Victor.Soupday (7/2/2021)
Well... that works.
Ok I definitely would like to know how you prune blenshapes :D
I created this "bug report"
https://www.reallusion.com/FeedBackTracker/Issue/Blendshapes-inconsistent-between-Body-and-Beards-Tested-with-EXplus-facial-profile Which is exactly about the inconsistency of Blendshapes between characters.
There is also the problem within CC that the "fix eye blink" feature doesn't fix it on the new EX+ blendshapes
I'm creating an expression manager in Unity, to easily animate CC3 character's expressions.
Basically animating all similar blendshape on the face from the different meshes (face, beard, mustache, brows)
But performance wise it's an issue to have on some meshes the blendshapes Smile Left at index 40 et on another mesh it's at index 41 as I have to lookup the blendshapes by name first and then by index
Would you be keen to share this Pruning script privately if I PM you? It could help me understand how I could maybe organize the blendshapes properly for a larger scope of use