Sinespace has some powerful tools when it comes to creating clothing. You can create anything from bikinis, to skin tight jeans, to dresses, to trench coats. Check out the pages below and get creative!
Clothing Item Setting
The clothing item setting component is used whenever you want to upload clothing to the sinespace shop.
The clothing item setting component is split into different subcategories. Each sub-category has different settings for the clothing and the uploading of the item.
When you have imported your clothing item into Unity, make sure it is selected, go to the Inspector window, click on ‘Add Component’ and search for Clothing to add the Clothing Item Settings component to your clothing item.
As you can see in the above image, there are four main categories: Item, Customisation, Submission and Review; Under each of these main categories are sub-categories.
Item is where you can change the skeleton of the avatar to match the clothing you are uploading, and you will also see a list of categories to choose from. The list of categories is:
Clothing
Costumes
Skin Material
Tattoos and Makeup
Shapes
Animations and Controllers
Underneath is an explanation for all of these categories and their sub-categories.
There are six sub-categories of clothing settings under the clothing category. These categories are:
Fitting and Slots
Skin and Cloth Deletion
Materials and Patterns
Level of Detail
Automatic Skin Weighting
Feet Settings
At the top of the clothing settings, you can change the type of clothing you are uploading. The types are Rigged Clothing and Attachments.
This is where you choose if your clothing item is a Rigged Clothing or an Attachment.
Rigged clothing - Automatic Skin Wieghting
Attachment - Tick if your item is an attachement. Then select the appropriate bone from "Attach to this bone."
Fitting and slots is where you will find all the settings for the fit of the clothing and the clothing slots.
Layer - This is where you can choose the layer of your clothing. For example, underwear would be under the Underwear layer, and a coat would be under the Baggy and Outerwear layer. If you set your clothing as an Underwear layer, it means other clothing can go over them. If you set your item as baggy and outerwear, it means that other items of clothing can be worn under it. For a guide on layers, please see this layers page.
Fitting Slots - The avatar slots are where the skeleton will be deleted under the clothing. If you have a t-shirt, for example, and don’t want it worn with other items, you will have to check the upper chest, chest and back slots.
This is where you can add deletion zones, and preservation zones, recalculate bounds and also change the settings for deletion and tucking, fitting and obscuration tuning.
Deletion Zone Settings - The deletion zones are used for selecting an area of the avatar which you want to be deleted under clothing. This can be used for certain types of clothing which need a little extra deletion underneath.
Preservation Zone Settings - Preservation zones are used for selecting an area of the avatar which you want to keep under clothing. This is useful if you have clothing with holes in, e.g. a dress with a slit or a corset with a lace-up back.
Skip deletion - Tick to avoid all skin deletion being applied.
Obscuration distance - Compresses the skin under clothing items at hemlines. This allows tight-fitting clothes to squash the avatar slightly where skin emerges from under the cloth.
The default distance is 1 cm. The affected vertices are highlighted in yellow when the item has been prepared.
Red squares indicate skin that will be deleted. Blue indicates skin that will be deleted if more than two adjacent vertices are red. Yellow indicates skin that will be squeezed in line with the Obscuration distance.
Materials is where you can set to keep the material always of the clothing or attachment. If you plan to use the pattern system which allows for color and texture variations, leave the ‘Keep Materials Always’ unticked.
This is where you can add in the high, medium and low LOD objects of the clothing. If you do not add any, we will set it to medium by default.
This is where you will find the settings needed for auto-weighting the clothing.
Automatic Skin Weighting - This will automatically do the skin weighting for you without you having to do anything manually when you press the button. You can also add in a Custom Template here. This custom template is used if you have manually rigged and weighted clothes to a model in 3D software. You will need to drag the model into the Custom Template box.
Advanced Weighting Settings - You can change settings for weighting here for better outcomes manually under the advanced weighting settings.
When the 'Use Heel Settings' is ticked, you can alter the heel and avatar placement. You can check the blend shapes on the character archetypes to precisely line up shoes.
Morph Targets is where you enter the data for the Heel Amount, Arch Offset, and Height Offset.
Here is more information on how to set up shoes with heels.
Prepare/Re-Prepare - Once clicked, this will show the results of the skin deletion and weighting.
This is where you can add the options for a full body replacement costume.
Referenced Prefab - This is where the root template of your costume will be. You will need to drag the costume into the Root Template box. For example, if you have a self-made avatar you want to use in sinespace, you will need to drag this avatar game object into this box.
LOD Variants - This is where you can drag the low and high poly variants of your costume/avatar.
This section should only be used if you are adjusting the skin shader with a custom material. If you are just making a skin, we recommend using the tattoo and makeup system.
This is where you can add tattoos, make up e.t.c as layers.
Enabled - Check this box to enable the layers.
Type - Here you can choose from different types of layers. Overlay will be an overlay layer, Tattoo will be for a tattoo, Make up is for make up, Skin is for a skin overlay layer, and Base Skin layer will replace the original avatar skin.
Blend - You can choose from a range of blend options here such as darken or soft light, they work a bit like layer masks.
Default Tint - This is the default tint of the layer. If you want a black tattoo for example, you can set the default tint to black.
Mask Mode - You have two options here, you can choose Use Albedo Alpha, or Use Albedo Alpha ignoring Albedo.
Albedo - This is where you drag the texture for the albedo.
Metal Smoothness - This is where you drag the texture for the metal smoothness.
Normal - This is where you drag the texture for the normal map
This is where you can paste the shape data from the client to add a shape preset to your clothing.
This is where you add the information from your animation controller.
Animation Overrides - This is where you will state the number of animation overrides, then add the element slot and humanoid animation clip.
Controller - This is where you drag in your animation controller.
This field has been replaced by the new ‘Customisation’ field on the Virtual Good component.
It is recommended to use that customisation field, but this method will also work.
Restrict Customisation - If this is ticked, it will restrict customisation of the clothing from other users/creators.
This is where the final settings for uploading the clothing item are.
Finalise - You can either click on ‘Prepare’ to finalise the settings on the clothing, or you can click on ‘Recalculate Occlusion’ to recalculate the occlusion.
This is where you can see the performance score, which is a quick estimate of the GPU and CPU power required to render the item. You can also change the Type Override to see an estimate of GPU and CPU power for similar items such as shorts, dresses or jackets.
Once all of these settings have been set, you need to add the Virtual Good component to the clothing item to upload to Sinespace.
This is in the middle of an update. Please ask for any help needed. Discord fashion and clothing. https://discord.gg/sinespace
This tutorial does require needing to be setup with the Editor Pack.
You can make clothing for your avatars in Sinespace by using any 3D software of your choice. You can use the avatars from the editor pack as a reference for your clothing; Just import it into your software and start making your clothing! Once your clothing is made, you can export the clothing as obj or fbx files, save it anywhere you want, and from there, you can setup your scene ready for importing your clothing item for upload.
Make sure you put the same reference avatar (male or female) you used to make clothing into your scene, just in case you need it for resizing your item or any other changes.
