How It Works - ImLevath/UnityBlendshapeBaker GitHub Wiki

  • The tool leverages Unity's SkinnedMeshRenderer.BakeMesh() API.
  • When you run the baker:
    1. The script finds the selected GameObject and checks for a SkinnedMeshRenderer.
    2. It reads the current blendshape weights (and bone positions if applicable).
    3. It bakes the mesh, capturing the visible deformation.
    4. The baked mesh is saved as a new asset, and a new GameObject is created.
  • The resulting mesh is static:
    • No blendshapes remainโ€”the deformation is "frozen".
    • The new mesh is suitable for prefabs, export, or static use.

Note: The original GameObject and mesh are unaffected.

See Limitations for important caveats.