Search Unity

  1. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice
  2. Ever participated in one our Game Jams? Want pointers on your project? Our Evangelists will be available on Friday to give feedback. Come share your games with us!
    Dismiss Notice

Skinn Pro & Free - Skin & Blendshape Projection + Much More

Discussion in 'Assets and Asset Store' started by cwmanley, Feb 15, 2017.

  1. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Skinn is a collection of tools to work with skinned meshes designed around the Vertex Mapper .

    The VM is a component that creates a skinned mesh from a target renderer with the skin and or blend-shapes from a source mesh.

    VM Features:

    • Blazing fast calculations powered by compute shaders.
    • Works with animated models.
    • Bone-Weight projection with smoothing options.
    • Multi-frame Blend-shape projection with lighting options.
    • Bone and Blend-shape Filtering.
    • Real-time skinning preveiw of the source and target.

    Core Features:
    • Save unsaved mesh assets when creating prefabs.
    • Drag & Drop models and merge their bones.
    • Nested Context Command System with over a 100 commands for working with assets

    Notable Context Commands Features:
    • Optimize and remove unwanted Bones..
    • Inflate and deflate meshes.
    • Combining and splitting meshes with skin and blend-shapes.
    • Remove or rename Blend-shapes.
    • Bind-posing skin and blend-shapes.
    • Basic FBX exporting.
    • Command Browser Window for command descriptions.

    New in 0.7
    • TexturePacker.cs. a component based atlas tool.
    • BlendshapeController.cs. a blendshape inspector for multiple skinned meshes
    • 20+ new commands

    All Context Commands*:

