Home Technical Talk

Corrective Blendshapes vs Realtime Morphs

polycounter lvl 7
Offline / Send Message
Swayam_9shah polycounter lvl 7
Hey Guys,

I am working on a project where I have 2 separate approached to Blendshapes in general. 

I would like to do Blendshapes to correct Joints with overlapping and i am wondering if its possible to bake that onto an animation?  Currently, those blendshapes for eg. Elbow folding blendshape is added as a Morph target inside Unreal. and i was wondering if Its possible to not bring them in Engine and bake it onto the mesh?

Why I would like to not have the joints blendshapes in unreal is because I want to use Facial expressions and i know that having a lot of morphs driven will cause issues with performance, therefore, I would like to use Facial Morphs realtime in the engine and somehow bake the Joint corrective blendshapes onto the mesh itself.

Thank you for the help. :)

Replies

Sign In or Register to comment.