Difference between revisions of "Create An Avatar"

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{{stub}}
 
{{stub}}
  
== Initial Import ==
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== Initial Import == <!--T:2-->
  
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You will need a rigged model file (.fbx, .glb, etc).
 
You will need a rigged model file (.fbx, .glb, etc).
  
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To import the model, you have two options:
 
To import the model, you have two options:
  
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* Drag the model file into the game on your computer
 
* Drag the model file into the game on your computer
 
* Navigate to the model file in your dash menu's File Browser, then double-click it.
 
* Navigate to the model file in your dash menu's File Browser, then double-click it.
  
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For most avatars, you can select the following import options:
 
For most avatars, you can select the following import options:
  
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* 3D Model
 
* 3D Model
 
* Regular / Avatar
 
* Regular / Avatar
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* Import!
 
* Import!
  
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An import status indicator will appear; assuming all goes well, the model should appear in a few seconds. Once it's ready, spawn an Avatar Creator from your Home tab. You will see a floating headset and hands. Position the headset on the face, then align it with the align/center options in the import dialog. Once it's set, position the hands so that the wrist is in the right place and the rotation is correct (don't worry as much about size).
 
An import status indicator will appear; assuming all goes well, the model should appear in a few seconds. Once it's ready, spawn an Avatar Creator from your Home tab. You will see a floating headset and hands. Position the headset on the face, then align it with the align/center options in the import dialog. Once it's set, position the hands so that the wrist is in the right place and the rotation is correct (don't worry as much about size).
  
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Once everything is in place, hit Create to generate your avatar!
 
Once everything is in place, hit Create to generate your avatar!
  
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You can equip the avatar by clicking on it with your laser. At this point, you should save your avatar -- see [[Inventory]] for instructions.
 
You can equip the avatar by clicking on it with your laser. At this point, you should save your avatar -- see [[Inventory]] for instructions.
  
== Materials and Textures ==
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== Materials and Textures == <!--T:11-->
  
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Your model may not have imported along with its textures. If this happens, you will need to add the textures yourself.
 
Your model may not have imported along with its textures. If this happens, you will need to add the textures yourself.
  
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Import the textures in the same way that you imported your model, selecting "Image/Texture" in the prompt.
 
Import the textures in the same way that you imported your model, selecting "Image/Texture" in the prompt.
  
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Spawn a [[Developer Tooltip]] from the Essential Tools folder in your inventory, equip it, and select some part of your avatar with your secondary input. Then, in your context menu, open an inspector.
 
Spawn a [[Developer Tooltip]] from the Essential Tools folder in your inventory, equip it, and select some part of your avatar with your secondary input. Then, in your context menu, open an inspector.
  
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You will be inspecting some part of your avatar. Hit the ⇑ button to go to the root of your avatar, then navigate into CenteredRoot -> RootNode. Inside, you should see an Armature, plus one or more slots. Select one of the non-armature slots; you will want the one with a SkinnedMeshRenderer on the right. The component contains a list of materials. Click the ↑ arrow next to each material to examine it.
 
You will be inspecting some part of your avatar. Hit the ⇑ button to go to the root of your avatar, then navigate into CenteredRoot -> RootNode. Inside, you should see an Armature, plus one or more slots. Select one of the non-armature slots; you will want the one with a SkinnedMeshRenderer on the right. The component contains a list of materials. Click the ↑ arrow next to each material to examine it.
  
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At this point, you can simply grab a texture in one hand and click on an empty image slot with your free hand to assign a texture. Do this to assign textures to each of your materials.
 
At this point, you can simply grab a texture in one hand and click on an empty image slot with your free hand to assign a texture. Do this to assign textures to each of your materials.
  
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Make sure to save your work!
 
Make sure to save your work!
 
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Latest revision as of 13:09, 30 January 2021

Other languages:
English • ‎čeština • ‎日本語 • ‎한국어

This article or section is a Stub. You can help the Neos Wiki by expanding it.


Initial Import

You will need a rigged model file (.fbx, .glb, etc).

To import the model, you have two options:

  • Drag the model file into the game on your computer
  • Navigate to the model file in your dash menu's File Browser, then double-click it.

For most avatars, you can select the following import options:

  • 3D Model
  • Regular / Avatar
  • Auto Humanoid Scale
  • Import!

An import status indicator will appear; assuming all goes well, the model should appear in a few seconds. Once it's ready, spawn an Avatar Creator from your Home tab. You will see a floating headset and hands. Position the headset on the face, then align it with the align/center options in the import dialog. Once it's set, position the hands so that the wrist is in the right place and the rotation is correct (don't worry as much about size).

Once everything is in place, hit Create to generate your avatar!

You can equip the avatar by clicking on it with your laser. At this point, you should save your avatar -- see Inventory for instructions.

Materials and Textures

Your model may not have imported along with its textures. If this happens, you will need to add the textures yourself.

Import the textures in the same way that you imported your model, selecting "Image/Texture" in the prompt.

Spawn a Developer Tooltip from the Essential Tools folder in your inventory, equip it, and select some part of your avatar with your secondary input. Then, in your context menu, open an inspector.

You will be inspecting some part of your avatar. Hit the ⇑ button to go to the root of your avatar, then navigate into CenteredRoot -> RootNode. Inside, you should see an Armature, plus one or more slots. Select one of the non-armature slots; you will want the one with a SkinnedMeshRenderer on the right. The component contains a list of materials. Click the ↑ arrow next to each material to examine it.

At this point, you can simply grab a texture in one hand and click on an empty image slot with your free hand to assign a texture. Do this to assign textures to each of your materials.

Make sure to save your work!