You will need to import your clothing item into the scene as well. First, go to Assets at the top of Unity, and then on the dropdown menu, choose Import Asset. This will open up your Explorer, and you can find your clothing item which you saved as an obj/fbx file. Once found, you can click on Import, and the item will be dropped into the main Assets folder. You can create a new folder and name it for organisation of your items.
If you are importing manually rigged clothing, make sure your mesh is exported with a Location of <0.0,0.0,0.0> and Scale of <1.0, 1.0, 1.0> and Rotation of <-90,0,0>, and to tick "Experimental" and press apply transform in Export Settings.
Open the folder you put your item in in Unity, and find the obj/fbx file. Drag this file into the Unity hierarchy. The Space avatar should be listed there too.
This should automatically fit your clothing to the avatar, but if it doesn’t, you might have to change the scale of the item under its Import Settings to 0.01. You can access the Import Settings by clicking the item in its Unity folder. If you used Blender to make the clothing, then the clothing should be the right scale already.
2. Click on the clothing item in the hierarchy, and under the Inspector window on the right hand side of the screen, click on Add Component and search for Clothing Item Settings and add it.
This will add Clothing Items Settings under the Inspector window. Please see the Clothing Item Setting page to see what each part of the clothing settings does.
Skeleton Selection
The skeleton selection needs to be set to the same skeleton you used for making the clothing, so if you chose the female Space avatar, you will need to set this to Base Female, and if you used the male avatar, you will need to set this to Base Male.
Fitting and slots
You can choose the layer of your clothing here and also set the slots for the item. If you set the layer to 'Underwear' for example, this means other clothing with different layers can go over the top of your clothing. If you set the layer to 'Outwear', other clothing can go underneath it. For items like jeans and t-shirts, 'Close Fitting' is a good layer to set it to.
You will need to check the slots of the item. The avatar slots are where the skeleton will be deleted under the clothing. If you have a t-shirt for example, and don’t want it to be worn with other items, you will have to check the upper chest, chest and back slots
Skin and Cloth Deletion
This is where you can add deletion zones, preservation zones, recalculate bounds and also change the settings for deletion and tucking, fitting and obscuration tuning.
Deletion Zone Settings - The deletion zones are used for selecting an area of the avatar which you want to be deleted under clothing. This can be used for certain types of clothing which need a little extra deletion underneath.
Preservation Zone Settings - Preservation zones are used for selecting an area of the avatar which you want to keep under clothing. This is useful if you have clothing with holes in, e.g, a dress with a slit or a corset with a lace-up back.
Materials and patterns
You will need to check this option so the material on your clothing will be visible when you upload your item. Please leave this unchecked if you plan on adding pattern variations.
Level of Detail
This setting is optional. If you want to include high, medium and low detail you can do so here by dragging in the game object containing the SkinnedMeshRender component. If you do not want to include these, the default LOD for your clothing item will be medium.
Automatic Skin Weighting
When you have hit 'Prepare' on your clothing item, you can come back to this setting and re-weight the item or change the advanced weighting settings.
Feet Settings
You only need to use this setting if you are uploading high heels and need to adjust the heel height and avatar placement.
Clothing Settings - Customisation tab
Here you can restrict other users from customizing your items.
To prepare the clothing, all you need to do is click the big blue prepare button to get the clothing ready to upload. This will add all of the weighting settings and all of your other settings.
A prefab of your item is needed for uploading. To make a prefab, simply drag your item from the hierarchy into the project folder.
The prefab will be selected already from dragging and dropping into the project window. With it selected, you will see it has all the same information under the Inspector window as the original obj/fbx file. Underneath the clothing item setting component, you will see another Add Component button. Click on it, and search for Virtual Good and add it. Adding the Virtual Good will allow you to set your clothing item as a salable good in Sinespace.
Once you have added the virtual good component, you can go to our Virtual Goods page to see how this component works. This is used to upload your item to Sinespace.
For clothing, under the Basic tab of the virtual good component, set the Type to Clothing, then choose the appropriate category. The rest of the virtual good component you can fill out how you want to.
To check on your items' upload progress, go to our curator site.
This tutorial shows you how to set up clothing and import clothing into Space.
Vlad Outfit
This page describes some best practice for clothing and outfit creation, using the Vlad outfit which you can download original source files for here.
The outfit showcases the following best practice areas;
Tutorials
We recommend following current game character modelling practices; specifically using PBR texturing tools and low poly models with a high detail normal map.
This brilliant set of four short tutorials are a fabulous start to learning how to create detailed clothing.
The Vlad outfit was created with a set of high detail models (totalling 1 million polygons) to create normal and tangent maps and a set of low detail models (totalling 12,000 polygons) for upload to the Space platform).
Tutorial
Watch the tutorial for creating detailed clothing here.
Tessellation shaders allow you to create multi-million polycount details across your model with almost no performance impact. They are fantastic at creating ultra-smooth surfaces that you can zoom in to as close as you like.
Upload a low poly, high performance model
And transform it inworld into a high detail, super smooth, high poly but low performance asset using the custom built Space tessellation shader;
Using tessellation shaders means you no longer need to sacrifice inworld performance to achieve a high quality product.
Tessellation shaders create dynamic multi-million polycount level of detail, controlled by camera distance. They use Phong Tessellation to ensure that hard edges are rounded by tessellation processes.
The phong strength setting has values of 0.1-1.0; 0.1 being the minimal smoothing, and 1.0 being the maximum smoothing. We recommend setting the phong strength to between 0.1 and 0.3 for the best results; higher values may introduce artefacts (especially when animating the model).
Please make sure your renderer is 'skinned' when adjusting these settings otherwise the values you set will look different in world.
Please paint red all vertices that run along UV seams.
Phong Tessellation can fail on UV seams where the vertices are not connected. This will create gaps in the mesh around UV seams.
Our tessellation shader has support for excluded zones - to exclude a vertice from tessellation, paint the vertex colour in your 3D modelling tool pure red (255,0,0). This will tell the shader to avoid separating the mesh on this area.
Best Practice – where does it make sense to to use tessellation and where to use geometry?
Tessellation height maps can introduce complex patterns that would otherwise require extreme polygon counts; such as fabric ruffles, distressed or wrinkled items. They work best with organic patterns that do not contain hard edges - unless they are slightly rounded.
As a guiding principal, set the Tessellation Edge to between 5-15. Higher is exponentially better performance (so 15 is 9x better performing than 5). Unless you are using a heightmap there should be no reason to go below 15 - as that will appear generally perfectly smooth.
This means no triangle with an edge shorter than 15 pixels will be created.
Setting the edge length shorter than this offers marginal visual benefits but may start to impact on performance. Avoid setting Tessellation Edge to 1!
Hard edged non-organic shapes should have a basic geometry rather than in tessellation - as bitmapping of the heightmaps can introduce undesired noise on the model.
Basic tessellation with smoothing is excellent for rounding off ultra smooth surfaces (think shoes and other elements which want ultra smoothed corners).
