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
I have no idea how they go that working. at 47min.
https://www.youtube.com/watch?v=kCpdVm2bWEI&feature=youtu.be&t=2860
https://youtu.be/_OuCrbwEJW4?t=2427