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Blendshapes DataBlendshapes Data BlendShapes Data Asset

BlendShareBlendShare BlendShapes Data Assets is an asset that stores extracted blendshapes.

The asset does not contain original vertex properties; the blendshapes are extracted by calculating shape deformation.

Users can easily apply these blendshapes to compatible models.

Import BlendShareBlendShare

Before using the assets, ensure you have imported the BlendShare package. Check if the package creator has included the UnityPackage in the file. If it is not included, download it from one of the following sources:

  1. Booth
  2. GitHub
  3. Add to VCC

Using the Blendshapes DataBlend Shapes Data Assets

  1. Locate the Assets

    After importing the UnityPackage, navigate to the designated folder where the BlendShapes Data assets are stored.

  2. Inspect the Asset

    Select the desired asset, then review its properties using the Unity Inspector.

    Blendshapes Data

  3. Apply BlendShapes

    • Click Apply blendshapes to add blendshapes directly to the original FBX file.

    • Click Apply blendshapes as new FBX to generate a copy of original FBX and add blendshapes to the copy.

      TIP

      Even if the Normals, UVs, and blendshapes of the original FBX are modified, you can still apply blendshapes to FBX.

    • Click Create Meshes to generate a mesh asset with blendshapes added. This is faster than generating an FBX file but has strict limits, as it does not allow any modification of the original FBX.

  4. Using Generated Meshes

    When using the Apply blendshapes as new FBX or Create Meshes option, replace the current mesh in the SkinnedMeshRenderer component with the newly generated mesh.

Broken BlendShapes

If the mesh is not visible after blendshapes applied, check if you used a modified FBX, which might have a different bone count from the original model.

If you notice broken blendshapes after installation, use an unmodified FBX to generate the mesh.

TIP

To avoid failures when adding blend shapes to a modified FBX, please note the following:

  • Do not delete vertices in the relevant mesh, and avoid adding vertices. This can cause vertex order inconsistencies.
  • If blendshapes appear wrong direction, use Blender’s native exporter.
  • Match FBX export Scaling settings with the original model and consider Apply Transform options carefully.
    • If the Unity FBX importing settings reads 1m (File) to 1m (Unity), select FBX Unit Scale in Blender.

    • If the Unity FBX importing settings reads 1cm (File) to 0.01m (Unity), use All Local.

    • Avoid selecting Apply Transform; if blendshapes are wrong direction, try selecting Apply Transform as a last resort. Blender Export

Permitted Changes:

  • Add bones and edit weights
  • Add or edit blend shapes
  • Edit UVs
  • Edit normals
  • Freely modify unrelated meshes