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I started 3D modelling a few weeks ago, and I'm having a blast! I have a 3d Model with shape keys setup and I'm working on creating hair objects (I have 5 right now). After I create some more hairstyles, I'm going to want to rig the model up, create animations and create various pants, shoes, shirts, hats, etc.

Do I have to create bones that attach to each of the swappables I'm adding? Is there any way to put all of the hairstyles into a group and attach that to the base character? Better yet - a way to create shape keys that apply to everything in the 'hair' group? I would do the same with the shirts, pants, etc - but I'm looking for best Blender to Unity practices.

My goal is for everything to be attached to the character and move with it when I start animating. After it looks good, to import it to Unity and create scripts to dynamically create characters on the click of a button. Are there tutorials that you recommend for something like this?

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  • $\begingroup$ Not really my area, but as far as I know shapekeys work on a per-single-object basis, not on groups of objects. Maybe you might want to look into Lattices and the Lattice modifier instead for deforming several objects at once, or full rigging $\endgroup$ – Duarte Farrajota Ramos Dec 15 '16 at 19:45
  • $\begingroup$ While it might be a bit complex for most beginners, the CGCookie flexrig might give you some ideas. The drivers it uses won't export to unity but you should be able to apply or bake the variations before exporting. $\endgroup$ – sambler Dec 19 '16 at 8:07
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I ended up going with Blend Shapes -- it got me what I needed.

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