#author("2023-12-25T10:49:50+00:00","default:admin","admin")
#author("2024-09-06T11:12:57+09:00","default:admin","admin")
*Blend Shapes [#l5546bde]
Blending shape keys specified in FBX can be used to create "clips".
The created "clips" can be reflected in the game by calling them from an event.
It is used for the facial expressions of 3D models.

#ref(./Resource_BlendShapes.png,50%)
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#contents

***Blend Shape List [#ja7748da]
A list of registered blend shapes.
From the Add button, select the model that contains the shape keys and register it.

''&color(red){(Important)};''
''&color(red){In order to apply blend shapes to a 3D stamp, the registered blend shapes must be assigned to the "Blend Shapes" property under Resources > 3D Stamps. };''

#ref(./Resource_BlendShapes_Files.png,50%)
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-''Add Button''
Select the model containing the shape keys from the Asset Picker.

-''Folder Button''
Add folders to manage entries on the tree.
Multiple selected entries can be grouped into a folder, and motions can be moved by drag & drop after adding a folder.

-''Copy Button''
Copy the selected entries.

-''Paste Button''
Paste the selected entries.

-''Trash Button''
Delete the selected entries.

**Motion List / Right-Click Menu [#h06a3c4f]
Right-click in the Motion List to view.
**Blend Shape List / Right-Click Menu [#h06a3c4f]
Right-click in the Blend Shape List to view.

#ref(./Resource_BlendShapes_Contextmenu.png,60%)
#ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refer=Terrains&openfile=Resouces_Filetree_Contextmenu.png,70%)
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-''Cut''
Crop the selected motion.
Crop the selected blend shapes.

-''Copy''
Copy the selected motion.
Copy the selected blend shapes.

-''Paste''
Paste the cut and copied motion.
Paste the cut and copied blend shapes.

-''Delete''
Delete the selected motion.
Delete the selected blend shapes.

-''Rename File by Resource Name''
Not used for blend shapes.

-''Specify Local Name''
Valid only when folder is selected.
This is a folder name localization function.
English folder names can be set when opened in the English version.

-''Export Selected Elements''
Export the selected elements as an .exrbr file. If multiple selections are made, they are combined into one file.
The .exrbr file is a file format that allows various resources to be compiled and imported into Bakin.

-''Open the Resources Folder in Explorer''
Not used for blend shapes.

-''Open the Import Folder in Explorer''
Not used for blend shapes.

-''Copy GUID''
Copy the blend shape specific GUID.

-''Sort This Hierarchy by Name''
Sort names alphabetically within the selected hierarchy/folder.

-''Sort Selected Elements by Name''
Sort only on multiple selections.

-''Be Sure to Include in Published Work Export''
Ensure that the selected resources are included in the work when it is exported as a published work.
''&color(red){(!)};''When exporting a work as a published work, resources other than “resources used in the game,” such as those placed on maps or used in events, will not be included in the work.
Therefore, resources that are used only by plug-ins installed in the work must be explicitly included in the work with this feature.


**Blend Shape Preview [#w22664f6]
This is the preview screen of the blend shape. Confirm the Clip you specified.

#ref(./Resource_BlendShapes_Preview.png,70%)
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-''Preview''
The camera can be rotated and moved by dragging the right mouse button and moved horizontally by dragging the middle mouse button.

-''Reset Button''
Reset the preview.
Reset the preview as needed, for example, when switching between Clips.

**Blend Shape Settings [#h8b54392]
Here, the shape keys are combined to set the clip settings.

#ref(./Resource_BlendShapes_Settings.png,80%)
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-''Name''
Specify a name for the blend shape.
(You can also change this in the Resources tree.)

-''Mesh Model Name''
Assign a model that contains shape keys.

-''Clip List''
--''Add Clip Button''
Adds a clip.
Call a clip from an event, specifying keys and the percentage of keys to be applied.

--''Delete Button''
Delete the selected clip.

--''Clip Name''
Specify a clip name.
By specifying an open-mouth key in the clip name "talk", the event panel "Display Conversation" will automatically perform the lip-sync.
By specifying the "blink" clip name with an eye-close key, the "Display Conversation" event panel will automatically do the blink.

--''Add Key Button''
Add shape keys contained in the model to the clip.
Multiple keys can be specified within a single clip.
It is also possible to adjust the degree to which each key affects the other.
#br
For example, you can create a dignified face by combining multiple keys such as "eyebrows when angry" and "eyes when angry" with "closed mouth when smiling".

--''Key''
This is the name of the key.

--''Value''
Specify the degree to which the key affects it, with a value between 0 and 1.

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