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-rw-r--r-- | Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md | 25 | ||||
-rw-r--r-- | Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md.meta | 7 |
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diff --git a/Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md b/Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md new file mode 100644 index 00000000..da93e7d9 --- /dev/null +++ b/Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md @@ -0,0 +1,25 @@ +# MeshSeparator + +MeshSeparator provides a functionality of separating meshes contained BlendShape. Simply select a GameObject with skinned Meshes and click processing. The mesh splitting results are generated in the Assets folder. The model with sparse BlendShape data distributed in a large-volume mesh can be benefited from size reduction and performance improvements after mesh separation. + +## How to use + +Select a GameObject contained skinned mesh and BlendShape: + +<img src="../images/interface_1.jpg" width="200"> + +Select `Mesh Utility` -> `MeshSeparator`: + +<img src="../images/interface_2.jpg" width="200"> + +The separate meshes are saved in the Assets folder. GameObjects with separate meshes are also available in the Hierarchy Window: + +<img src="../images/interface_3.jpg" width="200"> + +In this example, the model's mesh are split into two parts: face and body: + +Face: with BlendShape | Body: without BlendShape +:-------------------------:|:-------------------------: +<img title="result_1.jpg" src="../images/result_1.jpg" width="200"> | <img title="result_2.jpg" src="../images/result_2.jpg" width="200"> + +Note that if all the polygons of a mesh are used by BlendShape, MeshSeparator will not perform mesh separation.
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