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(MORPH SHAPES Walk-through)
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[[File:MorphShapes01.jpeg|1600px]]
 
[[File:MorphShapes01.jpeg|1600px]]
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In this case, I’ve morphed the nose, and saved it into ‘My Slider’ which is a new blendshape on here.
 
In this case, I’ve morphed the nose, and saved it into ‘My Slider’ which is a new blendshape on here.
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[[File:MorphShapes02.jpeg|1600px]]
 
[[File:MorphShapes02.jpeg|1600px]]
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Note: the existing models did have a bunch of morphs already, and I deleted them for simplicity.
 
Note: the existing models did have a bunch of morphs already, and I deleted them for simplicity.
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Expand the model to see its child objects. Check the mesh has a skinned renderer and you can see your morph. Change that to maximum value (for now).
 
Expand the model to see its child objects. Check the mesh has a skinned renderer and you can see your morph. Change that to maximum value (for now).
  
image
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[[File:MorphShapes04.jpeg|1600px]]
  
 
Open the menu item: Sinespace->Tools->Custom Shapes->Create Body Morph Texture
 
Open the menu item: Sinespace->Tools->Custom Shapes->Create Body Morph Texture
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Brings up this window...
 
Brings up this window...
  
image
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[[File:MorphShapes05.jpeg|1600px]]
  
image
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[[File:MorphShapes06.jpeg|1600px]]
  
 
Drag the femalebody mesh into the original template field.
 
Drag the femalebody mesh into the original template field.
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image
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[[File:MorphShapes07.jpeg|1600px]]
  
 
Now we’re ready to upload - last step!
 
Now we’re ready to upload - last step!

Revision as of 04:47, 5 March 2020

MORPH SHAPES Walk-through

You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).


Open our 2017 Female/Male (included in the EP) model in 3D modelling tool of choice.


Add a Morph Key / Shape Key / Blend Shape.


Apply a modification.


MorphShapes01.jpeg


In this case, I’ve morphed the nose, and saved it into ‘My Slider’ which is a new blendshape on here.


MorphShapes02.jpeg


Note: the existing models did have a bunch of morphs already, and I deleted them for simplicity.

need export image

Export as a FBX.

Now, begin a new scene in Unity and import the model you have just exported from Blender (or your 3D Software).

Change rig type to Humanoid and apply.

Drag the model into the scene/hierarchy

Expand the model to see its child objects. Check the mesh has a skinned renderer and you can see your morph. Change that to maximum value (for now).

MorphShapes04.jpeg

Open the menu item: Sinespace->Tools->Custom Shapes->Create Body Morph Texture

Select a folder INSIDE your project where the created morph texture will be saved.

Brings up this window...

MorphShapes05.jpeg

MorphShapes06.jpeg

Drag the femalebody mesh into the original template field.

Into the Original Blend Shape field, enter the name of your blendshape (e.g. ‘MySlider’).

Untick ‘Incorporate Normal’ and set the scale to 1.0

Click Bake Map.

This will output a texture to the folder you specified; it should have a bit of RGB noise where the modifications have been made.

Select this texture. Then change the import settings so that:

sRGB is off Read/Write Enabled is on Generate Mip Maps is off Wrap Mode is Clamp Filter Mode is Point Compression is None

Hit Apply.


MorphShapes07.jpeg

Now we’re ready to upload - last step!

Create a new empty game object Add a Clothing Item Settings In the Body Slider section (towards the bottom), drag your texture into the slot Add a Virtual Good Set the category to Clothes/Body/Morphs Upload!