Q.
I want to implement character customization using the synchronization function.
That is, I want to bake “character body”, “clothes”, “accessories”, etc. separately, and then selectively synchronize them later.
Since “duplicating the character and adding clothes” as in the guide is a cumbersome task, I want to bake the mesh groups separately after completing the character with clothes.
Is there a function to select mesh groups and bake them?
A.
There is a feature that prevents non-root unit mesh groups from being baked, but it doesn’t seem to help in this case.
Let’s look at a new feature that will work for this case.