    Renderer commands support Skinned Mesh Renderers and Mesh Renderers / Mesh Filters.
    • SkinnedMeshRenderer/Bones/Combine Bones
    • SkinnedMeshRenderer/Bones/Optimize Array
    • SkinnedMeshRenderer/Bones/Remove Bone
    • SkinnedMeshRenderer/Bones/Remove Child Bones
    • SkinnedMeshRenderer/Bones/Edit Transforms
    • SkinnedMeshRenderer/Bounds/Reset
    • SkinnedMeshRenderer/Bounds/Reset All
    • SkinnedMeshRenderer/Bounds/Encapsulate/Selection
    • SkinnedMeshRenderer/Bounds/Encapsulate/All
    • Renderer/Clipboard/Copy
    • Renderer/Clipboard/Paste/Blend-shapes
    • Renderer/Clipboard/Paste/Mesh As Blend-shape
    • Renderer/Clipboard/Paste/Mesh
    • Renderer/Clipboard/Paste/Mesh Cloned
    • Renderer/Clipboard/Paste/Material(s)
    • SkinnedMeshRenderer/Clipboard/Paste/Bones
    • Renderer/Clipboard/Paste/VertexData/Vertices
    • Renderer/Clipboard/Paste/VertexData/Normals&Tangents
    • Renderer/Clipboard/Paste/VertexData/Colors
    • Renderer/Clipboard/Paste/VertexData/Colors32
    • Renderer/Clipboard/Paste/VertexData/UVs
    • Renderer/Export/FBX
    • SkinnedMeshRenderer/Export/FBX All Transforms
    • Renderer/Export/Experimental/Atlas/512
    • Renderer/Export/Experimental/Atlas/1024
    • Renderer/Export/Experimental/Atlas/2048
    • Renderer/Export/Experimental/Atlas/4096
    • Renderer/Export/Experimental/Atlas HardSurface/2048
    • Renderer/Export/TextFilter/Blendshapes
    • Renderer/Material/Clone
    • Renderer/Mesh/Colors/Clear
    • Renderer/Mesh/Colors/From Material/Color
    • Renderer/Mesh/Colors/From Material/Color UV Seams
    • Renderer/Mesh/Name/Rename Renderer
    • Renderer/Mesh/Name/From Renderer
    • Renderer/Mesh/Name/From Parent
    • Renderer/Mesh/Name/From Root
    • Renderer/Mesh/Normals/Rotate with Tangents
    • Renderer/Mesh/Normals/Rotate
    • Renderer/Mesh/Tangents/Rotate
    • Renderer/Mesh/Normals/Clear
    • Renderer/Mesh/Normals/Recalculate/Smoothed
    • Renderer/Mesh/Normals/Recalculate/Unity
    • Renderer/Mesh/Tangents/Clear
    • Renderer/Mesh/Tangents/Recalculate
    • Renderer/Mesh/Vertices/Inflate/0.1
    • Renderer/Mesh/Vertices/Inflate/0.5
    • Renderer/Mesh/Vertices/Inflate/1
    • Renderer/Mesh/Vertices/Deflate/0.1
    • Renderer/Mesh/Vertices/Deflate/0.5
    • Renderer/Mesh/Vertices/Deflate/1
    • Renderer/Mesh/Vertices/Weld/Low Precision
    • Renderer/Mesh/Vertices/Weld/High Precision
    • SkinnedMeshRenderer/Shapes/Create/Expanded Shape
    • SkinnedMeshRenderer/Shapes/Create/Bones/Expanded Shape All
    • SkinnedMeshRenderer/Shapes/Extract/Single
    • SkinnedMeshRenderer/Shapes/Extract/All
    • SkinnedMeshRenderer/Shapes/Invert
    • Renderer/Shapes/Remove/Shape
    • Renderer/Shapes/Remove/Data/Vertices/Shape
    • Renderer/Shapes/Remove/Data/Vertices/All
    • Renderer/Shapes/Remove/Data/Normals/Shape
    • Renderer/Shapes/Remove/Data/Normals/All
    • Renderer/Shapes/Remove/Data/Tangents/Shape
    • Renderer/Shapes/Remove/Data/Tangents/All
    • Renderer/Shapes/Remove/Unused
    • Renderer/Shapes/Remove/All
    • SkinnedMeshRenderer/Shapes/Merge Duplicate Shapes
    • SkinnedMeshRenderer/Shapes/Zero Values
    • SkinnedMeshRenderer/Shapes/Edit Names
    • SkinnedMeshRenderer/Shapes/Load
    • SkinnedMeshRenderer/Shapes/Sort
    • SkinnedMeshRenderer/Shapes/Sync
    • SkinnedMeshRenderer/Shapes/Log
    • SkinnedMeshRenderer/Skin/Bake to Mesh Renderer
    • SkinnedMeshRenderer/Skin/Bind-pose
    • MeshRenderer/Skin/SkinToParent
    • Renderer/SubMesh/Combine/Clear
    • SkinnedMeshRenderer/SubMesh/Combine/Merge Shared
    • SkinnedMeshRenderer/SubMesh/Combine/Selection/Merge Shared
    • SkinnedMeshRenderer/SubMesh/Combine/Selection/Keep Shared
    • MeshRenderer/SubMesh/Combine/Merge Shared
    • MeshRenderer/SubMesh/Combine Selection/Merge Shared
    • MeshRenderer/SubMesh/Combine Selection/Keep Shared
    • Renderer/SubMesh/Flip/Flip Faces
    • Renderer/SubMesh/Flip/Add Flipped Faces
    • Renderer/SubMesh/Split/Submeshes
    • Renderer/SubMesh/Split/Bones/All
    • Renderer/SubMesh/Split/Bones/Hierarchical
    • Renderer/SubMesh/Split/UV Islands
    • Renderer/SubMesh/Split/UV Islands Compare Vertices
    • Renderer/Tools/Create Lattice Deformer
    • Renderer/Tools/Create Texture Packer
    • Transform/Cache/Store Local
    • Transform/Cache/Load Local
    • Transform/Export/Transforms
    • Transform/Export/Transforms For Avatar
    • Transform/Child HideFlags/HideInHierarchy
    • Transform/Child HideFlags/HideInInspector
    • Transform/Child HideFlags/None
    • Transform/Child HideFlags/NotEditable
    • Transform/Mirror/Left To Right
    • Transform/Mirror/Right To Left
    • Transform/Mirror/Children/Left To Right
    • Transform/Mirror/Children/Right To Left
    • Transform/Mirror/All/Left To Right
    • Transform/Mirror/All/Right To Left
    • Transform/Ensure Unique Names
    • Transform/Remove Scale And Rotation
    • Transform/Select/Mesh Filters
    • Transform/Select/Skinned Meshes
    • Transform/Select/Missing Components
    Free vs Pro:
    • The Free Version includes the Vertex Mapper Only.
    • Commands and Core Features are not include in the free version.​

