![]() Do not adjust the scale values on the _hips.If the _root contains translate or rotate values, this becomes a cause for rejection.Here, the scale X, Y, and Z must be identical values. If you wish to adjust the overall size, enter the scale value on the root.Make sure to read the following information. Scale X = 1.302 Scale Y = 1.302 Scale Z = 1.302 (Enter the new values in the scale values slot.) ❗️ The final value of each joint is the previous value added with a new value. Make a deformations group under the hips joint and create empty groups inside this group set with names that contain an underscore and corresponding joint name. Once you have calculated all new values, delete all keys for all joints in frame 2.The new joint position value is the data value that will be added to each joint area after body type change.You can calculate the new value by deducting the frame 1 value from the frame 2 value.Move the joints that need body type change and enter a key in frame 2 (Maya shortcut key: s).Īfter completing the above steps, calculate the new values for the joint position. Hide the mask objects that are not immediately in use. ![]() This is a key saved as a record to find out the changed values after the character's form has been made.Select all the joints and enter a key on frame 1 (Maya shortcut key: s). (You cannot upload objects that are outside this range.) When creating outerwear, make sure the end of the corresponding body type does not exceed the maxSize in the guideline or falls short of the minSize. The sample file contains the size guidelines.STEP 1 : Preparing for Deformation CustomizationĬlick File > Import > deformations.fbx to load the downloaded Tops and Bottoms Modeling Guide dummy file.
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