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