     
    Last edited: Mar 17, 2020
  2. John-G

    John-G

    Joined:
    Mar 21, 2013
    Posts:
    1,114
    Bookmarked, finally a solution for MCS and user content.
     
  3. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    Hey Chris, this looks really promising! I watched the video. Looks very easy to use.

    One question I had: since the content can be saved as prefabs, does that mean it's possible to instantiate and associate content to an MCS character at runtime and preserve the wrapping function? I ask because as it stands currently with MCS, if you want to mix and match content at runtime, I believe you have to basically have all content (e.g., clothing, hair) that you might want to use on a character in the same prefab, then toggle visibility of any given piece of content you want to display or hide. That feels very inelegant and resource heavy to me.

    Looking forward to hearing more about this, especially once the new, more resource efficient version of MCS gets released.
     
  4. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    Ah okay, so still the same limitations then, I assume. Not a fault of yours, by any means. :) Thanks for the clarification.
     
    cwmanley likes this.
  5. THplusplusx

    THplusplusx

    Joined:
    Mar 30, 2014
    Posts:
    33
    This looks very promising!
     
  6. THplusplusx

    THplusplusx

    Joined:
    Mar 30, 2014
    Posts:
    33
    I actually don't know what you mean. I am instantiating clothing and hair at runtime and it works well. The only thing that doesn't work is completely removing clothing/hair at runtime, so I have to hide it instead, which doesn't seem to be a problem.

    Here is an approximation of my current solution:
    Code (csharp):
    1. public CostumeItem[] PutOn(M3DCharacterManager charManager, GameObject contentPrefab, bool isHair)
    2. {
    3.     CostumeItem[] instances;
    4.     ContentPack pack = new ContentPack();
    5.     pack.setupWithGameObject(contentPrefab);
    6.  
    7.     if (isHair)
    8.     {
    9.         instances = pack.availableHair.Select(hair => charManager.AttachCIHair(hair, true)).ToArray();
    10.         charManager.DetectAttachedHair();
    11.     }
    12.     else
    13.     {
    14.         instances = pack.availableClothing.Select(clothing => charManager.AttachCIClothing(clothing, true)).ToArray();
    15.         charManager.DetectAttachedClothing();
    16.     }
    17.  
    18.     return instances;
    19. }
     
  7. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    @THplusplusx, thanks for chiming in. I haven't installed and toyed with MCS in a long time, to be fair. Back then, you had to basically make a prefab with all of the clothing and hair you might want to use on the same character and then hide or show what you wanted to at runtime, if I remember correctly.

    If you don't have to do that anymore, that's great. Not being able to remove/destroy at runtime sounds potentially problematic still, if you're doing a lot of switching of content. I guess you could destroy and re-instantiate the MCS character completely every so often, maybe?

    All hypothetical ideas for me to explore, although I want to wait until the updated versions are (finally) released, before I dive back into MCS.
     
    crudeMe likes this.
  8. dustout

    dustout

    Joined:
    Oct 9, 2012
    Posts:
    6
    This looks great, it could take MCS to the next level!

    If you need any beta testers then please sign me up, if not then I can't wait to pick it up when it launches on the asset store.
     
