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(Created page with "The clothing item setting component is used whenever you want to upload clothing to the sinespace shop. The clothing item setting component is split into different sub cater...")
 
(Automatic Skin Weighting)
 
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(ClothingItemOver image)
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[[File:Overviewclothing2.png|650px]]
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As you can see in the above image, there are four main catergories: Item, Customisation, Submission and Review; Under each of these main categories are sub-categories.
  
As you can see in the above image, there are three main catergories called Item, Customisation and Submission, then under each of these categories, there are sub catergories.
 
  
  
 
== Item ==
 
== Item ==
 +
 +
Item is where you can change the skeleton of the avatar to match the clothing you are uploading, and you will also see a list of categories to choose from. The list of categories is:
  
 +
* Clothing
 +
* Costumes
 +
* Skin Material
 +
* Tattoos and Makeup
 +
* Shapes
 +
* Animations and Controllers
  
===Clothing===
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Underneath is an explanation for all of these categories and their sub-categories.
  
Clothing Settings:
 
  
There are four sub-categories of clothing settings under the clothing category. These categories are:
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=== Clothing ===
  
1. Fitting
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There are six sub-categories of clothing settings under the clothing category. These categories are:
2. Materials
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3. Rigging
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4. Miscellaneous
+
  
===Fitting===
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* Fitting and Slots
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* Skin and Cloth Deletion
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* Materials and Patterns
 +
* Level of Detail
 +
* Automatic Skin Weighting
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* Feet Settings
  
Fitting is where you will find all the settings for the fit of the clothing, the clothing slots and which avatar skeleton you want the clothing for.  
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At the top of the clothing settings, you can change the type of clothing you are uploading. The types are Rigged Clothing and Attachments.  
  
'''Skeleton'''
 
  
Skeleton is where you pick from the Base Female or Base Male skeleton for your clothing to be used with.  
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[[File:Clothingcats.png|650px]]
  
Type is where you pick whether your item is rigged clothing or an attachment. Attachment is usually used for accessories such as necklaces.
 
  
'''Fitting Slots'''
 
  
This is where you can pick the layer in which your clothes will be placed on the avatar and also choose the avatar slots. If you have a t-shirt for example, and don’t want it to be worn with other items, you will have to check the upper chest, chest and back slots. If you set your clothing as Underwear layer, it means other clothing can go over them. If you set your item as baggy and outerwear, it means that other items of clothing can be worn under it.
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==== Fitting and Slots ====
  
  
'''Deletion and Tucking'''
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[[File:Fittingslot.png]]
  
There are three options for deleting and tucking. You can choose to push and delete, which will push one mesh slightly into another, and delete the underneath mesh. This is useful if you are making a shirt and trouser combo where the shirt is tucked into the trousers. The Push only option will push the top mesh into the underneath mesh, but not delete the underneath mesh. And finally, you can choose to ignore this all together if you don’t want to use this setting.
 
  
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Fitting and slots is where you will find all the settings for the fit of the clothing and the clothing slots.
  
 +
*Layer - This is where you can choose the layer of your clothing. For example, underwear would be under the Underwear layer, and a coat would be under the Baggy and Outerwear layer. If you set your clothing as Underwear layer, it means other clothing can go over them. If you set your item as baggy and outerwear, it means that other items of clothing can be worn under it. For a guide on layers, please see this [[Clothing/Layers_Guide|layers]] page.
  
'''Fitting'''
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*Fitting Slots - The avatar slots are where the skeleton will be deleted under the clothing. If you have a t-shirt for example, and don’t want it to be worn with other items, you will have to check the upper chest, chest and back slots.
  
Direction sets the direction of the fit of clothing. This is used if the clothing is the wrong way round.
 
  
Bagginess sets the bagginess of the clothing. There is tight, loose and baggy to choose from.
 
  
The Skip Deletion check box when ticked will skip the deletion process of the skin of the avatar underneath the clothing.  
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==== Skin and Clothing Deletion ====
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 +
 
 +
[[File:SkinandCloth.png]]
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 +
 
 +
This is where you can add deletion zones, preservation zones, recalculate bounds and also change the settings for deletion and tucking, fitting and obscuration tuning.
 +
 
 +
*Deletion Zone Settings - The deletion zones are used for selecting an area of the avatar which you want to be deleted under clothing. This can be used for certain types of clothing which need a little extra deletion underneath.
 +
 
 +
*Preservation Zone Settings - Preservation zones are used for selecting an area of the avatar which you want to keep under clothing. This is useful if you have clothing with holes in, e.g, a dress with a slit or a corset with a lace-up back.
 +
 
