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Subdivide mesh with blendshapes in Unity
Hello, is it possible to subdivide mesh (Catmull-Clark subdivision) with blendshapes (morpher modifier in 3ds Max) inside Unity3D?
Problem:
I have low poly blendshaped 3d model and using MeshSmooth modifier in 3ds Max on it (pic.1). I can't export blendshapes in .fbx file with these settings because fbx importer remove Morpher modifier (pic.2). There is no problem with export 3d model without MeshSmooth modifier.
Is there any way to add subdivision to 3d model with blendshapes in Unity3D, without losing blendshapes?
I tried this plugin, but not worked for my problem - Catmull-Clark Mesh Subdivision. Maybe some subdivision shader like Tessalation may work?
Pic.1: 3ds max model modifiers Pic.2: fbx export error - morpher
Answer by theANMATOR2b · Jan 15, 2018 at 02:19 AM
The morph targets have to match the vertex count of the exported model with morphs on it so you have a couple options.
Apply a mesh smooth to the original morph target meshes. Idk if this will break the morph connection with the original morph model or not - it shouldn't because they should have the same vertex count as the morph model.
If you do not have the original morph target meshes - you can extract them from the morphed mesh in a number of ways. After doing that apply a mesh smooth on each morph target and apply a mesh smooth on the morphed mesh - below the morph modifier in the stack. This will ensure the mesh smooth is baked into the mesh on export.
To note: This is generally not a recommended workflow for game assets. The polygon count is multiplied by 4 when using a built in smoothing modifier. Also consider using turbo smooth instead as it is more optimized than mesh smooth.