Is it possible to bake down morph targets?
I was researching using blendshapes for character customization. My concern is that the final character would be very heavy with a bunch of facial morph target tweaks. I was wondering if there was a way to bake that information down.
I was thinking like having a character loaded in with a bunch of shapes into a character creation screen. Once the player tweaks all the settings for the face, body shape, etc, all that vertex deformation data could then be baked down into a new uasset so in-game it wouldn't need to computer all that blendshape data.
Is anything like that possible out-of-the-box?
asked Aug 29 '17 at 10:58 PM in Using UE4
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