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docs: some improvements #530

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6 changes: 3 additions & 3 deletions .docs/content/_index.ja.md
Original file line number Diff line number Diff line change
Expand Up @@ -36,12 +36,12 @@ unitypackageをインポートするだけでもこのツールをインスト
- [0.2.x][installer unitypackage 0.2.x]
- [0.3.x][installer unitypackage 0.3.x]
- [0.4.x][installer unitypackage 0.4.x]
- [0.x.x including beta releases][installer unitypackage x.x beta]

このunitypackageによるVCCインストール機能は[VPAI]により実現されています。
- [x.x.x including beta releases][installer unitypackage x.x beta]

</details>

このインストール方法は[VPAI]により実現されています。

### vrc-getを使用する {#installation-vrc-get}

もしコマンドラインに精通しているのであれば、[vrc-get][vrc-get]を使用してインストールできます。
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Expand Up @@ -5,11 +5,13 @@ weight: 10

# Avatar Global Components

![avatar-root.png](avatar-root.png)

Avatar Global Componentはアバターのルートに追加することでアバター全体に作用するコンポーネントです。

"アバターのルート"とは、アバターの最も上の階層にあるGameObjectのことです。
例えばVRChat用アバターの場合、VRC Avatar DescriptorコンポーネントがあるGameObjectが"アバターのルート"です。

![avatar-root.png](avatar-root.png)

Avatar Global Componentをアバターのルート以外に追加した場合、インスペクター上にエラーが表示され、コンポーネントは一切動作しません。

以下のコンポーネントがAvatar Global Componentです。
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Expand Up @@ -5,11 +5,13 @@ weight: 10

# Avatar Global Components

![avatar-root.png](avatar-root.png)

Avatar Global Component is a kind of component which should be added to an avatar root and applied to whole avatar.

The "avatar root" is the GameObject at the top of the avatar hierarchy.
For example, in the case of a VRChat avatar, the "avatar root" is the GameObject that has the VRC Avatar Descriptor component.

![avatar-root.png](avatar-root.png)

If you add any Avatar Global Components to anything other than the avatar root, you'll see error on the inspector and will not have any effect.

Following components are Avatar Global Component.
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Expand Up @@ -11,16 +11,15 @@ Edit Skinned Mesh ComponentはSkinnedMeshRendererコンポーネントのあるG

## Source Component

メッシュなどを生成するコンポーネントです。
メッシュなどを生成するコンポーネントです。
以下のコンポーネントがSource Edit Skinned Mesh Componentです。

- [MergeSkinnedMesh](../../reference/merge-skinned-mesh)

This component will produce mesh from other (Skinned)MeshRenderers.
- [MergeSkinnedMesh](../../reference/merge-skinned-mesh)
このコンポーネントは他の(Skinned)MeshRendererを基にメッシュを生成します。

## Modifying Component

既にあるメッシュなどを(複製して)編集するコンポーネントです。
既にあるメッシュなどを(複製して)編集するコンポーネントです。
以下のコンポーネントがModifying Edit Skinned Mesh Componentです。

- [Remove Mesh By BlendShape](../../reference/remove-mesh-by-blendshape)
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Expand Up @@ -12,16 +12,15 @@ There are two sub-kinds.

## Source Component

This kind of component will produce Mesh and some other properties of SkinnedMeshRenderer.
This kind of component will produce Mesh and some other properties of SkinnedMeshRenderer.
Following components are Source Edit Skinned Mesh Component.

- [MergeSkinnedMesh](../../reference/merge-skinned-mesh)

- [MergeSkinnedMesh](../../reference/merge-skinned-mesh)
This component will produce mesh from other (Skinned)MeshRenderers.

## Modifying Component

This kind of component will (duplicates and) modifies the existing Mesh and some other properties of SkinnedMeshRenderer.
This kind of component will (duplicates and) modifies the existing Mesh and some other properties of SkinnedMeshRenderer.
Following components are Modifying Edit Skinned Mesh Component.

