wiki.sine.space | sinespace

Morph Shapes

From wiki.sine.space
Revision as of 07:19, 8 March 2020 by Lesiar (Talk | contribs) (MORPH SHAPES Walk-through)

Jump to: navigation, search

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


Now we switch to Unity. Here we have an empty scene ready and a work folder created called "Morph Tutorial Folder". You, of course should use your own recognisable name.


Step 12.jpeg


With this folder selected, right click in the empty right hand pane of your project and select Import Asset.

Step 13.jpeg


Locate your folder where you exported the modified 2017 Male and import the asset.

Step 14.jpeg


Here our model is now imported into the project.

Step 15.jpeg


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.

Step 16.jpeg


Dialling this to 100 will reveal your morph. Leave it set at 100.

Step 17.jpeg


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

Step 18.jpeg


Now double click the Asset folder.

Step 19.jpeg


Then select your work folder. This is where our Morph Displacement Map will be created.

Step 20.jpeg


You will now see the Create Morph Map dialog box.

Step 21.jpeg






Step 22.jpeg

Step 23.jpeg

Step 24.jpeg

Step 25.jpeg

Step 26.jpeg














MorphShapes04.jpeg



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!