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Difference between revisions of "Full Body Replacement Costumes"

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If your new avatar is humanoid you may want it compatible with the current avatar animations already in space or any custom animations you wish to add.<br>
 
If your new avatar is humanoid you may want it compatible with the current avatar animations already in space or any custom animations you wish to add.<br>
Click on the original FBX file in your Assets,  Under the 'Rig' tab on the Model Importer in the Inspector, select 'Humanoid'. You may need/want to configure this.<p>
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Click on the original FBX file in your Assets,  Under the 'Rig' tab on the Model Importer in the Inspector, select 'Humanoid'. You may need/want to configure this.<br>
  
[[File:rig.jpg]]
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[[File:rig.PNG]]

Revision as of 17:22, 3 November 2016

In space you can completely customize your avatar skeleton anything from an alien, fire elemental to a dragon.

There is two parts to this particular feature - Costumes - costumes are an object which replaces your base skeleton mesh with something
entirely custom. We load the Game Object whole and insert it into the avatar hierarchy on load. The costume can be anything a box to a particle

system such as a fire elemental. You can add custom animations so for an example the particle system could change colors as you walk.

Note: You will need to be using the space asset pack 7.5 or later.<p> To Create A Costume Create your avatar as a normal game object with whatever elements you want, if it has an animator on it, you should uncheck "Apply Root Motion".
If ‘Apply Root Motion’ is greyed out, drag your model into your scene, then drag it back into the assets folder to convert it from a 'Model Prefab'
to a plain 'Prefab'. If your new avatar is humanoid you may want it compatible with the current avatar animations already in space or any custom animations you wish to add.
Click on the original FBX file in your Assets, Under the 'Rig' tab on the Model Importer in the Inspector, select 'Humanoid'. You may need/want to configure this.
Rig.PNG