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Blendshape & Tails
EULA & Manual
ZADE
Matumit Sombunjaroen
V1.1 2015/01/29
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
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
Juno JuneBride
Juno JuneBride
[Juno JuneBride] is provided fully rigged
and is Mecanim-Ready
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**
Juno JuneBride
Textures came provided in Substance.
Using Substance Material is not Compulsory
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
BlendShape
Controller
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
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**
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
Index Range
The Control for each Node will be setup
Alternatively, it is possible to
manually change the index here
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
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.
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
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
Tail Control
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
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**
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
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.
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
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

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BlendShape & Tails Manual

  • 1. Blendshape & Tails EULA & Manual ZADE Matumit Sombunjaroen V1.1 2015/01/29
  • 2. 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
  • 3. 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
  • 5. Juno JuneBride [Juno JuneBride] is provided fully rigged and is Mecanim-Ready
  • 6. 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**
  • 7. Juno JuneBride Textures came provided in Substance. Using Substance Material is not Compulsory
  • 8. 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
  • 10. 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
  • 11. 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**
  • 12. 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
  • 13. Index Range The Control for each Node will be setup Alternatively, it is possible to manually change the index here
  • 14. 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
  • 15. 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.
  • 16. 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
  • 17. 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
  • 19. 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
  • 20. 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**
  • 21. 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
  • 22. 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.
  • 23. 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
  • 24. 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