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Setting Up an Imported Avatar

Setting Up an Imported Avatar

  • If you're using an Alvaform, you should not require to do any setup.

  • If you are using an imported avatar other than an Alvaform, and have set up the anchor points as previously specified, you should not require to assign these. For more information, refer to Anchor Points and Imported Avatars .

If you are using a body scan, so that the application correctly recognizes each part of the avatar, you must do the following when you import a scanned avatar:

  • Set the avatar's orientation

  • Assign anchor points

Setting the Avatar's Orientation

On importing the scanned avatar:

  • The avatar is displayed in the 3D window

  • The Edit Avatar pane is displayed in the Context view

  • The following dialog box is displayed.

    Customize Avatar dialog box

  1. If necessary, adjust the Vertical and Facing values so that the avatar is correctly displayed in the 3D window.

  2. By default, Mirror is selected. It is recommended you do not clear this selection. If you do clear the selection, you can see the effect in the 3D window.

  3. Click OK.

Assigning Anchor Points

The avatar is displayed with 3D anchor points shown as red circles with a white center point. You must place these on the avatar, using the Edit Avatar pane, so that the application correctly recognizes each part.

For reset information, refer to Reset to Default.

Newly imported scanned avatar

 

If you have accidentally switched views and do not see the Edit Avatar pane, you can reopen it by doing the following:

  1. In the 3D window, right-click on the avatar. Menus are displayed.

  2. Click Edit Avatar. The Edit Avatar pane is displayed in the Context view.

To assign the anchor points.

  1. In the Edit Avatar pane, click on the name of the anchor point you want to assign. For example, click Crotch.A body image is displayed with a green marker showing where you should assign the selected anchor point on the avatar.

  2. In the 3D window, press Ctrl (on the Mac, press Command) and click on the avatar where you want to assign the anchor point.

  3. In the Edit Avatar pane, click on the name of the next anchor point you want to assign.

    • The previously assigned anchor point name is displayed in the Edit Avatar pane with a green tick, and in the 3D window as a green circle with a white center point.

    • A body image is displayed with a green marker showing where you should assign the newly selected anchor point on the avatar.

      A green tick is displayed

  4. In the 3D window, press Ctrl (on the Mac, press Command) and click on the avatar where you want to assign the anchor point.

    For more information, refer to Importing Avatar Anchor Points Reference.
  5. Continue to select and assign anchor points until all are assigned.

  6. By default, the Textures section of the Edit Avatar pane is set to Default.

    If you want to import textures for the avatar:

    1. Click Drop-down, then Import. A file explorer window is displayed.

    2. Navigate to where the textures file is located and select it.

    3. Click Open. The textures are imported.

  7. By default, the Avatar Friction section of the Edit Avatar pane is set to Human.

    This setting is the amount of friction or stickiness the avatar exerts on the garment: Plastic (least friction), Human (standard friction), or Cloth (most friction). If you want to change the setting, click Drop-down, then click the friction setting you want.

  8. Click Test Mode. The avatar displays in a T-pose. Ensure the avatar has a good T-pose. For more information, refer to T-Pose.

  9. In the Edit Avatar pane, type a name for the avatar, and click Save.

    Scanned avatar with hanging points

This is a one time process. It does not need to be repeated unless the scanned avatar is imported into VStitcher again.

Reset to Default

The functionality of this button in the Edit Avatar pane depends on the software version you are using.

  • Click to reset positioning of the anchor points to those assigned in the FBX file, if applicable. Otherwise, resets the anchor points to be unassigned.

 

Importing Avatar Anchor Points Reference

When assigning the anchor points to an imported avatar, use the following table and image as a guide.

Anchor Point Position Functionality

Chin

Center of the chin.

Sets minimum height for head cluster.

Chest

Center of the chest, in line with the widest circumference of the upper torso.

Identifies the front torso area so as to correctly position torso clusters.

Belly button

Around the center of the chest, below the chest, where the belly button would naturally be.

Identifies where the waistband clusters that wrap around the avatar should be positioned.

Crotch

At the top of the inner thighs, around the center. From a side view, around the center of the avatar’s depth.

Sets the center of the avatar, around which rotation takes place. Used to place the avatar in the center coordinates of the 3D environment.

Shoulder

At the end of the clavicle nearest the arm.

Identifies the rotation axis for arm clusters and sets the upper boundary for the arm clusters.

Armpit

At the top of the inner arm where it joins the torso. From a side view, around the center of the avatar’s depth.

Helps generate a T-pose for avatars imported without a rig.

Ribs

Around halfway between the chest and the belly button, and around halfway from the center front to the side.

Sets the wrapping direction for curved and rounded wrap types. (If not set, the cluster could curve away from the avatar body instead of around it.)

Elbow

On the outside of the arm.

Identifies the rotation axis for arm clusters.

Wrist

On the outside of the arm, just above the hand. From a side view, in the center of the arm.

Sets the bottom boundary for the arm cluster, and the top boundary for the wrist cluster.

Hip

Below the waist, above the crotch, on the outside of the leg. From a side view, around the center of the avatar’s depth.

Helps set the axis for the rounded leg cluster and the upper boundary for the leg cluster.

Knee

Outside of the knee. From a side view, around the center of the avatar’s depth.

Helps set the axis for the rounded leg cluster.

Ankle

Outside of the ankle, above the foot. From a side view, around the center of the avatar’s depth.

Helps set the axis for the rounded leg cluster and sets the bottom boundary for the leg cluster.

Anchor points guide

T-Pose

A good T-pose ensures more accurate placement of pattern pieces around the avatar, creating better finished simulation results with less post-fixes required.

The following image shows an example of a good T-pose.

T-pose example

The following images show a range of typical issues that might arise when you import a scanned avatar, along with fixes.

 

Hip hanging point too low

Hip anchor point too low. To fix, move the hip anchor point higher than the current position.

 

Hip hanging point too high

Hip anchor point too high. To fix, move the hip anchor point lower than current position.

 

Hip hanging point too far forward

Hip anchor point too far forward. To fix, move the hip anchor point towards the back.

 

Hip hanging point too far back

Hip anchor point too far back. To fix, move the hip anchor point towards the front.

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