https://wiki.sine.space/api.php?action=feedcontributions&user=Lesiar&feedformat=atomwiki.sine.space - User contributions [en]2024-03-28T08:47:15ZUser contributionsMediaWiki 1.26.3https://wiki.sine.space/index.php?title=Unity_Installation&diff=199612Unity Installation2021-06-01T17:50:58Z<p>Lesiar: </p>
<hr />
<div><br />
==Downloading Unity==<br />
<strong>Quick Note for New Developer</strong><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&download_nid=63664&os=Win '''Here''']<br />
<br />
Mac - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&download_nid=63664&os=Mac '''Here''']<br />
<br />
<br />
===Advanced Users:===<br />
<br />
=====Compatible Unity Versions=====<br />
<br />
<strong> The following are included in our SDK/Editor Pack.</strong><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 <strong>strongly advise</strong> 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>Lesiarhttps://wiki.sine.space/index.php?title=Unity_Installation&diff=199611Unity Installation2021-06-01T17:50:20Z<p>Lesiar: </p>
<hr />
<div><br />
==Downloading Unity==<br />
<strong>Quick Note for New Developer</strong><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&download_nid=63664&os=Win '''Here''']<br />
<br />
Mac - Download Unity 2018.4.20 - [https://unity3d.com/get-unity/download?thank-you=update&download_nid=63664&os=Mac ""Here""]<br />
<br />
<br />
===Advanced Users:===<br />
<br />
=====Compatible Unity Versions=====<br />
<br />
<strong> The following are included in our SDK/Editor Pack.</strong><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 <strong>strongly advise</strong> 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>Lesiarhttps://wiki.sine.space/index.php?title=Unity_Installation&diff=199610Unity Installation2021-06-01T17:42:54Z<p>Lesiar: </p>
<hr />
<div><br />
==Downloading Unity==<br />
<strong>Quick Note for New Developer</strong><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&download_nid=63529&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 />
<strong> The following are included in our SDK/Editor Pack.</strong><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 <strong>strongly advise</strong> 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>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199195Morph Shapes2020-03-12T04:13:20Z<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&download_nid=63301&os=Win Download here.]]<br />
<br />
Editor Pack/SDK: 14.415.8463-nightly (shows as "Intended for Unity Version 2017.3"). [[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&os=win&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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199194Morph Shapes2020-03-12T01:12:37Z<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&download_nid=63301&os=Win Download here.]]<br />
<br />
Editor Pack/SDK: 14.415.8463-nightly (shows as "Intended for Unity Version 2017.3"). [[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&os=win&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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199193Morph Shapes2020-03-12T01:11:48Z<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&download_nid=63301&os=Win Download here.]]<br />
<br />
Editor Pack/SDK: 14.415.8463-nightly (shows as "Intended for Unity Version 2017.3"). [[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&os=win&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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199192Morph Shapes2020-03-12T00:56:56Z<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&download_nid=63301&os=Win Download here.]]<br />
<br />
Editor Pack/SDK: 14.415.8463-nightly (shows as "Intended for Unity Version 2017.3"). [[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&os=win&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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199191Morph Shapes2020-03-12T00:30:22Z<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&download_nid=63301&os=Win Download here.]]<br />
<br />
Editor Pack/SDK: 14.415.8463-nightly (shows as "Intended for Unity Version 2017.3"). [[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&os=win&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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199190Morph Shapes2020-03-12T00:28:17Z<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&download_nid=63301&os=Win Download here.]]<br />
<br />
Editor Pack/SDK: 14.415.8463-nightly (shows as "Intended for Unity Version 2017.3"). [[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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199189Morph Shapes2020-03-12T00:23:55Z<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 "Intended for Unity Version 2017.3"). [[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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199188Morph Shapes2020-03-12T00:21:01Z<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 "Intended for Unity Version 2017.3"). 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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199187Morph Shapes2020-03-12T00:20:24Z<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 "Intended for Unity Version 2017.3"). 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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199186Morph Shapes2020-03-12T00:17:20Z<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 "Intended for Unity Version 2017.3"). 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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199185Morph Shapes2020-03-12T00:13:43Z<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 "Intended for Unity Version 2017.3"). 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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199184Morph Shapes2020-03-11T23:21:50Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199183Morph Shapes2020-03-11T23:20:44Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199182Morph Shapes2020-03-11T23:18:28Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199181Morph Shapes2020-03-11T23:14:36Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199180Morph Shapes2020-03-11T22:29:26Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199179Morph Shapes2020-03-11T22:29:03Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=File:Shot_19a_-_Locate_folder.jpg&diff=199178File:Shot 19a - Locate folder.jpg2020-03-11T22:27:54Z<p>Lesiar: </p>
<hr />
<div></div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199177Morph Shapes2020-03-11T22:27:08Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199176Morph Shapes2020-03-11T21:55:41Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199175Morph Shapes2020-03-11T21:54:33Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199174Morph Shapes2020-03-11T21:54:07Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199173Morph Shapes2020-03-11T21:52:37Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199172Morph Shapes2020-03-11T21:51:53Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199171Morph Shapes2020-03-11T21:50:47Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199170Morph Shapes2020-03-11T21:48:56Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199169Morph Shapes2020-03-11T21:47:04Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199168Morph Shapes2020-03-11T21:43:51Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199167Morph Shapes2020-03-11T21:40:09Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199166Morph Shapes2020-03-11T21:39:51Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=File:Shot_29_-_Add_clothing_script.jpg&diff=199165File:Shot 29 - Add clothing script.jpg2020-03-11T21:38:48Z<p>Lesiar: </p>
<hr />
<div></div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199164Morph Shapes2020-03-11T21:36:52Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199163Morph Shapes2020-03-11T21:34:05Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199162Morph Shapes2020-03-11T21:31:40Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199161Morph Shapes2020-03-11T21:30:09Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199160Morph Shapes2020-03-11T21:28:44Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199159Morph Shapes2020-03-11T21:25:59Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199158Morph Shapes2020-03-11T21:24:26Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199157Morph Shapes2020-03-11T21:23:31Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199156Morph Shapes2020-03-11T21:20:41Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199155Morph Shapes2020-03-11T21:19:06Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199154Morph Shapes2020-03-11T21:18:36Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199153Morph Shapes2020-03-11T21:15:51Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199152Morph Shapes2020-03-11T21:13:59Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199151Morph Shapes2020-03-11T21:12:28Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199150Morph Shapes2020-03-11T21:11:51Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiarhttps://wiki.sine.space/index.php?title=Morph_Shapes&diff=199149Morph Shapes2020-03-11T21:11:13Z<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 "Morph Tutorial Folder".<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->Tools->Custom Shapes->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 "Original Blendshape" 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 "Morph Tutorial" and is available free in the shop.<br />
<br />
[[File:Step_34.jpeg|1000px]]</div>Lesiar