 +
*Deletion and Tucking - There are three options for deleting and tucking. You can choose to push and delete, which will push one mesh slightly into another, and delete the underneath mesh. This is useful if you are making a shirt and trouser combo where the shirt is tucked into the trousers. The Push only option will push the top mesh into the underneath mesh, but not delete the underneath mesh. And finally, you can choose to ignore this all together if you don’t want to use this setting.
 +
 
 +
*Fitting - Direction sets the direction of the fit of clothing. This is used if the clothing is the wrong way round.Bagginess sets the bagginess of the clothing. There is tight, loose and baggy to choose from.The Skip Deletion check box when ticked will skip the deletion process of the skin of the avatar underneath the clothing.
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 +
*Tags -
 +
 
 +
*Obscuration Tuning - These values tune how far clothing will search (in meters) for skin to remove automatically. Larger values will remove more skin. It is not recommended to alter these values.
 +
 
 +
 
 +
 
 +
==== Materials and Patterns ====
 +
 
 +
 
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[[File:MaterialsP.png|650px]]
  
  
===Materials===
 
  
 
Materials is where you can set to keep the material always of the clothing or attachment. If you plan to use the pattern system which allows for color and texture variations, leave the ‘Keep Materials Always’ unticked.  
 
Materials is where you can set to keep the material always of the clothing or attachment. If you plan to use the pattern system which allows for color and texture variations, leave the ‘Keep Materials Always’ unticked.  
  
  
===Rigging===
 
  
This is where you will find the settings needed for auto-weighting the clothing.
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==== Level of Detail ====
  
'''Manual Weighting'''
 
  
Manual Weighting is for when you have manually rigged the clothing to the base avatar in another 3D program. Flip Y and Z will need to be ticked if the program you are using has flipped axises.
 
  
If you have not manually weighted the clothing item, you can auto-weight with the automatic weighting setting.
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[[File:Levelofdetail.png]]
  
'''Automatic Weighting'''
 
  
Automatic weighting has two options, standard weighting and relaxed weighting. To initiate the weighting, you need to click on the Convert to Skinned.  
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This is where you can add in the high, medium and low LOD objects of the clothing. If you do not add any, we will set it to medium by default.
  
When you have converted the clothing, you will see an option called Mesh Rotational Adjustment. You can rotate the clothing mesh if it doesn’t line up with the avatar outline.
 
  
'''Deletion Zone Settings'''
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==== Automatic Skin Weighting ====
  
You can add deletion zones to the clothing. The deletion zones are good for clothing such as turtlenecks, so you can manually delete the skin behind the collar.
 
  
'''Preservation Zone Settings'''
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[[File:Autoweighting.png]]
  
You can add preservation zones manually to your clothing. This is a good thing to use if you have clothing with cut outs.
 
  
'''Level of Detail'''
 
  
Here you can add three different poly models of the clothing; High poly, medium poly and low poly. The closer you get to the avatar, the high poly model will be visible. If you have the camera further away, the low poly model will be visible.  
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This is where you will find the settings needed for auto-weighting the clothing.  
  
 +
*Automatic Skin Weighting - This will automatically do the skin weighting for you without you having to do anything manually when you press the button. You can also add in a Custom Template here. This custom template is used if you have manually rigged and weighted clothes to a model in 3D software. You will need to drag the model into the Custom Template box.
  
===Miscellaneous===
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*Advanced Weighting Settings - You can change settings for weighting here for better outcomes manually under the advanced weighting settings.
  
'''Advanced Shoe Settings'''
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==== Feet Settings ====
  
When this setting is ticked, you can alter the heel and avtar placement. You can check the blend shapes on the character archetypes to precisely line up shoes.  
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[[File:Feetsetting.png]]
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 +
 
 +
 
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When the 'Use Heel Settings' is ticked, you can alter the heel and avatar placement. You can check the blend shapes on the character archetypes to precisely line up shoes.  
  
 
Morph Targets is where you enter the data for the Heel Amount, Arch Offset, and Height Offset.  
 
Morph Targets is where you enter the data for the Heel Amount, Arch Offset, and Height Offset.  
  
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Here is more information on how to set up shoes with [[Clothing/Boots_And_Heels|heels]].
  
====Costume====
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=== Costume ===
  
This is where you can add the options for a full body replacement costume.
 
  
'''Skeleton'''
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[[File:Costumes1.png]]
  
This is where you select the base skeleton for the costume. This will either be Base Female or Base Male.
 
