Wearable
The building blocks for the Modular Character System.
A Wearable asset holds all of the data and reference for each of the modular pieces and parts that make up a character. Essentially, in addition to providing contextual information, such as slot type and name, the asset holds a reference to the physical mesh and materials available for a given item. Wearables are indexed by type and their category index matches the slot index in a Wearable Set array.
There are three different types of Wearable asset. Each type is treated differently by the Wearable System and as such, contains different data and references:
Wearable Types
Slot Indices
There are 17 slots total. The slot index is referenced by each Wearable so the Modular Character System knows where to put it:
0 | CHEST |
1 | LEGS |
2 | HANDS |
3 | FEET |
4 | FACE |
5 | HAIR |
6 | BACK |
7 | EARWEAR |
8 | EYEWEAR |
9 | HEAD |
10 | NECK |
11 | SHOULDER |
12 | WAIST |
13 | WRIST |
14 | LEFT HAND |
15 | RIGHT HAND |
16 | ADORNMENT |
Creating a Wearable Asset
Wearables can be created by right-clicking in a folder and navigating to Create > Modular Character System > Wearables > (Wearable Type).
All Wearables have the following Parameters:
Category | The slot the Wearable is meant for. This corresponds to the slot index. |
Item Name | The name of the Wearable. |
Item Description | An optional short description for the Wearable. |
Item/Alt Icon | An optional icon and hover icon for the Wearable. |
Linked Mesh | The actual mesh for this Wearable. |
Status | Defines whether this Wearable is an original or variant (this field is not included in Wearable attachment assets. |
Item Materials | The available materials for the Wearable. |
Wearable Clothing and Wearable Cosmetics contain additional fields to further define material indices and variant links.
Material Fields:
Uses Wearable Material? | Clothing only: If true, the Wearable uses a material for the wearable. (This will be false if a Wearable is unclothed and uses the skin material only). |
Uses Skin Material? | Clothing only: If true, the Wearable uses a skin material. (This will be false if the Wearable does not show any skin). |
Eye Index | Faces only: The sharedMaterial index for the eye material on the linked mesh. |
Eyebrow Index | Faces only: The sharedMaterial index for the eyebrow material on the linked mesh. |
Face Index | Faces only: The sharedMaterial index for the face material on the linked mesh. |
Variant Data Fields:
Variants are available for clothing and cosmetics to increase compatibility between slots to each other. If you specify that a Wearable requires, or has, a variant, you will be able to further define the link between the assets.
Requires Variant | If true, the Wearable requires a variant |
Required Type | Specifies which slot this Wearable requires a variant in |
Has Variant | If true, this Wearable has a variant available |
Linked Variant | The Variant asset which contains the references to be swapped in for the specified slot (should it require a variant) |
Variant Type | If the Wearable has a variant, this is the category of Wearable the variant is for |
Custom Bone Fields: If a Wearable Cosmetic (such as hair) contains bones, you must specify the rig and transforms for it. As such, Wearable Cosmetics have fields to do so.
Custom Bones? | If true, this Wearable contains custom bones |
Custom Armature | The full armature for this item |
Top Bone Name | The name of the top bone. This is where the bones will be split from the existing armature and added to the character's rig. |
Bone Position/Rotation | These are the transform values for the top bone when it is added to the character rig |
Capture Bone References | If you select the top bone in scene, you can click this button to automatically populate the previous transform values. |
Variant
When you create a variant asset, you only need to worry about two fields:
Linked Mesh | The mesh for variant |
Linked Original | The original Wearable asset that this variant is for |
Remember to assign this variant asset to the original Wearable's "Linked Variant" field.
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