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import_daz / Setup / Corrections / Apply Active Shapekey

Apply Active Shapekey

skinbinding.png

After the rest pose is applied, the foot fits in the shoe. However, the rest pose has been applied as a shapekey called "Armature SkinBinding". If we pin any other shapekey, or enter edit mode with another shapekey selected, the foot jumps back to its previous location. Hence we must make sure that the value of the shapekey equals one at all times. This is not so hard to do, but there is a way add armature shapekey to the mesh itself.

apply-active.png

Make the Armature Skinbinding shapekey active and press Apply Active Shapekey. After we have confirmed the message box, the armature shapekey is added to all other shapekeys and then removed from shapekey set.

active-applied.png

If we now pin some other shapekey, or enter edit mode, the foot stays inside the shoe.

This tool is not limited to the applied armature shapekey, or to meshes imported with the DAZ Importer, but can be used to apply any other shapekey as well.

Updated