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Creating Your Item - 3D Modelers (3)
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Creating Your Item - 3D Modelers (3)

Item Creation Guide for 3D Modelers - Rigging & 3D Masking

Creating Your Item - 3D Modelers (2)

 

Welcome to ZEPETO Studio, the creation platform for virtual assets of ZEPETO.

We'll talk about:

  • Category
  • Design Concept
  • Modeling
  • UV mapping & Texturing
  • Rigging
  • 3D Masking
  • Converting to Unity
  • Exporting to .zepeto file format

 

 

Rigging

 

Once the modeling and UV map work is done, you can start the rigging work.

 

[Required] Precautions with rigging work

  1. Skin's maximum influences are fixed at 4. (4 is the best weight value in Unity.)
  2. All clothes share one body, so baseBody weight value is the basis.
  3. Only the dress (DR) adds weight freely, and the bottom (BTM), top (TOP), and outer (OTR) add weight considering the combined situation.
  4. When bindingskin work, the hips joint must be included.
  5. The part where the skin is connected is set equal to the mask weight value.
  6. Add weights to prevent the mask from coming out of the costume modeling.
  7. The vertex color must be painted on the mask to operate normally.
  8. Check whether the key is in the joint or mask, and if so, erase and save it.
  9. When saving as an FBX file, clothes, joints, and masks must be selected.
  10. Work with weights so that the shape of the body does not collapse when it is moved.

 

 

Rigging work by category

 

Top / Bottom & Skirt (BTM) / Outer (OTR)  Rigging Tutorial


1. Load the creatorBaseSet_zepeto.fbx file. 

 

2. Make clothes according to the mask or bring the made clothes to match. 

 

3. If the clothes are in T pose, proceed to the first imported joint. If the clothes are in A pose, the rotateZ values ​​of shoulder_L and shoulder_R are -7.5. Change the rotateZ values ​​of upperArm_L and upperArm_R to -40. 

 

4. Make 3D masking according to the clothes. (mask) 

 

5. After selecting the mask, use the Paint Vertex Tool to paint the area covered by the clothes in black (0) and the visible area in white (1). 

 

6. Select the required joint and bindSkin it (hips must be included in bindSkin unconditionally). 

tip1. If a joint other than a scale joint is bindSkine, only head, jBone, hand, foot, lowerArm(Leg)Twist, thumbPro and hips are applicable. 

tip2. To work comfortably, change the bindSkin option to bind to: Selected joints and only the selected joints will be bindSkin. 

tip3. LowerArm(Leg)Twist, lowerArm(Leg)Twist_scale are used to make the calves and wrists deform smoothly. Include it with bindSkin if necessary. 

 

7. The hips joint should have zero weight. 

 

8. If the baseBody is added to the clothes due to the shape of the body, the weight at the end of the body should be the same as the mask weight. 

 

9. Copy the weight value to the clothes using the weight value in the mask 

(When copying overlapping joints, move the position value a little, then proceed and return to the initial position). 

[pelvis, lowerArmTwist_L_scale, lowerArmTwist_R_scale, lowerLegTwist_L_scale, lowerLegTwist_R_scale]

 

10. Move the joints one by one to correct any parts that are out of shape or have abnormal weights. 

(Change the scale value of the scale joints to make sure there is no problem when deforming.)

 

11. At the finishing stage, make all the rotate values ​​to 0 so that the joint can become a T pose. 

 

12. When the weight is finished, unBindSkin the mask. 

 

13. After completing the work, select the clothes object, hips, and mask, and then save them as FBX files using Export Selection.

 

14. Save as FBX and insert the animation key in Unity to make sure there are no problems.

 

 

Precautions with costume rigging work

Even if it bindSkin in A shape, it changes to T shape before making it into FBX file.

 

Fix the wrong part by moving the joints one by one.

 

You should check whether the part connected to the baseBody is moving normally. Also, be careful not to let the inner meshes come out.

 

 

Footwear Rigging Tutorial

Load the creatorBaseSet_zepeto.fbx file.

 

Make shoes to fit the mask or bring ready-made shoes to fit the mask.

 

Make sure that the foot volume does not deviate from the shoe volume. The height between the shoes and the floor is determined by one grid.

 

After selecting the mask, use the Paint Vertex Tool to paint the black part (0) for the part that is not covered by the shoe and white (1) for the part that is not covered by the shoe.

 

Select the required joint and bindSkin(hips must be included in bindSkin).

tip1. If a joint other than a scale joint is bindSkine, only head, jBone, hand, foot, lowerArm(Leg)Twist, thumbPro, and hips are applicable. 

tip2. To work comfortably, change the bindSkin option to bind to: Selected joints and only the selected joints will be bindSkin. 

tip3. LowerLegTwist, lowerLegTwist_scale to smoothly deform the calf Include it with bindSkin if necessary.

