AnyPortrait > Manual
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.
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.
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.
It describes the tools that make meshes.
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.
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.
Once you have mastered the basic methods of creating animations, you can use the advanced features of animation.
This section describes the control parameters.
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.
Here are some examples that will be applied to projects.
Check out the process of using the features of AnyPortrait.
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!