From f049177e20a276049c61edbad631c1b2bbdd5706 Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 15 Oct 2020 19:05:22 +0800 Subject: -advanced inspector +odin --- .../Documentation/notes/MeshSeparator.md | 25 ++++++++++++++++++++++ 1 file changed, 25 insertions(+) create mode 100644 Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md (limited to 'Assets/ThirdParty/VRM/MeshUtility/Documentation/notes/MeshSeparator.md') 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: + + + +Select `Mesh Utility` -> `MeshSeparator`: + + + +The separate meshes are saved in the Assets folder. GameObjects with separate meshes are also available in the Hierarchy Window: + + + +In this example, the model's mesh are split into two parts: face and body: + +Face: with BlendShape | Body: without BlendShape +:-------------------------:|:-------------------------: + | + +Note that if all the polygons of a mesh are used by BlendShape, MeshSeparator will not perform mesh separation. \ No newline at end of file -- cgit v1.1-26-g67d0