Applying subdivision surface modifier causes weird deformation

Hey, so I’m trying to apply my subdivision surface modifier to my Head object, which has already been rigged. The current order for my modifiers is Armature at the top, Subdivision Surface and then Triangulate.

However, I still need my armature modifier for animation so I tried applying the subdivision modifier (and then the triangulate modifier) but it causes weird deformation in my head object that I don’t want:


The open mouth looked completely normal with smooth edges before applying any modifiers. When the mouth is closed it does look normal (mouth is closed in normal T-Pose position), which makes me think this is to do with the armature and rigging, but I’m not sure.

I then tried:

  • Applying all the modifiers including the Armature from top to bottom, then adding back the Armature modifier after (got an even weirder + deformed result from this)
  • Removing the Armature modifier, applying the other two, and then adding back the Armature modifier again (got the same result as before)

Please can someone help me out, I just want to apply my subsurf modifier without any strange deformation in my animation, thank you.

Why do you need to apply the SubSurf modifier? If everything works the way you want with the modifier stack unapplied, is just leaving it as it is an option? I personally almost never apply the subsurface modifier, and I haven’t noticed any major issues.

If you do need to apply the modifiers, you could try checking/adjusting the weight painting afterwards. Maybe it didn’t translate quite properly during the application.

3 Likes

I would like to add shapekeys to my model, and I know that you can’t export a model to Unity (the game engine I’m working with) with the Apply Modifiers setting in export options and have the shape keys work. So I’m pretty sure I need to apply my modifiers, unless there is another way to get shape keys to work in Unity?

1 Like