymous
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I have a rigged FBX model that I need to modify. I add a lattice deformation tool, deform the model, and it looks correct. 

If I export the model AS IS (with the lattice tool still visible), the new FBX in Unity shows the undeformed model. I think this is the expected result.

 

So, I "apply" the deformation by selecting the model and deleting the history. Now I export it to unity, and it looks correct. HOWEVER, the history deleting has also messed up the rigging - the model no longer has a "SkinnedMeshRenderer" attached, just a "MeshRenderer". 

 

Is there a way to "apply" the deformation without deleting the history?

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remimcgill
Alumni
Alumni
Accepted solution

Hi there,

I did a little digging and I think I have a workaround that should solve your problem.

 

So you should be able to shift your lattice deformation underneath the skin, then export as FBX and the lattice deformation will be in the base mesh.  I tested this with a simple example and it worked for me.

 

First thing you need to do is select the mesh then right-click overtop of it and go down to inputs>All Inputs  

 

This will open up a dialog showing the different operators on your mesh.  To shift the lattice deformation under the skin use the MIDDLE MOUSE BUTTON and drag on the name of the lattice to drag it underneath the skin cluster entry.  This will reorder the operators.

 

Now when you export the FBX the lattice will be collapsed into the base mesh, but the skinning will not be deleted.

 

Please let me know if this works for you,

Cheers,

Remi

Message 3 of 3

Anonymous
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Worked great - Thanks!

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