void ApplyBlendShapeFramesToMeshAndBuildMap() { if (MBVersion.GetMajorVersion() > 5 || (MBVersion.GetMajorVersion() == 5 && MBVersion.GetMinorVersion() >= 3)) { if (blendShapesInCombined.Length != blendShapes.Length) { blendShapesInCombined = new MBBlendShape[blendShapes.Length]; } Vector3[] targVerts = new UnityEngine.Vector3[verts.Length]; Vector3[] targNorms = new UnityEngine.Vector3[verts.Length]; Vector3[] targTans = new UnityEngine.Vector3[verts.Length]; ((SkinnedMeshRenderer)_targetRenderer).sharedMesh = null; MBVersion.ClearBlendShapes(_mesh); for (int bsIdx = 0; bsIdx < blendShapes.Length; bsIdx++) { MBBlendShape blendShape = blendShapes[bsIdx]; MB_DynamicGameObject dgo = instance2Combined_MapGet(blendShape.gameObject); if (dgo != null) { int destIdx = dgo.vertIdx; for (int frmIdx = 0; frmIdx < blendShape.frames.Length; frmIdx++) { MBBlendShapeFrame frame = blendShape.frames[frmIdx]; Array.Copy(frame.vertices, 0, targVerts, destIdx, frame.vertices.Length); Array.Copy(frame.normals, 0, targNorms, destIdx, frame.normals.Length); Array.Copy(frame.tangents, 0, targTans, destIdx, frame.tangents.Length); MBVersion.AddBlendShapeFrame(_mesh, ConvertBlendShapeNameToOutputName(blendShape.name) + blendShape.gameObjectID, frame.frameWeight, targVerts, targNorms, targTans); // We re-use these arrays restore them to zero _ZeroArray(targVerts, destIdx, frame.vertices.Length); _ZeroArray(targNorms, destIdx, frame.normals.Length); _ZeroArray(targTans, destIdx, frame.tangents.Length); } } else { Debug.LogError("InstanceID in blend shape that was not in instance2combinedMap"); } blendShapesInCombined[bsIdx] = blendShape; } //this is necessary to get the renderer to refresh its data about the blendshapes. ((SkinnedMeshRenderer)_targetRenderer).sharedMesh = null; ((SkinnedMeshRenderer)_targetRenderer).sharedMesh = _mesh; // Add the map to the target renderer. if (settings.doBlendShapes) { MB_BlendShape2CombinedMap mapComponent = _targetRenderer.GetComponent <MB_BlendShape2CombinedMap>(); if (mapComponent == null) { mapComponent = _targetRenderer.gameObject.AddComponent <MB_BlendShape2CombinedMap>(); } SerializableSourceBlendShape2Combined map = mapComponent.GetMap(); BuildSrcShape2CombinedMap(map, blendShapes); } } }
internal MBBlendShape[] GetBlendShapes(Mesh m, int gameObjectID, GameObject gameObject) { if (MBVersion.GetMajorVersion() > 5 || (MBVersion.GetMajorVersion() == 5 && MBVersion.GetMinorVersion() >= 3)) { MeshChannels mc; if (!meshID2MeshChannels.TryGetValue(m.GetInstanceID(), out mc)) { mc = new MeshChannels(); meshID2MeshChannels.Add(m.GetInstanceID(), mc); } if (mc.blendShapes == null) { MBBlendShape[] shapes = new MBBlendShape[m.blendShapeCount]; int arrayLen = m.vertexCount; for (int i = 0; i < shapes.Length; i++) { MBBlendShape shape = shapes[i] = new MBBlendShape(); shape.frames = new MBBlendShapeFrame[MBVersion.GetBlendShapeFrameCount(m, i)]; shape.name = m.GetBlendShapeName(i); shape.indexInSource = i; shape.gameObjectID = gameObjectID; shape.gameObject = gameObject; for (int j = 0; j < shape.frames.Length; j++) { MBBlendShapeFrame frame = shape.frames[j] = new MBBlendShapeFrame(); frame.frameWeight = MBVersion.GetBlendShapeFrameWeight(m, i, j); frame.vertices = new Vector3[arrayLen]; frame.normals = new Vector3[arrayLen]; frame.tangents = new Vector3[arrayLen]; MBVersion.GetBlendShapeFrameVertices(m, i, j, frame.vertices, frame.normals, frame.tangents); } } mc.blendShapes = shapes; return(mc.blendShapes); } else { //copy cached blend shapes assigning a different gameObjectID MBBlendShape[] shapes = new MBBlendShape[mc.blendShapes.Length]; for (int i = 0; i < shapes.Length; i++) { shapes[i] = new MBBlendShape(); shapes[i].name = mc.blendShapes[i].name; shapes[i].indexInSource = mc.blendShapes[i].indexInSource; shapes[i].frames = mc.blendShapes[i].frames; shapes[i].gameObjectID = gameObjectID; shapes[i].gameObject = gameObject; } return(shapes); } } else { return(new MBBlendShape[0]); } }
/// <summary> /// Get the blend shapes from the source mesh /// </summary> public static MBBlendShape[] GetBlendShapes(Mesh m, int gameObjectID, GameObject gameObject, Dictionary <int, MeshChannels> meshID2MeshChannels) { if (MBVersion.GetMajorVersion() > 5 || (MBVersion.GetMajorVersion() == 5 && MBVersion.GetMinorVersion() >= 3)) { MeshChannels mc; if (!meshID2MeshChannels.TryGetValue(m.GetInstanceID(), out mc)) { mc = new MeshChannels(); meshID2MeshChannels.Add(m.GetInstanceID(), mc); } if (mc.blendShapes == null) { MBBlendShape[] shapes = new MBBlendShape[m.blendShapeCount]; int arrayLen = m.vertexCount; for (int shapeIdx = 0; shapeIdx < shapes.Length; shapeIdx++) { MBBlendShape shape = shapes[shapeIdx] = new MBBlendShape(); shape.frames = new MBBlendShapeFrame[MBVersion.GetBlendShapeFrameCount(m, shapeIdx)]; shape.name = m.GetBlendShapeName(shapeIdx); shape.indexInSource = shapeIdx; shape.gameObjectID = gameObjectID; shape.gameObject = gameObject; for (int frameIdx = 0; frameIdx < shape.frames.Length; frameIdx++) { MBBlendShapeFrame frame = shape.frames[frameIdx] = new MBBlendShapeFrame(); frame.frameWeight = MBVersion.GetBlendShapeFrameWeight(m, shapeIdx, frameIdx); frame.vertices = new Vector3[arrayLen]; frame.normals = new Vector3[arrayLen]; frame.tangents = new Vector3[arrayLen]; MBVersion.GetBlendShapeFrameVertices(m, shapeIdx, frameIdx, frame.vertices, frame.normals, frame.tangents); } } mc.blendShapes = shapes; return(mc.blendShapes); } else { //copy cached blend shapes from same mesh assiged to a different gameObjectID MBBlendShape[] shapes = new MBBlendShape[mc.blendShapes.Length]; for (int i = 0; i < shapes.Length; i++) { shapes[i] = new MBBlendShape(); shapes[i].name = mc.blendShapes[i].name; shapes[i].indexInSource = mc.blendShapes[i].indexInSource; shapes[i].frames = mc.blendShapes[i].frames; shapes[i].gameObjectID = gameObjectID; shapes[i].gameObject = gameObject; } return(shapes); } } else { return(new MBBlendShape[0]); } }
public void DrawGUI(MB_IMeshBakerSettings momm, bool settingsEnabled) { EditorGUILayout.BeginVertical(editorStyles.editorBoxBackgroundStyle); GUI.enabled = settingsEnabled; EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(doNorm, gc_doNormGUIContent); EditorGUILayout.PropertyField(doTan, gc_doTanGUIContent); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(doUV, gc_doUVGUIContent); EditorGUILayout.PropertyField(doUV3, gc_doUV3GUIContent); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(doUV4, gc_doUV4GUIContent); EditorGUILayout.PropertyField(doCol, gc_doColGUIContent); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(doBlendShapes, gc_doBlendShapeGUIContent); if (momm.lightmapOption == MB2_LightmapOptions.preserve_current_lightmapping) { if (MBVersion.GetMajorVersion() == 5) { EditorGUILayout.HelpBox("The best choice for Unity 5 is to Ignore_UV2 or Generate_New_UV2 layout. Unity's baked GI will create the UV2 layout it wants. See manual for more information.", MessageType.Warning); } } if (momm.