9.3. OtherObject

9.3.1. Texture

../_images/prop_obj_1.png

Among the settings related to OtherObject, this is a property related to texture. If the object has multiple textures, you can select from the combo box. The number of textures that can be detected depends on FBX, OBJ, etc.

Material name:

The name of the material held by the currently selected texture.

Shader:

Switch the shader to Unity’s Standard, VRM’s VRM/MToon, or StandardAsset’s Water (FX/Water4).

You can change the settings of the following shaders. For details, please refer to Unity Help.

Standard:

Color, Blend Mode, Metallic, Glossy, Emission Color, Texture

VRM/MToon:

Colors, Blending Modes, Culling Modes, Metallic, Glossy, Emission Color, Shade Color, Shading Toony, Rim Color, Rim fresnel power, SrcBlend, DstBlend, Texture

Water:

Fresnel scale, reflection color, specular color, wave amplitude, wave frequency, wave steepness, wave velocity, wave direction AB, wave direction CD

Hint

The VRM texture properties, contents, and setting methods are exactly the same.


9.3.2. Animation

../_images/prop_obj_2.png

In the case of FBX with animation set, it can be registered for preview playback and animation projects.

Animation name:

If multiple animations are set, select them here.

Preview play/stop:

If animation is set, it will play/stop. Playback here is just a preview.

Playback mode:

Select the animation play mode from Default, Loop, and PingPong.

Default:

Normal playback. It is played only once.

Loop:

let it loop.

PingPong:

Loop, but rewind the content of the animation like a toy yo-yo.

Seek position:

Switch animation playback position. It will be reflected in your animation project.

Animation speed:

Adjust the playback speed of the animation.

Animation state (for registration):

Register the playback state in the animation project. Select one of the following from the combo box:

Setting

Explanation

Play

Play or pause object animation. (When it reaches the corresponding frame, one of the operations is always performed)

playing

Marks the object’s animation as playing and continues playing. (i.e. don’t change anything)

Stop

Stop animating an object. (When the corresponding frame is reached, the stop operation is always performed.)

Note

The same term is used for other properties. If so, the same effect there.