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Difference between revisions of "Importing and Uploading Clothing"

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This is in the middle of an update. Please ask for any help needed. Discord fashion and clothing.
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https://discord.gg/sinespace
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This tutorial does require needing to be setup with the [[Download_Editor_Pack|Editor Pack]].  
 
This tutorial does require needing to be setup with the [[Download_Editor_Pack|Editor Pack]].  
  
  
You can make clothing for your avatars in Space by using any 3D software of your choice.
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You can make clothing for your avatars in Sinespace by using any 3D software of your choice.
 
You can use the avatars from the editor pack as a reference for your clothing; Just import it into your software and start making your clothing!  
 
You can use the avatars from the editor pack as a reference for your clothing; Just import it into your software and start making your clothing!  
 
Once your clothing is made, you can export the clothing as obj or fbx files, save it anywhere you want, and from there, you can setup your scene ready for importing your clothing item for upload.  
 
Once your clothing is made, you can export the clothing as obj or fbx files, save it anywhere you want, and from there, you can setup your scene ready for importing your clothing item for upload.  
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Make sure you put the same reference avatar (male or female) you used to make clothing into your scene, just in case you need it for resizing your item or any other changes.  
 
Make sure you put the same reference avatar (male or female) you used to make clothing into your scene, just in case you need it for resizing your item or any other changes.  
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==Importing Your Clothing Item==
 
==Importing Your Clothing Item==
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[[File:Unityimport.png|300px]]
 
[[File:Unityimport.png|300px]]
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===Manually Rigged Clothing===
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'''If you are importing manually rigged clothing, make sure your mesh is exported with a Location of <0.0,0.0,0.0> and Scale of <1.0, 1.0, 1.0> and Rotation of <-90,0,0>, and to tick "Experimental" and press apply transform in Export Settings.'''
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[[File:Manualrigproperties.jpg]]
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[[File:Manualrigexportsetting.png]]
  
 
==Steps of Uploading==
 
==Steps of Uploading==
  
Open the folder you put your item in in Unity, and find the obj file. Drag this file into the Unity hierarchy. The Space avatar should be listed there too.  
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Open the folder you put your item in in Unity, and find the obj/fbx file. Drag this file into the Unity hierarchy. The Space avatar should be listed there too.  
  
  
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[[File:Importsettings.jpg]]
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[[File:InspectorImportSettings.png|1000px]]
  
2. Click on the clothing item in the hierarchy, and under the Inspector window on the right hand side of the screen, click on Add Component.  
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2. Click on the clothing item in the hierarchy, and under the Inspector window on the right hand side of the screen, click on Add Component and search for Clothing Item Settings and add it.  
  
[[ File:Inspectorwindowaddc.jpg]]
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[[File:Clothingitemsettingup.png|1000px]]
  
  
3. After clicking on Add Component, use the search bar in the pop up to search for ‘Make Clothing or Attachment’ and click on it. This will add Clothing Items Settings under the Inspector window. Please see the [[Clothing/Clothing_Item_Setting|Clothing Item Setting]] page to see what each part of the clothing settings does.
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This will add Clothing Items Settings under the Inspector window. Please see the [[Clothing/Clothing_Item_Setting|Clothing Item Setting]] page to see what each part of the clothing settings does.
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[[File:Overviewclothing2.png]]
  
  
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'''Clothing Setup'''
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'''Fitting and slots'''
  
The clothing slots will need to be set up for the item.
 
These clothing slots will stop other items from being attached to the stated area of the avatar, so, for example, if you have made a t-shirt, you will want to make sure that the chest and upper chest is checked.
 
You don’t need to check the back or arms as the back slot is for wings and the arm slots are for bangles and bracelets.
 
  
[[File:Clothingslots.jpg]]
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[[File:Fittingslot.png]]
  
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You can choose the layer of your clothing here and also set the slots for the item. If you set the layer to 'Underwear' for example, this means other clothing with different layers can go over the top of your clothing. If you set the layer to 'Outwear', other clothing can go underneath it. For items like jeans and t-shirts, 'Close Fitting' is a good layer to set it to.
  
