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Can you use mirror modifier with Shape Keys?
Just delete the armature (and unparent) modifier for the script (you can add it back later on) to just apply the subsurf … unless the armature somehow figures into the shapekeys that is … You should just leave the mirror modifier in the stack (you can’t apply it just like you can’t with the subsurf) for the script .
Where do you put the hook modifier in Blender?
The Hook Modifier stores vertex indices from the original mesh to determine what to affect. This means that modifiers that generate geometry, like Subdivision Surface , should always be put after the Hook one in the stack.
How to add shape key to base mesh?
Now just tab into Edit Mode (for the shapekeyed mesh) and run the “Rvk1 to Rvk2” (or in later versions “Deformed mesh to Rvk”) script (again from the 3D header -> Mesh -> Scripts but in Edit Mode this time) and select NO on adding/replacing vertex groups . This will add the shapekey to the base mesh .
Can you apply SUBSURF modifier without shape keys?
I can’t imagine animating manually without shape keys. And if I apply the subsurf modifier before, any animating by hand is going to be a bitch. If you need to appy the subsurf just use the “Apply Deformation” script (Object Mode -> 3D header -> Object -> Scripts) with each shapekey set to full (1.0) value and repeat for each shapekey .
How to recombine shape keys into one mesh?
If you want to recombine the shapekeys into one mesh just take the (subsurf applied) base mesh and add a new shapekey (a new basis key) and then select the base mesh first and then shift select a shapekey applied mesh .
Where do I edit the basis shape key?
Such changes would usually best be done with the base mesh (the Basis key), as this is the un-deformed mesh and any changes will probably be more predictable. So, if you decide the basic shape needs some adjustment, select Basis from the shape key menu and fix the mesh in Edit mode.