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CUA BlendShapes

Guides CUA BlendShapes

TRSD

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TRSD submitted a new resource:

CUA BlendShapes - Add "morphs" to your CUA

1. Select your object, go to the "Object Data Properties" tab:
View attachment 445543
2. Add 2 ShapeKeys by hitting the plus:
View attachment 445544
The first key added will be the base shape or "basis".
3. Go into Edit mode, select "key 1". You can rename "key 1" to anything. Change the shape around.
View attachment 445545
4. Go back into object mode. You can now test the shapekey by dragging the value:
View attachment 445546...

Read more about this resource...
 
BlendShapes Controller plugin link page at the end of the guide has a danmen asset video

Danmen are in the body, but it looks visually

I'm curious about How to make CUA always visible even if it gets in the body in VAM
 
BlendShapes Controller plugin link page at the end of the guide has a danmen asset video

Danmen are in the body, but it looks visually

I'm curious about How to make CUA always visible even if it gets in the body in VAM
You should ask the author about that: https://hub.virtamate.com/resources/danmenz(penis-and-vagina-animatable-asset).17497/

Pure coincidence I discovered this while trying to solve a different problem with a CUA:
1735331016834.png

With the plugin DLUtils, adjusting the Render 0 Layer eventually displayed the asset through a person.
 
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Hi TRSD, multiple meshes means a object has multiple meshes that are not connected by verts or edges to each other in anyway?
 
Hi TRSD, multiple meshes means a object has multiple meshes that are not connected by verts or edges to each other in anyway?
Yes. Basically if you have multiple mesh objects in Blender, and export them as one FBX file, the plugin only picks up blendshapes from one of the objects. It's the same as if you put multiple mesh objects under one parent in Unity. That won't work with keys either.
Sometimes it can be very useful to keep parts seperated instead of merging them into one mesh. But that's a limitation I've run into with keys. Already posted about it on the plugin but the creator isn't very active any more.
 
Yes. Basically if you have multiple mesh objects in Blender, and export them as one FBX file, the plugin only picks up blendshapes from one of the objects. It's the same as if you put multiple mesh objects under one parent in Unity. That won't work with keys either.
Sometimes it can be very useful to keep parts seperated instead of merging them into one mesh. But that's a limitation I've run into with keys. Already posted about it on the plugin but the creator isn't very active any more.
Yeah,hope new stars in programing will pick up on further development.
 

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