INTRODUCTION

The 3D models were used for "Prism Derby" (プリズムダービー), a multiplayer racing rhythm game playable in Prism Step during certain limited-time events.

As Prism Derby was discontinued before the Mizushino sisters, Trium Tone, and Archouchou were added to the main game, no 3D models for those characters were created (or at least not present in the game files).


SHAPE KEYS

Shape keys are present in both the FBX and DAE models. Each FBX model contains five different shape key settings for the face mesh:
* Defaoult (Default)
* Laugh_01
* Laugh_02
* Nerveless (Nervous)
* Sad

Not all shape keys are used in these settings, so it's possible to make a wider variety of expressions with them.

The eyes also have shape keys for looking up, down, left, and right.


PARENTING

The eyes and face are supposed to be parented to the Character_Head bone. However, some FBX importers may not support bone parents for meshes. If the eye and face meshes appear detached from the main body, you must reparent both meshes to the Character_Head bone.

Blender 2.79 (FBX):
1. Select the eye or face mesh.
2. Add a new "Child Of" bone constraint.
3. Set the Target to "Armature" and the Bone to "Character_Head."
4. Repeat steps 1-3 for the other mesh.

DAE files do not support object-bone parenting, so I added weights to simulate the relationship. Manual parenting should not be neccessary for these.


ANIMATIONS

Common animations for body movement exist, but are not included. These animations are used with Unity's humanoid avatar muscle definitions. They use a single weight value for each movement type (similar to a shape key) instead of traditional XYZ coordinates/axes. For example, one controls elbow flexion/extension, another controls shoulder rotation, etc. These can be viewed in Unity, but I have not yet found a reliable way to convert them to a more traditional format and make them usable outside of Unity.