Hello!
I am currently working on a character-creation-system, and alongside of animation relevant blendshapes (facial expressions, corrective blendshapes) I use blendshapes to deform the body in order to shape it.
However, after the character is creates, I would like to remove all construction related blendshapes and save the character as a new asset while keeping the animation related blendshapes.
After looking through some forums and the API, I noticed that I can only adjust the blendshape weight, but not remove or add them in Unity–is there a way around this, or did I miss something?
If I don’t find a solution, I would have to keep the construction blendshapes, which would probably be a performance hit–or are blendshapes, that are not animated but on a static value, not performance heavy? I guess that they probably take up memory space, so I’d like to avoid that solution.
Thank you for your time!
- Kristina Waldt
SOLVED
The new API will probably be released soon, so I’ll wait for it, as it appears to solve my problem.