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Parameter Description

Explanation of basic and advanced fitting and weighting options.

きせった (Kisetter) 3.1.3 documentation

[Basic Option]#


1. Automatically Assign Body Mesh#

  • When enabled, this option automatically searches for the Body Mesh on the Avatar.

    a. If automatic Body Mesh detection fails#

    • If the Body Mesh cannot be found automatically , the Body Mesh selection window will appear.
    • In that window,select the mesh corresponding to the torso as shown in the example image,then click the [Select] button.

    b. How to Manually Assign the Body Mesh#

    • If an error message stating that the Body Mesh cannot be found appears, please disable this option and manually assign the Body Skinned Mesh Renderer corresponding to the torso.

      • For VRChat avatars, the mesh labeled "Body" usually represents the face/head, so please assign the mesh corresponding to the torso, as shown in the example image.


2. Mesh List#

  • This option allows you to select the mesh to be deformed.

  • If the mesh is not visible, click the [Refresh Mesh List] button to refresh the mesh list.

  • If there are any meshes you do not want to transform, uncheck their checkboxes.

  • Examples of when "Bag" is selected and when it is not


3. Body Gap#

  • This parameter sets the minimum distancebetween the garment and the body.

    • The garment will be transformed to move further away from the body by the set value.
  • If the garment penetrates the body (becomes transparent) excessively, increase this value.

  • Example


4. Skip Foot Fitting#

  • This option determines whether detailed fitting is appliedto the shoe mesh.
    • When enabled, only resizing is applied to the shoes; detailed fitting that directly modifies the shape is not applied.
  • Depending on the avatar, shoe fitting may not apply correctly, or the shoe shape may become distorted.
    • If the shoe shape breaks or becomes awkwardly distorted after fitting, please enable this option.
Good Case (Shinano → Sio)
Good Case (Shinano → Sio)
Bad Case (Shinano → Airi)
Bad Case (Shinano → Airi)

5. Remove AutoMorphed Other Clothes#

  • When enabled, this option automatically deletes any outfits on the Target Avatar that have already been mapped using きせった (Kisetter).
    • Please enable this when you want to delete unnecessary outfits.

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[Advanced Option]#

A. Save Settings#

1. Save Results As BlendShape#

  • Savesthe deformation results as a BlendShape.

  • You can switch between the pre- and post-transformation statesby adjusting the BlendShape value.

    a. BlendShape Name#

    • Set the name of the BlendShape to be saved.
  • Example

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B. Fitting Options#

1. Sigma#

  • The higher the value, the wider the influence range and the smoother the deformation.
    • Recommended value: 2–5

2. Smooth Radius#

  • Sets the distance range of neighboring verticesto be referenced when applying smoothing.

3. Smooth Neighbor Max Num#

  • Sets the maximum number of neighboring verticesto reference when applying smoothing.

4. Smoothing Iteration#

  • The higher the value, the stronger the smoothing effect, resulting in a smoother transformation.
    • Recommended value: 1–4
    • Higher values increase the processing time.
    • Please note that setting this value too high may actually degrade the quality of the deformation.

5. Fitting Iteration#

  • This option sets the number of times the garment transformation is repeated.

    a. Expand Iteration

    • This is the number of times the process of pushingthe garment outwardto prevent it from sinking into the body is repeated.
    • If the garment is still buried in the body after fitting, increase this value.

    b. Shrink Iteration

    • This is the number of timesthe pushed-out clothing is re-adjusted to fit snugly against the body's surface.
    • If the clothing is still far from the body after the adjustment, increase this value.

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C. Weighting Options

1. Transfer Weight To Avatar

  • This option calculatesthe weighting so thatthe garment mesh moves directly in accordance with the Target Avatar’s bones.

    • When enabled, the movement is based on the Target Avatar’s armature bones rather than the bones within the costume.
  • This option is useful when you are not using a feature that automatically connects the costume’s bones to the avatar’s bones, such as with Modular Avatars.

  • If you want to save the outfit as a separate Prefab, please disable this option!

    a. 🟢 Transfer Weight To Avatar Enabled

    • Reparent Accessory Bones

      • When enabled, this automatically movesany additional bones included in the outfit to the Target Avatar’s Armature.
      • This allows you to configure accessories or attached parts to move along with the avatar.

    b. 🔴 Transfer Weight To Avatar Disabled

    • Add Anchor Bone

      • This option determines whether to add an intermediate bone for rotation correctionwhen restructuring bones to match the Target Avatar.
      • When enabled, the rotation of the outfit’s existing bones is preserved, and a correction bone is added to its parent to compensate.