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Features

BlendShape Generator

Create outfit mesh BlendShapes from the avatar's BlendShapes.

きせった (Kisetter) 3.1.3 documentation
⚫ This feature adds BlendShapes from a specific mesh on the avatar to other meshes as well.

Things to Check Before Setting the BlendShape Mesh#

  • BlendShape Generator calculates the mesh deformation based on the current BlendShape values set on the Source Avatar and the BlendShape Mesh.
  • Before generating, please make sure the BlendShape values on the Source Avatar and BlendShape Mesh are set to the intended state.
    • For example, if you want to add a Breast_Small BlendShape to an outfit that does not have one, the Breast_Small value on the Source Avatar or BlendShape Mesh should be set to 0.

Generating When the Reference Mesh BlendShape Value Is Not 0#

  • Some outfits are made to fit not the avatar’s default body shape, but a shape where a specific BlendShape has already been applied to the reference Mesh.

  • In this case, if the reference Mesh has values such as Breast_Small or BigBreast set to something other than 0, and you select that same BlendShape as a generation target,

    the tool treats the current shape as the Weight 100 state for that BlendShape and generates the BlendShape based on it.

    • In addition, a helper BlendShape called [Body Base] is generated so the mesh can return to the Weight 0 shape.
    • In this case, [Body Base] must be set to 100 for the other generated BlendShapes to work correctly.

1. Prepare the Source#

  1. Assign the avatar's Animator to the Avatar Animator.
  2. Assign a mesh containing the blendshape you want to add to the BlendShape Mesh.
    1. e.g., Head Mesh / Body Mesh

2. Add Mesh#

image.png

  1. Click the [Mesh List to Add BlendShape] window to open the list.
  2. Drag the mesh you want to add into the box labeled [Drag a Skinned Mesh Renderer here to add].
    1. You can add a single Skinned Mesh Renderer by dragging it directly.
    2. Alternatively, you can drag a parent object that has multiple Skinned Mesh Renderers as children to add them all at once.
  3. You can remove a mesh from the list by clicking the [X] button or the [Clear All] button.

3. Option Settings (Optional)#

  1. You can configure options by clicking the Options button.
    1. If you want the outfit to move tightly against the body , we recommend setting the Min Margin value to 0.
      1. However, setting this value to 0 may cause the mesh to penetrate (become transparent) in some BlendShapes .
  2. You can set variables related to the minimum distance from the reference mesh or smoothing.

4. Select the BlendShape to add#

image.png

  1. Click the [BlendShape List] button to open the list window.

  2. Click the [Refresh BlendShape List] button to update the list of available BlendShapes.

    1. The BlendShapes associated with the Mesh assigned as the [BlendShape Mesh] in Step 1 will be displayed in the list.

    image.png

  3. Select the BlendShape to add to another Skinned Mesh Renderer.

    1. You can select all of them using [Select All].
    2. You can deselect all items using [Deselect All].

    Only those BlendShapes that actually cause changes to the Mesh will be added from the selected list.#

5. Click the Create BlendShape button to proceed with creation.#

image.png

ETC. Checking BlendShapes

  • We are distributing the [Eden BlendShape Controller], which allows you to control all BlendShapes under an Object, free of charge to those who have purchased きせった (Kisetter).
    • Tool path: [Top Bar] - [きせった (Kisetter)] - [Eden BlendShape Controller]
    • How to use: BlendShape Controller