- [Remove Mesh By BlendShape](../../reference/remove-mesh-by-blendshape)
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6 changes: 1 addition & 5 deletions .docs/content/docs/reference/_index.ja.md
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Expand Up @@ -2,8 +2,4 @@
weight: 2
bookFlatSection: true
title: "Component Reference"
---

# Component Reference

このセクションには、Avatar Optimizerに含まれるコンポーネントの詳細説明があります。
---
6 changes: 1 addition & 5 deletions .docs/content/docs/reference/_index.md
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Expand Up @@ -2,8 +2,4 @@
weight: 2
bookFlatSection: true
title: "Component Reference"
---

# Component Reference

This section contains detailed documentation on the components included in the Avatar Optimizer.
---
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@@ -1,6 +1,6 @@
---
title: Clear Endpoint Position
weight: 1
weight: 100
---

# Clear Endpoint Position
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2 changes: 1 addition & 1 deletion .docs/content/docs/reference/freeze-blendshape/index.ja.md
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Expand Up @@ -5,7 +5,7 @@ weight: 25

# Freeze BlendShape

ブレンドシェイプをメッシュに固定する、或いはメッシュから除去することが出来ます
ブレンドシェイプをメッシュに固定し、除去することが出来ます

このコンポーネントは[Modifying Edit Skinned Mesh Component](../../component-kind/edit-skinned-mesh-components#modifying-component)であるため、SkinnedMeshRendererコンポーネントのあるGameObjectに追加してください。

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5 changes: 3 additions & 2 deletions .docs/content/docs/reference/merge-bone/index.ja.md
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Expand Up @@ -5,9 +5,10 @@ weight: 100

# Merge Bone

このコンポーネントがGameObjectに付いている場合、このGameObjectに対応するボーンは親ボーンに統合され、GameObjectが取り除かれます。
このコンポーネントがGameObjectに付いている場合、そのGameObjectは親GameObjectに統合されて取り除かれます。
また、統合対象にその他のコンポーネントが付属している場合はそれらも削除されます。

もし親のGameObjectにもMerge Boneコンポーネントが付いていた場合、2つのボーンはその更に親のボーンに統合されます
もし親のGameObjectにもMerge Boneコンポーネントが付いていた場合、2つのGameObjectはその更に親のGameObjectに統合されます
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このコンポーネントが付いているGameObjectの全ての子GameObjectは、その親GameObjectの子になります。

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9 changes: 4 additions & 5 deletions .docs/content/docs/reference/merge-bone/index.md
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Expand Up @@ -5,13 +5,12 @@ weight: 100

# Merge Bone

If you add this component to some GameObject, this GameObject will be removed and bone is merged to parent bone.
If you add this component to some GameObject, the GameObject will be removed and merged to parent GameObject.
Also, if some other components are attached to the target GameObject, they will be removed too.

If the parent GameObject also have Merge Bone component, two bones are merged to parent of parent bone and so on.
If the parent GameObject also have Merge Bone component, two GameObjects are merged to their further parent GameObject.

All children of GameObject this component is applied to will belongs to parent of this GameObject.

This Component doesn't have any configuration for now.
All children of GameObject where this component is applied will belong to parent of this GameObject.

## Settings

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2 changes: 1 addition & 1 deletion .docs/content/docs/reference/merge-physbone/index.ja.md
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@@ -1,6 +1,6 @@
---
title: Merge PhysBone
weight: 1
weight: 100
---

# Merge PhysBone
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Expand Up @@ -18,7 +18,7 @@ aliases:
- [FreezeBlendShape](../freeze-blendshape)
アニメーションなどで使われていないBlendShapeを自動的に固定・除去します。
- `使われていないObjectを自動的に削除する`
アニメーションなどを走査して、使われていないObjectを自動的に削除します
アニメーションなどを走査して、使われていないObject(GameObjectやコンポーネントなど)を自動的に削除します
- `endボーンを残す`
親が削除されていないendボーン[^endbone]を削除しないようにします。

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2 changes: 1 addition & 1 deletion .docs/content/docs/reference/trace-and-optimize/index.md
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Expand Up @@ -18,7 +18,7 @@ Currently the following optimizations are applied automatically.
- [FreezeBlendShape](../freeze-blendshape)
Automatically freezes unused BlendShapes in animation or else.
- `Remove unused Objects`
By scanning animation, etc., Automatically removes unused Objects.
By scanning animation etc., automatically removes unused Objects (e.g. GameObjects, Components).
- `Preserve EndBone`
Prevents removing end bones[^endbone] whose parent is not removed.