  
'''Fitting Slots'''
 
  
The fitting slot for costumes is called costume. When this is ticked, this will stop all clothing from covering the costume, so tick this box.  
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This is where you can add the options for a full body replacement costume.  
  
 +
*Referenced Prefab - This is where the root template of your costume will be. You will need to drag the costume into the Root Template box. For example, if you have a self-made avatar you want to use in sinespace, you will need to drag this avatar game object into this box.
  
'''Referenced Prefab'''
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*LOD Variants - This is where you can drag the low and high poly variants of your costume/avatar.
  
This is where the root template of your costume will be. You will need to drag the costume into the Root Template box. For example, if you have a self-made avatar you want to use in sinespace, you will need to drag this avatar game object into this box.
 
  
  
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=== Skin Material ===
  
====Skin====
 
  
This is where you can add the options for skin.  
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[[File:Skinmaterial1.png]]
  
'''Skeleton'''
 
  
Pick from the Base Female or Base Male skeleton here.
 
  
'''Fitting Slots'''
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This section should only be used if you are adjusting the skin shader with a custom material. If you are just making a skin, we recommend using the tattoo and makeup system.
  
The fitting slots for skin is called Skin Base. You will need to check this slot to make sure the skin works properly.
 
  
'''Skin Setup'''
 
  
You will need to tick the Only Contains Skin box if you are uploading a skin base.
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=== Tattoos and Makeup ===
  
'''Materials'''
 
  
This is where you can add the material used on the skin. In the Size box, put the number of materials you have. For example, if you only have one material for skin, put 1 in this box then click on ‘Add Material’ to be able to drag the needed material into the Material box.  
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[[File:Tattoos makeup.png]]
  
  
====Tattoo====
 
  
 
This is where you can add tattoos, make up e.t.c as layers.  
 
This is where you can add tattoos, make up e.t.c as layers.  
  
'''Skeleton'''
 
  
Choose from Base Female or Base Male.
 
  
'''Enabled'''
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*Enabled - Check this box to enable the layers.
  
Check this box to enable the layers.  
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*Type - Here you can choose from different types of layers. Overlay will be an overlay layer, Tattoo will be for a tattoo, Make up is for make up, Skin is for a skin overlay layer, and Base Skin layer will replace the original avatar skin.
  
'''Type'''
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*Blend - You can choose from a range of blend options here such as darken or soft light, they work a bit like layer masks.
  
Here you can choose from different types of layers. Overlay will be an overlay layer, Tattoo will be for a tattoo, Make up is for make up, Skin is for a skin overlay layer, and Base Skin layer will replace the original avatar skin.
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*Default Tint - This is the default tint of the layer. If you want a black tattoo for example, you can set the default tint to black.  
  
'''Blend'''
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*Mask Mode - You have two options here, you can choose Use Albedo Alpha, or Use Albedo Alpha ignoring Albedo.
  
You can choose from a range of blend options here.  
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*Albedo - This is where you drag the texture for the albedo.  
  
'''Default Tint'''
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*Metal Smoothness - This is where you drag the texture for the metal smoothness.
  
This is the default tint of the layer. If you want a black tattoo for example, you can set the default tint to black.  
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*Normal - This is where you drag the texture for the normal map.  
  
'''Mask Mode'''
 
  
You have two options here, you can choose Use Albedo Alpha, or Use Albedo Alpha ignoring Albedo.
 
  
'''Albedo'''
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=== Shapes ===
  
This is where you drag the texture for the albedo.
 
  
'''Metal Smoothness'''
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[[File:Shapes1.png]]
  
This is where you drag the texture for the metal smoothness.
 
  
'''Normal'''
 
  
This is where you drag the texture for the normal map.  
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This is where you can paste the shape data from the client to add a shape preset to your clothing.  
  
  
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=== Animation ===
  
===Shape===
 
  
 +
[[File:Animationcontroller1.png]]
  
  
====Animation====
 
  
'''Skeleton'''
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This is where you add the information from your animation controller.
  
Pick from Base Female or Base Male.
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*Animation Overrides - This is where you will state the number of animation overrides, then add the element slot and humanoid animation clip.  
  
 +
*Controller - This is where you drag in your animation controller.
  
'''Fitting Slots'''
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*Property Names - These properties should match the property values in the animation controller.  
 
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You will need to check the animation fitting slot for the animation to work.  
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==Customisation==
 
==Customisation==
  
Note - This field has been replaced by the new ‘Customisation’ field on the Virtual Good component. It is recommended to use that customisation field, but this method will also work.
 
