Creating a Morph
Here you can learn how to create a custom morph using the Linteum Character Tool, as well as how to avoid common pitfalls.
Basic Steps
Take the base character model inside of your preferred 3D editing application, and create a new Blend Shape (Maya, Unity), Morph Target (3DSMax), or Shape Key (Blender) on the model. Inside of this blend shape, modify the base mesh to your heart's content. Save this as a new FBX, and bring it back into Unity.
Create a new morph asset from the Create Assets menu inside of your project.
Finally, you will need to drag the mesh (it has a grey grid icon) from the FBX inside the Project Panel, into the Import From field on the morph. Enter the name of the blend shape (exactly, including the proper case) in the Import Name field, and press the Import button.
Alternative Method: Editing the Character
Instead of following the steps outlined above, you can also edit the underlying vertices on the model, and use this mesh instead. To do this, you will need to fill in the Base Character field, and then enter the name "____BASE
" (no quotes) into the Import Name field. You will then see an Import from Base button appear instead.
Using this approach also allows you to resize and reposition the bones of the model. Be aware that these modifications will only be applied if they are going to be used as part of a character asset.
Protip: Gotcha! - Vertex Ordering
Both of these methods are highly susceptible to Unity tinkering with the vertex order of the mesh, and your 3D application ensuring that the vertex ordering used is the same used when opening the file. To make sure Unity stays consistent, you will want to specify the following under the Model Import settings:
Normals is set to Import.
Tangents is set to Import.
Weld Vertices is unticked.
Optimize Mesh is unticked.
Setting these options will prevent Unity from tinkering with the ordering and corrupting your results. A telltale sign of this is spiky vertex soup when testing your new morph.
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