Table of Contents
- Other Options
- Table of Contents
- Separate By Tools
- Translation Tools
- More Options (Advanced)
- Workflow Integration
- Common Use Cases
- Imported MMD Model Cleanup
- Fixing Shading Issues
- Preparing for VRChat Upload
- Working with VRM Models
- Tips and Best Practices
- Advanced Topics
Other Options
The Other Options panel provides additional tools for model customization, translation, and advanced operations.
Table of Contents
Separate By Tools
Tools to split meshes into multiple objects based on different criteria.
Available Separation Methods
By Materials
Splits mesh based on material assignments:
- Creates one object per material
- Useful for organizing complex models
- Helps with material-specific editing
- Good for selective optimization
When to use:
- Model has many materials you want to edit separately
- Need to optimize specific material sections
- Want to apply different modifiers to different materials
By Loose Parts
Separates unconnected mesh elements:
- Creates objects for each disconnected piece
- Identifies parts that aren't connected by edges
- Useful for cleaning up imported models
- Good for finding hidden meshes
When to use:
- Model has disconnected elements that should be separate
- Need to identify and remove unwanted parts
- Want to organize parts that aren't connected
By Shape Keys
Creates separate meshes from shape keys:
- Exports each shape key as separate object
- Useful for analysis or editing
- Advanced use case
- Can help with shape key troubleshooting
When to use:
- Need to edit shape keys as separate objects
- Want to analyze shape key deformations
- Creating custom shape key setups
How to Use Separation Tools
- Select your mesh object
- Choose separation method
- Click the appropriate button
- Original mesh is split into multiple objects
- Objects are named based on separation criteria
⚠️ Warning: Separation cannot always be easily undone. Save before using these tools.
Translation Tools
Translate Japanese and other language names to English for better compatibility.
Translation Settings
Google Translate Only
- Toggle to use Google Translate service
- Provides automated translations
- Requires internet connection
- Generally accurate for common terms
Use Old Translations
- Uses previously cached translations
- Faster than requesting new translations
- Good for repeated workflows
- Consistent results
Skip Locked Shape Keys
- When enabled, locked shape keys are skipped during translation
- Useful for preserving specific shape key names
- Prevents translation of intentionally named keys
- Added in version 5.0
Translation Options
Translate All
Translates everything at once:
- Shape keys
- Object names
- Bone names
- Material names
- One-click solution
How to use:
- Configure translation settings
- Click Translate All
- Wait for process to complete
- Review translated names
Individual Translation Options
Shape Keys:
- Translates shape key names only
- Essential for English workflows
- Makes viseme setup easier
- Improves shape key organization
Objects:
- Converts object names to English
- Helps with organization
- Makes scene hierarchy clearer
- Better for collaboration
Bones:
- Translates bone names
- Critical for rigging workflows
- Makes bone hierarchy readable
- Improves animation workflow
Materials:
- Converts material names
- Easier material management
- Better for texture organization
- Clearer in Unity
Best Practices for Translation
DO:
- ✅ Translate immediately after import
- ✅ Translate before other operations
- ✅ Use cached translations when possible
- ✅ Verify important translations
DON'T:
- ❌ Translate after setting up visemes/eye tracking (might break references)
- ❌ Translate multiple times (causes duplication issues)
- ❌ Rely on translations for critical technical terms
- ❌ Forget to check if translations make sense
When to Translate
Translate BEFORE:
- Setting up visemes
- Setting up eye tracking
- Creating custom shape keys
- Merging with other models
Translate AFTER:
- Importing model
- Fixing MMD model
More Options (Advanced)
Advanced tools for specific use cases.
Normals Management
Recalculate Normals
Fixes normal direction issues:
- Corrects inside-out faces
- Fixes shading problems
- Ensures consistent face direction
- Safe to use in most cases
When to use:
- Model has inverted faces
- Shading looks wrong
- After mesh modifications
- After Boolean operations
How to use:
- Select mesh
- Click Recalculate Normals
- Normals are recalculated automatically
Flip Normals
Inverts all normal directions:
- Turns mesh inside-out (or outside-in)
- Use for specific effects
- Rarely needed for normal use
- Can fix some import issues
When to use:
- Entire mesh is inside-out
- Creating special effects
- Fixing specific model issues
⚠️ Warning: Usually you want Recalculate Normals, not Flip Normals.