Unified Shader Page
Space supplies a custom shader to handle the tessellation on clothing items which is available free in the Space editor pack. Search for Unified Clothing & Skin (Metal and Tessellate) and add this shader to you clothing material.
Use skin weight transfer if you have non-skin tight clothing (dresses, baggy items). Then reweight by hand as appropriate.
You can use our automated skinning system built into the clothing component if your clothing item is skin tight.
PBR Info
PBR allows you to accurately simulate a huge range of materials. It carries through energy conservation, so avatars will look better across a wide range of lighting environments, maintaining a realistic look throughout.
Our PBR maps follow a Metalness/Smoothness workflow (based on the Unity 5 Standard Shader) - however as a general note, Specular/Smoothness workflows work just fine too.
Software for PBR Textures
These are the tools we recommend for creating PBR textures.
Marmoset is used to preview the PBR texture in Photoshop as you can't preview in Photoshop, but you can edit in Photoshop and see the results update instantly on your model in the Unity editor.
For adding additional patterns to your clothing, see Creating Clothing Patterns for more details.
When preparing a clothing item for upload, you need to make some choices in where the item will go and how the item will fit on the avatar. This allows users to easily change clothes as well as mix and match outfits from different creators to create their own unique looks.
Space allows users to wear one item per clothing layer in each slot, on their avatar's skeleton. You set this up in the Clothing Item Settings component on the Item -> Clothing -> Fitting tab (see the pc below). When creating an item to be worn, you start with the skeleton, leave the second drop-down menu at the default of Rigged Clothing when creating clothing items, and then choose the clothing layer and which slot (or slots) to use.
Note: The Chest(include Upper Chest) and Pelvis slots are a little special, they control whether the avatar will be masked if the necessary slot is empty, i.e., male character need at least wear a pants and female need pants and top wear, or the avatar will be blue masked. So if you're creating some clothing items not covering the sensitive parts of human body, you shouldn't pick the chest, upper chest and pelvis slot, or it will cause the item against the Review Policies. Actually, you can leave those slots blank if you have no idea where to put your items on, especially for the attachment-type clothing items.
Skeleton Selection
Choose the relevant skeleton for your clothing item. Please note Space supports multiple third-party skeletons as well as its own native male and female models. Your item will only appear in the store or the wardrobe for a user wearing that particular skeleton.
Clothing Layer
Set the clothing item to one of five sorting layers.
Mesh deletion and tucking of clothing items is applied dynamically in accordance with this layer.
So if a user wears a pair of boots set to "Close Fitting" worn with a pair of pants set to "Skintight," the pants mesh will be deleted inside the boots.
If the user then changes to a different pair of pants set to "Loose Fitting" the same pair of boots will then be deleted inside the pants.
Slots
Tick the slots your clothing item should occupy. When a user puts on an item, it will automatically remove other clothing items that occupy the same slot. Be careful not to select slots unnecessarily; for instance, a normal jacket would cover chest and uppper chest. But selecting back as well would prevent users from wearing the jacket with a backpack or wings.
Below is a list of some of the clothing items that are typically worn on each clothing layer.
Stockings, Socks
Panties
Layering Lace Tops
Glitch Pants
Tattoos
Collar Shirt (tucked in)
Bodice
Bikini
Boots & Shoes (worn under pants)
Pants
Skirt
Shorts
Corset
Waistcoat/Vest
Shirts (untucked)
Coats
Boots (worn over pants)
Belts
Jackets
Below is a list of what slots some of the SineSpace creators are standardizing for different types of clothing. Following this guide can not only take away some of the guesswork, but also make it easier for your customers and friends to wear your creations with other parts of their wardrobe. This list will grow over time, as more designers discover what works best for them.
Neck - cravat, scarf, neckwear
Chest - shirt, waistcoat/vest, corset, jacket/coat
Back - backpacks, wings
pelvis - stocking, skirts, pants
right/left hand - gloves & mittens
right/left foot - shoes, boots
To submit a range of items based on a single clothing mesh but with varied materials and textures, follow the steps on the Importing and Uploading Clothing; BUT leave "Keep Material Always" unticked.
When you click the Prepare button you will see the materials removed.
Submit the item and you will see an ID is assigned to the item;
Create an empty game object in your project.
This component applies to any furniture item also.
Attach the Clothing Extra Pattern component to it.
Enter the ID of the mesh object submitted above to the Item ID field.
The default settings allow for one material per item. If you need more than one material per item change the materials index from 0 to how many additional ones you need for that item.
Select or drag in the materials for the base item. For example, if all your different versions make use of the same normal or height maps, you do not need to put them into the Extra Pattern component, they will get that information from the master pattern. If a map does change from one version to the next (a leather boot versus a metallic one, for example), then select or drag in the materials that are specific to that version in the element material slot/s.
Shader path - (do not touch this setting)
It is worth mentioning that clothing variations will inherit the Product Name, Description, and Price from the Parent Clothing Item.
Add the virtual good script and submit.
See here for more on the Virtual Goods script.
For multiple variations you can duplicate and modify this object in the project folder (ctrl + d), though do make sure to clear out the Resume ID if the item you are duplicating has already been uploaded to the server.
Please note that if you duplicate a virtual good that has already been submitted and has an ID, you need to wipe the ID in the Virtual Good script and change the product name before resubmitting as a new item.
Here you can find the clothing resource files for male avatars. All of the below resource file zips include an FBX of the item, TGA files for height map, normal map and occlusion and .PNG files for the patterns/textures. All of these clothing files are owned by Sinespace. We will be adding to the list when more Sinespace clothing is released.
Here you can find the hair resource files for male avatars. All of the below resource file zips include a .PNG files for the patterns/textures, Unity package and an FBX. All of these hair files are owned by Sinespace. We will be adding to the list when more Sinespace clothing is released.
Here you can find the clothing resource files for female avatars. All of the below resource file zips include an FBX of the item, TGA files for height map, normal map and occlusion and .PNG files for the patterns/textures. All of these clothing files are owned by Sinespace. We will be adding to the list when more Sinespace clothing is released.
These resource files can be used to make different pattern variations of the clothing.
Here you can find the hair resource files for female avatars. All of the below resource file zips include a .PNG files for the patterns/textures, Unity package and an FBX. All of these hair files are owned by Sinespace. We will be adding to the list when more Sinespace clothing is released.
space has both options of attachments and skinned clothing which you can use for uploading items and clothing to space.
There is a few differences between the two, and here are the details of the differences for you!
Attachments are just that- Attachments.
They attach to your avatar on a specific bone, for example, to the neck bone if you have created a necklace. You cannot attach the attachments to multiple bones.
Attachments also don't support deletion zones or advanced clothing features.
Attachments are much faster than skinned clothing performance wise, and they are much easier to upload and create as there are no rigging steps.
Skinned clothing are the normal full clothing items with rigging/weighting, and also with the addition of settings such as skin deletion and skin preservation.
