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updated Read-me and added new Release
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DemoProject/Assets/Hash's_Things/EditDistributor/Editor/EditDistributorBuilder.cs

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@@ -245,9 +245,9 @@ void OnGUI()
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{
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//string is empty, don't even try, just wait for the error
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}
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else replacementValues = new string[] { CreatorName, StorePage, DistributionNameOverwriteText, PackageName, "Assets" + CommunFonctions.GetRelativePathToAssets(Path.Combine(CommunFonctions.GoUpNDirs(CustomfbxPath, 3), DistributionNameOverwriteText, "prefab")), EditorWindowPath };
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else replacementValues = new string[] { CreatorName, StorePage, DistributionNameOverwriteText, PackageName, "Assets" + CommunFonctions.GetRelativePathToAssets(Path.Combine(CommunFonctions.GoUpNDirs(CustomfbxPath, 3), DistributionNameOverwriteText, "prefab")), EditorWindowPath};
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}
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else replacementValues = new string[] { CreatorName, StorePage, Path.GetFileNameWithoutExtension(OGfbxPath), PackageName, "Assets" + CommunFonctions.GetRelativePathToAssets(Path.Combine(CommunFonctions.GoUpNDirs(CustomfbxPath, 2), "prefab")), EditorWindowPath };
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else replacementValues = new string[] { CreatorName, StorePage, Path.GetFileNameWithoutExtension(OGfbxPath), PackageName, "Assets" + CommunFonctions.GetRelativePathToAssets(Path.Combine(CommunFonctions.GoUpNDirs(CustomfbxPath, 2), "prefab")), EditorWindowPath};
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}
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}

README.md

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This is a tool to automate and the ease the distribution of modifications of Unity 3D moddels
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![ ](https://cdn.discordapp.com/attachments/337986548664500236/1203413914616856576/image.png)
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![ ](https://raw.githubusercontent.com/HashEdits/EditDistributionTools/main/ReadMeFiles/header.png)
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Due to how curent 3D model files are set up there isn't a way to share shape-keys without being tied to a mesh. Making the process of sharing such files rather tedious or to be left to the context of a commision where sharing mesh data is in general allowed between the commisioner and the artist.
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## How to use 😎
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- Make sure both your model and your face tracked model are set up in a unity project
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- (optional) put all of your descriptions and readme in a folder to ease the creation of pages
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A video tutorial on how to use the tool will be added down the line :bowtie:
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- Make sure both your model and your face tracked model are in your unity project
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- Make sure your modified model is stored in the following file structure:
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`Assets/YourName/NameOfTheAvatar/fbx/YourCoolModel.fbx`
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- Open your python IDLE
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(the windows taskbar is your friend)
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- Click File -> Open
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- Acces the builder in your toolbar at
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`Tools/Hash/EditDistributor/Builder`
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- Drag and drop the prefab of the original moddel
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- Drag and drop the prefab of the modified moddel
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- (optional) change the distribution name if you don't want to use the name of the original moddel
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- Enter your name
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- Navigate to where you have downloaded the repo -> FT_Builder
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- Enter the name of the original package that end users will import in their projects
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- Press F5
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- (optional) gather up your descriptions and readme files in a folder to ease the creation of the store pages pages and fill in the relevent information
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- Follow the instructions
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- Hit the `Build` button
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## Exemple 📑
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## description generator 📑
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You'll find an exemple readme in **Description&ReadMeExemples** that you can bundle with your avatar's package to let the customer know what to do with it.
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There's also an exemple description there.
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in summary any of the following:
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`/*AVATAR NAME*/`,`/*AVATAR AUTHOR*/`, `/*StoreLink*/`, `/*PACKAGE NAME*/`, `/*DIR PATCHER*/`, `/*DIR PREFAB*/`
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`/*AVATAR NAME*/`,`/*AVATAR AUTHOR*/`, `/*StoreLink*/`, `/*PACKAGE NAME*/`, `/*DIR PATCHER*/`, `/*DIR PREFAB*/`, `/*DIR PATCHER*/`
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will be remplaced by something that makes sense in for your project
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