  
'''Restrict Customisation'''
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[[File:Customisationcs.png]]
  
If this is ticked, it will restrict customisation of the clothing from other users/creators.  
+
 
 +
 
 +
Note - This field has been replaced by the new ‘Customisation’ field on the Virtual Good component. It is recommended to use that customisation field, but this method will also work.
 +
 
 +
*Restrict Customisation - If this is ticked, it will restrict customisation of the clothing from other users/creators.  
  
  
 
==Submission==
 
==Submission==
 +
 +
 +
[[File:Submissioncs.png]]
 +
 +
  
 
This is where the final settings for uploading the clothing item are.  
 
This is where the final settings for uploading the clothing item are.  
  
'''Finalise'''
 
  
You can either click on ‘Prepare’ to finalise the settings on the clothing, or you can click on ‘Recalculate Occlusion’ to recalculate the occlusion.  
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*Finalise - You can either click on ‘Prepare’ to finalise the settings on the clothing, or you can click on ‘Recalculate Occlusion’ to recalculate the occlusion.  
Performance Score
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When calculated, this will show an estimate of the GPU and CPU power required to render the item.  
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 +
 
 +
==Review==
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 +
[[File:Reviewperform.png]]
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 +
 
 +
This is where you can see the performance score, which is a quick estimate of the GPU and CPU power required to render the item. You can also change the Type Override to see an estimate of GPU and CPU power for similar items such as shorts, dresses or jackets.
 +
 
  
 
Once all of these settings have been set, you need to add the Virtual Good component to the clothing item to upload to sinespace.
 
Once all of these settings have been set, you need to add the Virtual Good component to the clothing item to upload to sinespace.
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{{Creation Navbox}}

Latest revision as of 08:24, 15 July 2019

The clothing item setting component is used whenever you want to upload clothing to the sinespace shop.

The clothing item setting component is split into different sub catergories. Each sub-catergory has different settings for the clothing and the uploading of the item.

When you have imported your clothing item into Unity, make sure it is selected, and go to the Inspector window and click on ‘Add Component’ and search for Clothing to add the Clothing Item Settings component to your clothing item.


Overviewclothing2.png


As you can see in the above image, there are four main catergories: Item, Customisation, Submission and Review; Under each of these main categories are sub-categories.


Item

Item is where you can change the skeleton of the avatar to match the clothing you are uploading, and you will also see a list of categories to choose from. The list of categories is:

  • Clothing
  • Costumes
  • Skin Material
  • Tattoos and Makeup
  • Shapes
  • Animations and Controllers

Underneath is an explanation for all of these categories and their sub-categories.


Clothing

There are six sub-categories of clothing settings under the clothing category. These categories are:

  • Fitting and Slots
  • Skin and Cloth Deletion
  • Materials and Patterns
  • Level of Detail
  • Automatic Skin Weighting
  • Feet Settings

At the top of the clothing settings, you can change the type of clothing you are uploading. The types are Rigged Clothing and Attachments.


Clothingcats.png


Fitting and Slots

Fittingslot.png


Fitting and slots is where you will find all the settings for the fit of the clothing and the clothing slots.

  • Layer - This is where you can choose the layer of your clothing. For example, underwear would be under the Underwear layer, and a coat would be under the Baggy and Outerwear layer. If you set your clothing as Underwear layer, it means other clothing can go over them. If you set your item as baggy and outerwear, it means that other items of clothing can be worn under it. For a guide on layers, please see this layers page.
  • Fitting Slots - The avatar slots are where the skeleton will be deleted under the clothing. If you have a t-shirt for example, and don’t want it to be worn with other items, you will have to check the upper chest, chest and back slots.


Skin and Clothing Deletion

SkinandCloth.png


This is where you can add deletion zones, preservation zones, recalculate bounds and also change the settings for deletion and tucking, fitting and obscuration tuning.

