https://wiki.sine.space/api.php?action=feedcontributions&user=Lesiar&feedformat=atom wiki.sine.space - User contributions [en] 2024-03-28T08:47:15Z User contributions MediaWiki 1.26.3 https://wiki.sine.space/index.php?title=Unity_Installation&diff=199612 Unity Installation 2021-06-01T17:50:58Z <p>Lesiar: </p> <hr /> <div><br /> ==Downloading Unity==<br /> &lt;strong&gt;Quick Note for New Developer&lt;/strong&gt;<br /> <br /> For production work use the Version of the Unity Editor 2018.4.20 for maximum stability and compatibility.<br /> <br /> For Windows - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63664&amp;os=Win '''Here''']<br /> <br /> Mac - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63664&amp;os=Mac '''Here''']<br /> <br /> <br /> ===Advanced Users:===<br /> <br /> =====Compatible Unity Versions=====<br /> <br /> &lt;strong&gt; The following are included in our SDK/Editor Pack.&lt;/strong&gt;<br /> <br /> Unity 2018.4.20 has long term support from Unity and is the most recommended of the 2018 versions. <br /> <br /> Unity 2018.1, 2018.2 and 2018.3, while robust they are Unity experimental builds and could stop working on our platform due to Unity updating features.<br /> <br /> 2019.1 + while is in our SDK/Editor Pack 14 it is an experimental version and we do not have support for it on our platform at this time.<br /> <br /> Reports on any and all possible bugs in any version is appreciated on https://issues.sine.space/my_view_page.php<br /> <br /> ==Importing Existing Content==<br /> We &lt;strong&gt;strongly advise&lt;/strong&gt; importing the Sinespace Editor Pack into a blank project. <br /> <br /> Existing assets may incorporate incompatibilities in dependent assets, such as Unity's Post Stack V2 (which we bundle the Sinespace compatible version in our package, ditto Cinemachine.) which can cause conflicts. <br /> <br /> To import existing content, we recommend creating a blank project, and import the assets into the new project, if you encounter incompatibilities please let us know!<br /> <br /> ==Note for Mac/Linux Users==<br /> You also need to have Mono installed on OSX for the editor pack to work.<br /> <br /> For OSX we recommend a specific version you can get that here: [https://download.mono-project.com/archive/4.8.0/macos-10-universal/MonoFramework-MDK-4.8.0.382.macos10.xamarin.universal.pkg Download]<br /> <br /> <br /> '''Some assistance here [[for linux users]]'''<br /> <br /> =Installing Unity for Mac=<br /> <br /> When Unity has finished downloading, click Run to start the installation.<br /> <br /> 1. When the Unity Installer window opens, click '''Next'''<br /> <br /> 2. After that, accept the terms and conditions and click '''Next'''<br /> <br /> 3. You will then see a screen called '''Choose Components'''. You will need to choose the following components from the list:<br /> <br /> * Unity 2018.4.20<br /> * Documentation<br /> * Windows Build Support<br /> <br /> All other components are optional (but can be installed if you want):<br /> <br /> [[File:UnityInstaller3.png]]<br /> <br /> 4. After selecting these, click Next and choose your installation location. <br /> <br /> This will start the download and installation process. Once finished, Unity will be installed.<br /> <br /> =Next [https://wiki.sine.space/index.php?title=Download_Editor_Pack Download Editor Pack]=<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Unity_Installation&diff=199611 Unity Installation 2021-06-01T17:50:20Z <p>Lesiar: </p> <hr /> <div><br /> ==Downloading Unity==<br /> &lt;strong&gt;Quick Note for New Developer&lt;/strong&gt;<br /> <br /> For production work use the Version of the Unity Editor 2018.4.20 for maximum stability and compatibility.<br /> <br /> For Windows - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63664&amp;os=Win '''Here''']<br /> <br /> Mac - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63664&amp;os=Mac &quot;&quot;Here&quot;&quot;]<br /> <br /> <br /> ===Advanced Users:===<br /> <br /> =====Compatible Unity Versions=====<br /> <br /> &lt;strong&gt; The following are included in our SDK/Editor Pack.&lt;/strong&gt;<br /> <br /> Unity 2018.4.20 has long term support from Unity and is the most recommended of the 2018 versions. <br /> <br /> Unity 2018.1, 2018.2 and 2018.3, while robust they are Unity experimental builds and could stop working on our platform due to Unity updating features.<br /> <br /> 2019.1 + while is in our SDK/Editor Pack 14 it is an experimental version and we do not have support for it on our platform at this time.<br /> <br /> Reports on any and all possible bugs in any version is appreciated on https://issues.sine.space/my_view_page.php<br /> <br /> ==Importing Existing Content==<br /> We &lt;strong&gt;strongly advise&lt;/strong&gt; importing the Sinespace Editor Pack into a blank project. <br /> <br /> Existing assets may incorporate incompatibilities in dependent assets, such as Unity's Post Stack V2 (which we bundle the Sinespace compatible version in our package, ditto Cinemachine.) which can cause conflicts. <br /> <br /> To import existing content, we recommend creating a blank project, and import the assets into the new project, if you encounter incompatibilities please let us know!<br /> <br /> ==Note for Mac/Linux Users==<br /> You also need to have Mono installed on OSX for the editor pack to work.