Translate Rotate Scale (TRS)
The Starmesh Op. Translate Rotate Scale (TRS) component creates a blendshape that translates, rotates, and scales affected vertices from one point to another.
How to use
Create the operator and selectors
- Add a Starmesh Op. Translate Rotate Scale (TRS) 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 Point Radius.
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 100.
Configure the transformation
- Make sure you have gizmos enabled in your scene.
- In your scene, move the Origin gizmo to the starting position.
- If you use a Starmesh Select Point Radius without an offset, you can set the Origin Transform instead to be that Select Point Radius component, so that the starting point is the same.
- In your scene, move and rotate the Destination gizmo to the ending position.
- Keep the Destination Scale as it is, or change it.
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
Recalculate Normals
Normals will be automatically recalculated for this blendshape.
In general, you should recalculate normals, but there are a few exceptions to consider:
- If your blendshape is a conflict prevention blendshape, check Do Not Recalculate Normals.
- If your blendshape is a face expression, decide if you want to check Do Not Recalculate Normals by previewing your avatar with the Recalculate Normals button at the top.
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.