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Data Baker

The Data Baker bakes the per-vertex data that the head-tracking features need into a copy of your face mesh, so those features work with no runtime C# scripts.

It writes two things in one pass:

  • the Easy Face Triangle mirror axis (used by Follow head bone) into UV6, and
  • the Smooth Vertex Normal radial (used whenever Smooth Vertex Normal is on) into UV7.

It always bakes both, and it saves a new mesh asset and never touches your original.

It also has a separate avatar-scope Anchor pass for Forced Perspective — materials only, no mesh involved.

Open it

Material inspector → Data Baker section → Data Baker button, or the menu Window → lilEasyFace → lilEasyFace Data Baker.

Bake

  1. Face Renderer — the SkinnedMeshRenderer of the face mesh.
  2. Head Bone — the head bone the features should track. It must be in the renderer's bone list.
  3. Center Offset (head-bone space) — nudges the center used for the Smooth radial; offset it up (e.g. +Y) to the head's visual center.
  4. Click Bake to New Mesh, choose where to save it, and assign the result to the renderer (the baker offers to do this for you).

Re-bake if you swap the mesh or regenerate its tangents.

Forced Perspective Anchor

The Anchor pass writes the Forced Perspective anchor to every lilEasyFace material under an avatar root. No mesh copies — it only sets material values.

  1. Avatar Root — the character root (needs an Animator).
  2. Anchor Bone — auto-detected Hips. Override only if you know why (an off-center anchor makes the body slide as the camera orbits).
  3. Offset (bone space) — optional nudge.
  4. Click Apply — the anchor is written to all lilEasyFace materials under the root.

If one material is shared by renderers that need different anchors, the baker warns — split the material instead of shipping a mismatch.

Then