Editing with lattice after Rigging + Blendshapes + SDK + Everything

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  11 November 2017
Editing with lattice after Rigging + Blendshapes + SDK + Everything

Hey all

I've got a rig with skinning and blend shapes and the blend shapes are all connected up to SDK's and drivers and it's a mega complicated rig with a lot of polys!

I wanna use a lattice to edit a small part of the face, but to them export for a game engine i need to then back the lattice deformation and remove the history from mesh while maintaining the blend shapes and skinning and I can't for the life of me figure it out!

thanks
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Aron Durkin - Animator / Co-Founder Super Spline Studios
Super Spline Studios | Twitter | Linkedin
 
  11 November 2017
hello theazz.
you can try this, first take a duplicate of main geometry ,
do what all shape edits you wanted on this mesh using lattice, then bake that shape rename it as latticeShape to be clear,
now add this latticeShape to main geometry as a blendShape , choose existing Node in options while adding it.
then change latticeShape value to 1 and lock that attribute. this way your shape edit also gets exported to game engine along with blendShape node.
no need of removing any history.
 
  11 November 2017
Ahh good one. Yeah I could do that. I wonder if there’s a day to do it without adding a blend shape as I think it might add a bit of expense in Unity.

Your solution will definitely work though thanks
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Aron Durkin - Animator / Co-Founder Super Spline Studios
Super Spline Studios | Twitter | Linkedin
 
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