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Update docs
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SenkyDragon committed Jan 11, 2025
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16 changes: 4 additions & 12 deletions docs/40-components/armature-link.mdx
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Expand Up @@ -17,25 +17,17 @@ Animating an Armature Linked object? No problem! Armature Link will automaticall

### Search and Matching

#### Link Modes
Armature link offers several different link modes;
* **Auto** selects Skin Rewrite if a mesh uses bones from the prop armature, or Reparent Root otherwise. In most cases, this setting should be kept as Auto.
* **Skin Rewrite** rewrites meshes to use the avatar's bones, effectively merging the bones and minimizing bone count.
* **Reparent Root** reparents the selected prop object to the specified `Link To` target
* **Merge as Children** Deprecated. Same as Skin Rewrite.
* **Bone Constraint** Deprecated. Same as Skin Rewrite.
#### Recursive
If checked, armature link will recursively link all matching child objects which have a matching-named object on the avatar.

#### Remove bone suffix/prefix

If set, this substring will be removed from all bone names in the prop. This is useful for props where the artist added something like _PropName to the end of every bone, breaking Armature Link in the process. If empty, the suffix will be predicted based on the difference between the name of the given root bones.
In nearly all cases, this should be left empty.

### Positioning and Alignment
### Transform Alignment

#### Keep bone offsets
If no, prop bones will be rigidly locked to the transform of the corresponding avatar bone, effectively nulling the position, scale and rotation offset from it.
If yes, prop bones will maintain their offset to the corresponding avatar bone. This is unusual and will prevent scale detection from working and prevent the linked bones from adjusting to moved/scaled/rotated avatar bones, if any. When designing new clothes, this should be avoided
If auto, bone offsets will be kept only if Reparent Root link mode is used.
These settings allow you to choose if the object should be snapped to the target object's position/rotation/scale, or if it should remain where it was originally placed.

## Debug info
This will display where the prop will be merged, what Link Mode will be used and if Bone Offsets will be kept.\
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5 changes: 4 additions & 1 deletion docs/50-tutorials/linking-clothes.mdx
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Expand Up @@ -34,7 +34,10 @@ Linking the clothing armature "attaches" the clothes to your avatar's bones. Bew
5. You're done! The clothes should now be be properly attached to your avatar when you upload or go into play mode. In rare circumstances, some clothing may require changes in the Advanced Settings section of Armature Link. Join the VRCFury discord if you have questions.

:::warning
If the clothes were designed for your avatar but created using an improper base rig, they may appear to **shrink, expand, or flip upside down**. If the clothes look proper in the editor when not in play mode, you can usually fix this by going into the Armature Link **Advanced Options** section, and changing `Keep bone offsets` to `Yes`. This should be avoided when designing new clothes, since it prevents scale detection from working.
If the clothes were designed for your avatar but created using an improper base rig, they may appear to **shrink, expand, or flip upside down**.
This can happen if the clothes were incorrectly exported with bone rotations that didn't match the avatar's bones.
If the clothes look proper in the editor when not in play mode, you can usually fix this by going into the Armature Link **Advanced Options** section, and unchecking `Align Rotation`.
This should be avoided when designing new clothes, since it prevents clothes from applying to avatars that are posed in the editor.
:::

## B. Linking the Blendshapes (optional)
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