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Difference between revisions of "Morph Shapes"

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(MORPH SHAPES Walk-through)
(MORPH SHAPES Walk-through)
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Make sure your export settings are the same as this. Do ensure !Expermintal! Apply  Transform is checked and Bake Animation is unchecked.
 
Make sure your export settings are the same as this. Do ensure !Expermintal! Apply  Transform is checked and Bake Animation is unchecked.
 +
 +
Then click Export.
  
 
[[File:Step_11.jpeg|1000px]]
 
[[File:Step_11.jpeg|1000px]]

Revision as of 06:25, 8 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 model in 3D modelling tool of choice. it's included in our Editor Pack.

Here we use Blender which is free to use. This is our start scene in Blender.


Step 1.jpeg


Delete cube, lights and cameras - we don't need those.

Step 2.jpeg


Go to File and Import, then pick FBX. Here is the import window.

Step 3.jpeg

You should see this,

Step 4.jpeg

Click off and on the model and click the Collections icon here:

Step 5.jpeg


Now delete the existing Morph Keys.

Step 6.jpeg


We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.

Step 7.jpeg

While on that new morph, double click to rename and ensure the value is st to 1.

Step 8.jpeg


Now switch to Sculting mode. Here is our starting point.

Step 9.jpeg


And here, after the changes, is our face morph.

Step 10.jpeg


That's it for the Blender part. Now we export to FBX.

Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.

Then click Export.

Step 11.jpeg



Step 12.jpeg

Step 13.jpeg

Step 14.jpeg










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).


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


Drag the femalebody mesh into the original template field.


MorphShapes06.jpeg


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.



MorphShapes07.jpeg


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.


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!