Add/remove specified blendshapes and save as new mesh

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.

You will need to look at mesh filter.