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Making Existing Clothing Into Customizable Clothing

STEP 1 : Preparing for rigging

Load the baseBody and the modeled clothing object, then align the costume well to the mask.

  • Load in the Import Options window after selecting use namespaces and merge into the selected namespace.
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Select the necessary scale joints and add using the Skin > Edit Influences > Add Influences menu.

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caution

Make sure to check Weight locking in the options. If this option is not checked, the weight values will not be set correctly.

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Use the Paint Skin Weights tool to move all weight values to [jointName] > [jointName]_scale.

  • This is not applicable to the head, foot, and hand joints.
  • During this process, hold all joints aside from those that will be moved to prevent unintended repositioning.

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It may be hard to paint weights for the shin and upper arms. It will be easier to copy the mask weight after slightly moving the lowerArm(Leg)Twist_scale joint. (Select the vertices of the applicable area)

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  • In order for the shins and wrists to deform smoothly, the values of the lowerArm(Leg)Twist and lowerArm(Leg)Twist_scale must be similar to that of the mask weight.
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  • The weight value of the hips joint must be 0.
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STEP 2 : Figuring weights

Move each joint one by one and edit the parts that collapse or have incorrect weights applied.

  • Modify the scale value of the scale joints and check for problems upon deformation.

Unnecessary joints, aside from the hips joint, should be removed by Skin > Edit Influences > Remove Influences.


STEP 3 : Finishing

Do the unBindSkin process for the mask (mask).

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Select the clothing object, joint (hips), and mask (mask). Then click Export Selection to save them as a .fbx file.

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caution

Before the next step, insert the animation key in Unity and make sure there are no issues.