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Modeling Setup - Clothing Items

Setting up the BaseBody

Import the creatorBaseSet_zepeto.fbx file downloaded from the Getting Started section of the guide.

Structure and naming conventions

The Creator Base Set provides the following elements:

  • Base Armature - named "zepeto_creatorBaseSet"
  • Mask base - named "mask"
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Creator Base Set fbx file in a blank Blender Scene. Note the size of the floor grid.

Element Details

The mask serves to remove unnecessary faces on the default body that are obscured by the clothing item in the ZEPETO app.
The base armature is the skeleton that powers the movement and poses of the ZEPETO avatar. It can be used in the setup process in 3D modeling, but can otherwise be ignored until the rigging process.

The item you create will be a separate mesh object. Use the following naming system on the mesh object for the type of item you want to create.

Item TypeName
DressDR
TopTOP
Bottoms and SkirtsBTM

Creator Base Set A-Pose

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Terminology: T-pose and A-pose

A T-pose is a standard pose for animation in 3d software. The pose gets its name from the T shape the arms and body form. It's popular in animation because it's a relatively rigid and predictable stance that can be shared across multiple characters.
An A-pose is a type of pose often used in character modeling. The pose gets its name from the A shape the arms form. An A-pose gives a character more relaxed shoulders and arms, which makes the upper torso feel more natural when a character is in a more neutral, resting pose.

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The creator base set is imported in a T-Pose. For creating clothing items, its often a good idea to put the character in an A-pose for a more natural looking top.
To put the model in an A-pose, the Shoulder and Upper Arm bones in the Creator Base Set armature have to be rotated into the right position. To sanely adjust these rotation numbers, we recommend switching the bones' rotations from quaternion rotation vectors to Euler degree angles.
In armature pose mode, select all the bones and go to the Bone Properties tab in the properties panel. If nothing is displayed, shift-select a single bone to make it active. In the Transform section under Mode dropdown, alt-click "Quaternion (WXYZ)" and change it to "XYZ Euler" by alt-clicking on the option in the dropdown menu.
An alt-click lets us modify the selected values of all selected objects. Thus, we have converted all bones from Quaternion, or vector evaluation, to Euler, or ordered angle evaluation.
With the bone orientations set, select the left and right shoulder bones, listed as shoulder_L and shoulder_R, and rotate them by -7.5 degrees on the Z axis. Select the left and right UpperArm bones, listed as upperArm_L and upperArm_R, and rotate them by -40 degrees on their Z axis.
With those rotations set, the shoulders and upper arms have been rotated into an A-pose. This pose should look similar to the right-side picture above.

Top and Bottom Guide File

When modeling an individual top or bottom item, it's useful to use the TOP_BTM_guide.fbx guide file provided in the 3D Item Creation - Getting Started page. This file serves as a reference to ensure your item doesn't interfere with other clothing items.

TOP_BTM_guide file contents

The file should contain two elements:

  • TOP_Guide
  • BTM_Guide
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They will be arranged in an A-pose on the model.
When making a bottom item, the modeled bottom item shouldn't penetrate the TOP_Guide's mesh.
When making a top item, the modeled top item shouldn't penetrate the BTM_Guide's mesh.
If you're making a dress, suit, or other one-piece outfit, the guide is unnecessary.