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You will need to check the slots of the item. 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
  
'''Layer'''
 
  
This setting allows you to set the layer for the clothing.
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'''Skin and Cloth Deletion'''
The layer setting is dependent on what type of clothing you have made, so if you have made skin tight clothing, choose the skin tight option on the dropdown menu of Layer, and if you have made close fitting clothing, choose close fitting and so on.
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'''Keep Material Always'''
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[[File:SkinandCloth.png]]
  
You will need to check this option so the material on your clothing will be visible when you upload your item.  
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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.
  
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*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.
  
'''Restrict Customization'''
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*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.
  
If you don’t want other users in Space to be able to customise the clothing you made, then check this option.  
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*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.
Once all this has been set, you need to click on the Convert to Skinned button.
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[[ File:Convertskin.jpg]]
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This will add skinning/weighting information to the clothing.  
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*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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*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.
  
==Preparing the Clothing==
 
  
To prepare the clothing, all you need to do is click the Prepare button underneath the Finalise subheader.
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'''Materials and patterns'''
  
[[File:Prepare.jpg]]
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You will need to check this option so the material on your clothing will be visible when you upload your item. Please leave this unchecked if you plan on adding pattern variations.  
  
  
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'''Level of Detail'''
  
==Making the Prefab==
 
  
A prefab of your item is needed for uploading. To make a prefab, simply drag your item from the hierarchy into the project folder.  
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[[File:LOD1.png|600px]]
  
[[File:Makeprefab.jpg]]
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This setting is optional. If you want to include high, medium and low detail you can do so here by dragging in the game object containing the SkinnedMeshRender component. If you do not want to include these, the default LOD for your clothing item will be medium.
  
  
==Setting up the Prefab for Upload==
 
  
The prefab will be selected already from dragging and dropping into the project window.
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'''Automatic Skin Weighting'''
With it selected, you will see it has all the same information under the Inspector window as the original obj file.
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Right at the bottom of the Inspector window, underneath the Finalise subheader, you will see another Add Component button.
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Click on it, and search for Virtual Good and chose it. Choosing Virtual Good will allow you to set your clothing item as a salable good in Space.
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==Virtual Good Settings==
 
  
Scroll down a bit on your Inspector window until you can see all of the Virtual Good settings.  
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[[File:Autoweighting.png]]
These settings are very important as these will be used for information in Space about your clothing. These settings are:
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*Content Type
 
*Primary Description
 
*Images and Icons
 
*Pricing
 
*Content Rating
 
*Creator Information
 
*Resume Existing Item
 
*Upload Content
 
  
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When you have hit 'Prepare' on your clothing item, you can come back to this setting and re-weight the item or change the advanced weighting settings.
  
'''Content Type'''
 
  
The content type is used to categorise your items. As this will be clothing, you will need to set the content type on the dropdown menu to clothing.
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'''Feet Settings'''
  
  
'''Primary Description'''
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[[File:FeetSettings.png|600px]]
  
This includes the name of the item, the language, description and brand. For example, in this tutorials screenshots, I have used a T-shirt, so, for the language I would choose English, name I would choose something like
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You only need to use this setting if you are uploading high heels and need to adjust the heel height and avatar placement.  
‘Purple Loose T-shirt’ and the description, something simple like ‘ purple loose fitting t-shirt for females’.
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The brand is whatever you want to name your brand, in the case of the t-shirt, it would be Sinewave.
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This is entirely up to you depending on what clothing you have created and what you want to name it.  
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'''Images and Icons'''
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'''Clothing Settings - Customisation tab'''
  
This setting is used for adding a picture of your item to the store in Space and to inventories. There is also an option to add a brand picture too.
 
Item Store Icon: Must be 430x430px and be a png.
 
Item Inventory Icon: Must be 96x96px and be a png.
 
Brand Icon: Must be 140x60px and be a png.
 