<br /> <br /> For OSX we recommend a specific version you can get that here: [https://download.mono-project.com/archive/4.8.0/macos-10-universal/MonoFramework-MDK-4.8.0.382.macos10.xamarin.universal.pkg Download]<br /> <br /> <br /> '''Some assistance here [[for linux users]]'''<br /> <br /> =Installing Unity for Mac=<br /> <br /> When Unity has finished downloading, click Run to start the installation.<br /> <br /> 1. When the Unity Installer window opens, click '''Next'''<br /> <br /> 2. After that, accept the terms and conditions and click '''Next'''<br /> <br /> 3. You will then see a screen called '''Choose Components'''. You will need to choose the following components from the list:<br /> <br /> * Unity 2018.4.20<br /> * Documentation<br /> * Windows Build Support<br /> <br /> All other components are optional (but can be installed if you want):<br /> <br /> [[File:UnityInstaller3.png]]<br /> <br /> 4. After selecting these, click Next and choose your installation location. <br /> <br /> This will start the download and installation process. Once finished, Unity will be installed.<br /> <br /> =Next [https://wiki.sine.space/index.php?title=Download_Editor_Pack Download Editor Pack]=<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Unity_Installation&diff=199610 Unity Installation 2021-06-01T17:42:54Z <p>Lesiar: </p> <hr /> <div><br /> ==Downloading Unity==<br /> &lt;strong&gt;Quick Note for New Developer&lt;/strong&gt;<br /> <br /> For production work use the Version of the Unity Editor 2018.4.20 for maximum stability and compatibility.<br /> <br /> For Windows - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63529&amp;os=Win '''Here''']<br /> <br /> Mac - Download Unity 2018.4.20 - [https://download.unity3d.com/download_unity/78b69503ebc4/UnityDownloadAssistant.dmg?_ga=2.230040542.338268820.1582920285-2074287522.1572011590 '''Here''']<br /> <br /> <br /> ===Advanced Users:===<br /> <br /> =====Compatible Unity Versions=====<br /> <br /> &lt;strong&gt; The following are included in our SDK/Editor Pack.&lt;/strong&gt;<br /> <br /> Unity 2018.4.20 has long term support from Unity and is the most recommended of the 2018 versions. <br /> <br /> Unity 2018.1, 2018.2 and 2018.3, while robust they are Unity experimental builds and could stop working on our platform due to Unity updating features.<br /> <br /> 2019.1 + while is in our SDK/Editor Pack 14 it is an experimental version and we do not have support for it on our platform at this time.<br /> <br /> Reports on any and all possible bugs in any version is appreciated on https://issues.sine.space/my_view_page.php<br /> <br /> ==Importing Existing Content==<br /> We &lt;strong&gt;strongly advise&lt;/strong&gt; importing the Sinespace Editor Pack into a blank project. <br /> <br /> Existing assets may incorporate incompatibilities in dependent assets, such as Unity's Post Stack V2 (which we bundle the Sinespace compatible version in our package, ditto Cinemachine.) which can cause conflicts. <br /> <br /> To import existing content, we recommend creating a blank project, and import the assets into the new project, if you encounter incompatibilities please let us know!<br /> <br /> ==Note for Mac/Linux Users==<br /> You also need to have Mono installed on OSX for the editor pack to work.<br /> <br /> For OSX we recommend a specific version you can get that here: [https://download.mono-project.com/archive/4.8.0/macos-10-universal/MonoFramework-MDK-4.8.0.382.macos10.xamarin.universal.pkg Download]<br /> <br /> <br /> '''Some assistance here [[for linux users]]'''<br /> <br /> =Installing Unity for Mac=<br /> <br /> When Unity has finished downloading, click Run to start the installation.<br /> <br /> 1. When the Unity Installer window opens, click '''Next'''<br /> <br /> 2. After that, accept the terms and conditions and click '''Next'''<br /> <br /> 3. You will then see a screen called '''Choose Components'''. You will need to choose the following components from the list:<br /> <br /> * Unity 2018.4.20<br /> * Documentation<br /> * Windows Build Support<br /> <br /> All other components are optional (but can be installed if you want):<br /> <br /> [[File:UnityInstaller3.png]]<br /> <br /> 4. After selecting these, click Next and choose your installation location. <br /> <br /> This will start the download and installation process. Once finished, Unity will be installed.<br /> <br /> =Next [https://wiki.sine.space/index.php?title=Download_Editor_Pack Download Editor Pack]=<br /> <br /> <br /> {{Creation Navbox}}</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199195 Morph Shapes 2020-03-12T04:13:20Z <p>Lesiar: /* Creating the Morph Shape */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> Or you can use the Unity Hub application to easily manage multiple Unity installations. [[https://store.unity.com/download/thank-you?thank-you=personal&amp;os=win&amp;nid=1605 Download here.]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculpting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> The reason we do not use the Base Avatar for preview is that this defaults to the Male version and cannot be used for <br /> <br /> a Female morph. Therefore it's better to get into the habit of locating the individual 2017 Male/Female avi's manually.