MAKING 3D ITEMS - BLENDER
Rigging

Rigging - Special Body Type

8min
preparing to rig special body types for an example item, load the basebody with the downloaded prepare for 3d modeling docid\ jh1frr6csej z1suotj5e if you have a special body type item, feel free to use your item instead 1439 in pose mode, select all the bones and enter a key on frame 1 (blender shortcut key i > location, rotation & scale) this keyframe will be used as a record to check the changed values of the bones after the character's form adjustments have been made 2255 on frame 2, move the bones into place in the areas corresponding to the special clothing model and enter a keyframe (blender shortcut key i) 2255 when completed, calculate the new values for the bone position by deducting the frame 1 value from the frame 2 value in a default t pose, this will simply be the transform values of the bones on the 2nd keyframe the new bone position value is the data value that will be added to each bone area after body type change 1258 check the deformation custom docid\ ojdqjubqyg rkim1k1wx6 for more information on body deformation modification once the new values have been calculated and recorded, delete all keys for all bones in frame 2 a duplicated armature will come in handy entering the final bone transform values make a deformations empty parented to the hips bone and create empty objects parented to this empty with names that contain an underscore and corresponding bone name ex) root enter the calculated final value of each bone 1262 ✅ the final transform value of each bone is the t pose value added with the changed pose value ex) the final transform value of upperleg l translate x = ( 0 636 new value) ( 0 641 previous value) = 0 005 translate y = ( 11 476 new value) ( 5 061 previous value) = 6 396 translate z = (0 269 new value) (0 272 previous value) = 0 003 scale x = 1 scale y = 1 scale z = 1 (enter the new values in the scale values slot ) make sure to read the following information if you wish to adjust the overall size, enter the scale value on the root empty object here, the scale x, y, and z must be identical values if the root empty object contains translate or rotate values, this becomes a cause for rejection do not adjust the scale values on the hips empty object (you can adjust the overall size from root ) you can delete the empty object of bones that do not have any changed values when you intend to modify a part of the body such as the legs, arms or torso, adjust the translate value (entering an incorrect scale value will cause problems after the animations are applied ) entering rotation values or excessive modification and resizing can be causes for rejection (the root scaleall values of zepeto characters are limited to values between 0 3 to 1 35 ) you cannot use bone names other than the bone names under deformations within the provided fbx file for scale values, please stick to scale bones if possible (some items may not be able to stay attached) exporting select the mask object, the clothing with the special body type applied, and the armature including the deformations group to export to fbx 2255 after finishing all texture processes in unity, convert the fbx file into a prefab through the convert to zepeto style menu 2880 link the prefab to the clothesdress tab in unity to check the clothing with the body type change applied ✅ the deformations value does not stack with the body type normally it should not change when the body type is changed select the prefab and create a zepeto file through the zepeto studio > export as zepeto menu