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Difference between revisions of "Clothing/Attachments"

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Space has the option to add attachments to your avatar. These can be anything from a sword, to jewellery, even other weapons such as guns, crossbows or shields.
  
==Set up scene==
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You can also use the attachment option to have your avatar wear certain types of armor such as shoulder pads.
  
Create new scene.
 
  
Import appropriate male or skeleton for your attachment.
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==Setting up for the Attachment==
  
Import clothing attachment item.
 
  
==Make Clothing or Attachment==
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You can make an attachment the same way as any other 3D model you would make and import into Unity, or you can use assets from the Unity Asset Store and import them into Unity to use as your attachment.
  
Add the Make Clothing or Attachment component to your attachment.
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You can follow our guide [[Clothing/Importing|here]] on how to import 3D meshes.
  
  
[[File:Add_clothing_1.jpg]]
 
  
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====Setup your scene====
  
'''Skeleton Selection'''
 
  
Choose the relevant skeleton for your clothing item. Please note Space supports multiple third party skeletons as well as it's own native male and female models.
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The first thing you want to do is add your avatar skeleton into your unity scene. You can use either the default space avatars or your own avatar.
  
'''Slots'''
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If you want to have the attachment available to all avatars and for it to look correctly placed, you might to need to repeat these steps a couple of times for each avatar.
  
Tick the slots your clothing item should occupy exclusively. Be careful not to select slots unnecessarily; for instance, a Face mask would cover Face and Slight parts of neck. But selecting neck as well would prevent users from wearing the mask with a necklace or any neck accesories.
 
  
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====Set up the attachment item====
  
  
'''Keep materials always'''
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When you have the avatar in the scene, you need to also drag the item you are using as an attachment into the scene from your project window.
  
Tick if your item has only one variation.
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When it is in the scene, you will want to place the item in the area of the avatar in which it will placed, for example, if you have a necklace as an attachment, place the necklace around the neck.  
  
If you have multiple patterns or colours for an item, untick this box and follow [[Clothing variations]] for further details on submitting multiple patterns for a single clothing mesh.
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If you have a sword, place the sword in the hand of the avatar.  
  
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I have a choker as an example, so I have placed it where a choker would usually sit on the neck.
  
'''Attachment'''
 
  
  
[[File:Add_clothing_2.jpg]]
 
  
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[[File:Attachmentplacement.jpg]]
  
Tick if your item is an attachement. Then select appropriate bone from "Attach to this bone."
 
  
  
'''Prepare'''
 
  
Once clicked this will show the results of the skin deletion and weighting.
 
  
  
==Add virtual goods script==
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===Clothing Settings===
  
Attach the virtual goods script and complete the submission process.
 
  
See [[Virtual goods]] for more details on the virtual goods script.
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With the item selected in the hierarchy, click on Add component in the inspector window and search for clothing item settings. Add this component.
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Once this is added, you will see the clothing item settings. For attachments, there are a few things you need to check for the attachment to work correctly.
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====Slots====
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The slot you choose for the attachment depends on where it has been placed. For a necklace, you will need to choose the slot ‘Neck’, as this will stop any other item from being placed here. For a sword, you can check either the right hand slot or left hand slot depending on placement. For other attachments, check the slot accordingly.
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You will also need to check the ‘Keep Materials’ box to make sure all of the materials are kept for the attachment.
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[[File:Attachmentslots.jpg|600px]]
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====Attachment Setup====
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Under the Attachment setup heading, make sure to check the Attachment box. The Attach to Bone option is there so you can attach the item to a certain bone on the avatar.
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To attach it to a bone, click on the small circle next to the Attach to Bone box. This will bring up a Select Transform box, and in this window search for the bone you want to attach the item to.
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Once this is done, you can scroll down and click on Prepare.
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[[File:Attachmentbone.jpg]]
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====Make the item a prefab====
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After you have prepared the item, drag the item from your hierarchy into your project window to make it into a prefab. Make sure the prefab is selected for the next step.
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===Uploading the Attachment===
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To upload the attachment, make sure you have the prefab selected. Scroll down in the Inspector window until you see the Add Component button.
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Click on it and Search for Virtual Good and click on the virtual good script to add it.
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For attachments, you want to select the Clothing content type under the virtual good script. Fill in all the other details, and when you get to the Category option, choose the appropriate category.
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Usually for attachments this will be under the Accessory sub category.
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After all the details have been filled in, you can auto submit your attachment to space.  
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==Further Reading==
 
==Further Reading==
 
{{Creation Navbox}}
 
{{Creation Navbox}}
 
{{Component Navbox}}
 
{{Component Navbox}}

Revision as of 11:13, 25 January 2017

Space has the option to add attachments to your avatar. These can be anything from a sword, to jewellery, even other weapons such as guns, crossbows or shields.

You can also use the attachment option to have your avatar wear certain types of armor such as shoulder pads.


Setting up for the Attachment

You can make an attachment the same way as any other 3D model you would make and import into Unity, or you can use assets from the Unity Asset Store and import them into Unity to use as your attachment.

You can follow our guide here on how to import 3D meshes.


Setup your scene

The first thing you want to do is add your avatar skeleton into your unity scene. You can use either the default space avatars or your own avatar.

If you want to have the attachment available to all avatars and for it to look correctly placed, you might to need to repeat these steps a couple of times for each avatar.


Set up the attachment item

When you have the avatar in the scene, you need to also drag the item you are using as an attachment into the scene from your project window.

When it is in the scene, you will want to place the item in the area of the avatar in which it will placed, for example, if you have a necklace as an attachment, place the necklace around the neck.

If you have a sword, place the sword in the hand of the avatar.

I have a choker as an example, so I have placed it where a choker would usually sit on the neck.



Attachmentplacement.jpg




Clothing Settings

With the item selected in the hierarchy, click on Add component in the inspector window and search for clothing item settings. Add this component.

Once this is added, you will see the clothing item settings. For attachments, there are a few things you need to check for the attachment to work correctly.


Slots

The slot you choose for the attachment depends on where it has been placed. For a necklace, you will need to choose the slot ‘Neck’, as this will stop any other item from being placed here. For a sword, you can check either the right hand slot or left hand slot depending on placement. For other attachments, check the slot accordingly.

You will also need to check the ‘Keep Materials’ box to make sure all of the materials are kept for the attachment.



Attachmentslots.jpg



Attachment Setup

Under the Attachment setup heading, make sure to check the Attachment box. The Attach to Bone option is there so you can attach the item to a certain bone on the avatar.

To attach it to a bone, click on the small circle next to the Attach to Bone box. This will bring up a Select Transform box, and in this window search for the bone you want to attach the item to.

Once this is done, you can scroll down and click on Prepare.


Attachmentbone.jpg



Make the item a prefab

After you have prepared the item, drag the item from your hierarchy into your project window to make it into a prefab. Make sure the prefab is selected for the next step.


Uploading the Attachment

To upload the attachment, make sure you have the prefab selected. Scroll down in the Inspector window until you see the Add Component button.

Click on it and Search for Virtual Good and click on the virtual good script to add it.


For attachments, you want to select the Clothing content type under the virtual good script. Fill in all the other details, and when you get to the Category option, choose the appropriate category.

Usually for attachments this will be under the Accessory sub category.

After all the details have been filled in, you can auto submit your attachment to space.


Further Reading