Skin deletion is good to use if you have items of clothing which have areas cut out, such as trousers with lace up sides, or a dress with cut out side panels as you can select certain areas of the skin you want to delete.
Skin preservation works in a parallel way to the skin deletion - the areas of skin you select will be preserved.
This is good to use if you are also adding cloth physics to your clothing items as you can choose to preserve areas that might be shown when the cloth is moving around - e.g, you can choose to preserve the legs from the knee up if the cloth item is a skirt with physics, as you don't want the avatar's legs to disappear when the skirt is moving.
Boots and shoes with heels require a little more work to set up properly in space. Fortunately, it's easy to do and you should be able to get great results in no time.
First things first. If you have not already familiarized yourself with the basics, check out the Clothing Basics tutorial video below.
Now that you're familiar with the basics, try your hand at a pair of high heels or boots with heels. After loading the Space avatar into the scene, add your boots. You should see something that looks like this:
It's okay, this is perfectly normal!
Notice in the picture that the boots are lined up so the heel of the foot is aligned with where the heel would go in the boot? That's important - your boots should be at an x/y/z position of 0, 0, 0 and be similarly aligned.
If you are making boots or shoes that have an exposed foot or open toe design, then you need to adjust a couple settings in order to make the Space avatar's feet fit. If your boots/shoes are an enclosed design, you can skip ahead to the Clothing Item Settings section below.
The first thing you're going to want to do is inspect the Space avatar in your Hierarchy panel. Open up the 2017 Female (or 2017 Male) object, and then open the Geo_grp sections by clicking on the triangle to the left. Now select the femalebody (or malebody) object.
Next, in your Inspector panel, click on the triangle to the left of Skinned Mesh Renderer and then click on the triangle next to BlendShapes to expose an avalanche of settings. These let you control various aspects of avatar positioning and shaping, and you are going to scroll to nearly the bottom of that long list to find three specific sets of controls, two of which are important for setting up your footwear:
Slider.high_heel accepts a value of 0 - 100 and affects the shape of the foot in the heel. A value of zero means no lift, and a value of 100 is an extremely high heel. Play with a setting here to find a number that works best with the shape of your boots or heels.
Slider.archoffeet also accepts a velue of 0-100 and affects the offset (or crunch) of the arch. A value of zero means no effect, and a value of 100 is severely crunched.
Make a note of the numbers that work best, and then you can change both values back to zero so that your Space avatar base is at its default values. Next, move on to the Clothing Item Settings below.
Now go to your boots/shoes object, and look in the Clothing Items Settings script. Click open the triangle for Extra Settings, and then click on the triangle to the word Heel to expose the Extended Heel Settings.
Make sure to tick the box that says Use Heel Settings.
If you have Morph Target settings from the section above, enter your Slider.high_heel settings under Heel Amount, and Slider.archoffeet under Arch Offset.
For Avatar Center of Mass, enter a number to represent how high the avatar should be raised above the ground. A value of zero is no lift at all, and may result in the bottom of the shoes or boots going beneath the floor or ground terrain. A value of .01 equals 1 centimeter, and a value of 1 equals 1 meter.
Once you've entered those settings that are specific to boots & heels, you can fill out the rest of the info in your Clothing Items Settings and Virtual Goods scripts as you normally would, and everything should look great in-world!
Cloth Physics needs a skinned mesh, follow the steps in Importing_and_Uploading_Clothing until "convert to skinned". See Clothing/Clothing_Item_Setting for more detail on how to add clothing item setting component and to convert to skinned.
Attaching Cloth component
Once you have the skinned mesh attach the cloth component to the skinned mesh. To do so click on add component and search cloth and select it.
The Cloth component provides a physics-based solution for the simulation of fabrics. Following are the various settings you can adjust.
Stretching Stiffness: Changes the stretching stiffness of the cloth.
Bending Stiffness: Bending stiffness of the cloth.
Use Tethers: Apply constraints that help to prevent the moving cloth particles from going too far away from the fixed ones. This helps to reduce excess stretchiness.
Use Gravity: Should gravitational acceleration be applied to the cloth?
Damping: Motion damping coefficient.
External Acceleration: A constant, external acceleration applied to the cloth.
Random Acceleration: A random, external acceleration applied to the cloth.
World Velocity Scale: How much world-space movement of the character will affect cloth vertices.
World Acceleration Scale: How much world-space acceleration of the character will affect cloth vertices.
Friction: The friction of the cloth when colliding with the character.
Collision Mass Scale: How much to increase mass of colliding particles.
Use Continuous Collision: Enable continuous collision to improve collision stability.
Use Virtual Particles: Add one virtual particle per triangle to improve collision stability.
Solver Frequency: Number of solver iterations per second.
Sleep Threshold: Cloth’s sleep threshold.
Capsule Colliders: An array of CapsuleColliders which this Cloth instance should collide with. Sine Space avatars already have capsule and sphere colliders. You do not need to attach any more.
Selecting Edit Constraints will enter the editor into a mode to edit the constraints applied to each of the vertices in the cloth mesh. All vertices will be coloured based on the current Visualization mode to display the difference between their respective values.
Max Distance: is the distance a vertex is allowed to travel from the skinned mesh vertex position. The SkinnedCloth component ensures that the cloth vertices stay within maxDistance from the skinned mesh vertex positions. If maxDistance is zero, the vertex is not simulated but set to the skinned mesh vertex position. This behavior is useful for fixing the cloth vertex to the skin of an animated character - you will want to do that for any vertices which should not be skinned, or for parts which are somehow fixed to the character’s body (such as the waist of trousers, fixed by a belt). You can either select or paint constraints and set max distance. For example in a dress you don't want the top to move at all. The bottom below waist to move slightly and the near the legs to move most. You can select the distance for each part as shown below.
You can now add deletion zones and prepare the clothing. See Clothing/Basic Clothing for more detail.
Attach the virtual goods script and complete the submission process.
See Virtual Goods for more details on the virtual goods script.
You can upload your own avatars to sinespace to wear as a full body costume. This tutorial is only for uploading your avatar to Sinespace without custom animations .
1. Import your avatar into Unity. At the top of Unity, click on 'Assets' then 'Import new asset' and import your avatar. Make sure you have saved your avatar from the 3D software you use to model as a FBX file type.
When you click on this, you will see an Import Menu. Click on the Import button at the bottom.
2. Click on the avatar FBX in the Project window. Under the Inspector window on the right, make sure that the 'Rig' settings are as shown here:
Set the Animation Type to Humanoid.
Set Avatar definition to Create from this model.
If you are uploading anything other than a humanoid, please see the page linked at the top of this tutorial.
3. Drag your FBX into the hierarchy and click on it. In the Inspector window, you should see this:
Make sure that Root Motion is unchecked .
4. Drag the FBX back into the project window to make a prefab.
5. Once you have the prefab in the project window, click on it. In the Inspector window, add the 'Clothing Item Settings' component.
Pick the skeleton you want the costume to fit to.
Under clothing, change the clothing type to Rigged clothing. The fitting slots layer should be set to underwear, and Chest and Pelvis should be checked under the fitting slots.