Transformations and Shape Keys
Apply Transformations
Applies current transforms to mesh:
- Bakes position, rotation, scale
- Resets transform values to defaults
- Important before many operations
- Prevents scale/rotation issues
When to use:
- Before merging models
- Before creating shape keys
- After scaling
- Before export (sometimes)
How to use:
- Select object
- Click Apply Transformations
- All transforms are applied
Shape Key Tools
Shape Key Pruner:
- Removes unused shape keys
- Identifies shape keys with no deformation
- Reduces file size
- Cleans up shape key list
Repair Shape Keys:
- Fixes broken shape key references
- Repairs corrupted shape key data
- Attempts to restore functionality
- Use if shape keys aren't working
Optimize Static Shape Keys:
- Removes unnecessary data from shape keys
- Keeps only vertices that actually move
- Reduces file size significantly
- Safe to use, improves performance
When to use these:
- After importing complex models
- Before export to reduce size
- If shape keys aren't working correctly
- To improve performance
Advanced Features
Create Digitigrade Legs
Converts to digitigrade (animal-style) leg setup:
- Changes leg structure
- Adds proper bone configuration
- For animal/creature avatars
- Advanced rigging feature
Requirements:
- Properly rigged humanoid legs
- Understanding of digitigrade anatomy
Options:
- Upper Arm/Leg Option: Include upper limb modifications
Generate Twist Bones
Adds twist bone system for smoother deformations:
- Creates intermediate bones
- Improves arm/leg rotation
- Better deformation quality
- More realistic movement
Options:
- Upper Arm/Leg Option: Add twist bones to upper limbs
When to use:
- Want higher quality deformations
- Have bone count budget available
- Creating high-quality avatar
Consider:
- Increases bone count
- Adds complexity
- Requires proper weight painting
Additional Tools
Fix VRM Shapes
Repairs VRM shape key issues:
- Fixes VRM import problems
- Repairs shape key references
- Ensures VRM compatibility
- Use after VRM import if issues occur
When to use:
- VRM model has shape key issues
- Shape keys don't appear correctly
- After VRM import
Convert to Valve Format
Format conversion for Source engine:
- Prepares model for Source games
- Converts bone naming
- Adjusts hierarchy
- For Source engine use only
When to use:
- Exporting to Source Engine
- Creating models for Valve games
- SFM (Source Filmmaker) use
Workflow Integration
Typical Order of Operations
- Import model (Quick Access)
- Translate names to English
- Apply transformations if needed
- Recalculate normals if shading issues
- Fix/optimize shape keys if needed
- Continue with other tools
With Other Panels
Before Optimization:
- Translate names
- Apply transformations
- Recalculate normals
- Optimize shape keys
Before Visemes/Eye Tracking:
- Translate shape keys
- Ensure shape keys are working
- Don't translate again after setup
Before Export:
- Run Shape Key Pruner
- Optimize static shape keys
- Verify normals are correct
Common Use Cases
Imported MMD Model Cleanup
- Import model
- Translate All
- Recalculate Normals
- Optimize Static Shape Keys
- Continue to other panels
Fixing Shading Issues
- Select mesh
- Recalculate Normals
- If still wrong, check for other issues
- Flip Normals only if entire mesh is inverted
Preparing for VRChat Upload
- Translate All (if model has non-English names)
- Shape Key Pruner (remove unused)
- Optimize Static Shape Keys (reduce size)
- Recalculate Normals (ensure correct shading)
- Proceed to export
Working with VRM Models
- Import VRM
- Fix VRM Shapes (if issues)
- Translate All
- Continue normal workflow
Tips and Best Practices
Translation Tips
- Translate once, early in workflow
- Cache translations for repeated use (Cats should do this automatically)
- Verify critical names manually
- Some names might not translate perfectly
Shape Key Management
- Optimize shape keys before export
- Test shape keys after optimization
- Keep backups before pruning
- Locked shape keys won't be translated (5.0+ feature)
Normal Handling
- Recalculate after mesh edits
- Check from multiple angles
- Viewport shading affects appearance
- Test with different lighting
Transform Management
- Apply transforms before major operations
- Especially important before merging
- Check scale is correct before applying
- Save before applying (can't undo easily)
Advanced Topics
Custom Digitigrade Setups
Creating animal legs requires:
- Understanding of anatomy
- Proper bone placement
- Weight painting knowledge
- Testing and iteration
Twist Bone Configuration
Twist bones improve deformation:
- Intermediate bones between joints
- Distribute rotation
- Smoother deformations
- More bones = more complexity
Valve Format Details
Source Engine has specific requirements:
- Different bone naming
- Different hierarchy
- $definebone structure
- SMD/DMX format
Related Pages:
- Quick Access - Import/Export
- Optimization - Optimization tools
- Visemes - Shape key setup
- Troubleshooting - Common issues
Please do not report any issues for Blender version below 5.0