# Flag

## Mesh

<figure><img src="https://207047868-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FflnYsq7JuIfEfikLOKLQ%2Fuploads%2FxUusM1shA8SO5P7M14A2%2FACS-flag.png?alt=media&#x26;token=8d49e545-92fb-414f-96aa-ee7316f348e5" alt=""><figcaption></figcaption></figure>

### Add mesh    ![](https://207047868-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FflnYsq7JuIfEfikLOKLQ%2Fuploads%2FgHWla1V1ktT5Rl20WuOk%2Fimage.png?alt=media\&token=a0b4ad0b-ea6d-40ca-ad05-a18fb899dcac)

* Select all the geometries (only mesh) you need and click the button with arrow icon.&#x20;

{% hint style="warning" %}
Avoid duplicate entries, clear the list using the button with brush icon, before adding objects.&#x20;
{% endhint %}

### Add vertex groups  ![](https://207047868-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FflnYsq7JuIfEfikLOKLQ%2Fuploads%2FrkZLJ7emMMgJYND5sGWr%2Fimage.png?alt=media\&token=83715d4e-fc88-409d-a739-834ca2777898)

* Adds empty vertex groups named  "SHAPE\_self\_l", "SHAPE\_self\_r", "SHAPE\_self\_c".
* These groups are to be weighted appropriately as per required.

{% hint style="warning" %}
The vertex groups should not be left un weighted.
{% endhint %}

### Clear  ![](https://207047868-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FflnYsq7JuIfEfikLOKLQ%2Fuploads%2Fhhx2medXDVNBTgKjdB2o%2Fimage.png?alt=media\&token=19de0706-f8f6-45dd-aec4-f97671be0daa)

* Clears the Flagged mesh list.

## Inputs

<figure><img src="https://207047868-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FflnYsq7JuIfEfikLOKLQ%2Fuploads%2FizjAWY4J3yFLSz44nOdb%2Fimage.png?alt=media&#x26;token=da654f4c-c943-482c-a5f4-7b4fb95af755" alt=""><figcaption></figcaption></figure>

### Level1

* This is the rig that is effects the flagged mesh.
* &#x20;Select the rig and click on the button(<<) next to the field to add it.

### Level2

* This the secondary rig that drives the leve1 rig through Action Coding System which we will setup in "Coding" tab.&#x20;
* Click on the rig and click on the button (<<)  next to the field to add it.

### Properties

* The bone with properties to drive the mesh.
* Select the bone in pose mode and click on the button next to the field to add it.

### SourceMesh

* Mesh with animation.
* This will be used in retargeting phase.

### MH\_CtrlRig

* Facial ctrl rig exported from Unreal. (WIP)
* Selet the highest "empty" in hierarchy and click the button next to the field to add.

### Ctrls

* List of controls used to change the shape of the mesh.
* Select the controls in pose mode an click on the button next to the list widget to add the controls.
