I made a mesh in blender that has a high poly count so unity splits it into two parts. This causes a problem because now the blendshapes don’t import anymore. If the mesh has a lower poly count and is not split the blendshapes import just fine. How can I fix this?
I need the blendshapes to do lip syncing.
Split it in blender, mesh should have less than 65k vert
That’s going to mess up my animations if I split it in Blender
Your suggestion makes no sense
mark sharp duplicate the vertex which allow you to have region, by delimiting rehion with less than 65k you can control how you import submesh and then align the normal in engine.
Or just decimate
Or maybe it’s just too much for you and should change the model entirely.