  
The best way to add these icons is to take some screenshots of the item in Unity with good lighting (I use white planes as a floor and backdrop) then make them the appropriate size in a photo editing software of your choice, and save them in the project folder of your clothing item.  
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[[File:Customisationcs.png]]
You can find the project folder by opening Explorer, and navigating to the Space Editor Pack folder, then finding your clothing project folder!
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Here you can restrict other users from customizing your items.
  
'''Pricing'''
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==Preparing the Clothing==
  
You can set the price of your clothing item here, and you also have a choice to set the item Not for Sale.  
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To prepare the clothing, all you need to do is click the big blue prepare button to get the clothing ready to upload. This will add all of the weighting settings and all of your other settings.
If you set the item not for sale, it will only appear in your inventory, not in the Space store.
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Set the price of the item in Silver and Gold to whatever you want it to be available for, for example, the purple t-shirt will cost 150 Silver and 5 Gold.
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''Note: Gold is purchased with real currency.''
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[[File:Preparefin.png|600px]]
  
'''Content Rating'''
 
  
Content rating lets you set the rating for your clothing item. The ratings are:
 
*Everyone (suitable for all audiences)
 
*Teen (suitable for 13+, non-graphic violence)
 
*Mature (Suitable for 16+ graphic violence and mature themes)
 
*Adult (Suitable for 18+ violence, sexual themes)
 
*Explicit, contents adult content (Locked to age verified users)
 
  
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==Making the Prefab==
  
Please set this appropriately. For the purple t-shirt, I would set it to Everyone.  
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A prefab of your item is needed for uploading. To make a prefab, simply drag your item from the hierarchy into the project folder.  
  
'''Creator Information'''
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[[File:Makeaprefab.png]]
  
The creator information includes developer name and copyright. The purple t-shirt in this tutorial would have the developer name of Sinewave and the copyright would be my name. Again, set this to your needs.
 
  
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==Setting up the Prefab for Upload==
  
'''Resume Existing Item'''
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The prefab will be selected already from dragging and dropping into the project window.
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With it selected, you will see it has all the same information under the Inspector window as the original obj/fbx file.
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Underneath the clothing item setting component, you will see another Add Component button.
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Click on it, and search for Virtual Good and add it. Adding the Virtual Good will allow you to set your clothing item as a salable good in Sinespace.
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==Virtual Good Settings==
  
This is only needed if you have previously uploaded an item and want to change it. The Item ID can be found under the Space tab at the top of the screen, and on the dropdown menu Items and Status.  
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Once you have added the virtual good component, you can go to our [[Virtual_Goods|Virtual Goods]] page to see how this component works. This is used to upload your item to Sinespace.  
  
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For clothing, under the Basic tab of the virtual good component, set the Type to Clothing, then choose the appropriate category. The rest of the virtual good component you can fill out how you want to.
  
'''Upload Content'''
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[[File:Clothingbasic.png|600px]]
  
This is where you upload your item to Space. Make sure that you have filled in all the details under Virtual Good Settings to your needs before beginning the upload.
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To check on your items' upload progress, go to our [https://curator.sine.space/ curator site].
Once you are happy with the settings, you can go ahead and click on Automatic Submission. This will start the upload for your item. You will receive emails on your upload status at the email registered to the curator site. Once you receive an email stating that your item has finished processing, you can view your item under your inventory or in the Space Store at https://staging.sine.space
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{{Tutorials Navbox}}
 
{{Tutorials Navbox}}

Latest revision as of 16:34, 11 September 2021



This is in the middle of an update. Please ask for any help needed. Discord fashion and clothing. https://discord.gg/sinespace



This tutorial does require needing to be setup with the Editor Pack.


You can make clothing for your avatars in Sinespace by using any 3D software of your choice. You can use the avatars from the editor pack as a reference for your clothing; Just import it into your software and start making your clothing! Once your clothing is made, you can export the clothing as obj or fbx files, save it anywhere you want, and from there, you can setup your scene ready for importing your clothing item for upload.

Setting Up Your Unity Scene For Uploading

Make sure you put the same reference avatar (male or female) you used to make clothing into your scene, just in case you need it for resizing your item or any other changes.


