Shape Editor
What is the Shape Editor?
The Popul8 Shape Editor empowers users to craft unique assets by deriving shapes from a Template Character. These creations can be seamlessly integrated as novel shapes, or exported for advanced manipulation in external software. Users have the flexibility to utilize Popul8's default Deformation Rig and source assets for rapid Shape Editor creation, or to design bespoke rigs and settings for highly personalized outcomes.
Create a Shape Editor

1. Name
Type the Shape Editor Asset name you like.
2. General Settings

2.1 Use Default Settings
Activating 'Use Default Settings' enables Popul8 to seamlessly transfer its standard assets, including the Deformation Rig, Settings, Poses, and Constraints, to the new Template's Shape Editor.
2.2. Source Rig
Deformation Rig that drives the new Shape Editor scope.
2.3.. Source Settings
Settings that define the interactions and behavior of the Shape Editor. This will be updated and retarget to suit the given rig and parameters.
2.4. Source Poses
JSON file that describes the categories, sliders and their respective Deformation Rig Key frames.
2.5. Bone Constraints
JSON file that describes the transformation constraints to correct positioning of the bones in the transferring of the Source Rig.
2.6. Source Manifold
Manifold wrapped around the source Template.
2.7. Didimo Topology
Activate if source and target Templates have the same topology on all affected meshes (Source and Target Manifold fields get disabled).Deactivate if source and target Templates have different topologies.
2.7.1 Target Manifold
Manifold wrapped around the target Template.
3. Rig Retargeting

3.1. Target All Meshes
Activate if all meshes on the Template are to be considered. Deactivate if only some meshes are to be considered.
3.1.1. Target Meshes
List of meshes to be considered.
4. Shape Transfer

4.1. Transfer Shapes
Activate enable this option to transfer predefined or selected shapes. Deactivate if no shapes should be transferred.
4.2. Shapes Preset
Predefined Preset. Male and Female available
4.3. Eye Meshes
List of eye meshes to be considered. When transferring the shape, the eye mesh from the template will be used. This ensures that the original structure of the eyes is preserved.
4.4. Body Meshes
List of body meshes to be considered. When transferring the shape, the body mesh from the template will be used. This ensures that the original structure of the eyes is preserved.
4.5. Shape Constraints
4.5.1 Display Name
Name displayed in the Shape Editor.
4.5.2 Head Only
Activate this option to consider only the head mesh during the shape editor management. Deactivate this option to consider the entire body mesh.
4.5.3 Stylization
Depending on the topology of your template, adjust the Stylization slider to enhance the resemblance between the transferred deformables and your character.
4.5.4 Shapes
Shapes to transfer to the template topology.
5. Launch Parameters

Launch the selected Shape Editor using assigned Deformation Rig and Settings.
Deformation Rig
Composed of a Skinned Mesh with a skeleton, specially designed for deformation, and a timeline key framed with all the necessary deformation poses that define the min’s, max’s and defaults.
Shape Editor Settings
Settings that define the interactions and behavior of the Shape Editor. It contains the list of segments the list of transform constraints that manage each group of bones.
Bone Constraints
Bone constraints to be applied when transferring the rig from source to target, such as parent-child bone alignment, bone group colinearity and coplanarity, frozen bones.
Manifold
Meshes used when source and target Templates don't share topology.
Popul8 provides a Default Manifold that can be exported in order to be wrapped around the target template via a third party software like Wrap3D, thus creating a Target Manifold. (See Create a Manifold for your Template).

Updated 10 days ago