Cubism Modeler‎ > ‎Special Models‎ > ‎

03. Avatar Model

※This page is still under construction!!!
Data and translation is in progress, please check back later if you need more info!


Avatar creation with Modeler is exclusive to a specific version and license, and requires a special Avatar SDK to create a functioning model.

Please contact us for more details.


    Output Structure


Creating a Model meant to be used as an avatar is not that different from creating any other model.
However, there are some points that need to be taken into consideration in order to have an easier time with the process
because some options, such as changing part colors, can be changed from within Modeler itself only in Avatar mode.


Default Export Settings
・Export .moc file + Texture file


Avatar Export Settings
・Export .moc file + Texture file
・bkparts + Texture file

Unlike the normal .moc export settings, creating an Avatar Model file requires more data such as locations and colors and textures of each part.
This process using 「bkparts」 saves data required for an avatar model to function properly that a normal model does not need.





    Before you Begin


・  Canvas Size

Set the Canvas size of your project before importing the PSD file.
Modeler usually sets the canvas size to the PSD file imported, but when importing another psd, the automatic size chosen for the model may not fit all the newly added parts.
If you don't allow for enough room, using the re-import PSD function to add other parts may cause some conflicts.



・  Artwork Adaptation

When creating the artwork for the character,
make sure to cut each part to allow for a logical color change.

For example: a Model that can change colors of skin and clothes.
Clothes need to be on separate layers than skin, so each can be changed individually.




Not allowing the clothes to be a different part than skin may cause
undesired effects, such as when changing colors of the socks, the legs will also be affected.




・  Hair Color and Eye Color.

In a model that will change eyes and hair colors:
Extremely bright and extremely dark colors may not translate well, so avoid using pure black or pure white colors on parts you plan to offer different colors of.
A neutral color such as brown might be a better starting point, and later you can achieve different shades from inside Modeler itself by changing saturation and brightness, or even specify exact colors.










    Model


・  Part Settings


Create a [Reference Part] for each object you have several versions of, such as [eye], [eyebrow], [mouth], [nose], and [ear] etc.
Make sure these reference parts don't have any actual Drawing Objects or Deformers set to them.




When adding in your different parts, make sure to give each one a PART ID with correct numerical succession.
Each part you add should be next in number to the one before it, even if you several different groups of parts (please look at the HAIR_FRONT groups to understand the PART ID naming process).




    ・  Drawing Object ID

    Make sure to change the ID number of every object you import into the model.
    Importing the PSD file will automatically assign default numbers to objects, which look like [D_PSD.00]
    The last two digits [00] are the object ID, and should be renamed to something you can remember easily to prevent any overlap.




    Also, make sure not to accidentally give two object the same ID number.
    The Object ID can be found in the [Edit] palette when you have the object selected.




    ・  Deformers

    Deformers that control basic movements (parent deformers) need to be included in the final model file [.moc] to function properly.
    This way, even when you change parts such as eyes and mouth, the universal movement of turning the head and neck will continue to function as expected.

    In the case of a model that will change clothes, which would require the parent deformer to be replaced completely, it is possible to use the "breathing action" deformer set as a parent to apply to every change of clothes the character will have.
     
    Those important deformers should be placed in the [CORE] parts folder, and should be included in the exported .moc file.



    ・  Textures

    When importing a PSD file, remember that it will be linked with the texture file used in the model.
    This requires that only 1 PSD file be used at any one time.
    Importing parts from several PSD files will remove any previous parts and replace them with the new imported parts.
    To learn more about importing and re-importing PSD files, please click here.







        Color Group Settings

    Changing colors of an object is set from a list of colors selected by the user.
    To learn more about the Avatar Palette, please Click Here.






        Export


    ・  MOC file export

    When exporting the model for Avatar use, make sure to only show the [Core] and [Base] parts,
    Base parts are what we have left empty of drawing objects and deformers.
    Other parts, such as effects and backgrounds etc, can be included and shown when running the export wizard.

    (It is useful to create a display group for the .moc export event to make it easier to hide and show parts as you work)




    ・  Export Avatar Parts

    1. Parts can be saved from the menu [File] → [Save Avatar Part]




    2. Select the parts you would like to export.
     
           When using this function, make sure to export objects that have actual artwork in them. (not the empty Base parts)




    3. Decide on the export settings.


    Texture Output Settings Window

    ・Export drawing objects separately

    Instead of using one texture file,
    this will save each drawing object into it's own image file (recommended).
     



    ・Export Original Texture

    Exports the same texture file you are using in modeler.
    This will export the whole texture file, even if it contains parts you will not be using as avatar parts.



    ・Export Drawable Objects in an Integrated Texture (beta)

    This will create a texture file containing the parts you selected to export as avatar parts.
    It is possible to set the margin between parts to make sure the parts are not touching. ※still in beta




    Texture Quality

    You can set the size of the textures exported with the wizard, which will affect the quality.
    This means that a model that was created using a 1024px texture file will be reduced by 50% if you export it as a texture size of 512px.
    Checking the box next to [Optimal Size] will automatically select the best size.
    (This option is not available when exporting parts separately)

    Click through to learn more about the checkbox labeled [Apply the Dropped Color Prevention tool to texture ]




    Folder Settings

    Here you can specify the folder you would like to export to.
    You can check the box to [Group Parts by ID] to have them be saved into a tree structure resembling that in the original model.





    Tips
     Saving Avatar Parts can be done on each part manually, by right clicking and selecting [Save Avatar Part] from the menu.
      (SHIFT+click or CTRL+click to select multiple parts to export)








        Viewer


    To learn more about viewing the model in Viewer
    Please refer to the manual page:





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