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chore: add more description for MergeSMR #1124

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Aug 2, 2024
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4 changes: 2 additions & 2 deletions .docs/content/docs/reference/merge-skinned-mesh/index.ja.md
Original file line number Diff line number Diff line change
Expand Up @@ -73,5 +73,5 @@ BlendShapeは、頂点とBlendShapeの数に比例して負荷が大きくなる

`統合する`にチェックを入れることで、それらのマテリアルスロットを1つに統合します。これはDrawCallを削減します。

[Modular Avatar]: https://modular-avatar.nadena.dev/
[`MA Mesh Settings`]: https://modular-avatar.nadena.dev/docs/reference/mesh-settings
[Modular Avatar]: https://modular-avatar.nadena.dev/ja
[`MA Mesh Settings`]: https://modular-avatar.nadena.dev/ja/docs/reference/mesh-settings
11 changes: 10 additions & 1 deletion .docs/content/docs/reference/merge-skinned-mesh/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,13 @@ Also, it can reduce material slots using the same material, so we can reduce ren
This component makes it impossible to turn meshes on and off individually on animations, but material-related animations will work without modification.

This component will configure Meshes, Materials, BlendShapes, and Bounds but other settings will not be modified.
Please edit SkinnedMeshRenderer component attached to same GameObject as MergeSkinnedMesh to set AnchorOverride or else.
Please edit SkinnedMeshRenderer component attached to same GameObject as MergeSkinnedMesh to set Anchor Override or else.

{{< hint info >}}

If you are using [Modular Avatar], you can add [`MA Mesh Settings`] component to the root of the avatar to set the Anchor Override or else for the whole avatar.

{{< /hint >}}

This component is good for merging your cloth meshes and body meshes but not good for face meshes because BlendShape can cause performance impact.
BlendShape is a feature became heavier in proportion to the count of vertices and BlendShapes.
Expand Down Expand Up @@ -69,3 +75,6 @@ If this checkbox is checked, renderers whose enablement is different than target
If this component found some Materials used in multiple renderers, the Materials will be listed here.

Check `Merge` to merge those MaterialSlots (SubMeshes) into one MaterialSlot. This reduces DrawCalls.

[Modular Avatar]: https://modular-avatar.nadena.dev
[`MA Mesh Settings`]: https://modular-avatar.nadena.dev/docs/reference/mesh-settings
8 changes: 8 additions & 0 deletions Localization/en-us.po
Original file line number Diff line number Diff line change
Expand Up @@ -339,9 +339,17 @@ msgstr "Please exclude this from the source SkinnedMeshRenderers or remove Cloth
msgid "MergeSkinnedMesh:warning:no-root-bone"
msgstr "Root Bone of the merged mesh is not set. This may cause unexpected behavior."

msgid "MergeSkinnedMesh:warning:no-root-bone:description"
msgstr "MergeSkinnedMesh does not automatically set the Root Bone of the merged mesh, so you need to set manually.\n"
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"If you are using [Modular Avatar], you can also add [`MA Mesh Settings`] component to the root of the avatar to set the Root Bone for the whole avatar."
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msgid "MergeSkinnedMesh:warning:no-probe-anchor"
msgstr "Anchor Override of the merged mesh is not set. This may cause unexpected behavior."

msgid "MergeSkinnedMesh:warning:no-probe-anchor:description"
msgstr "MergeSkinnedMesh does not automatically set the Anchor Override of the merged mesh, so you need to set manually.\n"
""If you are using [Modular Avatar], you can also add [`MA Mesh Settings`] component to the root of the avatar to set the Anchor Override for the whole avatar."
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# endregion

# region MergeToonLitMaterial
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