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout) { EditorGUILayout.HelpBox("Generating new lightmap UVs can split vertices which can push the number of vertices over the 64k limit.", MessageType.Warning); } EditorGUILayout.PropertyField(lightmappingOption, gc_lightmappingOptionGUIContent); if (momm.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout) { EditorGUILayout.PropertyField(uv2OutputParamsHardAngle, gc_uv2HardAngleGUIContent); EditorGUILayout.PropertyField(uv2OutputParamsPackingMargin, gc_uv2PackingMarginUV3GUIContent); EditorGUILayout.Separator(); } EditorGUILayout.PropertyField(renderType, gc_renderTypeGUIContent); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(clearBuffersAfterBake, gc_clearBuffersAfterBakeGUIContent); EditorGUILayout.PropertyField(centerMeshToBoundsCenter, gc_CenterMeshToBoundsCenter); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(optimizeAfterBake, gc_OptimizeAfterBake); GUI.enabled = true; EditorGUILayout.EndVertical(); }
//float _maxTimePerFrameForCoroutine; public IEnumerator CombineTexturesIntoAtlasesCoroutine(ProgressUpdateDelegate progressInfo, MB_AtlasesAndRects resultAtlasesAndRects, Material resultMaterial, List <GameObject> objsToMesh, List <Material> allowedMaterialsFilter, MB2_EditorMethodsInterface textureEditorMethods = null, CombineTexturesIntoAtlasesCoroutineResult coroutineResult = null, float maxTimePerFrame = .01f, List <AtlasPackingResult> packingResults = null, bool onlyPackRects = false, bool splitAtlasWhenPackingIfTooBig = false) { if (!_RunCorutineWithoutPauseIsRunning && (MBVersion.GetMajorVersion() < 5 || (MBVersion.GetMajorVersion() == 5 && MBVersion.GetMinorVersion() < 3))) { Debug.LogError("Running the texture combiner as a coroutine only works in Unity 5.3 and higher"); yield return(null); } coroutineResult.success = true; coroutineResult.isFinished = false; if (maxTimePerFrame <= 0f) { Debug.LogError("maxTimePerFrame must be a value greater than zero"); coroutineResult.isFinished = true; yield break; } //_maxTimePerFrameForCoroutine = maxTimePerFrame; yield return(_CombineTexturesIntoAtlases(progressInfo, coroutineResult, resultAtlasesAndRects, resultMaterial, objsToMesh, allowedMaterialsFilter, textureEditorMethods, packingResults, onlyPackRects, splitAtlasWhenPackingIfTooBig)); coroutineResult.isFinished = true; yield break; }
public void DrawGUI(SerializedObject meshBaker, MB3_MeshBakerCommon target, System.Type editorWindowType) { if (meshBaker == null) { return; } meshBaker.Update(); showInstructions = EditorGUILayout.Foldout(showInstructions, "Instructions:"); if (showInstructions) { EditorGUILayout.HelpBox("1. Bake combined material(s).\n\n" + "2. If necessary set the 'Texture Bake Results' field.\n\n" + "3. Add scene objects or prefabs to combine or check 'Same As Texture Baker'. For best results these should use the same shader as result material.\n\n" + "4. Select options and 'Bake'.\n\n" + "6. Look at warnings/errors in console. Decide if action needs to be taken.