Avatar Import

  • Updated

Operation Method

  1. Delete the avatar that was included in the zls file to apply the new avatar to the simulation play.
    Untitled__97_.png
  2. Imports an avatar file to use in the simulation play.
  3. Select the avatar's mesh and apply z-maya > Create Simulation Object at the top.
    Untitled_-_2023-04-19T204524.492.png
    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)
      Untitled__99_.png
  4. Select the Avatar mesh and set zelusClothMeshShape > Physical Properties > Sim Type to KINEMATIC in the Attribute Editor tab.
    Untitled_-_2023-04-19T204613.237.png
  5. Align the avatar and clothes.

    • Moving clothes to align
      1. Select the pattern(mesh) you want to move, Outliner > zelus > clothPattern sub-item.
        (You can also select it directly in the perspective view).

      2. Position it with the gizmo in the perspective view.
        Untitled__100_.png

    • Moving the avatar to align
      1. Select the top tab of the Bone directly visible in Outliner and group(ctrl+G) it.
      2. Select the grouped Group 1 and position it with the Gizmo in the perspective view.
        Untitled_-_2023-04-19T172625.064.png

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