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inspiration [2020/09/03 17:34] paguirreinspiration [2020/09/03 17:42] (current) paguirre
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 Select the mesh driving the deformation, add a 'Skin Attachment'-Script to its inspector and specify the targets. (This only works if you insert the script after the 'Skinned Mesh Renderer'/'Mesh Renderer' ) Select the mesh driving the deformation, add a 'Skin Attachment'-Script to its inspector and specify the targets. (This only works if you insert the script after the 'Skinned Mesh Renderer'/'Mesh Renderer' )
  
-Go back to the inspector of the target and fill in the dataset mit the requiered mesh information. +Go back to the inspector of the target and fill in the dataset with the required mesh information. 
  
 As for now these tools only work with meshes being deformed by the GPU. As for now these tools only work with meshes being deformed by the GPU.
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 === Readings === === Readings ===
 [[ https://blogs.unity3d.com/2020/06/10/making-of-the-heretic-digital-human-character-gawain/ | Blog with emphasis on artistic aspects]] [[ https://blogs.unity3d.com/2020/06/10/making-of-the-heretic-digital-human-character-gawain/ | Blog with emphasis on artistic aspects]]
 +
 [[https://blogs.unity3d.com/2020/07/10/making-of-the-heretic-digital-human-tech-package/ | Blog with emphasis on the technical aspects]] [[https://blogs.unity3d.com/2020/07/10/making-of-the-heretic-digital-human-tech-package/ | Blog with emphasis on the technical aspects]]
  
 === Code and Material === === Code and Material ===
-[[|]] +[[https://github.com/Unity-Technologies/com.unity.demoteam.digital-human.sample Unity Digital Human Assets]] 
-[[|]]+ 
 +[[https://github.com/Unity-Technologies/com.unity.demoteam.digital-human Unity Digital Human Tools]]
    
  
inspiration.1599147272.txt.gz · Last modified: 2020/09/03 17:34 by paguirre