1 Other Options
Yusarina edited this page 2025-11-14 17:10:44 +00:00

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

  1. Select your mesh object
  2. Choose separation method
  3. Click the appropriate button
  4. Original mesh is split into multiple objects
  5. 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:

  1. Configure translation settings
  2. Click Translate All
  3. Wait for process to complete
  4. 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:

  1. Select mesh
  2. Click Recalculate Normals
  3. 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:

  1. Select object
  2. Click Apply Transformations
  3. 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

  1. Import model (Quick Access)
  2. Translate names to English
  3. Apply transformations if needed
  4. Recalculate normals if shading issues
  5. Fix/optimize shape keys if needed
  6. 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

  1. Import model
  2. Translate All
  3. Recalculate Normals
  4. Optimize Static Shape Keys
  5. Continue to other panels

Fixing Shading Issues

  1. Select mesh
  2. Recalculate Normals
  3. If still wrong, check for other issues
  4. Flip Normals only if entire mesh is inverted

Preparing for VRChat Upload

  1. Translate All (if model has non-English names)
  2. Shape Key Pruner (remove unused)
  3. Optimize Static Shape Keys (reduce size)
  4. Recalculate Normals (ensure correct shading)
  5. Proceed to export

Working with VRM Models

  1. Import VRM
  2. Fix VRM Shapes (if issues)
  3. Translate All
  4. 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

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