Clothing/Clothing Item Setting
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.
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.
There are four sub-categories of clothing settings under the clothing category. These categories are:
1. Fitting 2. Materials 3. Rigging 4. Miscellaneous
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.
Skeleton is where you pick from the Base Female or Base Male skeleton for your clothing to be used with.
Type is where you pick whether your item is rigged clothing or an attachment. Attachment is usually used for accessories such as necklaces.
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.
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.
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.
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.
This is where you will find the settings needed for auto-weighting the clothing.
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.
Automatic weighting has two options, standard weighting and relaxed weighting. To initiate the weighting, you need to click on the Convert to Skinned.
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
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
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.
Advanced Shoe 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.
Morph Targets is where you enter the data for the Heel Amount, Arch Offset, and Height Offset.
This is where you can add the options for a full body replacement costume.
This is where you select the base skeleton for the costume. This will either be Base Female or Base Male.
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.
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.
This is where you can add the options for skin.
Pick from the Base Female or Base Male skeleton here.
The fitting slots for skin is called Skin Base. You will need to check this slot to make sure the skin works properly.
You will need to tick the Only Contains Skin box if you are uploading a skin base.
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.
This is where you can add tattoos, make up e.t.c as layers.
Choose from Base Female or Base Male.
Check this box to enable the layers.
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.
You can choose from a range of blend options here.
This is the default tint of the layer. If you want a black tattoo for example, you can set the default tint to black.
You have two options here, you can choose Use Albedo Alpha, or Use Albedo Alpha ignoring Albedo.
This is where you drag the texture for the albedo.
This is where you drag the texture for the metal smoothness.
This is where you drag the texture for the normal map.
This is where you can paste the shape data from the client to add a shape preset to your clothing.
This is where you add the information from your animation controller.
Pick from Base Female or Base Male.
You will need to check the animation fitting slot for the animation to work.
This is where you drag in your animation controller.
These properties should match the property values in the animation controller.
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.
If this is ticked, it will restrict customisation of the clothing from other users/creators.
This is where the final settings for uploading the clothing item are.
You can either click on ‘Prepare’ to finalise the settings on the clothing, or you can click on ‘Recalculate Occlusion’ to recalculate the occlusion.
When calculated, this will show an estimate of the GPU and CPU power required to render the item.
Once all of these settings have been set, you need to add the Virtual Good component to the clothing item to upload to sinespace.