  9. SkobbejakGames

    SkobbejakGames

    Joined:
    Jun 3, 2016
    Posts:
    396
    Dude, you are a godsend! We've all been waiting for the MCS crew to get this done for over a year now, dont get me wrong I love MCS and I love the crew behind it but this basic functionality has take way too long.

    Please bring this out sooner rather than later, it looks amazing and serves all the necessary purposes. If you need beta testers let me know, would love to test it out for you.

    Also $50 seems reasonable for something this powerful and useful.
     
    Last edited: Feb 17, 2017
  10. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Thanks,

    I hope to submit soon. I admit I keep working on it instead of the docs.

    ... updating the search with a quadrant pattern that can be stored in the HDSkin ScriptableObject.

    I really appreciate the feedback :)
     
    Last edited: Feb 22, 2017
    THplusplusx, John-G and LukeDawn like this.
  11. reocwolf

    reocwolf

    Joined:
    Aug 1, 2013
    Posts:
    182
    Awesome! Thank you. Hope u release soon. ;)
     
  12. Astaelan1

    Astaelan1

    Joined:
    Sep 29, 2015
    Posts:
    190
    I admit I'm very interested in this. As with anyone following MCS, we're all waiting for some way to make our own content packs. This is amazing as it keeps the power of it all right in Unity. Please see this through and really give it all the power you can for us. I would gladly pay $50 for a polished product, but as with all initial releases I recommend a discount to build up the base of users who will find the bugs to polish it.
    Suffice to say, this one fills a very significant niche, can't wait!

    Edit: On a side note, since you're working in the territory of mesh deformation here, have you given any thoughts to the idea of an animal/creature concept like MCS? Base models to morph and create animals with would be another big niche right now, animals are expensive... maybe you're just using an API to work with an MCS SDK, I couldn't really tell.
     
  13. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Thanks for your interest,

    I will think about adjusting the Beta price, but I cannot make any promises.

    I am just now thinking about the the bone morphs; which would be needed to create a new Base Model.

    My project is focused on skinning and adding / removing blend-shapes.

    Because unity .assets store blend-shape information for each vertex, I added ASCII FBX support; which only stores information that the blend-shapes use.

    The project is written in C# and includes the full source code.

    Capture.JPG
     
    Last edited: Feb 4, 2018
  14. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    This project started as a weight Painter window, here is the original thread.

    smtk.jpg_thumb.png Screenshot (13).png smp 09032016.jpg

    :)
     
  15. Astaelan1

    Astaelan1

    Joined:
    Sep 29, 2015
    Posts:
    190
    Horns on the male model, pretty slick. Before long we'll have hooves for the feet and have a satyr (with the wrong leg bones lol) :)
    The morph/blendshape for it was really good for only a few minutes of work.
     
  16. auhfel

    auhfel

    Joined:
    Jul 5, 2015
    Posts:
    85
    so with this, I could make a sphere (the unity standard one), put it on the MCS character, run your tool, and it will become a skinned mesh renderer that will be adjusted with the MCS blends? If that is true, it would be really cool. I think I could make some cool stuff just using probuilder/polybrush
     
  17. wetcircuit

    wetcircuit

    Joined:
    Jul 17, 2012
    Posts:
    1,225
    Can this be expanded to other figure systems?
     
  18. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    In some cases the skinning to the base mesh produces good blend-shapes.
    There can be to much or to little information in the base meshes to create some blend-shapes.

    Those are some crazy legs lol.
    I just got the Minotaur and Reptilian Base models in the last sale, creating clothing for them is possible.

    You can use any mesh in the scene. Also, you can Bake a Skinned Mesh to a mesh for a new Item or for a custom blend-shape.

    I plan on adding support for UMA and other avatar systems.

    Some models like Ethan are not in there original bind-pose and are not supported yet.

    MCS integration is handled though a included package that can be uninstalled if your not using m3d.



