Quick Setup
Last updated
Last updated
Make sure your model bone weight count is 4 and Read-Write Option is enabled.
Select your regular SMR in the hierarchy.
Go to context menu of the SMR Component, and click the “Setup Ica Skinner”.
If there was no Ica Skinner System in the scene, one will be created.
Always one and only one System should be exist in the scene, it will be user responsibility to ensure that, for example you might make it a child object of a manager object that don’t unload between scene switches.
A mesh filter and mesh renderer components will be added to object. These are necessary to render the skinned mesh, since Ica Skinner only handle the skinning part, does not render itself.
To change blend shape values, user should use the built in SMR inspector.
To change other parameters (like materials or shadow casting mode) user should use the mesh renderer inspector.
Make sure you setup IcaSkinner correctly to your target base. Ica Attachment Skinner needs a parent IcaSkinner to "Attach".
Make sure your Attachment mesh Read-Write Option is enabled.
Add your Attachment model to scene as a child of IcaSkinner Component. And make sure local transforms are zero. Attachment Skinner needs to separate gameobject child of the base IcaSkinner. (see image)
Also your model pivot should be same as base model. For example if your base mesh pivot is (0,0,0) on your modelling tool, your attachment mesh pivot should be at (0,0,0) too.
At Mesh Renderer context menu select “Setup Ica Attachment Skinner” (similar to IcaSkinner).
This will move the source mesh reference from mesh filter to IcaAttahmentSkinner's source mesh field, then final mesh will be set to mesh filters field. You could test the attachment skinner by moving the bones of the model.
Mesh filter should contain the "Final Mesh: xxx". Do not touch that.
To change attachment mesh, change the "Attachment source mesh" filed on IcaSkinner, then disable and enable the component.
To use motion Vectors you need custom shader or modify your existing shader.
Open your shader in shader graph.
Import subgraph_FetchMotionVectors to your graph.
At “Graph Settings/Surface Options” enable “Add Custom Velocity”.
Plug the output of subgraph to velocity input of vertex block.
On Materials that use that shader, the tick the “Motion Vector for Vector Animation” setting.
Please see the Motion vectors Setup in Docs for detailed instructions and images.
Ica Skinners uses UV3 (TexCoord3) for itself.