Removing Body Boundaries
Before creating an item, download the required file (Female_Torso.fbx).
Import the downloaded file and the created clothing object in Maya.
The Female_Torso_V and guide_mannequin provided in the Female_Torso.fbx file are provided in an A-pose.
Combine the Female_Torso_V and the created clothing object into one object.
- The material name of the Female_Torso_V must be skin.
👍 Before combining, it is best if you remove the parts where the model overlaps and hides each other.
Import the downloaded creatorBaseSet_ZEPETO and edit the joints to be in the A-pose.
Modify the rotateZ values of shoulder_L and shoulder_R to -7.5 and the upperArm_L and upperArm_R to -40
Select the necessary joints and do bindSkin.
📘 Please refer to the following guide 3D Rigging - Clothing
Copy the mask weight value to Female_Top and make sure that the weight value on the end of the Female_Torso is the same as that of the mask.
👍 When doing Copy Skin Weights, make sure the pelvis value is set as translateZ 0.001 before you copy.
Paint the vertex of the mask that overlap the Female_Torso black (0). Leave the other parts white (1).
When this process has been finished, do unBindSkin the mask to remove the weights and clear the history.
Select the created Female_TOP, mask, and joints. Then select export.
Apply the converted costume in Unity and make changes to the deformation values to check if the parts connecting the Female_Torso to the baseBody such as the neck and arms appear smooth.
❗️ caution If the shading is severed or the mesh is not joined, this can be a cause of rejection during reviews.
👍 Keep to a few simple rules when using the female_Torso and you can modify it into the shape that you want.
- Do not modify the end of the Female_Torso which touches the base body.
- Because the female_Torso has been modified from the base body, the UV is the same as the base body. Make sure not to modify this UV. Modifying it will result in a subtle color difference in the boundary between the base body and the female_Torso.
If the female_Torso and the normal of the base body are not aligned, a line may appear in the boundary.
The normal direction of the female_Torso and the base body can be viewed by clicking Display > Polygons > Vertex Normals. In this case, you can import the Female_Torso.fbx again and change out just the body part, or overwrite the normals of the vertex along the boundary with the normals of the base body vertex to fix the issue.
Select the boundary area and the vertex of the row immediately below it. Then create set 1 by clicking Create > Sets > Set.
Select the mask and set 1 in order. Then select and apply Mesh>Transfer Attributes (options).
Select Female_TOP and mask, and remove unnecessary information from Edit>Delete by Type>History.
Delete set 1 as well which is no longer in use.
A line appears because just below the boundary, the vertex normal becomes disconnected. Select this edge and apply Soften Edge to it.
Checking the vertex normal again will show you that the vertex normal of the boundary area now matches the other areas. Rig with this resulting object again.