    Thanks
     
    Last edited: Mar 15, 2017
    wetcircuit likes this.
  19. wetcircuit

    wetcircuit

    Joined:
    Jul 17, 2012
    Posts:
    1,225
    I saw your post on the Playmaker forum….

    I'm looking for a system that could be used with Fuse figures…, but presumably if it works with Fuse it would work with almost any figure.
     
  20. auhfel

    auhfel

    Joined:
    Jul 5, 2015
    Posts:
    85
    That's really cool. There's a strong chance that I'll buy this when it comes out.. =D
     
    cwmanley likes this.
  21. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Fuse models should work fine, but I will confirm. I did not even think of them...
     
    chiapet1021 likes this.
  22. reocwolf

    reocwolf

    Joined:
    Aug 1, 2013
    Posts:
    182
    Man. Can't wait.
     
  23. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    That would be amazing if it works with Fuse models. Even though Mixamo hasn't updated Fuse since getting acquired by Adobe, Fuse still works, since it just generates FBX files with the standard Mecanim rig. And it's staying free at least until they revisit Fuse development in the future (which per their community manager, won't be at least until after 2017).

    Getting custom content to work with Fuse mesh blendshapes when instantiated at runtime over the base body mesh is my main challenge. So if this tool can help solve that problem... :)
     
    wetcircuit likes this.
  24. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Fuse works so far. The base models are a lot more manageable than mcs's.

    Let me know if there is any content you want me to demonstrate.

    Thanks for the info :)
     
    wetcircuit and chiapet1021 like this.
  25. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    Sweet! Here's my wish list for functionality, no matter what the actual content is from Fuse:
    - Wrap individual clothing (or armor or hair) pieces to a Fuse body mesh in the editor.
    - Save wrapped clothing as prefabs for instantiation on a body at runtime.
    - During runtime, instantiate wrapped clothing onto a body mesh instance and have it conform as blendshapes are applied. (This would happen when a character equips an item from their inventory, for example.)
    - During runtime, destroy wrapped clothing that's previously been applied. (For example, when you unequip an item, or switch to a different item.)

    Using pooling is probably the most ideal situation, since instantiate and destroy are more computationally heavy, but I won't ask for that sort of integration just yet. :) Please and thank you!
     
    wetcircuit and cwmanley like this.
  26. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    I decided to switch this to a UMA project.
     
    Last edited: Feb 22, 2017
    syscrusher and Jaimi like this.
  27. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    I read your post on the MCS thread. I hope you'll support Fuse (or other base meshes with blendshapes) as well. UMA has limitations in that the morphs are bone-based, so you don't get the same customizability that blendshapes provide.
     
    wetcircuit likes this.
  28. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    I hope to provide the same features minus the mcs integration.

    UMA support will greatly increase the flexibility of the skinning process due to the complexity of the UMA rig.

    Capture.JPG

    :)
     
    umutozkan, Jaimi, Teila and 1 other person like this.
  29. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,816
    Would be a great addition to Uma!
     
  30. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    5,175
    Cool! If there's anything we can do to help, let us know. Are you on the UMA slack?
     
    Teila likes this.
  31. John-G

    John-G

    Joined:
    Mar 21, 2013
    Posts:
    1,114
    Are you dropping MCS then?
     
  32. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Yes, sorry.

    We will need the official Artist Tools to make MCS content.
     
  33. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Thanks
     
  34. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,816
    Did these ever come out? Lack of content tools is what made me walk away from MCS. It is relatively easy to make content for UMA so it felt like moving backwards. Too bad because the potential was there.
     
    wetcircuit likes this.
  35. wetcircuit

    wetcircuit

    Joined:
    Jul 17, 2012
    Posts:
    1,225
    Agree. I went back to Fuse and was like "Oh yeah, this actually WORKS…" :rolleyes:
     
  36. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    Not yet. The Morph3D community manager posted on their thread that an update will be forthcoming at GDC. No indication whether that meant the artist tools would be released to everyone one or be more closed initially.