\n\n" + "7. (optional) Disable renderers in source objects.", UnityEditor.MessageType.None); EditorGUILayout.Separator(); } MB3_MeshBakerCommon momm = (MB3_MeshBakerCommon)target; //mom.meshCombiner.LOG_LEVEL = (MB2_LogLevel) EditorGUILayout.EnumPopup("Log Level", mom.meshCombiner.LOG_LEVEL); EditorGUILayout.PropertyField(logLevel, gc_logLevelContent); EditorGUILayout.PropertyField(textureBakeResults, gc_textureBakeResultsGUIContent); if (textureBakeResults.objectReferenceValue != null) { showContainsReport = EditorGUILayout.Foldout(showContainsReport, "Shaders & Materials Contained"); if (showContainsReport) { EditorGUILayout.HelpBox(((MB2_TextureBakeResults)textureBakeResults.objectReferenceValue).GetDescription(), MessageType.Info); } } EditorGUILayout.BeginVertical(editorBoxBackgroundStyle); EditorGUILayout.LabelField("Objects To Be Combined", EditorStyles.boldLabel); if (momm.GetTextureBaker() != null) { EditorGUILayout.PropertyField(useObjsToMeshFromTexBaker, gc_useTextureBakerObjsGUIContent); } else { useObjsToMeshFromTexBaker.boolValue = false; momm.useObjsToMeshFromTexBaker = false; GUI.enabled = false; EditorGUILayout.PropertyField(useObjsToMeshFromTexBaker, gc_useTextureBakerObjsGUIContent); GUI.enabled = true; } if (!momm.useObjsToMeshFromTexBaker) { if (GUILayout.Button(gc_openToolsWindowLabelContent)) { MB3_MeshBakerEditorWindowInterface mmWin = (MB3_MeshBakerEditorWindowInterface)EditorWindow.GetWindow(editorWindowType); mmWin.target = (MB3_MeshBakerRoot)target; } EditorGUILayout.PropertyField(objsToMesh, gc_objectsToCombineGUIContent, true); EditorGUILayout.Separator(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Select Objects In Scene")) { Selection.objects = momm.GetObjectsToCombine().ToArray(); if (momm.GetObjectsToCombine().Count > 0) { SceneView.lastActiveSceneView.pivot = momm.GetObjectsToCombine()[0].transform.position; } } if (GUILayout.Button(gc_SortAlongAxis)) { MB3_MeshBakerRoot.ZSortObjects sorter = new MB3_MeshBakerRoot.ZSortObjects(); sorter.sortAxis = sortOrderAxis.vector3Value; sorter.SortByDistanceAlongAxis(momm.GetObjectsToCombine()); } EditorGUILayout.PropertyField(sortOrderAxis, GUIContent.none); EditorGUILayout.EndHorizontal(); } else { GUI.enabled = false; EditorGUILayout.PropertyField(objsToMesh, gc_objectsToCombineGUIContent, true); GUI.enabled = true; } EditorGUILayout.EndVertical(); EditorGUILayout.LabelField("Output", EditorStyles.boldLabel); if (momm is MB3_MultiMeshBaker) { MB3_MultiMeshCombiner mmc = (MB3_MultiMeshCombiner)momm.meshCombiner; mmc.maxVertsInMesh = EditorGUILayout.IntField("Max Verts In Mesh", mmc.maxVertsInMesh); } EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(doNorm, gc_doNormGUIContent); EditorGUILayout.PropertyField(doTan, gc_doTanGUIContent); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(doUV, gc_doUVGUIContent); EditorGUILayout.PropertyField(doUV3, gc_doUV3GUIContent); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(doUV4, gc_doUV4GUIContent); EditorGUILayout.PropertyField(doCol, gc_doColGUIContent); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(doBlendShapes, gc_doBlendShapeGUIContent); if (momm.meshCombiner.lightmapOption == MB2_LightmapOptions.preserve_current_lightmapping) { if (MBVersion.GetMajorVersion() == 5) { EditorGUILayout.HelpBox("The best choice for Unity 5 is to Ignore_UV2 or Generate_New_UV2 layout. Unity's baked GI will create the UV2 layout it wants. See manual for more information.", MessageType.Warning); } } if (momm.meshCombiner.