Modeling Menu
Updated: 02/02/2023
This section describes the Modeling menu.
Item | Details |
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Deformer | Create Warp Deformer: Create a warp deformer. See the “Warp Deformer” page for detailed instructions. New Rotation Deformer: Create a rotation deformer. See the “Rotation Deformer” page for detailed instructions. Select Deformer for Parent: Select the parent deformer of the selected element. Shortcut key [Ctrl] + [D] Delete Deformer and its Content: Delete the selected deformer including its child elements. Shortcut key [Ctrl] + [Delete] Apply deformer to child elements: Delete the selected deformer and reflect the parameters, opacity, multiply color, and screen color to the child elements. Validate Deformer: Automatically verifies that child deformers and ArtMesh vertices do not extend beyond the parent warp deformers. See the “Validate Deformer Function” page for detailed instructions. |
Texture | Mesh edit: Switch to the Mesh Edit mode for the selected object. Shortcut key [Ctrl] + [E] Automatic Mesh generator: Automatically generate an ArtMesh of the selected object. Shortcut key [Ctrl] + [Shift] + [A] Edit Texture Atlas: Switch to the Texture Atlas Edit mode. If selected for the first time, a Texture Atlas will be created. Shortcut key [Ctrl] + [T] Switch between Source Image and Texture Atlas: Toggle between the source image view and the texture atlas view. Shortcut key [T] Apply Texture Atlas to Source Image (Beta): Textures can be replaced with PNG files from the Edit Texture Atlas. See the “Exporting and Replacing PNG Files (β)” page for detailed instructions. |
Parameters |
Auto generation of four corner forms: Validation of mapped parameters: |
Item | Details |
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ArtMesh | Create ArtMesh for collision detection: Generate an ArtMesh for the collision detection. |
ArtPath | <ArtPath Auto Generation Dialog> Automatic generation from a single ArtMesh: This function automatically generates an ArtPath around the perimeter of a single selected ArtMesh. Automatic generation from multiple ArtMeshes: This function automatically generates an ArtPath around the perimeter of multiple selected ArtMeshes. <Highlight elements of ArtMesh> Highlight color: The “Color” of the line ArtMesh is reflected in the ArtPath. Highlight opacity: The “Opacity” of the line ArtMesh is reflected in the ArtPath. Highlight line width: The “Line Width” of the line ArtMesh is reflected in the ArtPath. Highlight everything: The “Color,” “Opacity,” and “Line Width” of the line ArtMesh are reflected in the ArtPath all at once. Follow along the line of the ArtMesh: The control points are automatically repositioned to follow the line ArtMesh. Follow along the filled ArtMesh: The control points are automatically repositioned to align with the filled ArtMesh. Add control points to align with ArtMesh: Control points are automatically added where control points are missing. Add a point in the middle of all control points: This function adds a point in the middle of all control points of the ArtPath. Add a point in the middle of the selected control points: This function adds a point in the middle of the selected control points of the ArtPath. Open ArtPath Auto Generation Dialog: Display the ArtPath Auto Generation Dialog. Create Deform Paths from ArtPath: This function can automatically generate control points for deform paths based on the position of the control points of the ArtPath. Bake deformation of ArtMesh to ArtPath: This function allows you to burn in a shape so that the ArtPath follows the deformation applied to the ArtMesh. Join ArtPaths: This function connects the control points at the ends of two ArtPaths to form a single ArtMesh. Split ArtPath This function selects a control point at the desired location on an ArtPath and cuts it off. <Tracking Settings> Follow all: This function allows the ArtPath to follow the deformation applied to the ArtMesh in real time. Cancel all: Cancel all tracking that has been set. Follow selected control points: This function allows the selected control points of the ArtPath to follow the deformation applied to the ArtMesh in real time. Release selected control point: Cancels the tracking set for the selected control point of the ArtPath. Open ArtPath Brush Settings dialog box: Open the ArtPath Brush Settings dialog box. See the “ArtPath Auto Generation Dialog” and “ArtPath Adjustment” pages to learn more about the various functions. |
