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For more information on cloth physics in unity see here; [https://docs.unity3d.com/Manual/class-Cloth.html]
 
For more information on cloth physics in unity see here; [https://docs.unity3d.com/Manual/class-Cloth.html]
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Revision as of 15:30, 21 August 2016

This section covers clothes, hair, skin and attachments, all of which are configured using the "Make Clothing or Attachment" component.

Basic clothing

  • Set up scene
  • Make Clothing or Attachment Component
  • Virtual good component

Clothing variations

  • Submit mesh
  • Submit separate materials
  • Virtual good component

Importing from other platforms

If you have existing clothing inventories created for other virtual worlds you can use the Sine Wave porting service to automatically reskin them for the default Space avatars.

Contact us here [1] for more information.

Using different skeletons

Space is a virtual world platform supporting multipe virtual world deployments and multiple avatar skeletons.

If you would like a specific avatar skeleton to be available inworld for your content, please contact us; [2] for more information.

Cloth physics

Space supports the Unity cloth physics engine, allowing clothing and hair to respond to gravity, wind and movement.

For more information on cloth physics in unity see here; [3]