Under Materials and Patterns, check the 'Keep Materials always' box.
Check the Costume settings by clicking on the circle on the left of the Costume name.
Under the Costume settings, there is a setting called Referenced Prefab. Drag the prefab of your avatar into the Root Template box here.
If you have LOD variants of your avatar, you can add them here.
6. Hit the Prepare button. If it is successful, the prepare button will say Re-prepare after a second.
7. Add the virtual good component underneath the clothing item settings.
8. Under Basic, set the information to this:
9. Fill in the rest of the virtual good component as you normally would to upload items and hit auto submit to start the upload process. If you are not familiar with the virtual good component, you can see our Virtual Good page for more information.
You can check on the upload progress at curator.sine.space.
(Redirected from Clothing/Skeletons)
Since Editor Pack 7, all space users now have the ability to create a full body replacement costume. The costume allows you to replace the space avatar base mesh with any object you want, such as another human avatar, an animal or an object; You can even use particle systems as your avatar!
There are two parts to getting a costume working in space. You will need to first create or import your replacement costume, and then you will need to build an animator for this replacement costume. For the animations, you will need to create your own custom animations if you wish to use an object or creature as your replacement costume, but if you are using a humanoid as a replacement, you can use the default space animations, but more in detail on this later on in this guide.
You can create whatever you want to be your replacement costume, whether it be a unicorn, a wrestler or even a fire particle, anything is possible! You can create your own costume in your chosen 3D software and import it into Unity.
If you have made your own costume, you will need to export the costume from your chosen 3D software as an FBX file and save it somewhere for importing into Unity later.
If you have decided to download an object/model to use as your costume from the Unity Asset Store, then you probably won’t have to change the format of the model as most models on the asset store are already in FBX format.
Once the asset has downloaded, it will ask you to import the model into Unity. I am using a warrior princess model for this guide.
Make sure you have selected all of the assets by clicking on ‘All’ then click on ‘Import’. This will make a new folder in your Assets folder with all of the items needed for your costume.
Note: Please make sure you have the rights to use the model from Unity Asset Store.
After the above step of exporting from the 3D software as an FBX file, you can import this into Unity by clicking on ‘Assets’ and choosing ‘Import New Asset’ at the top of the Unity screen. Then choose your FBX file. This will place the FBX file into your Assets folder.
If your costume is a humanoid model, and you want to use it with the default space animations, you need to set it up to work with the animations.
Uncheck the ‘Apply Root Motion’ box. You can do this by clicking on the FBX in your hierarchy and finding the ‘Apply Root Motion’ box in the inspector window. If Apply Root Motion is greyed out, drag the FBX into your scene, then back to the project window to create a prefab.
Click on the FBX file you have imported in the project window, and under the Inspector window, choose ‘Rig’, and set the animation type to ‘Humanoid’. This will enable you to be able to use the default space animations for the replacement costume.
If you have chosen to use an object or animal as your replacement costume, or you want to create your own animations for a humanoid, you will need to create an animator.
Animators allow you to upload completely custom animations with the replacement costume.
Making A Controller for the Animator
Animators need a controller to work, so you need to create a controller. To create a controller, right click in your project window, and choose ‘Create’ then ‘Animator Controller’ and begin laying it out.
This is a complex step, but you can use the space editor pack controller as a template for laying out the animators; Just search for ‘Player Controller’ in the project window.
An animator controller transitions animations based on input variables - we let you insert a few variables in here (we may add more over time). Your animator needs to have all these variables listed - even if it does not use them.
These variables are:
Magnitude: runs from 0.0 to 1.0 - 0.0 is standing still, 0.5 is walking, 1.0 is running (approximately. These values may deviate from these general bounds.)
Angle: Runs from -1.0 to 1.0, 0.0 is not turning. -1.0 is turning left, 1.0 is turning right.
Vertical: The users key input - moving forward/back shifts this value from -1.0 to 1.0
Horizontal: As per above, except for the left/right keys.
Fly Vertical: 0.0 is not moving up/down in flight, -1 is descending, 1.0 is ascending.
Floor Angle: The normal angle of the floor - used for angling feet to match angled surfaces. Currently disabled.
Is Falling: On/Off - is the user in a falling state
Is Jump: On/Off - is the user currently jumping
Is Flying: On/Off - is the user currently flying
See example:
After setting the rig type to humanoid, you can go ahead and upload your costume. To upload it, first create a new empty gameobject in your scene. Click on the gameobject in the hierarchy, and click on ‘Add Component’ in the Inspector window. Search for ‘Clothing Item Settings’ and click ‘Add’. This will bring up the clothing item settings. Make sure to expand the ‘Costumes’ segment for the next step.
Costumes
For costume uploads. make sure the Costume setting is ticked under Clothing Item Settings. You do not need to use the "Clothing" setting as this will automatically be set.
Costume Settings
Under the Costume settings, there will be a setting called Referenced Prefab. Drag the prefab of the costume into this box to use this as the root template.
There is also LOD Variants listed here. You can put in a High Detail template and a Low Detail Template here. The default is Medium.
Finalise
Before preparing, you may need to rename this empty gameobject to something else, otherwise it won’t prepare. You can rename it by scrolling to the top of the Inspector window and clicking in the box right at the top. I renamed mine to ‘Warrior Princess’.
After renaming, click on ‘Prepare’. If it is successful, it will say ‘Re-Prepare’ after a couple of seconds. Save this as a prefab by dragging the gameobject into your project window.
Uploading
Now you are ready to get the costume uploaded to space. Click on the prefab of your costume in the project window. In the Inspector window, click on ‘Add Component’ and search for ‘Virtual Good’ and add it.
Set the content type to ‘Clothing’ and fill in the rest of the information as you see fit. You can pick any category of clothing for the costume, it doesn’t matter which category it is under.
After it’s all filled out, you can click on ‘Automatic Submission’ to get it uploading to space.
To upload a costume with custom animators, follow the upload steps as above, but check ‘Animator’ under the ‘Slots’ segment.
Scroll down to custom animations, and drag the animator controller you made into the ‘Controller’ slot.
You need to insert the names you used for the variables under the Parameters section into the various fields. These are case and syntax sensitive, so copy them exactly as they are.
Note: If you want to create new transitions in the controller, remember to uncheck the "Has ExitTime" in each transition. It is picked by default.
After doing this, follow the steps above to make your costume a virtual good with the virtual goods script, and your costume will get uploading to space.
For more information and tutorials on animations, see below:
Space has the option to add attachments to your avatar. These can be anything from a sword, to jewellery, even other weapons such as guns, crossbows or shields.
You can also use the attachment option to have your avatar wear certain types of armor such as shoulder pads.
You can make an attachment the same way as any other 3D model you would make and import into Unity, or you can use assets from the Unity Asset Store and import them into Unity to use as your attachment.
You can follow our guide here on how to import 3D meshes.
Setup your scene
The first thing you want to do is add your avatar skeleton into your unity scene. You can use either the default space avatars or your own avatar.
