- The max influences count of the skin should be fixed to 4. (The optimum value of weight in Unity is 4)
- As all pieces of clothing share one body, the baseBody weight value should be set as default.
- Only in the case of a set of clothes (DR) should weights be freely painted. In cases where pieces of clothing are used in combination, such as top (TOP), outerwear (OTR), and bottom (BTM), weight figuring should be done in consideration of the aforementioned items being combined.
- When undergoing bindskin, the hips and hips_scale joints must be included.
- The parts where the skin is connected must be set equal to the mask weight value.
- Paint weights to make sure that creatorBaseSet does not protrude outside the clothing (the parts that cannot be hidden by masks).
- The mask needs to be painted with Vertex color to function properly.
- Check if there are keys inserted in joints or the mask. If so, remove them before saving.
- When saving as a .fbx file, the clothes (cloth), joints (hips), and mask (mask) must be selected.
- Figure the weights so that when the character moves, the body does not collapse.
Load the BaseBody and the modeled clothing object.
Open creatorBaseSet_ZEPETO.fbx through File > CreateReference and set BaseBody to easily organize the file at the final stage.
If the clothing item has been created in the A-pose, set the creatorBaseSet joints to be in the A-pose by adjusting the Shoulder_L and Shoulder_R RotateZ values to -7.5, and the RotateZ values of the upperArm_L and upperArm_R to -40.
Proceed with the 3D masking process for the clothes.
- Select the mask and use the Paint Vertex Tool to color the parts that are hidden behind clothes black (0) and the visible parts white (1).
In order to do bindSkin, you must open the joint (hips) group and select the necessary joints. Here, you must include the hips.
The hips joint should have zero weight.
Add the item object on the joint selected and click Skin > Bind Skin to open the options window. In the options, set Bind to to Selected Joints.
- When doing bindskin, include the lowerArm(Leg)Twist and lowerArm(Leg)Twist_scale to make sure the shins and the wrists deform smoothly.
It is important to improve work efficiency by selecting only the joints you need for the current process instead of all joints.
If the baseBody is added to the clothes due to the shape of the body, the weight at the end of the body should be the same as the mask weight.
Copy the weight value in the mask and paste it onto the weight value of the clothing object. (pelvis, lowerArmTwist_L_scale, lowerArmTwist_R_scale, lowerLegTwist_L_scale, and lowerLegTwist_R_scale)
- When you copy the weight values, set the TransZ values of the creatorBaseSet joint and the rigging joints to 0.001 before you copy the weight value.
Move the joints one by one and modify the parts that collapse.
- Modify the scale joint values and check if there are any problems upon deformation.
When the weight process is complete, set all joint rotate values to 0 so the character can be in a T pose.
Do the unBindSkin process for the mask (mask).
Select the clothing object, joint (hips), and mask (mask). Then click Export Selection to save them as a .fbx file.
If the character's pose collapse, you must undergo the weight process again.
You should check whether the part connected to the baseBody is moving normally. Also, be careful not to let the inner meshes come out.
Before the next step, insert the animation key in Unity and make sure there are no issues.
Updated about 2 months ago