 

Fix the wrong part by moving the joints one by one.

 

When the weight is finished, unBindSkin the mask.

 

After completing the work, select clothes, hips and mask and save it as FBX file.

 

Save it as FBX and put an animation key in Unity to make sure there are no problems.

 

Precautions with shoes rigging work

  1. The footwear(SH) is a form in which the toe and ankle joints are added to the bottom(BTM).
  2. Because lowerLegTwist and lowerLegTwist_scale are in the same location, when copying weights, move the scale joint slightly to avoid the case of incorrect copying.
  3. Unnecessary joints should be removed and hips joints added to the skin.

 

 

 

Headwear Rigging Tutorial

To make headwear in ZEPETO Creators, you need a mask for headwear (the position is different from the normal mask). If you download the headwear guide mask on the website as above, there is mask, head joint, dummyFace (headwear copyweight), and dummyHair (headwear position guide).

 

First, create headwear by matching the position on the mask and dummyHair. (The dummyHair is for a reference of the approximate volume of hair, and Unity recommends modifying the modeling while matching it with a variety of real hair.)

 

When the headwear is finished, select No. 1 (head joint) and No. 2 (headwear modeling) in order, and then apply Bind Skin (based on maya).

 

Once you have done the Bind Skin, this time select dummyFace (No. 1) and Headwear Modeling (No. 2) in order, and then do Copy Skin Weights (based on maya). 

(If you do Copy Skin Weights for headwear modeling with dummyFace, which has been weighted, you can deal with facial deformation.) 

Finish the remaining detailed weight work.

 

Select mask, head joint, headwear modeling and export selection. 
 

Unity loads various characters as hashcodes, checks if the headwear goes well with the various customizations and hair and finishes the work.

 

 

Changing Existing Clothes to Customizable Clothes 
 

1. Load the creatorBaseSet_zepeto.fbx file. 

 

2. Import and import the previously made fbx clothes. (Check use namespaces in the options and select merge into selected namespace.) 

 

3. Select the required scale joint and add it to skin>Edit Influences>Add Influences. (If you do not check Weight locking in the options, the weight value will be damaged.)

 

4. Use the paint Skin Weights Tool to move all weight values ​​to [jointName] >>> [jointName]_scale. (head, foot, hand are not applicable) 

tip1. When working, hold the joints to be moved to prevent unnecessary movement. 

tip2. In the case of the forearm of the calf, if it is difficult to paint the weight, copy the mask weight by slightly moving the lowerArm(Leg)Twist_scale joint (select only that part).

 

5. LowerArm(Leg)Twist_scale and lowerArm(Leg)Twist values ​​work to be a mask-like weight for a smooth arm shape. 

 

6. The hips joint should have a weight value of 0. 

 

7. Try moving the joint one by one to correct the part that is out of shape or the weight is abnormal. (Change the scale value of the scale joints to make sure there is no problem when deforming.) 

 

8. At the finishing stage, make all the rotate values ​​to 0 so that the joint can become a T pose. 

 

9. Remove unnecessary joints except hips joints with skin>Edit Influences>Remove Influences. 

9. When the weight is finished, unBindSkin the mask. 

 

10. After completing the work, select the clothes object, hips, and mask, and then save it as an FBX file using Export Selection. 

 

11. Save as FBX and insert the animation key in Unity to make sure there are no problems.           

 

 

3D Masking

 

Since the ZEPETO costume structure is a costume on a character's base body (BaseBody), the number of polygons and the total file capacity increase due to overlapping meshes between the costume object and the BaseBody.

The black color area marked with a 3D mask is a part that is not read by Unity when converting to a prefab file. Therefore, 3D masking work can reduce the number of polygons and file size by removing unnecessary meshes.

 

The 3D Masking work flow is shown below.

Import the 3D mask object provided by ZEPETO.

 

When making costumes, you work in the form of A pose, but the mask object is provided in the form of T pose.

 

Run Paint Vertex Tool in the following order.

 

Set the Color Value to 0,0,0 and paint the BaseBody that overlaps the clothes.

 

The mask part painted in black must not come out of the costume. The part of BaseBody that comes out of your clothes should remain white.

 

After finishing the 3D masking work, select the 3D mask, costume, and joint items in the Outliner window and export it as an FBX file.

 

 

Creating Your Item - 3D Modelers (2)

Creating Your Item - 3D Modelers (4)