> For the complete documentation index, see [llms.txt](https://ica.gitbook.io/ica-skinned-mesh-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ica.gitbook.io/ica-skinned-mesh-docs/ica-skinner.md).

# Ica Skinner

Ica Skiner is the main component of the asset.\
Ica Skinner needs to be exist with regular SMR component in same game object.\
This SMR should be in disabled state.\
On runtime Ica Skinner reads Blend Shape values from it so it can have the updated values.

\
When created, Ica Skinner also adds mesh filter and mesh renderer components.\
They are required to render the output mesh that will be skinned by Ica Skinner.\
Anything related to rendering (set materials etc.) should be done with them.

<figure><img src="/files/eFcJH3ZdseXELFHIBlxC" alt=""><figcaption></figcaption></figure>

## <mark style="color:purple;">Parameters</mark>

#### <mark style="color:purple;">Skinning Mode:</mark> Bone skinning mode for this skinner. LBS is equivalent to built in skinning. DQ is Dual Quaternion without bone scaling support.

#### <mark style="color:purple;">Compute Blend Shapes:</mark> Enable blend shape skinning for this skinner.

#### <mark style="color:purple;">Compute Normals:</mark> Enable post deformation normal recompute for this skinner. If its disabled normals will be incorrect.

#### <mark style="color:purple;">Culling Mode:</mark> Culling Mode that will be used on Animator when Mesh Renderer become invisible. Has no effect if Animator is null.

#### <mark style="color:purple;">Animator:</mark> Optional Animator, when mesh renderer became invisible, this animator will be culled by specified mode. Make Sure one animator always driven by one IcaSkinner.<br>

#### <mark style="color:purple;">Transfer Materials on Init:</mark> Transfer materials from SMR to Mesh Renderer on init (OnEnable). Disable if you want to manage materials yourself.

#### <mark style="color:purple;">Draw Gizmos:</mark> Draw bounding box of this skinner while in Editor.

## <mark style="color:yellow;">Experimental Features</mark>

### <mark style="color:yellow;">Experimental feature means you may encounter bugs or this feature could be ditched altogether in the future.</mark>

### <mark style="color:yellow;">Verlet Compute:</mark>

Verlet compute is alternative way of introducing jiggle to your skinned mesh. While its not good quite as bone based jiggle solutions, its useful to add secondary  motion to small sections or sections that have no separate bone to jiggle. It can be used with bone based jiggle together.\
\
Its uses red channel of the mesh vertex colors as mask where 1 is max influence and 0 is none.\
\
Warning: Verlet System currently frame rate dependent.

### <mark style="color:yellow;">Tension Compute:</mark>

Tension compute provides a float value per vertex which present how much of the connected triangles stretched or compressed by bone and blend shape deformations. This value can be used to drive custom generated normal maps (wrinkle maps) to have high fidelity digital human skin.\
\
The provided float value returns this range:&#x20;

lower than zero: surface is compressed , close to 0 means more compressed \
equal to 1 : no stretch or compress at all,\
higher than 1: surface is stretched, close to infinity means more stretch


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