Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships.

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Transcription:

Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships. With Mount Points, you can simply drag two objects together and when their mount points get close, they snap together like magnets or Legos. Drag the objects away from each other and they come apart. Mount Points manages the relationship, orientation, and scale for you. Mount Points doesn t try to recreate Unity s hierarchy, it leverages and simplifies it. New in version 2.0 is the ability to mount and manage skinned meshes. With the new user interface, you can set clothing up at edit-time and have them exist at run-time. Use skinned item masks to keep body parts from poking through your clothes. Unity Asset Store Skinned Meshes Typically, when we think of meshes, we think of static meshes meaning meshes that don t bend. However, skinned meshes allow us to create meshes that bend and twist with animations. The key to skinned meshes is the skeleton that they are bound to. To the left is a typical humanoid. The mesh starts off as a simple static mesh, but is later bound to a skeleton. This binding associates each of the mesh s vertices to one or more bones and applies a weight. The weight determines how much influence each bone has on the vertex. In the end, as the skeleton s bones move and rotate, the bound vertices move with them. Limitations The trick to remember about skinned meshes is that they are tied to specific skeletons. Because the vertices are tied to bones, they understand the name and relationships of the bones. So, you can only use a skinned mesh on the same skeleton you created it with. Fortunately, most game developers use the same skeleton for all their characters. So, when you associate a mesh to a humanoid skeleton, you can use the skinned mesh on any characters that use that humanoid skeleton. ootii www.ootii.com 1

Skinned Mesh Tutorial - Boots Building skinned meshes isn t complicated as long as you ve got the right tools. In this tutorial, I ll use the following: Maya 2016 Morph 3D s male skeleton Morph 3D s male skinned mesh Boots static mesh 1. Create a base I typically start by creating a base. This base is the skeleton and original skinned mesh that comes with the skeleton. For example; Morph 3D, Mixamo, and others have a skeleton with a skin that is modified. I use those as the base. The reason for the base is that you ll use the mesh s vertex weight information with your static meshes. Copying them is the fastest way to get started. a. Open Maya 2016 b. Import the Morph 3D Male FBX You ll find it at: Assets\MORPH3D\Content\StarterPacks\Male\MCSMale ootii www.ootii.com 2

Once you do that, there s a lot of extra stuff that is part of the FBX that we don t need for our base. In the end, what you see on the left is all that we care about. So, delete everything else. With that, you can save the scene as your Morph 3D base. From now on, anytime you create clothes you ll start with this scene. ootii www.ootii.com 3

2. Load the static mesh In this tutorial, I m using boots. It doesn t matter if you re working with boots, pants, shirts, etc. It s all the same. Import your static mesh into your new base scene. Here s where it takes some tweaking. You want your static mesh to fit the character. You may find your mesh is too big, too small, off center, etc. In this case, you want to modify the mesh in order to get it to fit where you d use them. In the case of the boots, I had to scale them and even rotate them a bit to fit. Once you get everything where you want it, you want to freeze transforms to set this as the mesh s actual position. ootii www.ootii.com 4

3. Bind the mesh Now that we have the mesh where we want it, we want to bind the mesh to the skeleton. Click on your mesh. Then, holding the left-shift key, select the bones that will drive the mesh. In this case, I clicked the left and right shin bones. Note that Maya will automatically include the child bones that come off the bones you select. In the menu, open the Skin Bind Skin window. I typically use the settings you see off to the left. This means that the vertices will be controlled by up to two bones and the weight will be based on distance. Press Bind Skin and close the window. ootii www.ootii.com 5

4. Set vertex weights With the mesh bound to our skeleton, we can now set the vertex weights to determine how much the bones influence the vertices. This is where having the base skin really helps. Click the body. Then hold left-shift and click your mesh. In the menu, open the Skin Copy Skin Weights window. I typically use the settings you see off to the left. Press Copy and close the window. At this point, you could use Maya to manually tweak the skin weights. However, I find that I rarely have to do this. ootii www.ootii.com 6

5. Export your new skinned mesh Congratulations! You ve just created a skinned mesh. Now, let s export it and get it into Unity. Click on your mesh and then export the mesh by selecting File Export Selection. Once the file exists, copy it to one of your Unity folders. Once that s done, you can head into Unity and locate your file. With your clothing selected, ensure the Animation Type is set to Generic or Humanoid. I ve found that they both work. However, I use Humanoid so no animator is created. ootii www.ootii.com 7

6. Using the skinned Mesh With the mesh imported, open a scene with your character. Remember, it needs to be a character that uses the same skeleton. In this case, I ve got a scene with a Morph 3D male in it. In the image, you ll notice I m using Mount Points 2.0 to attach the skinned mesh. Following the documentation, I add a Skinned Item and reference the mesh we just imported. Then, by pressing the + button, an instance of the mesh is created and tied to the character. ootii www.ootii.com 8

As the character animates, the skinned meshes now animate with the bones as well. All that s great, but we can see some major issues as the character s skin comes through the mesh. You can clean this up in 3 ways: 1. Modify the mesh to better cover the character. 2. Tweak the skin binding and weights to handle the animations better. 3. Use Mount Point s body mask 7. Add a Body Mask Each skinned item (instance of a skinned mesh) can include a body mask. This mask is just a texture that is used to turn parts of the body s skin invisible so you don t see the penetration. Note: To use the body mask, your character must use a material that support cutout or transparency. Note: If another solution modifies the texture at run-time, we may compete to control the body mask. Creating the mask To create the mask, simply start with the diffuse texture of the body skin. Color anything you want to show white. Color anything you want to hide black. In the case of my boots, I found the feet and legs and ensured that area was black (see right side of image). Everything else was white. ootii www.ootii.com 9

Using the mask Once you save the mask, simply reference it in the Skinned Item you setup earlier in Mount Points. Now when you run the game, the mask will be used to hide the parts of the skin you masked black. Note: I think using the masks is a last resort or solution for super tight fitting clothes. In this case, the boot meshes probably needed to be rotated more to cover the feet better. Note: I can t control what some systems do with the body textures. In my tests, this worked with Morph 3D s Character Manager. However, they could change code that limits my ability to modify the texture. ootii www.ootii.com 10

Wrap-Up That s it. Remember the big trick is that you have to create a skinned mesh for each skeleton you re using. So, in my case, I would do this for the Morph 3D skeleton and the Mixamo skeleton since I use them both. Thanks! Support If you have any comments, questions, or issues, please don t hesitate to email me at support@ootii.com. I ll help any way I can. Thanks! Tim ootii www.ootii.com 11