![clo3d avatar size clo3d avatar size](https://cdnb.artstation.com/p/marketplace/presentation_assets/001/127/007/20210815105722/thumbnail/file.jpg)
Thank you in advance for help! Would be cool to have any custom figure within that great software with an ability to change its sizes. It can make clearer what they can be, I hope. I feel it must be spawned from the original DAE file.Īnd this is the comparison table of these Body segments with all appropiate connected joints.
CLO3D AVATAR SIZE HOW TO
But I hope the profi users can guess what they look like and I would be grateful for any info how to make this file by myself.
![clo3d avatar size clo3d avatar size](https://i9f2n2b4.rocketcdn.me/wp-content/uploads/2016/11/CLO-3D-Resizing-Avatar-Shape-After.jpg)
Because I know Maya very poor, I couldn’t find within that file any links to these Body Segments. To make it clear, I post the original file of the native avatar of Clo3D. How can I designate these groups in Maya for my own custom mesh and record them within Open Collada format? As far as I know, OpenCollada can record skinning info, meshes, bones and joints - what else do I miss in its settings?
CLO3D AVATAR SIZE SKIN
So I wonder - what may be these body segments in Maya? Skin Clusters? Polygonal groups? Obviously they are mesh-related (vertex count) but connected with rigging at the same time. All Joints and widths may be selected from the dropdown list but without the appropriate DAE file the application just gives a crash. Every Body Segment has its own vertices count, starting point ( Joint Name 0) and final point (J oint Name 1) and must be connected to width (circumference) body measurement of that software. The second shot shows the very mysterious Body Segments List, which may be loaded from another Open Collada DAE file. Into the Body Space window one should load four morphed DAE versions of the same character, it is no problem too. It requires nothing more than the base DAE file of the avatar.
![clo3d avatar size clo3d avatar size](https://i.vimeocdn.com/video/192396299_1280x720.jpg)
The first picture shows the avatar and its length measurements, each of them includes several bones for scaling and easily editable by picking appropritiate joints from the Avatar Joint List. Here are some screenshots, illustrating the properties of the native Clo3D rigged avatar. I searched for any info what may be these body segments in Maya but cannot find any hint in available web tutorials.
CLO3D AVATAR SIZE FULL
Without this DAE file, the full transformable avatar cannot be created. When they made native avatars, they used some additional Open Collada file to load something called Body Segment Data into Clo3D. The second step on this way is to get the very transformer, which may be done quite easy, but for only hitch. I decided to test this posssibility, did this transfer and got a rigged character with custom geometry, fully compatible with CLO and MD animations. Theoretically, such transformable avatar can be created from any rigged and properly skinned figure, exported as Open Collada, especially if this figure has the transferred rig of any native Clo3D avatar. It was made in Maya 2011 and exported from there in Open Collada. This character is transformable (it can change size via scaling of bones according to the avatar size file). There is a program called Marvelous Designer or CLO3D (virtual clothes creation software), which has rigged avatar for clothes. Hello! One more weird question about puzzles of Maya character setup.