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout) { EditorGUILayout.HelpBox("Generating new lightmap UVs can split vertices which can push the number of vertices over the 64k limit.", MessageType.Warning); } EditorGUILayout.PropertyField(lightmappingOption, gc_lightmappingOptionGUIContent); if (momm.meshCombiner.lightmapOption == MB2_LightmapOptions.generate_new_UV2_layout) { EditorGUILayout.PropertyField(uv2OutputParamsHardAngle, gc_uv2HardAngleGUIContent); EditorGUILayout.PropertyField(uv2OutputParamsPackingMargin, gc_uv2PackingMarginUV3GUIContent); EditorGUILayout.Separator(); } EditorGUILayout.PropertyField(outputOptions, gc_outputOptoinsGUIContent); EditorGUILayout.PropertyField(renderType, gc_renderTypeGUIContent); if (momm.meshCombiner.outputOption == MB2_OutputOptions.bakeIntoSceneObject) { //todo switch to renderer momm.meshCombiner.resultSceneObject = (GameObject)EditorGUILayout.ObjectField("Combined Mesh Object", momm.meshCombiner.resultSceneObject, typeof(GameObject), true); if (momm is MB3_MeshBaker) { string l = "Mesh"; if (mesh.objectReferenceValue != null) { l += " (" + mesh.objectReferenceValue.GetInstanceID() + ")"; } EditorGUILayout.PropertyField(mesh, new GUIContent(l)); } } else if (momm.meshCombiner.outputOption == MB2_OutputOptions.bakeIntoPrefab) { momm.resultPrefab = (GameObject)EditorGUILayout.ObjectField(gc_combinedMeshPrefabGUIContent, momm.resultPrefab, typeof(GameObject), true); if (momm is MB3_MeshBaker) { string l = "Mesh"; if (mesh.objectReferenceValue != null) { l += " (" + mesh.objectReferenceValue.GetInstanceID() + ")"; } EditorGUILayout.PropertyField(mesh, new GUIContent(l)); } } else if (momm.meshCombiner.outputOption == MB2_OutputOptions.bakeMeshAssetsInPlace) { EditorGUILayout.HelpBox("NEW! Try the BatchPrefabBaker component. It makes preparing a batch of prefabs for static/ dynamic batching much easier.", MessageType.Info); if (GUILayout.Button("Choose Folder For Bake In Place Meshes")) { string newFolder = EditorUtility.SaveFolderPanel("Folder For Bake In Place Meshes", Application.dataPath, ""); if (!newFolder.Contains(Application.dataPath)) { Debug.LogWarning("The chosen folder must be in your assets folder."); } momm.bakeAssetsInPlaceFolderPath = "Assets" + newFolder.Replace(Application.dataPath, ""); } EditorGUILayout.LabelField("Folder For Meshes: " + momm.bakeAssetsInPlaceFolderPath); } EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(clearBuffersAfterBake, gc_clearBuffersAfterBakeGUIContent); EditorGUILayout.PropertyField(centerMeshToBoundsCenter, gc_CenterMeshToBoundsCenter); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(optimizeAfterBake, gc_OptimizeAfterBake); Color oldColor = GUI.backgroundColor; GUI.backgroundColor = buttonColor; if (GUILayout.Button("Bake")) { bake(momm); } GUI.backgroundColor = oldColor; string enableRenderersLabel; bool disableRendererInSource = false; if (momm.GetObjectsToCombine().Count > 0) { Renderer r = MB_Utility.GetRenderer(momm.GetObjectsToCombine()[0]); if (r != null && r.enabled) { disableRendererInSource = true; } } if (disableRendererInSource) { enableRenderersLabel = "Disable Renderers On Source Objects"; } else { enableRenderersLabel = "Enable Renderers On Source Objects"; } if (GUILayout.Button(enableRenderersLabel)) { momm.EnableDisableSourceObjectRenderers(!disableRendererInSource); } meshBaker.ApplyModifiedProperties(); meshBaker.SetIsDifferentCacheDirty(); }