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6 changes: 1 addition & 5 deletions .docs/content/docs/tutorial/_index.ja.md
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Expand Up @@ -2,8 +2,4 @@
title: Tutorial
bookFlatSection: true
weight: -1
---

# Tutorial

Avatar Optimizer の基本的な使い方のチュートリアルです。
---
6 changes: 1 addition & 5 deletions .docs/content/docs/tutorial/_index.md
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Expand Up @@ -2,8 +2,4 @@
title: Tutorial
bookFlatSection: true
weight: -1
---

# Tutorial

Tutorial of basic features of Avatar Optimizer.
---
11 changes: 5 additions & 6 deletions .docs/content/docs/tutorial/basic-usage/index.ja.md
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Expand Up @@ -49,21 +49,20 @@ Skinned Meshを統合することでメッシュを変形させる処理の回

![create-empty.png](./create-empty.png)

次に、`Anon_Merged`に`Merge Skinned Mesh`を追加しましょう
次に、`Anon_Merged`に`Merge Skinned Mesh`コンポーネントを追加しましょう

![add-merge-skinned-mesh.png](./add-merge-skinned-mesh.png)

すると`Merge Skinned Mesh``Skinned Mesh Renderer`が追加されます
すると`Merge Skinned Mesh`コンポーネントと`Skinned Mesh Renderer`コンポーネントが追加されます

この`Merge Skinned Mesh`は、指定されたメッシュ[^mesh]を一緒についているメッシュに統合します。
統合を機能させるために、`Merge Skinned Mesh`に統合対象のメッシュを指定しましょう!
`Merge Skinned Mesh`コンポーネントは、指定されたメッシュ[^mesh]を自身と一緒に付いているメッシュに統合します。

指定を楽にするために、`Anon_Merged`を選択した状態でinspectorをロックしましょう。
こうすることで複数のメッシュをまとめてドラックアンドドロップできるようになります。[^tip-lock-inspector]

![lock-inspector.png](./lock-inspector.png)

それではHierarchyで顔のメッシュであるBody以外のメッシュを選択してドラックアンドドロップでSkinned Renderersに指定しましょう
それでは、顔のメッシュであるBody以外のメッシュをHierarchyで選択し、`Merge Skinned Mesh`コンポーネント内のSkinned Renderersにドラックアンドドロップで指定しましょう

![drag-and-drop.png](./drag-and-drop.png)

Expand All @@ -79,7 +78,7 @@ BlendShape(シェイプキー)は頂点数とBlendShape数の積に比例して
続いて、`Anon_Merged`の設定をしましょう!

`Merge Skinned Mesh`は諸事情[^merge-skinned-mesh]によりボーン、メッシュ、マテリアル、BlendShape、Bounds以外の設定を自動的には行いません。
そのため、Root Bone, Anchor Override等を手動で設定してください
そのため、Root Bone, Anchor Override等は統合先となるメッシュ(`Merge Skinned Mesh`コンポーネントと同時に追加されたもの)に手動で設定してください
Anchor Overrideには素体で用いられているものを、Root BoneにはHipsを指定すると上手くいくことが多いと思います。

{{< hint info >}}
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9 changes: 4 additions & 5 deletions .docs/content/docs/tutorial/basic-usage/index.md
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Expand Up @@ -55,15 +55,14 @@ Then, Add `Merge Skinned Mesh` to `Anon_Merged`.

This adds `Merge Skinned Mesh` and `Skinned Mesh Renderer`.

The `Merge Skinned Mesh` will merge specified meshes[^mesh] into the attached mesh.
To make merge working, let's specify meshes to be merged onto `Merge Skinned Mesh`!
The `Merge Skinned Mesh` will merge specified meshes[^mesh] into the mesh attached together.

To make it easy to specifying meshes, lock the inspector with `Anon_Merged` selected.
To make it easy to specifying meshes, lock the inspector with `Anon_Merged` selected.
This allow us to drag & drop multiple meshes at once.[^tip-lock-inspector]

![lock-inspector.png](./lock-inspector.png)

Then, select meshes except for Body, which is the face mesh, and drag & drop to Skinned Renderers!
Then, select meshes except for Body, which is the face mesh, and drag & drop to Skinned Renderers of `Merge Skinned Mesh`!

![drag-and-drop.png](./drag-and-drop.png)

Expand All @@ -80,7 +79,7 @@ so I recommend not to merge face mesh.
Next, configure `Anon_Merged`!

Because of many reasons[^merge-skinned-mesh], `Merge Skinned Mesh` doesn't configure anything except of bones, meshes, materials, BlendShapes and bounds.
So, please configure Root Bone, Anchor Override and else yourself.
So, please configure Root Bone, Anchor Override and so on yourself on the merge target mesh (added at the same time as the `Merge Skinned Mesh`).
I think specifying Anchor Override of your body and setting Hips as the Root Bone will work well.

{{< hint info >}}
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