    I totally agree that there's potential there, but even if/when those content tools become available, I don't know that I'd jump in right away. The long history of little-to-no communication and lack of transparency will be tough to erase.

    Fuse is nice in the meantime!
     
    cwmanley and Teila like this.
  37. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,816
    Fuse is nice! If only it had runtime customization.
     
    chiapet1021 and wetcircuit like this.
  38. TeagansDad

    TeagansDad

    Joined:
    Nov 17, 2012
    Posts:
    877
    The artist tools should be named "Morph3D Forever."
     
    cwmanley, chiapet1021 and wetcircuit like this.
  39. chiapet1021

    chiapet1021

    Joined:
    Jun 5, 2013
    Posts:
    604
    Yup, and Mixamo/Adobe already said Fuse isn't getting any love this year ( :( ). But at least they were open about it--and the fact that Mixamo got acquired so the development teams could work on a new project for Adobe full-time.
     
  40. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,816
    Yes, and they are letting us use everything for free! I am pretty happy with my Adobe products honestly. We have two PS subscriptions and one Creative Cloud between the 3 of us. Well worth the cost. The girls get enough commissions to make pretty much pay for them.
     
    cwmanley, wetcircuit and chiapet1021 like this.
  41. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    I dropped the fbx; which was a solution for MCS(large numbers of blendshapes) and a problem for UMA(models out of bind-pose).

    I need to do some more work, but the tool should work with most models now.

    I will post some images and videos, when I finish the new workflow.

    Thanks
     
    Teila and wetcircuit like this.
  42. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Yes, and No. Can I get invite @gmail.com :)
     
  43. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,816
    CW, if you send me your email via PM on Unity, I can invite you. I need your full email.

    I think Jaimi went to bed. lol

    Sent invite..maybe...:)
     
    Last edited: Feb 27, 2017
  44. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Thanks
     
  45. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    I added some more features to the skin smoothing.

    The computation time is still the same; based on the distance between the smoothed vertices(etc), but we have more control of the smoothing.

    Thanks

    smooth.jpg

    Edit: I removed this feature before the release. After I fixed a bug with the Use Mapping option in the Skin Smoothing Section this should not be needed.
     
    Last edited: Apr 22, 2017
    Teila likes this.
  46. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,816
    Wow!!! Looking good!
     
    cwmanley likes this.
  47. reocwolf

    reocwolf

    Joined:
    Aug 1, 2013
    Posts:
    182
    Can we get a small video showing it off? I'm really excited about this.
     
  48. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    I will upload a video tomorrow.

    Thanks

    :)
     
    Teila, wetcircuit and reocwolf like this.
  49. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
    Model Trouble Shooting

    The source skinned mesh must be in a bind-pose.

    Capture.PNG


    Bind-posing a Skinned Mesh (Basic Workflow)


    1. Pose the Model.

    2. Bake the skinned mesh by right clicking the Context Menu on the Skinned Mesh Renderer component and selecting “Bake to Mesh Filter”.

    3. Open the Vertex Mapper under Windows/SKINN/Vertex Mapper.

    4. Set the Mesh Filter variable to the baked Mesh Filter.

    5. Set the Skinned Mesh variable to the skinned mesh.

    6. Check Bind-pose in the Skinning Section of the VM Window.

    7. Press the create button and Skip Mapping by selecting Yes.

    8. Save Assets by right clicking a Game Object in the Hierarchy and selecting "Save Asset(s)".




    Transform (UMA Workflow)

    The final transformation and mapping of the new meshes vertices. The transform override should match the SkinnedMeshRenderer’s mesh vertices.


    You can work with and maintain a transform offset.


    Untitled.png


    Thanks
     
    Last edited: Mar 24, 2017
  50. cwmanley

    cwmanley

    Joined:
    Aug 8, 2013
    Posts:
    189
unityunity