Glue | Glue On/Off: Toggle between on and off for glue. See the “Glue” page for detailed instructions. |
Skinning | Skinning: Perform skinning from a rotation deformer. Skinning from deform paths: Perform skinning from deform paths. Create parameters for rotation deformer: Generate parameters for rotation deformers. See the “Skinning” page for detailed instructions. |
Edit Form | Reflect: Flip the selected element horizontally or vertically. If a parameter is included, the parameter is also inverted. Zoom In/Zoom Out Specifying Magnification: Scale up or down by specifying a magnification factor. Revert to Original: Restore the original shape of the ArtMesh. See the “How to Edit” page for detailed instructions. Shape warp deformer along Bezier handles: Adjust the division points of the selected warp deformer so that it is smooth based on the Bezier handle position. This is also useful for correcting the collapse of division points while deforming. See the “How to Edit” page for detailed instructions. Copy Form: Copy the shape of an object. Shortcut key [Ctrl] + [Shift] + [C] Paste Form: Paste the object shape. Shortcut key [Ctrl] + [Shift] + [V] Blend Form: Blend the shape of an object. Shortcut key [Ctrl] + [Shift] + [B] Options for Paste Form Special: Open the Options for the Paste Form Special dialog box. See the “Edit Form” page for detailed instructions. |
Temporary deform tool | Zoom In/Zoom Out: Switch to the temporary deform tool to enlarge or shrink the size of the selected object. Rotation: Switch to the temporary deform tool to rotate the selected object. Free transform: Switch to the temporary deform tool to freely transform the selected object. Perspective deformation: Switch to the temporary deform tool to perform perspective deformation of the selected object. Distort: Switch to the temporary deform tool to perform distortion deformation of the selected object. Temporary warp deformation: Switch to the temporary deform tool to perform temporary warp deformation of the selected object. Add columns: Increase the number of columns of temporary warp deformation. Remove columns: Reduce the number of columns of temporary warp deformation. Add rows: Increase the number of rows of temporary warp deformation. Remove rows: Reduce the number of rows of temporary warp deformation. Temporary path deformation: Switch to the temporary deform tool to deform the path of the selected object. Deselect the temporary deform tool: Release the temporary deform tool. See the “Temporary Deform Tool” page for detailed instructions. |
Clipping ID | Select Clipping Mask: Select the object that the selected object is using as a clipping mask. Reverse Clipping: Select an object that is using the selected object as a clipping mask. |
Item | Details |
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Lock | Lock/unlock selected objects: Lock/unlock the selected objects. Shortcut key [Ctrl] + [2] Lock the unselected objects: Lock the unselected objects. Shortcut key [Ctrl] + [Shift] + [2] Unlock all: Unlock all objects. Shortcut key [Ctrl] + [Alt] + [2] Note: This does not apply to parts. |
Show/Hide | Show/hide selected objects: Toggle between showing and hiding the selected objects. Shortcut key [Ctrl] + [3] Hide the unselected objects: Hide the objects that are not selected. Shortcut key [Ctrl] + [Shift] + [3] Show all: Display all objects. Shortcut key [Ctrl] + [Alt] + [3] Restore to latest visibility status: Restore the last show/hide state. |
Level edit | Level edit 1 (details): Set the Level edit to 1. Shortcut key [1] Level edit 2 (normal): Set the Level edit to 2. Shortcut key [2] Level edit 3 (rough): Set the Level edit to 3. Shortcut key [3] |
Convert Model ID | Convert part parameter IDs so that they can be opened in the previous version (Cubism Editor 2). See the “ID Conversion” page for details. |
Bulk setting of model objects | Export: Information such as object names and IDs can be exported as CSV files. Import: Information such as object names and IDs can be imported as CSV files. See the “CSV Export/Import” page for detailed instructions. |
Bulk setting of model parameters | Export: Parameter settings can be exported as a CSV file. Import: Parameter settings can be imported as a CSV file. See the “CSV Export/Import” page for detailed instructions. |
Open Physics/Scene Blend Settings | Open the Physics/Scene Blend Settings dialog box. See the “About the Physics Settings Editor” and “How to Set Up Physics” pages for detailed instructions on how to use the physics and scene blend settings. |