---
title: Rigging - Special Body Type
slug: studio-guide/rigging-special-body-type
docTags: 
createdAt: 2024-09-02T08:34:13.134Z
---

# Preparing to Rig Special Body Types

For an example item, load the baseBody with the downloaded [Animal Body\_sample](docId\:Jh1fRr6cSeJ_z1SUotj5e). If you have a special body type item, feel free to use your item instead.

![1439](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-K2qVDzox6cDE8DHRu8rc_-20240904-102336.jpg)



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](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-NPjS6zk9VN6O_LOTvOHdU-20240904-102336.jpg)



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](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-lqkaml_wZcIARjn8P1Oha-20240904-102336.jpg)



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](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-p4xuT-gIYIoRu3CMnF8Az-20240904-102336.jpg)



Check the [Deformation Custom Guide](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

1. 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
2. Enter the calculated final value of each bone.

![1262](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-sFpRnSmSxY_5P77VGvT6s-20240904-102336.jpg)



:::hint{type="success"}
**✅ 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.)
:::

:::hint{type="danger"}
**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](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-TzT1Kj8mV84bA9QI72gpd-20240904-102336.jpg)



After finishing all texture processes in Unity, convert the .fbx file into a prefab through the Convert to ZEPETO style menu.

![2880](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-XoowKaNXCk7Arb_QIMlXf-20240904-102336.jpg)



Link the prefab to the ClothesDress tab in Unity to check the clothing with the body type change applied.

![](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-akKJT3IuZ6X-5zDi6-OF3-20240904-102336.jpg "4f4b593-rigging_a_08.jpg")



:::hint{type="success"}
**✅&#x20;**&#x54;he 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.

![](https://api.archbee.com/api/optimize/fCt3n1oCa8rgNJ8fw9I2N-YOtIaa0eNL3zUT5uyUOBd-20240904-102336.jpg "SpecialBodyType_UnityExport.jpg")

