UI Guide¶
The plugin provides several tools and dialogs for working with blendShapes, weights, and components.
Which Tool to Use¶
Task |
Tool |
|---|---|
Save a blendShape node to disk or load it back onto a mesh |
|
Move blendShapes from one mesh to another without a file |
|
Bake a blendShape onto a mesh that doesn’t match the source topology (custom rig, proximity wrap, LOD) |
|
Fix eyelid seals or lip closures before imports or transfer |
|
Export or import multiple blendShape nodes at once |
|
Save and reuse painted weight maps across meshes |
|
Export or import weight maps for multiple nodes at once |
|
Save named vertex, edge, or face selections and transfer them |
|
Export or import component sets for multiple meshes at once |
Interpolation Methods¶
All import, transfer, and load operations share three mapping methods. Choose based on the geometric relationship between your source and target:
Method |
When to use |
|---|---|
UV |
Different topologies with a shared UV layout (e.g. base mesh to LOD). Requires non-overlapping UVs. |
Topology |
Different topologies where UVs are poor or absent. Uses 3D proximity; artifacts may appear if meshes diverge significantly. |
Index |
Identical meshes only. Direct 1-to-1 by vertex index; requires identical vertex count. |
See Interpolation Methods for full details.