Is there a way to get/set the blendshape data of skinned meshes? I’ve tried using introspection to retrieve the data that needs to be combined, but I guess I’m not savvy enough with it to find anything useful. All I can seem to find is high-level methods, like how to get/set the weight of the blendshapes.
Not sure that it’s important, but I’m using a customized version of the SkinnedMeshCombiner script from the wiki. I’ve only modified it to reflect the parameters of the original SkinnedMeshRenderers.
We are needing also this feature. Currently there is no way of reading or writing the blend shape information. And the connection to the blend shapes are lost when creating a new Mesh and copying all the stuff to the new one and using that as sharedMesh with a new SkinnedMeshRenderer, the blend shapes are gone. CombineMesh also loses them. We are curently trying to combine skinned meshes to create an avatar editor but no luck. We need a way to modify the bodyparts after the character has been compiled from lots of sources.
I don’t know of any way to do this with Unity 4.3, and even in Unity 2017.3 there’s not a direct way to handle it that I’m aware of. However, using Mesh Baker Pro and a lot of funky steps, you can get it done. Here’s a video I made that shows how to go through the steps: Detailed Tutorial - Mesh Blend Shapes on Skinned Mesh Merging In Unity - YouTube
Took me forever to figure out, so I figure it’s worth sharing.
To me it looks like the feature request that was linked in the comment above should be closed already. The Mesh class now has several methods to deal with blendshapes:
Which should be enough to get all the required information from a mesh that contains blend shapes. There are also methods to get the name of a blendshape based on the index and also methods to clear the old blend shape data and add new frames:
So now there should be no problem to transfer blendshapes between two meshes or even create them procedurally. I’m not sure when these have been added but they exist at least since Unity 5.6.1f1
We are needing also this feature. Currently there is no way of reading or writing the blend shape information. And the connection to the blend shapes are lost when creating a new Mesh and copying all the stuff to the new one and using that as sharedMesh with a new SkinnedMeshRenderer, the blend shapes are gone. CombineMesh also loses them. We are curently trying to combine skinned meshes to create an avatar editor but no luck. We need a way to modify the bodyparts after the character has been compiled from lots of sources.
– johneatI am the author of Mesh Baker and am getting multiple requests for this. There is a feature request for this here. Vote this up if you would like this feature: http://feedback.unity3d.com/suggestions/expose-blend-shape-vertex-data
– Phong