AnyPortrait > Advanced Manual

 

​Scene and Editor

It describes the basic usage of the AnyPortrait editor's UI and the methods you need to know when placing characters in the Unity scene.

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Setting Dialog

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Material Library

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Workspace, Animation UI

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Backup

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Inspector UI

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Camera settings in scene

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Shortcuts

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Hierarchy UI

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Onion Skin

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Inverted Scale and Drawcall

 

Root Unit and Bake

This section explains how to register or release the Root Unit that is the basic unit that is executed in the game.

You can capture the screen from the Root Unit menu.

You can learn about "Bake", the process of placing completed characters into the Unity scene.

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Register and Release Root Unit

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Screen capture

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Sorting Layer/Order Setting

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Billboard and Perspective Camera

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Bake Dialog

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Optimized Bake

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Editing Prefabs

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"Important" option and many objects

 

Image

To apply a Texture2D asset to a mesh, you need to create an object called "image".

This category describes the options for images, and the process of creating images and meshes from PSD files.

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Importing a PSD File

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High-quality image asset

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Re-importing a PSD File

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Linear Color Space and Asset Settings

 

Mesh

It describes the tools that make meshes.

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Mirror tool for Making Meshes

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Generating Meshes Automatically

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Duplicating a Mesh

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Editing Meshes

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Z-Depth of vertices

 

Mesh Group and Bone

This section explains how to set up Mesh Groups.

It covers the configuration of the mesh group and its sub-objects, and how to create bones.

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Shader for meshes

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2-Sided rendering of the mesh 

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Bone IK setting

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Export / Import Bone settings

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Duplicate Bone / Snap to a Child

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Duplicating a Mesh Group

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Default position of the mesh group

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How to use Socket of Bone and Mesh

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Bone IK Controller 

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Mirror Bone

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✨ Jiggle Bone

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Duplicating / Migrating Sub-Objects

 

Modifier

Here are some tips for modifiers that are a core feature of AnyPortrait.

Please refer to "Getting Started" for how to add and use modifiers.

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Layer, Weight and Interpolation

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Show/hide without Translucent step

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Rigging in various cases

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Presets of Physics Modifier

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Switching Rendering Order and Images

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Modifier Settings for Color Animation

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Rigging Modifier

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Detailed settings of Physics Modifier

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Advanced Settings of Modifier Lock

 

Animation

Once you have mastered the basic methods of creating animations, you can use the advanced features of animation.

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Export / Import Animation

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Copy / Paste pose of bones

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Rotate over 360 degrees

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Animation Curve Presets

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Animation Events and Script

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Auto Loop Keyframe

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Rotate without limiting angle

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Setting Animation Curves in batch

 

External Features

It covers how to integrate with other features other than AnyPortrait.

If you want to use AnyPortrait with Unity's functions or other assets, the following explanations will be very useful.

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Using Mecanim

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Using Unity 2D Canvas

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Lightweight Render Pipeline

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Creating Materials with Shader Graph

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Rendering to Render Texture

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Using Timeline

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Using PlayMaker™

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Universal Render Pipeline

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Build to VR

 

Examples

Here are some examples that will be applied to projects.

Check out the process of using the features of AnyPortrait.

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Replace a character's costume

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Reduce Draw Calls

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Initialize with Script

 

Troubleshooting

Here are some solutions to the major problems you may encounter using AnyPortrait.

These are based on user's reports.

Please feel free to contact us if you have any questions!

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Build on iOS and other platforms

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Execution order problem with assets

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Animation Issue with a child mesh group

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Performance issue on Mac

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Color problem with multiple modifiers

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Change the Package path

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