Avatar Property Editor

发布于:2024-09-04

Left-click the Avatar (highlight it) to view its properties in the Property Editor window.

  • Open/Save

Here, you can either save the Avatar separately in SAVT format or open an existing SAVT file.

The SAVT format is a standalone Avatar file that only saves the Avatar’s appearance without affecting any other body-related data.

Officially released built-in avatars, avatars downloaded from the official marketplace, and avatars downloaded from the cloud are all saved in this format and can be directly switched by selecting their names. The avatar's name will automatically follow the name of the saved file.

  • Switch Between Names

In the 'Name' section, you can modify the avatar's appearance. When hovering the mouse over a avatar option, an additional window will appear, allowing you to preview a larger image of the model.

TIPS: Only avatars from the library can be selected.

Type/Materials/Other

  • Type:After selecting this option, you can adjust the avatar's pose,gestures, face , emotion, hair, underwear, accessories, and surface.

  • Materials: After selecting this option, you can adjust the avatar's material, including material, texture, normal map, gloss map, metal map, transparent map, displacement map (rendering only), reflection parameters, and advanced.

  • Other: After selecting this option, you can freeze the avatar and adjust its 3D information.

1.Type

  • Participate in Collision : Whether the model will collide with the fabric.

Trims can be set individually to reduce simulation bugs caused by collisions.

if the hair simulation is changed to "Yes/No," the following situations will occur:

Hair simulation enabled:

Hair simulation disabled:

  • Switch Between Poses

Official built-in poses, poses downloaded from the official marketplace, and poses downloaded from the cloud are all saved in SPOS format and can be directly switched under the Pose tab.

  • Switch Between Gestures

  • Using Original Pose Position

The model returns to the position of the saved pose.

  • Face

Method 1:

Relevant face shape assets can be downloaded from the official resource library.

Method 2:

"Compared to Method 1, which only allows selecting preset face shapes, this operation is more detailed and offers more personalized options.

  • Emotion

Method 1:

Relevant expression assets can be downloaded from the resource library.

Method 2:

Compared to Method 1, which only allows the selection of preset expressions, this approach provides more detailed control and enables a greater degree of personalization.

  • Hair

You can switch between preset hairstyles for the avatar.

  • Underwear

You can choose whether the avatar's skin includes underwear, which is useful for displaying the overall effect of lingerie or underwear-related garments.

As shown in the style below, overlapping underwear may affect the final evaluation of the visual effect.

  • Accessories

You can directly use the dropdown menu to switch between different hairstyles or shoes.

Shoes:

You can switch between preset shoe options for the avatar.

If 'None' is selected for shoes, the heel height slider can be used to adjust the foot position to accommodate different heel heights, making it easier to simulate and create footwear.

Other Accessories:

Official built-in accessories, accessories downloaded from the official marketplace, and those from the cloud can all be selected from the dropdown list.

You can switch between preset accessory options for the avatar.

  • Surface

The gap between the fabric and the model is shown in the effect below.

  • Dynamic Friction

# (A higher value indicates greater friction.)

Increased friction reduces fabric slippage against the skin. For a more perceptible result, it is recommended to adjust both the static and dynamic friction coefficients simultaneously."

  • Soft Body

"When the soft body function is enabled, the skin appears more refined and firm.

  • Mesh Subdivision

Enabling mesh subdivision increases the polygon count of the model for a smoother surface, which is particularly useful for simulating tight-fitting garments. However, this setting can significantly affect system performance and is not recommended when working with complex or loose-fitting clothing."

As illustrated, setting the mesh subdivision to level 3 results in a much smoother model surface. However, this also causes the polygon count to grow exponentially, leading to a substantial decrease in system performance.

#This feature is currently not compatible with the soft body avatar.

2.Materials

The Materials section includes four categories: underwear, skin, hair and shoes. Compared to the 'Type' section, it offers greater flexibility for individual adjustment.

