To achieve the layering effect, your clothing must meet the following requirements:
- Asset must be weighted and bound to an R15 skeleton (Maya) or armature (Blender).
- Asset must continue to follow any applicable custom mesh requirements, such as best practices on watertightness, textures, and polycount budgets.
See Creating Layered Models for a basic guide on applying these requirements on a reference asset in Blender. Once the .fbx file is exported, see Converting Models to Layered Accessories for instructions on importing and creating an accessory from your model.
The following .fbx, .blend, and .ma files project files are available to use as templates or as reference:
|MannequinCageTemplate.blend||Starting template for Blender, includes avatar body (inner cage and outer cage), attachment points, and bones/vertices.|
|MannequinCageTemplate.ma||Starting template for Maya, includes avatar body (inner cage and outer cage), attachment points, and bones/vertices.|
|Tshirt-model.fbx||Uncaged example clothing ready for caging in Blender or Maya.|
|Additional FBX samples||Caged 3D accessory models ready for import into Studio or in a modeling tool.|
Rigging and Skinning
Rigging and skinning a layered accessory allows the accessory to move naturally with a character body. You can perform this manually through a modeling tool, or use automatic skinning transfer to generate an accessory's skinning data at run time.
If using modeling software to skin your accessories, keep in mind that Joint Influences (Maya) or Bone Assignments (Blender) per vertex should be limited to 4.
For more information basic skinning in third-party modeling software, such as Blender's Automatic Weights, see Skinning a Simple Mesh for instructions on rigging, applying weights, and skinning a basic mesh.
Cage meshes, or cages, are invisible meshes that define the inner and outer surfaces of your asset. Similar to collision boxes, these surfaces prevent other accessories or bodies from clipping or breaking and allow other accessory items with cages to layer on top of the previous object.
The inner cage is the inner surface of your model and defines how the layered asset fits over another layered model. As a best practice, the shape of the inner and outer cage should match each other before editing the outer cage to completely cover your asset.
The inner cage mesh object must have the same name as the accessory model appended with _InnerCage.
The outer cage defines the external surface that another item's inner cage would layer on top of. Avatar character models must have an outer cage included with its model in order to be compatible with layered clothing. All Avatar models available on the Avatar Marketplace include a properly configured outer cage and are compatible with layered assets.
The outer cage of a layered clothing asset is a mesh that precisely covers the clothing item. The outer cage included in the template files is identical to the inner cage by default and must be the only cage adjusted to fit over an accessory.
The outer cage mesh object must have the same name as the accessory model appended with _OuterCage.