🎨
MYTY
MYTY Kit
MYTY Kit
  • 👋Before you begin
    • GM, MYTY! 👐
    • What is MYTY Kit?
    • MYTY Kit System Requirements
    • Prerequisites
    • MYTY Kit Glossary
  • ✍️Getting started
    • 1. Prepare Illustration PSB
      • Key Requirements
      • Basics of Avatar Animation
      • Recommended PSB file structure for Trait Mapper
    • 2. Trait Mapping
      • Guide to MYTY Kit Trait Mapper
      • New Field: Token ID
    • 3. Install Unity
    • 4. Import MYTY Kit
    • 5. Import 2D Avatar Assets
  • 🔮Make animation
    • 6. Before Rigging
    • 7. Rigging in Sprite Editor
      • Mesh in Unity
    • 8. MYTY Kit Controllers
      • Bone 1D Controller
      • Bone 2D Controller
      • Sprite 1D Range Controller
      • Sprite 2D Nearest Controller
      • Rigged Sprite 2D Nearest Controller
    • 9. Apply Motion Tracking
      • Character Movement
      • Bone Motion Adapters
        • Bone2D
        • BoneTiltOrPosition
        • EyeBlink & EyeBlinkAll
        • EyeBrow & EyeBrowAll
        • Pupil & PupilAll
      • Sprite Motion Adapters
        • EyeBlink & EyeBlinkAll
        • EyeBrow & EyeBrowAll
        • MouthSprite
      • Advanced documentation
        • Mapper & Reducer
        • Stabilizing method
    • 10. Set up AR Face Mode
    • Advanced Animation
      • Physics 2D
      • Sprite Masking
      • Idle Animation
  • 🤹Connect with MYTY Metaverse
    • 11. Export MYTY Avatar
      • MYTY Avatar Viewer
      • Updates on File Export Format — Zip file
    • 12. Upload to Avatar Manager
  • 🗒️Appendix
    • 😄Mediapipe Extension
    • 🎨MotionAdaptorPalette
  • 🗂️MISC
    • About Us
    • Troubleshooting & FAQ
    • Change Log
    • License
      • License.md
    • Legacy Documentation
      • [v0.1.0] 4. Import MYTY Kit
      • [v0.1.0] 6. Before Rigging
      • [v0.1.0] 9. Apply Motion Tracking
      • [v.0.1.0] 11. Export MYTY Avatar
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On this page
  • What is Mesh?
  • When do we need Mesh?
  • How to apply Mesh
  1. Make animation
  2. 7. Rigging in Sprite Editor

Mesh in Unity

This section describes the mesh you need to know to deform your sprites.

Previous7. Rigging in Sprite EditorNext8. MYTY Kit Controllers

Last updated 2 years ago

What is Mesh?

  • Mesh is a polygon that the Unity makes the image deformation.

  • When you open the PSB through the sprite editor, the Unity2D system will create the polygons automatically.

When do we need Mesh?

  • Like a human body, we need to add bones to the image.

  • With skeletal animation, you can make all the animations from a single sprite.

  • When the polygon is defined inside the image, then its vertices can be manipulated to deform the image with the Unity Bone system.

How to apply Mesh

1. To create a mesh, you might need to select a PSB in your project, when you see the inspector tab. Clicking the sprite editor button will show the sprite editor popup window.

2. Once you get the popup window, you will need to change the Sprite Editor to the Skinning editor.

3. You will see the auto-generated mesh when you tap the Auto Geometry button. You can also Re-Generate the mesh if you don’t like it. In the options menu, you could choose the detail of the outline, alpha tolerance and subdivide. The options could be different for each image.

4. Because of the performance, we recommend you manually adjust all the mashes as much as possible.

For example, you might need to clean up the useless vertexes. This will helps you set the bone much easier. You can add or delete the vertexes through the Create Vertex button.

5. How to add bone?

Once you have finished your mesh, the next stage is adding bones. Click and drag to create the first bone, following your design.

Furthermore, if you want to adjust the Weights, click the Auto weights button.

6. Always, you will need to adjust weights for the vertex. It’s up to you but remember, no pain no gain 🙂. There are two more useful tools that you can use for adjusting.

  • The Weight Slider will help you if you want to set the value accuracy.

  • Weight Brush would be great if you don’t want to spend much time doing the rigging.

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Mesh will be created automatically by clinking 'Opne Sprite editior'
Process of adjusting vertexes
(Left) Automatic generated mesh , (Right) Manually adjusted mesh
Automatically applied weights
A sprite that moves along a bone with a weight applied