The avatar material editor functions in the same way as the fabric editor.

The materials of the virtual model’s skin, hair, and shoes can be directly edited.

Underwear

You can customize the underwear’s texture, normal map, gloss map, metal map, and transparent map according to your needs.

Skin

  • Material List

"You can choose to edit the material properties of different parts of the body.

Eyelash styles can be selected here.

By default, Eyelash Style 1 is enabled. To switch to Eyelash Style 2, hide Style 1 and display Style 2.

This can be achieved by setting the opacity of Style 1 to 0 and the opacity of Style 2 to 1.

  • Select skin:Hold down Ctrl and left-click to select both the face and body. Once highlighted, you can select multiple materials simultaneously and apply property changes to them at the same time.

  • Rendering type: is not recommended to modify the model's skin settings except for the Matte and Subsurface Scattering rendering types.Subsurface Scattering only takes effect during offline rendering and gives the skin a translucent and scattering appearance. However, this significantly increases computational load, potentially doubling the rendering time.

Change Color:In addition to changing the skin tone by loading a new skin texture, you can also overlay a color to modify the skin tone. In the texture list, left-click the color layer to select and apply a new color.

Normal Map:Normal maps simulate surface bumpiness. It is not recommended to replace the normal map or use auto-generated normals. However, you may adjust the normal intensity as needed. (Note: Setting the normal intensity to a negative value inverts the normal direction, making protrusions appear as indentations—this is not recommended.)

Smoothness Map:Adjusting the intensity of the smoothness map can make the model appear more glossy or wet. You can fine-tune it based on your design needs. Inverting the map will make originally smooth areas look rough and vice versa—this is generally not advised.

  • Transparent Map: It is not recommended to alter the transparency on the avatar’s skin. However, if the eye reflections during offline rendering are too strong or too weak, adjustments can be made by modifying the transparency of the avatar's cornea. As shown in the image, altering the transparency can adjust the gloss of the corneal reflections, allowing for better effects under different lighting scenarios.

  • Displacement Map

Displacement mapping significantly increases the computational overhead, and it only becomes effective after subdividing the mesh to a very high polygon count (with minimal visible effect). The default avatar does not use displacement mapping, and no modifications are recommended here.

  • Reflection Parameters

Reflection intensity can be understood as Fresnel reflection, which controls the overall reflection effect. The reflection effect of the default avatar is achieved through a combination of specular color maps and glossiness maps. Therefore, no modifications are recommended in the avatar's material settings.

The intensity of the side light can be adjusted based on the actual situation.

Hair

  • Modify hair color

Select the hair for editing, and make sure to choose the material labeled with a hair-related name from the material library.

Or you can click it in the 3Dwindow to edit it.

The operation is the same as skin tone adjustment. Simply click on the color selection area under the texture layer to change the color. If the result appears darker than expected, you can enable the fade function. The fade slider adjusts the intensity of desaturation or whitening—use it as needed based on the actual effect.

  • Metalness Map: This map gives the material a metallic sheen. It can be applied to hair to enhance the texture of lighter-colored hair, making it appear more refined. However, it tends to darken darker hair colors, so its use is not recommended in such cases.

  • Reflection Parameters: Reflection intensity and rim light strength follow the same principles as those applied to skin materials and can be adjusted as needed. Rim lighting can be used to create glowing hair strand effects.

Shoes

  • Change Shoe Material

Just like changing skin or hair, modifying the shoe material involves adjusting its rendering type, texture, normal map, gloss map, metal map, transparent map, displacement map, reflection parameters, and advanced settings such as side transparency and translucency.

3.Other

  • Freeze:

After freezing the avatar, it can no longer be moved once selected.

  • 3D Information: This includes Position and Rotation.

Position: Allows you to adjust the avatar’s location along the X, Y, and Z axes in the 3D viewport.

Rotation: Controls the orientation of the avatar's body within the 3D space.


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