  • Deletion Zone Settings - The deletion zones are used for selecting an area of the avatar which you want to be deleted under clothing. This can be used for certain types of clothing which need a little extra deletion underneath.
  • Preservation Zone Settings - Preservation zones are used for selecting an area of the avatar which you want to keep under clothing. This is useful if you have clothing with holes in, e.g, a dress with a slit or a corset with a lace-up back.
  • Deletion and Tucking - There are three options for deleting and tucking. You can choose to push and delete, which will push one mesh slightly into another, and delete the underneath mesh. This is useful if you are making a shirt and trouser combo where the shirt is tucked into the trousers. The Push only option will push the top mesh into the underneath mesh, but not delete the underneath mesh. And finally, you can choose to ignore this all together if you don’t want to use this setting.
  • Fitting - Direction sets the direction of the fit of clothing. This is used if the clothing is the wrong way round.Bagginess sets the bagginess of the clothing. There is tight, loose and baggy to choose from.The Skip Deletion check box when ticked will skip the deletion process of the skin of the avatar underneath the clothing.
  • Tags -
  • Obscuration Tuning - These values tune how far clothing will search (in meters) for skin to remove automatically. Larger values will remove more skin. It is not recommended to alter these values.


Materials and Patterns

MaterialsP.png


Materials is where you can set to keep the material always of the clothing or attachment. If you plan to use the pattern system which allows for color and texture variations, leave the ‘Keep Materials Always’ unticked.


Level of Detail

Levelofdetail.png


This is where you can add in the high, medium and low LOD objects of the clothing. If you do not add any, we will set it to medium by default.


Automatic Skin Weighting

Autoweighting.png


This is where you will find the settings needed for auto-weighting the clothing.

  • Automatic Skin Weighting - This will automatically do the skin weighting for you without you having to do anything manually when you press the button. You can also add in a Custom Template here. This custom template is used if you have manually rigged and weighted clothes to a model in 3D software. You will need to drag the model into the Custom Template box.
  • Advanced Weighting Settings - You can change settings for weighting here for better outcomes manually under the advanced weighting settings.

Feet Settings

Feetsetting.png


When the 'Use Heel Settings' is ticked, you can alter the heel and avatar placement. You can check the blend shapes on the character archetypes to precisely line up shoes.

Morph Targets is where you enter the data for the Heel Amount, Arch Offset, and Height Offset.

Here is more information on how to set up shoes with heels.

Costume

Costumes1.png


This is where you can add the options for a full body replacement costume.

  • Referenced Prefab - This is where the root template of your costume will be. You will need to drag the costume into the Root Template box. For example, if you have a self-made avatar you want to use in sinespace, you will need to drag this avatar game object into this box.
  • LOD Variants - This is where you can drag the low and high poly variants of your costume/avatar.


Skin Material

Skinmaterial1.png


This section should only be used if you are adjusting the skin shader with a custom material. If you are just making a skin, we recommend using the tattoo and makeup system.


Tattoos and Makeup

Tattoos makeup.png


This is where you can add tattoos, make up e.t.c as layers.


  • Enabled - Check this box to enable the layers.
  • Type - Here you can choose from different types of layers. Overlay will be an overlay layer, Tattoo will be for a tattoo, Make up is for make up, Skin is for a skin overlay layer, and Base Skin layer will replace the original avatar skin.
  • Blend - You can choose from a range of blend options here such as darken or soft light, they work a bit like layer masks.
  • Default Tint - This is the default tint of the layer. If you want a black tattoo for example, you can set the default tint to black.
  • Mask Mode - You have two options here, you can choose Use Albedo Alpha, or Use Albedo Alpha ignoring Albedo.
  • Albedo - This is where you drag the texture for the albedo.
  • Metal Smoothness - This is where you drag the texture for the metal smoothness.
  • Normal - This is where you drag the texture for the normal map.


Shapes

Shapes1.png


This is where you can paste the shape data from the client to add a shape preset to your clothing.


Animation

Animationcontroller1.png


This is where you add the information from your animation controller.

  • Animation Overrides - This is where you will state the number of animation overrides, then add the element slot and humanoid animation clip.
  • Controller - This is where you drag in your animation controller.
  • Property Names - These properties should match the property values in the animation controller.


Customisation

Customisationcs.png


Note - This field has been replaced by the new ‘Customisation’ field on the Virtual Good component. It is recommended to use that customisation field, but this method will also work.

  • Restrict Customisation - If this is ticked, it will restrict customisation of the clothing from other users/creators.


Submission

Submissioncs.png


This is where the final settings for uploading the clothing item are.


  • Finalise - You can either click on ‘Prepare’ to finalise the settings on the clothing, or you can click on ‘Recalculate Occlusion’ to recalculate the occlusion.


Review

Reviewperform.png


This is where you can see the performance score, which is a quick estimate of the GPU and CPU power required to render the item. You can also change the Type Override to see an estimate of GPU and CPU power for similar items such as shorts, dresses or jackets.


Once all of these settings have been set, you need to add the Virtual Good component to the clothing item to upload to sinespace.