If you want to have the attachment available to all avatars and for it to look correctly placed, you might to need to repeat these steps a couple of times for each avatar.
Set up the attachment item
When you have the avatar in the scene, you need to also drag the item you are using as an attachment into the scene from your project window.
When it is in the scene, you will want to place the item in the area of the avatar in which it will placed, for example, if you have a necklace as an attachment, place the necklace around the neck.
If you have a sword, place the sword in the hand of the avatar. I have an eyepatch as an example, so I have placed it where an eyepatch would usually sit on the head.
With the item selected in the hierarchy, click on Add component in the inspector window and search for Clothing Item Settings. Add this component.
Once this is added, you will see the clothing item settings. For attachments, there are a few things you need to check for the attachment to work correctly.
Fitting
In the fitting section, you make selections for the type of item you are creating, the skeleton it uses, and the layer and slots it occupies (for more information about layers and slots, see this page). First, you need to select the skeleton. If the item is going to be rigged to the avatar and move with the body, then you need to choose the avatar skeleton that the item will be rigged to fit. Note: if you rig an item to a particular skeleton, then the item will only be available for users to buy or wear if they are wearing that avatar skeleton (ie male or female).
If your item will not be rigged to either a female or male skeleton and can be worn by either, then choose Unisex from the drop-down menu for Skeleton.
Next, since you are setting the item up as an attachment, you would choose Attachment from the drop-down menu for Type.
Now you must choose a clothing layer. There are 5 to choose from, in order of distance from the skin. SineSpace users can wear one clothing item per layer, per slot on their avatar (for more information about layers and slots, see this page). On the eyepatch example, we will use Close Fitting.
And finally, you select which slot the item will occupy. Whichever option is closest or most appropriate (and feel free to ask in one of the group chats if you are unsure). For a necklace or scarf you would choose a neck, you would choose head for a hat, and for the eyepatch we will choose face.
Materials
On the Materials tab, there is one choice to make. If the item does not have any different color variations (that is, if you are not going to make the item in different colors), then check the "Keep Materials Always" box. If you are planning on doing different color variations, then uncheck the box and see this page for more information once you have set up and uploaded your main item.
Attachment Setup
On this tab, you will select the bone on the avatar's body that the attachment will be attached to. This will affect the axis or pivot point on the body when the user wears and adjusts how the item is worn, so make sure to choose the bone that makes the most sense for that item. The empty form is pictured below.
You can either click the circular button at the far right and start entering the name of the bone you want to attach to (in this example, head) and you should see it appear on the list below.
Or you can open up the avatar in your project hierarchy until you find the bone you want to use, then just drag that into the slot.
Whichever route you choose, once it's filled out your form should look something like this.
At this point, you click on the Prepare button, and in moments the process will finish and you will see a message underneath "Attach To This Bone" that tells you what it's attached to. If you make a mistake or do not get the results you want, you can change this by repeating the steps above and clicking the Re-Prepare button.
After you have prepared the item, drag the item from your hierarchy into your project window to make it into a prefab. Make sure the prefab is selected for the next step.
To upload the attachment, make sure you have the prefab selected in your Project folder. Scroll down in the Inspector window until you see the Add Component button.
Click on it and Search for Virtual Good and click on the virtual good script to add it.
For more information on the virtual good component, see this page.
For attachments, you want to select the Clothing content type under the virtual good script. Fill in all the other details, and when you get to the Category option, choose the appropriate category.
Usually for attachments this will be under the Accessory sub category.
After all the details have been filled in, you can auto submit your attachment to space.
This a step by step tutorial on how to upload tattoos to Sinespace.
1. In Photoshop or similar, open the sinespace skin texture file you want to work on (male or female) from this pack - | Download
2. Create a new layer (in Gimp make sure the layer is set to Transparency) and add your tattoo image to that layer.
3. Place the tattoo where you want it on the skin texture file
4. Save this layer as a .png or another file format that saves as transparent such as a psd file in Photoshop. In Gimp you will have to hit ‘File, Export’ then save it as ‘Tattoo_Chest.png’ for example.
5. Once saved, open Unity.
6. In Unity, create a new folder called Tattoo so you know where to find the png for the tattoo. You can do this by right clicking in the project window and hit ‘Create’ then ‘New Folder’.
7. Add the png of the tattoo to the new folder you just created. You can do this by right clicking in the new folder and hit ‘Import New Asset’ and click on the png file. OR, just drag and drop the png into this new folder.
8. In the Unity hierarchy, right click and hit ‘Create Empty’or click on 'Game Object' and choose Empty at the top of Unity. You can name this empty object to something like ‘Chest Tattoo’ or whatever you want to name it as.
9. Make sure in Transform the position is set to 0,0,0.
10. Add the ‘Clothing Item Setting’ component to the empty object by clicking ‘Add Component’ and search for ‘Clothing Item Setting’
11.In the clothing item settings, choose the right base avatar skeleton (this will be the same as the skin texture)
12. Check the Tattoo and Makeup setting under the clothing item settings. Set the settings to these:
For the albedo, drag in the .png of the tattoo.
13. Once done, add the ‘Virtual Good’ component. Once this added, drag your empty object from the hierarchy to the project window to make it a prefab.
14.Click on the prefab in your project window, then fill in the virtual good information.
15. Set the Type in Virtual good Basics to Clothing, and Category to Clothing/Skin/Tattoos then fill in the rest of the virtual good information and click auto submission to upload to Sinespace. You can check on the progress of your upload at curator.sine.space
Skin is a texture image that replaces the default skin of your avatar. Skins can be re-made and uploaded in Sine Space using the Virtual Goods component.
You can download the default avatar skin template from the following link.
Sinespace avatar Skin: Download
Once you have created the Skin save the PSD and import it back to Unity.
Unity uses a working folder called the "Assets Folder" - anything in this folder is accessible in Unity in the 'Project' panel. You can right-click in the 'Project' panel, and select 'Show in Explorer' (or 'Show in Finder' on MacOS) and view the files. To import the texture into Unity, simply save it into this folder. Unity will detect and import the texture when you tab back into it.
Attention: Do not store the edited Skin in the 'Artist Project' folder, it will not be uploaded. (That folder is ignored during uploads)
A skin is a special type of Clothing Item - as of Editor Pack 12, we strongly recommend uploading skins using the new 'Tattoo System' which is documented below.
Video Option: This topic is covered under Masterclass 17
Create a new blank gameobject using GameObject->Create Empty from the menu
On the right hand side of the screen, locate the "Inspector" panel, and add a Clothing Item Settings component to this new empty object
Locate the Tattoo section on this component
You now need to adjust the settings to indicate this is a skin; the key settings are:
Skeleton: Make sure to set this Male or Female
Enabled: Make sure this is ticked
Type: Set this to Base Skin
Albedo: Drag the base diffuse/albedo texture into this slot from the Project panel
NOTE: If you are using an older Editor pack, you will also need to tick 'Only Contains Skin' to get it to process correctly, you can find that on the Skin tab. (Newer editor packs such as 12p13 should not require this; however if you encounter an error during processing, you may want to try it.)
