Exporting Weight Morph for access in Unity

Anyone have ideas on exporting default morphs like Body Fat B with the .fbx, so that I can access it in unity? This is necessary for integrating with things like a character creation preview

Hi… Unfortunately exporting individual morphs along with the character isn’t supported in CC4.

Honestly, this should be a one click routine inside the CC (with warning about bones scaling).

Meantime, if you have an iClone you can easily transfer CC slider morphs into exportable morph in Morphs Creator.

If you do NOT have iClone, things are getting more complicated and cumbersome. But you may still create exportable morphs for clothed characters with the help of Blender Pipeline.
The end result character can be animated with a morph inside Blender. I assume it should also work in Unity.
Note: morphs slider converted to exportable version CANNOT have bones scaling involved. Those will not work right inside the target app. Also this routine is sort of experimental and might not work right in all scenarios.

Here is a quick demo I put together for making exportable morphs in CC from Fat_B slider without using an iClone. Blender Pipeline is a must for creating link-able cloth morphs and testing the outcome (funny that you may not fully test the outcome inside CC - only by exporting FBX and importing into target app)

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Thank you so much! I will try this out.
I also found a work around using blender. You can create a custom shapeKey in blender on a copy of the base fbx. Then within unity, I can manually substitute the CC_Base_Body of the character with the CC_Base_Body that has the fat slider shapekey. Final result works well but is super clunky to setup. Your solution seems a lot cleaner.

If anyone is interested here is the python code I used in blender to create the custom shapekey:

import bpy

Replace these with the actual object names in your scene (likely CC_Base_Body)

base = bpy.data.objects[“BaseMesh”]
morph = bpy.data.objects[“FatMesh”]

Add the shape key to the base mesh from the morph mesh

base.shape_key_add(name=“Basis”, from_mix=False)
key = base.shape_key_add(name=“Fat”, from_mix=False)

for i, vert in enumerate(base.data.shape_keys.key_blocks[“Fat”].data):
vert.co = morph.data.vertices[i].co

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