void ApplyBlendShapeFramesToMeshAndBuildMap_MergeBlendShapesWithTheSameName() { if (MBVersion.GetMajorVersion() > 5 || (MBVersion.GetMajorVersion() == 5 && MBVersion.GetMinorVersion() >= 3)) { Vector3[] targVerts = new UnityEngine.Vector3[verts.Length]; Vector3[] targNorms = new UnityEngine.Vector3[verts.Length]; Vector3[] targTans = new UnityEngine.Vector3[verts.Length]; MBVersion.ClearBlendShapes(_mesh); // Group source that share the same blendShapeName bool numFramesError = false; Dictionary <string, List <MBBlendShape> > shapeName2objs = new Dictionary <string, List <MBBlendShape> >(); { for (int i = 0; i < blendShapes.Length; i++) { MBBlendShape blendShape = blendShapes[i]; string blendShapeName = ConvertBlendShapeNameToOutputName(blendShape.name); List <MBBlendShape> dgosUsingBlendShape; if (!shapeName2objs.TryGetValue(blendShapeName, out dgosUsingBlendShape)) { dgosUsingBlendShape = new List <MBBlendShape>(); shapeName2objs.Add(blendShapeName, dgosUsingBlendShape); } dgosUsingBlendShape.Add(blendShape); if (dgosUsingBlendShape.Count > 1) { if (dgosUsingBlendShape[0].frames.Length != blendShape.frames.Length) { Debug.LogError("BlendShapes with the same name must have the same number of frames."); numFramesError = true; } } } } if (numFramesError) { return; } if (blendShapesInCombined.Length != blendShapes.Length) { blendShapesInCombined = new MBBlendShape[shapeName2objs.Keys.Count]; } int bsInCombinedIdx = 0; foreach (string shapeName in shapeName2objs.Keys) { List <MBBlendShape> groupOfSrcObjs = shapeName2objs[shapeName]; MBBlendShape firstBlendShape = groupOfSrcObjs[0]; int numFrames = firstBlendShape.frames.Length; int db_numVertsAdded = 0; int db_numObjsAdded = 0; string db_vIdx = ""; for (int frmIdx = 0; frmIdx < numFrames; frmIdx++) { float firstFrameWeight = firstBlendShape.frames[frmIdx].frameWeight; for (int dgoIdx = 0; dgoIdx < groupOfSrcObjs.Count; dgoIdx++) { MBBlendShape blendShape = groupOfSrcObjs[dgoIdx]; MB_DynamicGameObject dgo = instance2Combined_MapGet(blendShape.gameObject); int destIdx = dgo.vertIdx; Debug.Assert(blendShape.frames.Length == numFrames); MBBlendShapeFrame frame = blendShape.frames[frmIdx]; Debug.Assert(frame.frameWeight == firstFrameWeight); Array.Copy(frame.vertices, 0, targVerts, destIdx, frame.vertices.Length); Array.Copy(frame.normals, 0, targNorms, destIdx, frame.normals.Length); Array.Copy(frame.tangents, 0, targTans, destIdx, frame.tangents.Length); if (frmIdx == 0) { db_numVertsAdded += frame.vertices.Length; db_vIdx += blendShape.gameObject.name + " " + destIdx + ":" + (destIdx + frame.vertices.Length) + ", "; } } db_numObjsAdded += groupOfSrcObjs.Count; MBVersion.AddBlendShapeFrame(_mesh, shapeName, firstFrameWeight, targVerts, targNorms, targTans); // We re-use these arrays restore them to zero _ZeroArray(targVerts, 0, targVerts.Length); _ZeroArray(targNorms, 0, targNorms.Length); _ZeroArray(targTans, 0, targTans.Length); } blendShapesInCombined[bsInCombinedIdx] = firstBlendShape; bsInCombinedIdx++; } //this is necessary to get the renderer to refresh its data about the blendshapes. ((SkinnedMeshRenderer)_targetRenderer).sharedMesh = null; ((SkinnedMeshRenderer)_targetRenderer).sharedMesh = _mesh; // Add the map to the target renderer. if (settings.doBlendShapes) { MB_BlendShape2CombinedMap mapComponent = _targetRenderer.GetComponent <MB_BlendShape2CombinedMap>(); if (mapComponent == null) { mapComponent = _targetRenderer.gameObject.AddComponent <MB_BlendShape2CombinedMap>(); } SerializableSourceBlendShape2Combined map = mapComponent.GetMap(); BuildSrcShape2CombinedMap(map, blendShapesInCombined); } } }