The next step is to format it as a item - fill in details on the name, pricing, etc.
Add the virtual good component from the 'Add Component' button
You will then need to adjust some settings - fill in the form until all the red exclamation marks have vanished.
Finally, to save this to disk (so that it is stored as a file, versus simply an object in your scene), click the 'Fix Now' button to convert it to a prefab; be aware the objects name (at the top) will be used in the filename, so you may want to rename the object prior to clicking this button.
You may now upload the item from the Upload tab, this will upload it to the world directly.
If you wish to preview it, prior to uploading; you can use the Clothing Previewer to test an item
Create a new GameObject
Add the Statue and Clothing Previewer components to the object
Now, in the Project Panel, locate your object
You can then drag the object into the previewer slot. Set the appropriate gender on the 'Statue' component (note: the Statue component can be used for NPCs, or previewing against a specific avatar - see more in the NPC pages of this wiki)
Hit the 'Play' button in Unity, and the avatar should preview, while wearing the item.
If you need to use a custom shader or material for your skin, follow this procedure. Note this method may not be as compatible with tattoos and makeup layers.
you can create a new material and drag skin texture and normal map in normal map slot.
Once the material is created you can chose the material shader for skin from built in unity standard, custom shader or SineWave skin shader.
SineWave Skin Shader
Main Color - Sets the overall color of the skin.
Specular Color - Tints specular highlights of the skin.
Shininess - Sets the shine amount of the skin.
Rim Power - how rim lighting spreads around the edges of the model.
Rim HDR - Adds a boost to rim lighting, to enable it push into HDR values (i.e. Brighter than white) for bloom.
Normal Power - controls power of normal map (allowing them to be more/under represented)
Tessellation - allows DX11 Tessellation which smooth's geometry when camera is up close.
Specular Amount - Sets the specular amount.
Gloss Amount - Sets how glossy the skin should look.
Smoothness - controls specular highlights on PBR platforms (higher = tighter highlights), correlates with Standard shader.
Occlusion - controls ambient occlusion.
Loading color - For internal use. PLEASE IGNORE THIS SETTING.
Once the skin material is created, it needs to be converted to fit the skeleton.
Create an empty game object in the scene and add the Clothing Item Settings Component to it.
Skeleton Selection
Chose the relevant Skelton for the clothing item. Please note Space supports multiple third party skeletons as well as it's own native male and female models.
Slots
If you are creating only skin, select Skin Base slot. If you want the skin to have more than just skin select other applicable slots.
Skin Setup
Select Only contains skin if you are uploading skin only. If you are doing a combined outfit Don't select this.
Note : if you are not making just skin you will have to click on Convert to skinned button later. if you are creating just skin this step is not needed and the button will disappear as soon as you select Skin only.
Replacement Skin
Set the number of material the skeleton you are using has.
Sine Space male and female skin only has 1 material; if you have selected that as the skeleton Set the size to 1.
After the size is set. Drag the skin material in the material slot.
Attach the virtual goods script and complete the submission process.
See Virtual Goods for more details on the virtual goods script.
To know more on how to create and upload skins watch the tutorial shown here
The gesture system in Space allows you to create, publish and sell a range of animations and choreographed multi-user interactions.
Gestures Home
Once you have imported the sinespace Editor Pack into Unity, you will find a Gesture Preview Scene.
This scene contains two rigged character models and is set up to allow you to assemble and test your gestures.
Add only one gesture into the scene at a time.
The sinespace virtual world uses the Unity game engine and supports animation files imported as part of a 3D Model file (such as FBX). If you are used to using BVH files there are utilities online that can convert from one format to the other.
When you import an animation into Unity you will then add that animation to a game object. You can find samples for single person gestures and multi-person gestures in your project window. Go to Sample Art>Gestures and there will be two sample prefabs. Sample 1 is for single person and Sample 2 is multi-person.
That game object has scripts added to it, depending on what you are doing with your gesture.
Please see the Single Person Gesture page and Multi-Person Gesture page for more information on how to set gestures up.
Your gesture will also have a Virtual Goods Script attached, which allows you to add product information and submit the item to the store and / or your inworld inventory.
For more information on the virtual goods script;
In the project folder called Gestures (search for "Gestures" in project search) you will see a selection of templates you can duplicate, rename and modify.
Highlight the "Sample 1 person template" file and click ctrl D to duplicate.
Rename your new prefab in the project window, then drag it into the scene.
If you don't want to duplicate the template objects, you can also create an empty game object and then add the "Animate Single Avatar" or "Animate Multiple Avatars" components (which will automatically add the two scripts required) and then you also have to add the "Virtual Good" component.
When you import the .fbx file containing your animation you need to rig it.
Click the rig tab in the inspector. Set the type to Humanoid. Set the Avatar Definition to Copy From Other Avatar Select the relevant sinespace avatar as the source (click the small circle to the right of the Source field.)
Now click from the rig tab to the Animations tab.
You should be able to see your animation in the preview window in the Inspector.
You may wish to crop or modify the animation using Unity's tools in this panel; see here for more information on Unity's animation tools.
Set the number of participants to 1.
If your animation is specifically for a single gender then check "Is Gendered" and select Male or Female from the "Nominal Gender" dropdown.
Leave the Trigger fields empty; these will be used with multi-person gestures.
Tick loop if required; e.g. for dances. The user will be able to stop looping in-world by exiting the gesture..
Other Avatar Effect Scripts
Drag the animation take from within your fbx file into the Clip field.
Leave "Participant" set to Initiator.
You can use the start time to delay the start of the gesture.
If your gesture involves interaction with fixed position prop (e.g. a door handle) or with precise two person gestures (e.g. shaking hands) you may wish to tick Fix Avatar Height. This will set the user's avatar height to the standard height for avatars in sinespace.
Once you have added the animation track to the Clip field in the Avatar Effects Script you can click play in Unity and see the gesture performed by the model in the scene.
Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.
for more information on the Virtual Goods Script go here;
The process for setting up a multi-person gesture is the same as that for Gestures - Single Person Animation, BUT;
Enable the trigger in the Avatar Effect Script. Set the trigger radius to 4.
Users can initiate a two person gesture inworld with a visible circle around them.
Please note that no animation or other prop, audio file or VFX, will be launched on any individual's desktop until all the components of the gesture have arrived and can be launched collectively; guaranteeing that multi-user gestures play in sync for every participant and all other observers in the region.
Attach the Avatar Multi Animation Effect Script instead of the Avatar Effect Script;
Clip A / Clip B
Drag the animation takes from the fbx files for each of your two characters into these fields.
Clip A will play on the initiator of the gesture. Clip B will play on the recipient or guest.
Distance Apart
You can offset the characters here if you have not already defined the offset in via the root nodes of your models in your animation editing tool.
