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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 Clothing Fix only after Setup when tessellated droplets show through opaque clothing. Users without Droplet Depth normally do not need it.

Open it from the Unity top menu at CookiTools → RealSweatSystem → Clothing Fix, or from the Setup window's Troubleshooting tab (Sweat shows through clothing > Open Clothing Fix).

  1. Finish the main Real Sweat System Setup first.
  2. Select the avatar in Clothing Fix.
  3. Drop the affected outfit objects into the drop area. You can drop several at once; it collects every child SkinnedMeshRenderer and MeshRenderer, including inactive objects, and de-duplicates overlapping targets.
  4. Review the Render Queue preview before applying changes.
  5. Choose Apply with Material Copies (Recommended).
  6. Check the avatar in Play Mode and in the intended world or lighting setup.
  • Apply with Material Copies (Recommended) clones only the required materials into the generated folder and replaces only the selected Renderer slots. Original assets and other outfits using them remain unchanged.
  • Apply Directly to Original Materials changes the render queue on the source .mat assets. Every outfit, avatar, prefab, and scene sharing those materials is affected, so the tool asks for confirmation.
  • Both modes change only materials whose queues are at or below Sweat, moving them to Sweat + 1. Materials already above Sweat are neither cloned nor edited.
  • Apply Directly to Original Materials leaves the render queue of a material the body also uses (including one lowered to 2349 at install) unchanged, because raising it would hide the sweat on the body.
  • When a target uses Poiyomi Lock, the tool asks first. After approval it temporarily unlocks the material, performs the operation, and automatically locks the originals and required copies again.

Restore Tracked Clothing Changes and RealSweatSystem [Uninstall] restore tracked slots and original render queues. Apply and Restore use one Undo group for Ctrl+Z; unused generated copies remain cached for Undo and Scene/Prefab safety.

Render-order side effects

Render-order changes can affect transparent, cutout, decal, outline, layered-material appearance, and batching. Review the preview and inspect the avatar after applying the correction.

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. The 2.0.0 look draws sweat only where the Rest data is valid, and if the mesh changed after the bake, the next build (upload) bakes again from the final mesh.

Open it from CookiTools → RealSweatSystem → Rest Vertex Data Baker (Advanced), or with Open Rest Vertex Data Baker in the sweat material inspector (Advanced > Rest Data).

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​

  1. Select the target Renderer and a compatible material.
  2. Run 1. Analyze Mesh and review the result.
  3. Run 2. Bake And Assign. It needs the Base Module purchase activation on this PC.
  4. Run 3. Validate Assigned Data and confirm that the assigned data matches the target.
  5. 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.

warning

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.

Legacy v1.0.x reference — do not use for a new Face target
Legacy reference only

Since v1.1, this manual procedure is superseded by experimental additional SkinnedMeshRenderer targets in Setup. For a new Face target, add the Face Renderer/Element in the Setup window's Advanced Settings so it receives tracked materials, Rest data, masks, animation, and repair/removal support. Do not follow the manual steps below for a new installation.

The steps below are retained only to identify or roll back a Face material that was manually added with v1.0.x. Pressing [Install / Update] may overwrite its generated Clip edits.

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

  1. Install Real Sweat System on the Body normally.

  2. 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.

  3. 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.

  4. Open the 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.

  5. Open these Animation Clips in the Real Sweat System generated folder:

    • RealSweat_Off.anim
    • RealSweat_LocalOnlyHidden.anim
    • RealSweat_Mid.anim
    • RealSweat_On.anim
  6. 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 contains Body/Face, use Body/Face, not the Scene path or the avatar root name.

    • material._DropletAmount
    • material._SweatBuildUp
    • material._RuntimeWarmup
  7. Test Off, 0%, 50%, and 100% in both Manual Mode and Auto Mode.

Rollback

  1. Exit Play Mode and restore the backup if any step is uncertain.
  2. Press [Install / Update] to regenerate the standard Clips without the manual Face curves.
  3. Reduce the Face Renderer Materials > Size by 1 to remove only the extra last Element. Do not remove an original Face material.
  4. Delete the Face-only material and its manually baked Rest assets only after confirming that no Renderer or material still references them.
  5. Test the supported Body-only installation again before upload.

Known limitations

  • A Face added through this legacy v1.0.x procedure remains No Tessellation. The Droplet Depth toggle and Remote Low Load do not apply to it. A Face configured as an experimental additional target instead participates in the managed Tess/No Tess and Remote Low Load paths.
  • With multiple Face submeshes, an added material may not render on the intended skin submesh.
  • Pressing [Install / Update] 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 sweat quality, style, 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.