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Reference manual

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This documentation is currently being written.

Starmesh is a set of non-destructive mesh deformation tools that lets you iterate quickly on avatar gimmicks.

The operation of Starmesh is dictated by the use of two main categories of components:

  • Selector components lets you select vertices on meshes to affect, such as bones, blendshapes, radius, etc.
  • Operator components lets you modify the selected vertices.

Quick start

If you haven't already done it, please read through the Introduction page.

Operator components

Operator components lets you modify vertices affected by the specified Selector components.

Blendshape operators

These components create a blendshape.

  • Translate Rotate Scale creates a blendshape that pulls the affected vertices from one point and orientation to another. (🌶️)
  • Compressive Deform emulates the effect of a flat surface being compressed against that object. (🌶️🌶️)
  • Ripple Wave emulates the effect of a wave ripple traversing the mesh. (🌶️🌶️)

Bone operators

These components create or edit bones.

  • Paint New Bone creates a new bone, and repaints as many meshes of your choosing to that bone. (🌶️)

Selector components

Selector components lets you select vertices on meshes to affect.

Vertex selection is not a binary mask, there is a weight attached to each selected vertex. The higher the weight, the more it will be affected by operators. If you're familiar with Blender, this makes selections very similar to proportional editing and weight painting.

You must have a Select Meshes component, which lets you specify which meshes will be affected, and which blendshapes should be considered as applied.

Then, you can refine your selection using the following components:

Selectors based on geometry data

  • Select Point Radius lets you select vertices in proximity to a point, with the weight varying by distance.
  • Select Line Radius lets you select vertices in proximity to a line, with the weight varying by distance.

Selectors based on mesh data