there are about 100 morph targets in my avatar model. after pinching face, i want to export a glb model
without any morph targets but the morph targets are fixed by user.
how can i fix the morph targets into the model and remove all blendshape channel?
Hello and welcome to the Babylon community! Can you give a bit more details about your situation? Do you want to export a .glb file in Babylon without the morph targets?
Yes, for example, i have a glb modelA with a lot of morph targets, i pinch a face with smile expression base on modelA, then i want to export a glb modelB without any morph targets but with smile expression.
so, how can i export the glb modelB?
Hmmm, that’s a tricky one, you’d either have to run the morph calculations on the vertices by yourself, or read back the vertex data that was transformed by the vertex shader. @sebavan any ideas?
Yes, but the way you mention is quiet complex to me. it means that i have to manipulate vertex data directly.
This is a complex task indeed