Press the "Attach Mesh" button -> Done!.Select the bone you want to attach the mesh to in the panel.Select the base armature and the mesh you want to attach to the base armature in the panel.E.g.: A ring on a finger works perfectly, because the ring only needs one bone to move with (the finger bone).E.g.: A jacket won't work, because it requires multiple bones.INFO: The mesh will only be assigned to the selected bone.Attaches the selected mesh to the selected armature.Press the "Merge Armatures" button -> Done!.E.g.: For a hair armature select "Head" as the bone.If CATS can't detect the bone structure automatically: select a bone you want to attach the new armature to.Select the base armature and the armature you want to merge into the base armature in the panel.If you want to merge multiple objects from the same model it is often better to duplicate the armature for each of them and merge them individually.Make sure that both meshes and armatures are at their correct positions as they will stay exactly like this.Move the armature to the desired position.OR move the armature (and with it the mesh):.CATS will position the bones according to the mesh automatically.Move the mesh (and only the mesh!) of the merge armature to the desired position.Uncheck the checkbox "Apply Transforms".DO NOT delete any main bones by yourself! CATS will merge them and delete all unused bones afterwards.If you don't want to use "Fix Model" make sure that the armature follows the CATS bone structure ( ).Ignore the "Bones are missing" warning if one of the armatures is incomplete (e.g hair only).Select the armature you want to fix in the list above the Fix Model button.Merges the selected armature into the selected base armature.This makes creating custom avatars a breeze! Merge Armatures Merges duplicated faces and vertices of the selected meshes.Applies the position, rotation and scale to the armature and its meshes.Flips the direction of the faces' normals of the selected mesh.Don't use this on good looking meshes as this can screw them up.Makes normals point inside of the selected mesh.Removes constrains between bones causing specific bone movement as these are not used by VRChat.Cleans up the bones hierarchy, deleting all bones that don't directly affect any vertices.Deletes the selected bones and adds their weight to their respective parents.Separates a mesh by materials or loose parts or by whether or not the mesh is effected by a shape key. ![]() Separate by material / loose parts / shapes This uses an internal dictionary and Google Translate.
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