Ripple Wave
The Starmesh Op. Ripple Wave component creates a blendshape which makes a wave ripple throughout the mesh, and dissipate.
- This blendshape has multiple frames.
- The blendshape at 100% is identical to the blendshape at 0%. It is effectively animated from 1% through 99%.
If you use a third-party tool called DexProtect, then you must update DexProtect to version 2.2.3 or higher.
Ripple Wave will not work properly with a lower version of DexProtect.
Since this blendshape has multiple frames, this cannot be used in applications if the format is VRM/GLB/GLTF (i.e. Resonite).
This can still be used in
How to use
Consider checking out the prefab
Are you new with Ripple Wave? Consider checking out the
Create the operator and selectors
- Add a Starmesh Op. Ripple Wave component on a new GameObject in your avatar.
- In the selectors of this component, add a Starmesh Select Meshes, or choose one that you already have.
- Configure the Select Meshes selector so that it affects the relevant meshes.
- In the selectors of this component, add other selectors, for instance, a Starmesh Select Bones or a Starmesh Select Line Radius.
- If you choose to use a Select Point Radius or a Starmesh Select Line Radius, it may need to be larger than usual (or, modify the curve), so that the Ripple Wave has full influence over the affected vertices.
You can add selectors as children of this GameObject.
Configure the operator
Configure the blendshape
- Choose a name for the generated blendshape in the Shape Name.
- The Shape Default Weight setting is the default value of the blendshape on your SkinnedMeshRenderer component after it is created.
- If you are going to use that blendshape for scripts or animations, leave the Shape Default Weight to 0.
- If you are not going to use that blendshape in any scripts nor animations, set the Shape Default Weight to the intermediate value of your choice between 0 and 100.
Configure the Lateral deformation
The Lateral deformation section configures how the vertices moves laterally away from the origin.
- Make sure you have gizmos enabled in your scene.
- To preview the effect, you should move the Preview slider to any value between 0 and 100. The value of 100 is meant to show nothing, since it's the end of the ripple.
- In your scene, move the Origin gizmo inside your mesh, or above the surface of the mesh, where the ripple will start.
- Don't put it exactly the surface of your mesh, it has to be a certain distance from the surface, so that the ripple has a direction.
- Increase the Size gizmo so that it extendes to the furthest point where the ripple will end.
- Increase or decrease the Minimum gizmo so that it stars at the closest point where the ripple will start. (Added in V1.5)
- Increase or decrease the Lateral Margin. This value changes the length of the wave.
- Increase or decrease the Lateral Power. This value changes the amplitude of the vertices moving laterally.
Test the operator
- Move the Preview slider at the top to test the blendshape.
- Press the Recalculate Normals button to test the blendshape with proper shading. This is slower, so turn it off if you are not testing your materials.
Advanced settings
Advanced Lateral deformation
- The Lateral Curve defines how the wave gains and loses amplitude for any given vertex.
- The Lateral Dissipation defines how the wave loses amplitude as it progresses throughout the mesh until the maximum Size is reached.
Recalculate Normals
Normals will be automatically recalculated for this blendshape.
Creating prefabs
The field Animation Repathing is used for the creation of
When this field is not empty, Starmesh will generate Modular Avatar Blendshape Sync components inside the meshes used by Starmesh Select Meshes during the build, which will bind the animations targeting the operator's object name with the blendshape defined in Animation Repathing to the generated blendshapes. For concrete examples, see the VRChat prefabs section.
In addition, if you leave Shape Name empty, Starmesh will generate a unique blendshape name.