Importing Your Clothing Item

You will need to import your clothing item into the scene as well. First, go to Assets at the top of Unity, and then on the dropdown menu, choose Import Asset. This will open up your Explorer, and you can find your clothing item which you saved as an obj/fbx file. Once found, you can click on Import, and the item will be dropped into the main Assets folder. You can create a new folder and name it for organisation of your items.


Unityimport.png

Manually Rigged Clothing

If you are importing manually rigged clothing, make sure your mesh is exported with a Location of <0.0,0.0,0.0> and Scale of <1.0, 1.0, 1.0> and Rotation of <-90,0,0>, and to tick "Experimental" and press apply transform in Export Settings.

Manualrigproperties.jpg Manualrigexportsetting.png

Steps of Uploading

Open the folder you put your item in in Unity, and find the obj/fbx file. Drag this file into the Unity hierarchy. The Space avatar should be listed there too.


Clothinghierarchy.png

This should automatically fit your clothing to the avatar, but if it doesn’t, you might have to change the scale of the item under its Import Settings to 0.01. You can access the Import Settings by clicking the item in its Unity folder. If you used Blender to make the clothing, then the clothing should be the right scale already.


InspectorImportSettings.png

2. Click on the clothing item in the hierarchy, and under the Inspector window on the right hand side of the screen, click on Add Component and search for Clothing Item Settings and add it.

Clothingitemsettingup.png


This will add Clothing Items Settings under the Inspector window. Please see the Clothing Item Setting page to see what each part of the clothing settings does.


Overviewclothing2.png


Skeleton Selection

The skeleton selection needs to be set to the same skeleton you used for making the clothing, so if you chose the female Space avatar, you will need to set this to Base Female, and if you used the male avatar, you will need to set this to Base Male.


Fitting and slots


Fittingslot.png

You can choose the layer of your clothing here and also set the slots for the item. If you set the layer to 'Underwear' for example, this means other clothing with different layers can go over the top of your clothing. If you set the layer to 'Outwear', other clothing can go underneath it. For items like jeans and t-shirts, 'Close Fitting' is a good layer to set it to.

You will need to check the slots of the item. 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 Cloth 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.
  • 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

You will need to check this option so the material on your clothing will be visible when you upload your item. Please leave this unchecked if you plan on adding pattern variations.


Level of Detail


LOD1.png

This setting is optional. If you want to include high, medium and low detail you can do so here by dragging in the game object containing the SkinnedMeshRender component. If you do not want to include these, the default LOD for your clothing item will be medium.


Automatic Skin Weighting


Autoweighting.png


When you have hit 'Prepare' on your clothing item, you can come back to this setting and re-weight the item or change the advanced weighting settings.


Feet Settings


FeetSettings.png

You only need to use this setting if you are uploading high heels and need to adjust the heel height and avatar placement.


Clothing Settings - Customisation tab


Customisationcs.png

Here you can restrict other users from customizing your items.

Preparing the Clothing

To prepare the clothing, all you need to do is click the big blue prepare button to get the clothing ready to upload. This will add all of the weighting settings and all of your other settings.

Preparefin.png


Making the Prefab

A prefab of your item is needed for uploading. To make a prefab, simply drag your item from the hierarchy into the project folder.

Makeaprefab.png


Setting up the Prefab for Upload

The prefab will be selected already from dragging and dropping into the project window. With it selected, you will see it has all the same information under the Inspector window as the original obj/fbx file. Underneath the clothing item setting component, you will see another Add Component button. Click on it, and search for Virtual Good and add it. Adding the Virtual Good will allow you to set your clothing item as a salable good in Sinespace.

Virtual Good Settings

Once you have added the virtual good component, you can go to our Virtual Goods page to see how this component works. This is used to upload your item to Sinespace.

For clothing, under the Basic tab of the virtual good component, set the Type to Clothing, then choose the appropriate category. The rest of the virtual good component you can fill out how you want to.

Clothingbasic.png

To check on your items' upload progress, go to our curator site.