Fix Avatar Heights
If your gesture involves both characters engaging in a very prceise interaction, for instance shaking hands, you can align them using Fix Avatar Heights. Gestures played by tall and short avatars may not look correct otherwise.
Start Time
You can delay the initiation of the animations.
IK Targets
You can select one or more nodes on the avatars and impose an IK through the animation to correct for discrepancies in avatar sizes and shapes.
For more information on on FBX settings and setting up gestures;
Gestures - Single Person Animation
Fill out the product details in the Virtual Goods Script and submit your gesture to the staging server for review.
for more information on the Virtual Goods Script go here;
You can animate the camera in concert with the character animations in your gesture.
There are two options;
Avatar Effect Camera Script - create an animated path from a start and end point in Unity
Avatar Effect Camera Movement Script - import an animation for the camera from another application.
This component is accessed via the Unity Component menu, then select Avatar Effects and then "Camera Follow Character".
Start position and Duration
You can set a start position and duration for the camera here.
Rails Type
Linear will move the camera straight from start point to end point. Rotation will move around the avatar.
Interpolation
Choose either Linear or Smooth.
Offsets
The offsets allow you to place the camera in relation to the avatar. Y+ is up. Z+ is forward.
So; X0, Y1, Z2 will put the camera 1 meter above ground, 2 meters in front of the avatar.
Tracking Options
The tracking options will animate the camera in line with the selected bone (Tracking target).
Tracking Target
Start / End Avatar - For two person gestures you can move the camera target from one avatar to the other.
Start - End Target - You can move the camera's focus from one bone to another over the duration of the gesture.
This component is accessed via the Unity Component menu, then select Avatar Effects and then "Camera Follow Path".
You can apply animation from an fbx file to the camera using the Avatar Effect Camera Movement Script.
Legacy Animation Clip
Drag the fbx file containing your animation into the Legact Animation Clip field. See below for FBX settings.
Child name
The name of the camera in your FBX file
Focus name
The name of the camera target in your FBX file
Tweak Axis
Unity's orientation is;
Y+ = Up
Z+ = Forward
If your files export from your animation editor with a different orientation you can align to achieve your desired orientation using the Tweak Axis fields.
Offset / Ignore rotation
Use these if you want to make universal adjustments to the animation in the editor.
Start time / End time
Set the end time to the same as your animation file.
Add keyframes at start and end
Before you import your fbx file it needs to contain two animated objects; a Camera and Camera Interest.
Please ensure that for both objects there is a keyframe at the start and end of the track;
Copy Field of View data to Camera Scale X
Before you import your fbx file please copy the field of view information into the Camera object's X scale track.
The Legacy Animation rig that sinespace uses to apply the animation to the user's camera inworld, does not pick the data directly from the Field of View track in your animation editor.
When you import your FBX file, open the Rig tab in the Inspector.
Set the Animation Type to Legacy Animation Clip.
Set Generation to Store in Root (new)
In addition to animations and camera paths, there are a number of other components you to can add to speciflc points on the the timeline of a gesture, allowing you to create sophisticated and complex multi-person performances that can be deployed instantly anywhere.
Props might include;
Furniture;
Weapons;
Costume accessories;
Particle effects;
Floating text;
Other complex compound objects, up to and including entire sets.
To add a prop to your gesture, add the "Create Object, Attach" component.
You can add as many separate props as you want, each with their own attachment points or location, and each with their own start and end times.
Drag the prop itself into the Object field.
Use Start Time and End Time fields to set when your prop spawns and despawns.
For single person gestures leave the Participant field as Initator.
For multi-person gestures you can select the Initiator or Recipient for each prop; so you can put a gun in both avatar's hands simultaneously, or set both their heads on fire...
Use the destination drop down to attach your prop to any bone on the skeleton of the avatar.
This component/script is accessed from the Unity Component menu, then Avatar Effects then select "Color Filter - LUT".
You can add colour treatments to your gesture using the Avatar Effect LUT script.
When you import a texture to apply as a LUT you should apply the following settings to your .png file;
Texture Type: Advanced
Mapping: None
Import Type: Default
Bypass sRGB Sampling: ticked
Generate Mip Maps: Off
Wrap Mode: Clamp
Filter Mode: Bilinear
Aniso Level: 0
For more information on creating LUTs, see Unity's documentation here; [1]
This component/script is accessed from the Unity Component menu, then Avatar Effects then select "Play Audio".
You can add audio effects, synchronised with other events in the gesture, using the Audio Effect component;
For more information on audio files and Unity see here; [2]
The Unified SkinClothing HighEnd shader is a shader used for adding depth and substance to your clothing and skin (metal and tessellate feature). This shader is best used on high end machines.
You can use the basic Unified SkinClothing shader if you have a PC with lower performance.
To use this shader on your clothing and skin items, search for "Unified" in your Unity project window. Create a new material by right clicking in the project window and select 'Create>Material'. Drag the Unified SkinClothing HighEnd shader on to the new material and this will add the shader to the material.
Now to work with the settings. NOTE: The name of the shader will now show as Unified Clothing And Skin (Metal and Tessellate)
Main Color - Sets the overall color of the skin.
Specular Color - Tints specular highlights of the skin.
Shininess - Sets the shine amount of the skin.
Rim Power - how rim lighting spreads around the edges of the model.
Rim HDR - Adds a boost to rim lighting, to enable it push into HDR values (i.e. Brighter than white) for bloom.
Normal Power - controls power of normal map (allowing them to be more/under represented)
Tessellation - allows DX11 Tessellation which smooth's geometry when camera is up close.
Specular Amount - Sets the specular amount.
Gloss Amount - Sets how glossy the skin should look.
Smoothness - controls specular highlights on PBR platforms (higher = tighter highlights), correlates with Standard shader.
Occlusion - controls ambient occlusion.
Loading color - For internal use. PLEASE IGNORE THIS SETTING.
But has the addition of a few more settings:
Height Map:
- Single channel (R) texture with height distances encoded on it, you can use a heightmap exported from your 3D package (either Quixel/Substance Painter or from Maya/Max/Blender) - should be derived from the same thing building the normal maps.
Use the height map for encoding fine details (such as for example complex textured fabrics) that are too small or high poly to justify using actual geometry.
Height:
- How much in meters to scale the model details by the heightmap. A value of 0.01 is 1cm. Typically you want 0.005 or so.
Height Offset:
- This will subtract this value from the heightmap values uniformly; you can use for tweaking the visual appearance. Note: resulting values less than zero are treated as zero.
Tessellation Edge Length:
- This defines the maximum size of a triangle on screen in pixels. If a triangle is larger than this many pixels on screen, it will be subdivided. Do not go below 15.
Tessellation Phong Strength:
- This defines how "smooth" the surface should become, values larger than 0.2-0.3 will often create weird balloons. Typical values range from 0 (no smoothing corners/edges) to 0.1 (slight smoothing)
NOTE: When using this shader, make sure to tick "Generate Lightmap UVs" and disable Mesh Compression on your model in the Unity Model Importer screen ( R ) = (R)