using System; using UniGLTF; using UnityEngine; namespace UniVRM10 { [Serializable] public class VRM10ExportSettings : ScriptableObject { /// /// エクスポート時にBlendShapeClipから参照されないBlendShapeを削除する /// [Tooltip("not implemented yet. Remove blendshape that is not used from BlendShapeClip")] [ReadOnly] public bool ReduceBlendshape = false; /// /// skip if BlendShapeClip.Preset == Unknown /// [Tooltip("not implemented yet. Remove blendShapeClip that preset is Unknown")] [ReadOnly] public bool ReduceBlendshapeClip = false; [Tooltip("Use sparse accessor for morph target")] public bool MorphTargetUseSparse = true; /// /// FreezeBlendShape /// [Tooltip("freeze rotation and scale and blendshape")] public bool FreezeMesh = false; public GltfExportSettings MeshExportSettings => new GltfExportSettings { UseSparseAccessorForMorphTarget = MorphTargetUseSparse, ExportOnlyBlendShapePosition = true, DivideVertexBuffer = true, }; public GameObject Root { get; set; } } }