Rigging Stage - Clothing
Last updated
Last updated
Prepare the model for skinning by merging it into the Avatar Rigging file.
Within the Skinwrap option, set the target to the appropriate avatar mesh based on gender, which could be Body001F for female or Body001M for male, along with the Body001 mesh for limbs.
The avatar's body is segmented into the torso and limb parts. To acquire skin values for both of these parts, ensure that the target selection includes the torso and limb. (See the Cautions section in "3. Working with skin weights based on mesh parts" for further details.)
Set the Deformation Engine option to Face Deformation.
Adjust the Falloff value to a number between 1.0 and 9.0, ensuring it aligns well with the skin values. (This can be conveniently accomplished by adding a dynamic key value on the avatar body bone.)
After adjusting the Skinwrap option, while the avatar's pose remains unchanged (typically frame 0 = the first frame on the timeline below), utilize the Convert To Skin option to change the Skinwrap Modifier state to the Skin Modifier state.
Once the Skin Modifier has been applied, in the Skin details, use the Remove button to delete any unused bones assigned to the skin one by one from the Bones list. Leg bones are typically not utilized for tops. For short sleeves, lower arm or hand-side bones are also generally not utilized. Although the inclusion of unused bones typically does not cause significant issues in-game, it's recommended to exclude them from Skin assignments for organizational purposes and to prevent potential unexpected issues.
In the Skin Modifier option, adjust the Bone Affect Limit value to 4 (default is 20), set the Remove Zero Limit number to 0.01, and then click the Remove Zero Weight button to tidy up the weight values. Next, click the Edit Envelopes button to activate them and adjust the skin values for parts lacking weight or not properly attached.
Costume Skin - Bottoms
The main process remains consistent with the top skin. However, the mesh targeted in Skinwrap differs from the bones it applies to due to their application in distinct parts of the detail.
The main process remains consistent with the top skin. However, the mesh targeted in Skinwrap differs from the bones it applies to due to their application in distinct parts of the detail.
Prepare the model for skinning by merging it into the Avatar Rigging file.
In the Skinwrap option, the target is the Body001 (limbs) mesh of the avatar.
If the bottom modeling overlaps with the upper body (spine), choose the Body001F and Body001M (torso) segments as you did for the top skin.
Set the Deformation Engine option to Face Deformation.
Adjust the Falloff value to a number between 1.0 and 9.0, ensuring it aligns well with the skin values. (This can be conveniently accomplished by adding a dynamic key value on the avatar body bone.)
After adjusting the Skinwrap option, while the avatar's pose remains unchanged (typically frame 0 = the first frame on the timeline below), utilize the Convert To Skin option to change the Skinwrap Modifier state to the Skin Modifier state.
Once the Skin Modifier has been applied, in the Skin details, use the Remove button to delete any unused bones assigned to the skin one by one from the Bones list. Bones around the arms are generally not utilized for bottoms. For shorts, calf or foot bones are typically unused. Although the inclusion of unused bones typically does not cause significant issues in-game, it's recommended to exclude them from Skin assignments for organizational purposes and to prevent potential unexpected issues.
In the Skin Modifier option, adjust the Bone Affect Limit value to 4 (default is 20), set the Remove Zero Limit number to 0.01, and then click the Remove Zero Weight button to tidy up the weight values. Next, click the Edit Envelopes button to activate them and adjust the skin values for parts lacking weight or not properly attached.
For the outerwear skin, the process is identical to working with the top skin.
However, longer garments like jackets or coats require the installation of additional bones—unlike regular tops. After working with the skins for tops, additional discussion will focus on installing more bones.
This feature will be available in the future.
As previously noted, it's necessary to install extra bones for parts requiring significant movement away from the main body.
From the top menu, select Animation - Bone Tool to open the Bone Tool window.
Click on the Create Bones button to generate a bone at the desired location.
To modify the length and position of a bone, you need to click on the Bone Edit Mode button to activate the mode. Once you've finished making adjustments, click on the Bone Edit Mode button again to deactivate the mode.
You can alter bone height and thickness by adjusting the Width and Height values in the Bone Objects section.
For symmetric bones on both the left and right, create one side first. Then, with all the created bones selected, press the Mirror button to establish symmetry.
After creation, include the bones in the mesh as targets to be incorporated into the skin by clicking the Add button in Skin Modifier - Bones of the mesh. Adjust the Skin Weight values once the incorporation is complete. When you add extra bones to a previously skinned mesh, these additional bones will be incorporated without any weight values assigned to them. Choose a bone from the list of included targets in the skin, then select the vertices you wish to assign a weight value to and complete the assignment.