diff --git a/Assets/UniGLTF/MeshUtility/Documentation/images/interface_2.jpg b/Assets/UniGLTF/MeshUtility/Documentation/images/interface_2.jpg index 98adf2b94..ce16445a5 100644 Binary files a/Assets/UniGLTF/MeshUtility/Documentation/images/interface_2.jpg and b/Assets/UniGLTF/MeshUtility/Documentation/images/interface_2.jpg differ diff --git a/Assets/UniGLTF/MeshUtility/Documentation/notes/MeshSeparator.md b/Assets/UniGLTF/MeshUtility/Documentation/notes/MeshSeparator.md index da93e7d9c..d1ad8907b 100644 --- a/Assets/UniGLTF/MeshUtility/Documentation/notes/MeshSeparator.md +++ b/Assets/UniGLTF/MeshUtility/Documentation/notes/MeshSeparator.md @@ -8,9 +8,9 @@ Select a GameObject contained skinned mesh and BlendShape: -Select `Mesh Utility` -> `MeshSeparator`: +From menu go to `UniGLTF` -> `Mesh Utility` -> `MeshProcessing Wizard`, select `MeshSeparator` and click `process`: - + The separate meshes are saved in the Assets folder. GameObjects with separate meshes are also available in the Hierarchy Window: diff --git a/Assets/UniGLTF/MeshUtility/Editor/ExportDialog/Valildators/HierarchyValidator.cs b/Assets/UniGLTF/MeshUtility/Editor/ExportDialog/Valildators/HierarchyValidator.cs index d899d14c8..d54fc4061 100644 --- a/Assets/UniGLTF/MeshUtility/Editor/ExportDialog/Valildators/HierarchyValidator.cs +++ b/Assets/UniGLTF/MeshUtility/Editor/ExportDialog/Valildators/HierarchyValidator.cs @@ -26,7 +26,7 @@ namespace MeshUtility.Validators DUPLICATE_BONE_NAME_EXISTS, [LangMsg(Languages.ja, "SkinnedMeshRenderer.bones に重複する内容がある。エクスポートした場合に、bones の重複を取り除き、boneweights, bindposes を調整します")] - [LangMsg(Languages.en, "There are same bone in bones the SkinnedMeshRenderer. They will be automatically uniqued")] + [LangMsg(Languages.en, "There are duplicated bones in SkinnedMeshRenderer.bones. They will be exported as unique bones. boneweights and bindposes will also be adjusted")] NO_UNIQUE_JOINTS, } diff --git a/Assets/UniGLTF/MeshUtility/README.md b/Assets/UniGLTF/MeshUtility/README.md index 8b434fb3d..72cf3d166 100644 --- a/Assets/UniGLTF/MeshUtility/README.md +++ b/Assets/UniGLTF/MeshUtility/README.md @@ -14,15 +14,15 @@ Currently support BlendShape mesh separation. See [documentation](Documentation/ ### MeshIntegrator -Integrate all the meshes of a Prefab (Project window). +Integrate all the meshes of a (prefab) GameObject. -### Integrate Static Mesh +### StaticMeshIntegrator -Integrate all the static meshes in the Hierarchy (Root and its children). +Integrate all the static meshes of a (prefab) GameObject (Root and its children). ### MeshNormalizer -Bake the Hierarchy. This is VRM normalize backend. +Bake the Hierarchy. This is VRM normalization backend. MeshNormalizer can do blendShape bake. ## Import MeshUtility diff --git a/README.ja.md b/README.ja.md index b2b4bf18b..7557ef9a1 100644 --- a/README.ja.md +++ b/README.ja.md @@ -32,6 +32,14 @@ glTF2.0をベースとしており、誰でも自由に利用することがで ## Contributing to UniVRM +以下コマンドでUniVRMリポジトリをクローンして、UnityでUniVRMフォルダを開きます。 + +```console +$ git clone https://github.com/vrm-c/UniVRM.git +$ cd UniVRM +$ git submodule update --init --recursive +``` + [コントリビューションガイド](https://github.com/vrm-c/UniVRM/wiki/コントリビューションガイド(ja))を参照してください。 ## Documents diff --git a/README.md b/README.md index 48d0ef60f..367751c4d 100644 --- a/README.md +++ b/README.md @@ -32,6 +32,14 @@ VRM is based on glTF2.0. If you comply with the MIT license, you are free to use ## Contributing to UniVRM +Use the commands below to clone UniVRM repository, and open the UniVRM folder by Unity. + +```console +$ git clone https://github.com/vrm-c/UniVRM.git +$ cd UniVRM +$ git submodule update --init --recursive +``` + See [contributing guidelines](https://github.com/vrm-c/UniVRM/wiki/Contributing-Guidelines). ## Documents