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: