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https://github.com/vrm-c/UniVRM.git
synced 2026-05-13 14:04:29 -05:00
52 lines
1.6 KiB
C#
52 lines
1.6 KiB
C#
using System;
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using UniGLTF;
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using UnityEngine;
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namespace UniVRM10
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{
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[Serializable]
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public class VRM10ExportSettings : ScriptableObject
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{
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/// <summary>
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/// エクスポート時にBlendShapeClipから参照されないBlendShapeを削除する
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/// </summary>
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[Tooltip("not implemented yet. Remove blendshape that is not used from BlendShapeClip")]
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[ReadOnly]
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public bool ReduceBlendshape = false;
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/// <summary>
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/// skip if BlendShapeClip.Preset == Unknown
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/// </summary>
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[Tooltip("not implemented yet. Remove blendShapeClip that preset is Unknown")]
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[ReadOnly]
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public bool ReduceBlendshapeClip = false;
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[Tooltip("Use sparse accessor for morph target")]
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public bool MorphTargetUseSparse = true;
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/// <summary>
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/// FreezeBlendShape
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/// </summary>
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[Tooltip("freeze rotation and scale and blendshape")]
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public bool FreezeMesh = false;
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[Tooltip("when freeze mesh, keep rotation")]
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public bool FreezeMeshKeepRotation = false;
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/// <summary>
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/// FreezeBlendShape
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/// </summary>
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[Tooltip("when freeze mesh, blendShpae base use current weight")]
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public bool FreezeMeshUseCurrentBlendShapeWeight = false;
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public GltfExportSettings MeshExportSettings => new GltfExportSettings
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{
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UseSparseAccessorForMorphTarget = MorphTargetUseSparse,
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ExportOnlyBlendShapePosition = true,
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DivideVertexBuffer = true,
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};
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public GameObject Root { get; set; }
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}
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}
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