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|500px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199194 Morph Shapes 2020-03-12T01:12:37Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> Or you can use the Unity Hub application to easily manage multiple Unity installations. [[https://store.unity.com/download/thank-you?thank-you=personal&amp;os=win&amp;nid=1605 Download here.]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> The reason we do not use the Base Avatar for preview is that this defaults to the Male version and cannot be used for <br /> <br /> a Female morph. Therefore it's better to get into the habit of locating the individual 2017 Male/Female avi's manually.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|500px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199193 Morph Shapes 2020-03-12T01:11:48Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> Or you can use the Unity Hub application to easily manage multiple Unity installations. [[https://store.unity.com/download/thank-you?thank-you=personal&amp;os=win&amp;nid=1605 Download here.]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> The reason we do not use the Base Avatar for preview is that this defaults to the Male version and cannot be used for a Female morph. Therefore it's better to get into the habit of locating the individual 2017 Male/Female avi's manually.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|500px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199192 Morph Shapes 2020-03-12T00:56:56Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> Or you can use the Unity Hub application to easily manage multiple Unity installations. [[https://store.unity.com/download/thank-you?thank-you=personal&amp;os=win&amp;nid=1605 Download here.]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|500px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199191 Morph Shapes 2020-03-12T00:30:22Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> Or you can use the Unity Hub application to easily manage multiple Unity installations. [[https://store.unity.com/download/thank-you?thank-you=personal&amp;os=win&amp;nid=1605 Download here.]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199190 Morph Shapes 2020-03-12T00:28:17Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> See our [[XMPP_Chat_Client|XMPP Chat Client]] page for more information.<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199189 Morph Shapes 2020-03-12T00:23:55Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> See our [[XMPP_Chat_Client|XMPP Chat Client]] page for more information.<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199188 Morph Shapes 2020-03-12T00:21:01Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). Download [here[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage]]<br /> <br /> See our [[XMPP_Chat_Client|XMPP Chat Client]] page for more information.<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199187 Morph Shapes 2020-03-12T00:20:24Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). Download [[here|https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage]]<br /> <br /> See our [[XMPP_Chat_Client|XMPP Chat Client]] page for more information.<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199186 Morph Shapes 2020-03-12T00:17:20Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). Download [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199185 Morph Shapes 2020-03-12T00:13:43Z <p>Lesiar: /* Prequisites */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). Download [https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199184 Morph Shapes 2020-03-11T23:21:50Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199183 Morph Shapes 2020-03-11T23:20:44Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199182 Morph Shapes 2020-03-11T23:18:28Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199181 Morph Shapes 2020-03-11T23:14:36Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199180 Morph Shapes 2020-03-11T22:29:26Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199179 Morph Shapes 2020-03-11T22:29:03Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=File:Shot_19a_-_Locate_folder.jpg&diff=199178 File:Shot 19a - Locate folder.jpg 2020-03-11T22:27:54Z <p>Lesiar: </p> <hr /> <div></div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199177 Morph Shapes 2020-03-11T22:27:08Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folders.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199176 Morph Shapes 2020-03-11T21:55:41Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199175 Morph Shapes 2020-03-11T21:54:33Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199174 Morph Shapes 2020-03-11T21:54:07Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG_3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199173 Morph Shapes 2020-03-11T21:52:37Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> <br /> <br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199172 Morph Shapes 2020-03-11T21:51:53Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> <br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> <br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199171 Morph Shapes 2020-03-11T21:50:47Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> <br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> <br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199170 Morph Shapes 2020-03-11T21:48:56Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_32_-_Add_VG_2.jpg|1000px]]<br /> <br /> <br /> [[File:Shot_33_-_Add_VG_3.jpg|1000px]]<br /> <br /> <br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> <br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199169 Morph Shapes 2020-03-11T21:47:04Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> Ensure the skeleton is set to Base Male. <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199168 Morph Shapes 2020-03-11T21:43:51Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> Ensure the skeleton is set to Base Male. <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Shot_30_Drag_map_to_slot.jpg|1000px]]<br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199167 Morph Shapes 2020-03-11T21:40:09Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199166 Morph Shapes 2020-03-11T21:39:51Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg&quot;|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=File:Shot_29_-_Add_clothing_script.jpg&diff=199165 File:Shot 29 - Add clothing script.jpg 2020-03-11T21:38:48Z <p>Lesiar: </p> <hr /> <div></div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199164 Morph Shapes 2020-03-11T21:36:52Z <p>Lesiar: /* Creating The Virtual Good */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199163 Morph Shapes 2020-03-11T21:34:05Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> Then click Apply.<br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199162 Morph Shapes 2020-03-11T21:31:40Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Now click on the new displacement map in your project work folder.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199161 Morph Shapes 2020-03-11T21:30:09Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199160 Morph Shapes 2020-03-11T21:28:44Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199159 Morph Shapes 2020-03-11T21:25:59Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199158 Morph Shapes 2020-03-11T21:24:26Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199157 Morph Shapes 2020-03-11T21:23:31Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199156 Morph Shapes 2020-03-11T21:20:41Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199155 Morph Shapes 2020-03-11T21:19:06Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199154 Morph Shapes 2020-03-11T21:18:36Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:SShot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199153 Morph Shapes 2020-03-11T21:15:51Z <p>Lesiar: /* Creating the Vertex Displacement Map */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Step_22.jpeg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199152 Morph Shapes 2020-03-11T21:13:59Z <p>Lesiar: /* Checking Our Morph Has Imported */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Step_18.jpeg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Step_22.jpeg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199151 Morph Shapes 2020-03-11T21:12:28Z <p>Lesiar: /* Import FBX into Unity */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Step_16.jpeg|1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Step_17.jpeg|1000px]]<br /> <br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Step_18.jpeg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Step_22.jpeg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199150 Morph Shapes 2020-03-11T21:11:51Z <p>Lesiar: /* Import FBX into Unity */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Step_16.jpeg|1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Step_17.jpeg|1000px]]<br /> <br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Step_18.jpeg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Step_22.jpeg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar https://wiki.sine.space/index.php?title=Morph_Shapes&diff=199149 Morph Shapes 2020-03-11T21:11:13Z <p>Lesiar: /* Import FBX into Unity */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> Here is our starting point.<br /> <br /> [[File:Step_9.jpeg|1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|px]]<br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Step_16.jpeg|1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Step_17.jpeg|1000px]]<br /> <br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Step_18.jpeg|1000px]]<br /> <br /> <br /> Now double click the Asset folder.<br /> <br /> [[File:Step_19.jpeg|1000px]]<br /> <br /> <br /> Then select your work folder. This is where our Morph Displacement Map will be created.<br /> <br /> [[File:Step_20.jpeg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. Type the name of your morph into the &quot;Original Blendshape&quot; field and untick Incorporate Normal.<br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Step_22.jpeg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Step_23.jpeg|1000px]]<br /> <br /> <br /> Click on your newly generated morph map. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Step_24.jpeg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|1000px]]<br /> <br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Step_26.jpeg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. Ensure the skeleton is set to Base Male.<br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot.<br /> <br /> [[File:Step_29.jpeg|1000px]]<br /> <br /> <br /> Now add a Virtual Good component.<br /> <br /> [[File:Step_27.jpeg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Step_28.jpeg|1000px]]<br /> <br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar