Documentation menu
Mesh Studio GuideUser Guide

Relax

Even out vertices and soften sharp bends.

きせった (Kisetter) 3.4.1 documentation

Relax evens out vertex spacing and softens sharp bends. It does not flatten the entire brush area onto a single plane.

Relax demonstration
Relax brush settings

[1] How to use it#

  1. Select Relax.
  2. Adjust radius and strength, then brush the uneven area gradually.
  3. Check the width and thickness of straps, folds, and connections to decorations.

[2] Brush settings#

Option Description
Brush Radius Set the area around the cursor in which to even out vertices and soften bends.
Brush Strength Set how strongly the brush smooths the surface using neighboring vertices. Apply it gradually while checking the shape of straps and folds.
Symmetry Enable X / Y / Z to apply the operation to the opposite side relative to Root Object. Multiple axes can be enabled together.
Input Action
Shift + mouse wheel Adjust brush radius.
Ctrl + Shift + mouse wheel Adjust brush strength.
Shift + mouse wheel with Caps Lock on Adjust brush strength.
Esc Cancel the current brush stroke.

Use these shortcuts in the Scene View. On macOS, use Command instead of Ctrl.

[3] Reference meshes#

Use Reference Meshes to specify a surface to follow while smoothing. The brush uses a nearby matching reference surface when available; otherwise, it uses the surrounding shape of the clothing itself.

  1. Check the body mesh automatically found in the clothing’s parent hierarchy.
  2. Click Find Body Mesh to search again for a body mesh on a Humanoid Avatar in that hierarchy.
  3. Use + to add a reference and to remove one. Manually added meshes are retained during automatic discovery.

The Main Mesh itself and renderers sharing its mesh data are excluded from the references.

Relax does not show a Surface Gap input. When a nearby reference surface is found, it uses the gap set through the other brushes.

[4] Check the result#

Relax can change width or thickness, so start with a low strength. Check connections between straps and decorations, along with any folds you want to keep.

[5] Save your edits#

After editing, recalculate weights and realign PhysBones if needed. See saving and mesh separation to save the result as a Mesh or BlendShape.