Auxiliary Tools
These tools are intended for specific compatibility or maintenance cases. A normal Real Sweat System installation does not require either tool.
Both menu items are available when Sweat Base Module is installed.
RealSweatSystem Clothing Fix
Use RealSweatSystem Clothing Fix only after Setup when tessellated droplets visibly pass through clothing. No Tess users normally do not need it.
Open it from the Unity top menu at CookiTools > RealSweatSystem Clothing Fix.
Normal Setup does not modify the original Body material or unlock its Poiyomi Lock. Locked clothing materials are automatically unlocked only while Clothing Fix runs, then automatically relocked when processing finishes.
Recommended flow
- Finish the main Real Sweat System Setup first.
- Select the avatar in Clothing Fix.
- Drag or add the affected clothing Renderers.
- Review the Render Queue preview before applying changes.
- Choose Apply with Material Copies (Recommended).
- Check the avatar in Play Mode and in the intended world or lighting setup.
The recommended mode creates material copies for the selected clothing. Direct mode edits the original material assets, so the change appears everywhere those materials are used.
Use Restore Tracked Clothing Changes to restore changes that Clothing Fix is tracking.
Only materials whose Render Queue is at or below the Sweat Render Queue are changed. Render ordering for transparent, cutout, decal, outline, or layered materials can affect appearance, so review the preview and test the result before upload.
Rest Vertex Data Baker (Advanced)
Setup automatically creates the Rest Position, Rest Normal, and Rest Tangent data required by Real Sweat System. Normal installations do not use Rest Vertex Data Baker directly.
Use this advanced tool only when you need to:
- replace the final Body mesh after Setup;
- prepare compatible custom materials;
- recover or diagnose missing Rest data.
Basic flow
- Select the target Renderer and a compatible material.
- Run 1. Analyze Mesh and review the result.
- Run 2. Bake And Assign.
- Run 3. Validate Assigned Data and confirm that the assigned data matches the target.
- Verify the result before upload.
Bake again whenever the target mesh is replaced or updated.
The target must be a SkinnedMeshRenderer with a valid shared mesh. If Unity cannot read the mesh, temporarily enable Read/Write Enabled in the FBX Import Settings; it can be disabled again after baking.
Overwrite previous bake replaces generated Rest assets with the same names. Back up the previous data first if you need to keep it.
The baker does not modify the source FBX, the Renderer’s shared mesh, UVs, blend shapes, or unrelated materials.
Do not force the baker to run with an incompatible Renderer or material. If the normal Setup works correctly, do not run an additional manual bake.
Not recommended / unsupported: manual Face + Body setup
This procedure is documented because it is frequently requested, but it is not an official feature and is not recommended. Environment-specific installation help, troubleshooting, maintenance after updates, and operation guarantees are outside official support. Back up the avatar or Unity project before making any changes.
The current official implementation tracks one Body-side SkinnedMeshRenderer as the sweat display target. When Face and Body use separate Renderers, the normal Setup cannot install sweat on both at once.
Adding only a sweat material to the Face can leave it permanently wet because the generated animations target only the Body path. Face and Body also require different Rest Vertex Data for their respective meshes, so they must not share one sweat material.
Required experience before continuing
This procedure assumes that you can safely edit a Renderer Materials array, inspect Unity Animation Clips in the Animation window, add material curves, and identify a Transform path relative to the avatar root. If those operations are unfamiliar, stop here and use the supported Body-only installation. Complete all normal Setup and Tuning work first, and keep a restorable avatar or project backup.
Manual procedure
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Install Real Sweat System on the Body normally.
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Duplicate the generated No Tessellation sweat material and save the Face-only copy outside the Real Sweat System generated folder. Do not share the same sweat material between Body and Face.
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Select the Face Renderer. In its Materials array, increase Size by
1, then assign the Face-only material to the newly created last Element. Do not replace any existing Face material. -
Open CookiTools > Rest Vertex Data Baker. Set Target Renderer to the Face and Target Material to the Face-only material, then run 1. Analyze Mesh, 2. Bake And Assign, and 3. Validate Assigned Data in order.
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Open these Animation Clips in the Real Sweat System generated folder:
RealSweat_Off.animRealSweat_LocalOnlyHidden.animRealSweat_Mid.animRealSweat_On.anim
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In every Clip, copy the following Body Renderer material curves to the Face Renderer without changing their values. Keep the Binding Type as
SkinnedMeshRenderer. The binding path must be relative to the avatar root: for example, if the avatar root containsBody/Face, useBody/Face, not the Scene path or the avatar root name.material._DropletAmountmaterial._SweatBuildUpmaterial._RuntimeWarmup
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Test Off, 0%, 50%, and 100% in both Manual Mode and Auto Mode.
Rollback
- Exit Play Mode and restore the backup if any step is uncertain.
- Run Setup — Install / Update to regenerate the standard Clips without the manual Face curves.
- Reduce the Face Renderer Materials > Size by
1to remove only the extra last Element. Do not remove an original Face material. - Delete the Face-only material and its manually baked Rest assets only after confirming that no Renderer or material still references them.
- Test the supported Body-only installation again before upload.
Known limitations
- The Face remains No Tessellation. 3D Effect (Photos Only, High Load) and Remote Low Load do not apply to the Face. However, if Face curves were also added to
RealSweat_LocalOnlyHidden, Only Visible to Me reduces the Face sweat amount to zero for remote viewers. - With multiple Face submeshes, an added material may not render on the intended skin submesh.
- Running Setup or Apply to FX rebuilds the generated Clips and removes the manually added Face curves. Add the Face curves only after all normal settings are complete, and repeat the curve work after either command is run again.
- Tuning tracks only the Body-side materials. Later changes to material-driven settings such as overall sweat amount, quality, or droplet size may not synchronize to the Face-only material.
- Changing the Face Renderer hierarchy path, replacing the mesh, running a mesh optimizer, or merging meshes can invalidate the animation bindings or Rest data.
- Not every combination of face tracking, Animator setup, and avatar modification tools has been tested.