diff --git a/Assets/UniGLTF/Editor/MeshUtility/MeshUtilityDialog.cs b/Assets/UniGLTF/Editor/MeshUtility/MeshUtilityDialog.cs
index c2a923b83..91628b012 100644
--- a/Assets/UniGLTF/Editor/MeshUtility/MeshUtilityDialog.cs
+++ b/Assets/UniGLTF/Editor/MeshUtility/MeshUtilityDialog.cs
@@ -301,9 +301,8 @@ namespace UniGLTF.MeshUtility
bool MeshFreezeGui()
{
var blendShape = ToggleIsModified("BlendShape", ref MeshUtility.FreezeBlendShape);
- var scale = ToggleIsModified("Scale", ref MeshUtility.FreezeScaling);
- var rotation = ToggleIsModified("Rotation", ref MeshUtility.FreezeRotation);
- return blendShape || scale || rotation;
+ var rotationAndScaling = ToggleIsModified("RotationAndScaling", ref MeshUtility.FreezeRotationAndScaling);
+ return blendShape || rotationAndScaling;
}
protected virtual bool MeshIntegrateGui()
diff --git a/Assets/UniGLTF/Runtime/MeshUtility/GltfMeshUtility.cs b/Assets/UniGLTF/Runtime/MeshUtility/GltfMeshUtility.cs
index 8c1323655..f8c98298f 100644
--- a/Assets/UniGLTF/Runtime/MeshUtility/GltfMeshUtility.cs
+++ b/Assets/UniGLTF/Runtime/MeshUtility/GltfMeshUtility.cs
@@ -31,15 +31,7 @@ namespace UniGLTF.MeshUtility
/// - Node
/// - InverseBindMatrices
///
- public bool FreezeScaling = true;
-
- ///
- /// Same as VRM-0 normalization
- /// - Mesh
- /// - Node
- /// - InverseBindMatrices
- ///
- public bool FreezeRotation = false;
+ public bool FreezeRotationAndScaling = false;
public List MeshIntegrationGroups = new List();
@@ -172,15 +164,15 @@ namespace UniGLTF.MeshUtility
public virtual (List, List) Process(
GameObject target, IEnumerable groupCopy)
{
- if (FreezeBlendShape || FreezeRotation || FreezeScaling)
+ if (FreezeBlendShape || FreezeRotationAndScaling)
{
// MeshをBakeする
- var meshMap = BoneNormalizer.NormalizeHierarchyFreezeMesh(target, FreezeRotation);
+ var meshMap = BoneNormalizer.NormalizeHierarchyFreezeMesh(target, FreezeRotationAndScaling);
// - ヒエラルキーから回転・拡縮を除去する
// - BakeされたMeshで置き換える
// - bindPoses を再計算する
- BoneNormalizer.Replace(target, meshMap, FreezeRotation, FreezeScaling);
+ BoneNormalizer.Replace(target, meshMap, FreezeRotationAndScaling, FreezeRotationAndScaling);
}
var newList = new List();
diff --git a/Assets/VRM/Runtime/SkinnedMeshUtility/VrmMeshUtility.cs b/Assets/VRM/Runtime/SkinnedMeshUtility/VrmMeshUtility.cs
index e559f453b..55bbfb177 100644
--- a/Assets/VRM/Runtime/SkinnedMeshUtility/VrmMeshUtility.cs
+++ b/Assets/VRM/Runtime/SkinnedMeshUtility/VrmMeshUtility.cs
@@ -108,7 +108,7 @@ namespace VRM
// TODO: update: firstPerson offset
var (list, newList) = base.Process(target, copyGroup);
- if (FreezeBlendShape || FreezeRotation || FreezeScaling)
+ if (FreezeBlendShape || FreezeRotationAndScaling)
{
var animator = target.GetComponent();
var newAvatar = AvatarDescription.RecreateAvatar(animator);
diff --git a/Assets/VRM10/Runtime/MeshUtility/Vrm10MeshUtility.cs b/Assets/VRM10/Runtime/MeshUtility/Vrm10MeshUtility.cs
index 2fb0a2748..27527c108 100644
--- a/Assets/VRM10/Runtime/MeshUtility/Vrm10MeshUtility.cs
+++ b/Assets/VRM10/Runtime/MeshUtility/Vrm10MeshUtility.cs
@@ -11,7 +11,7 @@ namespace UniVRM10
{
public Vrm10MeshUtility()
{
- FreezeRotation = true;
+ FreezeRotationAndScaling = true;
}
bool _generateFirstPerson = false;
@@ -115,7 +115,7 @@ namespace UniVRM10
// TODO: update: firstPerson offset
var (list, newList) = base.Process(target, groupCopy);
- if (FreezeBlendShape || FreezeRotation || FreezeScaling)
+ if (FreezeBlendShape || FreezeRotationAndScaling)
{
var animator = target.GetComponent();
var newAvatar = AvatarDescription.RecreateAvatar(animator);