Operation Method
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Delete the avatar that was included in the zls file to apply the new avatar to the simulation play.
- Imports an avatar file to use in the simulation play.
- Select the avatar's mesh and apply z-maya > Create Simulation Object at the top.
If it doesn't work right away, check out the cases below.- If it is a binding avatar, select the mesh and locked items on the ChannelBox. And execute the Unlock Selected.
- If avatar meshes include keys, select items which have keys on the ChannelBox. And execute the Delete Selected.
Select avatar meshes and click Modify > Freeze transformations to set ChannelBox values as default. (Translate 0, Rotate 0, Scale 1)
- Select the Avatar mesh and set zelusClothMeshShape > Physical Properties > Sim Type to KINEMATIC in the Attribute Editor tab.
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Align the avatar and clothes.
- Moving clothes to align
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Select the pattern(mesh) you want to move, Outliner > zelus > clothPattern sub-item.
(You can also select it directly in the perspective view). -
Position it with the gizmo in the perspective view.
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- Moving the avatar to align
- Select the top tab of the Bone directly visible in Outliner and group(ctrl+G) it.
- Select the grouped Group 1 and position it with the Gizmo in the perspective view.
- Moving clothes to align
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