The available settings depend on the version you are using:
You can configure the settings for the exported 3D object as required, as detailed in the following table.
3D Camera Views
Use these settings to:
Select a Preset Camera View
Select a Previously Saved Custom View
Add a Custom View
For more information, refer to Saving Export Settings.
Click to display the available types of file format for the exported 3D object. You may select one of the following:
Select Include Avatar to include the avatar in the exported 3D object.
Toggle to display the available settings.
*Note: Disabled if either Single UV Layout Per Piece or Single UV Layout For All Pieces is selected.
Click to reset all the advanced settings to the default settings.
Select the colorways you want to include:
Multipack (Combine into a Single File)
Only enabled when there are two or more colorways selected. Select to have the images for all colorways included in one file.
Note: Only displays if 3D Format is GLTF.
For additional information, expand the following:
VStitcher 2019 April Edition and newer
When exporting a 3D object using Autodesk FBX (fbx) or OBJ (obj), the following maps are exported:
When exporting a 3D object using Browzwear PBR FBX (fbx) or V-Ray Scene (vrscene), the following maps are exported:
Diffuse (alpha included)
Clear coat roughness
When exporting a 3D object using FBX/OBJ with the Layout UV option selected, the diffuse map is exported. The specular and normal maps are not exported.
This setting determines how 2D textures are applied on to a 3D object. The following information is a general guide to help you choose the correct format.
Using this setting maintains the same texture and geometry structure of the original. For example, it separates out seams, thickness, and fabrics to different layers, and uses tiling for texture images. This setting exports what you see in VStitcher or Lotta. It includes a substantial amount of pieces, elements, and so on.
Use of this setting is typically best for automation, or analysis of data.
Using this setting generates a simplified structure without layering. Textures are created whole without tiling.
Use of this setting is typically best for games and animation in other systems.
There are different naming conventions for Layout and Native UV.
When exporting a 3D object as FBX/OBJ with Layout UV, certain naming standards are applied.
The following file suffixes are used for the different material maps:
For example: jeans_normal.
The following file prefixes are used for the different geometries:
For example: outside_piecename_pieceID.
When exporting a 3D object as FBX/OBJ with Native UV, the following standard naming convention format is applied:
<Material type>_<Material name>_<Piece name>_<Piece ID>_<Identifier>_<Location>
For example, a front piece of a pair of pants might have the following geometries:
For details of each of the parts of the naming convention, refer to the following sections.
You can configure the naming convention format in the Export 3D Object Advanced Settings.
<Material name> is only included when you select Use Material Names.
<Piece name> and <Piece ID> are only included when you select Use Pattern Piece Names.
For more information, refer to Settings.
The material type is one of the following:
Design (see following note)
Reminder: Only included when you select Use Material Names in Export 3D Object Advanced Settings.
The name of the piece or attachment as displayed in the 2D window. For example, PantsFront.
A unique numerical identifier to differentiate between geometries that have the same name as one another.
Where the element is located on the garment. One of the following:
For example, Outside refers to the outside of the garment and Thickness refers to the thickness of the material.