Rigging - Special Body Type
When creating clothing, sometimes you may wish to make clothing for body types that differ in shape from the basic skeleton.
If this is the case, please refer to the following for creation guidelines.
Preparing to Rig Special Body Types
For an example item, load the baseBody with the downloaded Animal Body_sample. If you have a special body type item, feel free to use your item instead.
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.
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).
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.
Check the Deformation Custom Guide 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.
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).
Select the mask object, the clothing with the special body type applied, and the armature including the deformations group to export to .fbx.
After finishing all texture processes in Unity, convert the .fbx file into a prefab through the Convert to ZEPETO style menu.
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.
Updated 2 months ago