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Blendshape & Tails EULA & Manual ZADE Matumit Sombunjaroen V1.1 2015/01/29
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BlendShape & Tails Manual

Jul 16, 2015

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Page 1: BlendShape & Tails Manual

Blendshape & Tails

EULA & Manual

ZADE

Matumit Sombunjaroen

V1.1 2015/01/29

Page 2: BlendShape & Tails Manual

Packages

Character [Juno JuneBride] Free Package

Character [Juno JuneBride]

Motions

Substance Materials and Scripts

Blendshape & Tails Package

All of the Contents in Free Package

BlendShape Controller Components

Tail Control Components

Page 3: BlendShape & Tails Manual

License

The Packages provided are licensed under Unity`s

Asset Store Terms of Service and EULA

http://unity3d.com/legal/as_terms

Author: Matumit Sombunjaroen

www.zodiac-alliance.com

Page 4: BlendShape & Tails Manual

Juno JuneBride

Page 5: BlendShape & Tails Manual

Juno JuneBride

[Juno JuneBride] is provided fully rigged

and is Mecanim-Ready

Page 6: BlendShape & Tails Manual

Juno JuneBride

Her Tail and Ears came separated,

Using them is not compulsory**Although she will curse anyone who took her tails and ears off**

Page 7: BlendShape & Tails Manual

Juno JuneBride

Textures came provided in Substance.

Using Substance Material is not Compulsory

Page 8: BlendShape & Tails Manual

Juno JuneBride

Shaders used in WebPlayer Demonstration are

properties of [Ifelse Media Ltd]

http://u3d.as/content/ifelse-media/toon-styles-shader-pack/4c4

They are not provided in the Package

Page 9: BlendShape & Tails Manual

BlendShape

Controller

Page 10: BlendShape & Tails Manual

Prepare Mesh

The Component require Mesh with BlendShapes built-in to it.

Please refer to your 3DCG software`s manual on how to export

BlendShapes

Page 11: BlendShape & Tails Manual

Select Mesh

The Component can be attached to any Transform.

1. Add Character`s transform to Ref Transform

1. If this is null, the transform the component is attached to will be use instead.

2. Type in the name of the Mesh, Click [Get Skinned Mesh]

3. Needed SkinnedMesh will be reference automatically.

1. It is possible to manually select the SkinnedMesh directly instead.

**Mesh that is

going to get

BlendShape**

Page 12: BlendShape & Tails Manual

Index Range

Index Range will determine which BlendShape Node will be controlled

Setup Index Range as needed, then click [Setup BlendShape Indexed]

For Juno,

0-5 are used for Eyes

6-9 are used for Mouth

Page 13: BlendShape & Tails Manual

Index Range

The Control for each Node will be setup

Alternatively, it is possible to

manually change the index here

Page 14: BlendShape & Tails Manual

Data

Preset Name will be copy from and to PresetData when PresetData was

create, and when PresetData got transferred to Main Data.

BlendSpeed Is how fast the blending will be to new Data,

when data got changed

Animation Curve

represent value 0-100 across time that is use to control BlendShape node

Page 15: BlendShape & Tails Manual

Presets

Click [Create Preset Data from Current Value] will create a Preset

Scriptable Objects inside a designated file path

If there is any Preset file inside any

Resource folder,

that has [New] in its name,

the file will be override instead.

Page 16: BlendShape & Tails Manual

Set Data from Presets from Editor

To Set Data via Editor, add Preset Data to PresetList,

Choose PresetIndex, then click on [Copy Preset Data to Target]

Preset Data from ScriptableObject will be transfer to current data

Page 17: BlendShape & Tails Manual

Set Data from Presets from Script

Referenced a required BlendShapeController component

Use .SetPreset(int index); to copy the data from preset

Where int index is the index value of Preset from PresetList

Page 18: BlendShape & Tails Manual

Tail Control

Page 19: BlendShape & Tails Manual

Prepare Mesh

Tail_Base is the root of Tail Transform,

[IT IS EXPECTED TO STAY STILL AND WILL NOT BE MOVED BY SCRIPT]

Tail_1 to Tail_n must contain sequential name for SetupEditor to work

Interval distance between each Transforms are expected to be the same

Tail_Bas

e

Tail_1 Tail_2 Tail_n

d d d

Mesh

Page 20: BlendShape & Tails Manual

Setup Transforms

The Component can be attached to any Transform.

1. Add Character`s transform to Ref Transform

1. If this is null, the transform the component is attached to will be use instead.

2. Type in the name of the Transform, Click [Setup Tail Transform]

3. Needed Transform will be reference automatically.

1. They can be manually selected should anything wrong happened

**Transform that

will got control**

Page 21: BlendShape & Tails Manual

Data

Oscillation Mode => Maintain BendValue or Oscillate between Range

BendValue => The Rotation Value that the Transform will rotate to

Falloff => value of Tail_n+1 = Tail_n*FallOff

Oscillate Range => will not be use if Oscillation Mode is Still

Determine the Ranges value that the Transform rotation will oscillate

Speed & Cycle Offset => How fast the rotation will be made

Page 22: BlendShape & Tails Manual

Presets

Click [Create Preset Data from Current Value] will create a Preset

Scriptable Objects inside a designated file path

If there is any Preset file inside any

Resource folder,

that has [New] in its name,

the file will be override instead.

Page 23: BlendShape & Tails Manual

Set Data from Presets from Editor

To Set Data via Editor, add Preset Data to PresetList,

Choose PresetIndex, then click on [Copy Preset Data to Target]

Preset Data from ScriptableObject will be transfer to current data

Page 24: BlendShape & Tails Manual

Set Data from Presets from Script

Referenced a required BlendShapeController component

Use .SetPreset(int index); to copy the data from preset

Where int index is the index value of Preset from PresetList