Avatar Property Editor

发布于:2024-09-04


Left-click the Avatar (highlight it) to view its properties in the Property Editor window.

Open

Save the current avatar to the local drive in .savt format.

The .savt format is a standalone avatar appearance file that stores only the avatar’s visual appearance without affecting any other body-related data.

Officially released built-in avatars, avatars downloaded from the official marketplace, and avatars retrieved from the cloud will all be in this format and can be switched directly via the avatar name field.

Save

Open an avatar file in .savt format.

Name

In the 'Name' section, you can modify the avatar's appearance. When hovering the mouse over a avatar option, an additional window will appear, allowing you to preview a larger image of the model.

TIPS: Only avatars from the library can be selected.

  • Type/Materials/Other

Type

After selecting this option, you can adjust the avatar's pose,gestures, face , emotion, hair, underwear, accessories, and surface.

Materials

After selecting this option, you can adjust the avatar's material, including material, texture, normal map, gloss map, metal map, transparent map, displacement map (rendering only), reflection parameters, and advanced.

Other

After selecting this option, you can freeze the avatar and adjust its 3D information.

1.Type

Type

Edit Avatar

Participate in Collision

Can be set individually for the body, hair, shoes, or accessories to reduce simulation bugs caused by collisions.

For example, if the hair simulation is switched to On/Off, the following scenarios may occur:

Posture

Official built-in poses, poses downloaded from the official marketplace, and poses downloaded from the cloud are all saved in SPOS format and can be directly switched under the Pose tab.

Quick Search

Pose Library

Import poses from your computer

Settings

Gesture

Set Left/Right Hand Gestures Separately

Link Left/Right Hand Gestures

Use Original Pose Position

The model returns to the position of the saved pose.

Face

Method 1:

Method 2:

Emotion

Method 1:

Method 2:

Hair

Underwear

As shown in the style below, overlapping underwear may affect the final evaluation of the visual effect.

Accessories

Shoes:

You can switch between preset shoe options for the avatar.

If 'None' is selected for shoes, the heel height slider can be used to adjust the foot position to accommodate different heel heights, making it easier to simulate and create footwear.

Other Accessories:

Official built-in accessories, accessories downloaded from the official marketplace, and those from the cloud can all be selected from the dropdown list.

You can switch between preset accessory options for the avatar.

Surface

Skin Offset

The gap between the fabric and the model is shown in the effect below.

Static Friction

# (A higher value indicates greater friction.)

Increased friction reduces fabric slippage against the skin. For a more perceptible result, it is recommended to adjust both the static and dynamic friction coefficients simultaneously."

Dynamic Friction

Soft Body

"When the soft body function is enabled, the skin appears more refined and firm.

Mesh Subdivision

The larger the value, the denser the mesh.

As illustrated, setting the mesh subdivision to level 3 results in a much smoother model surface. However, this also causes the polygon count to grow exponentially, leading to a substantial decrease in system performance.

#This feature is currently not compatible with the soft body avatar.

2.Materials

The Materials section includes four categories: underwear, skin, hair and shoes. Compared to the 'Type' section, it offers greater flexibility for individual adjustment.

The avatar material editor functions in the same way as the fabric editor.

The materials of the virtual model’s skin, hair, and shoes can be directly edited.

Underwear

You can customize the underwear’s texture, normal map, gloss map, metal map, and transparent map according to your needs.

Skin

  • Material List

"You can choose to edit the material properties of different parts of the body.

Eyelash styles can be selected here.

Skin Txeture

Material List

Material Library

Rendering Type

is not recommended to modify the model's skin settings except for the Matte and Subsurface Scattering rendering types.Subsurface Scattering only takes effect during offline rendering and gives the skin a translucent and scattering appearance. However, this significantly increases computational load, potentially doubling the rendering time.

Texture

Texture Maps and Color Settings

Normal Map

Gloss Map

Adjusting the intensity can make the avatar appear smoother, giving a wet or glossy effect, and can be used according to actual needs.Invert will turn originally smooth areas rough and rough areas smooth; its use is not recommended.

Transparent Map

It is not recommended to alter the transparency on the avatar’s skin. However, if the eye reflections during offline rendering are too strong or too weak, adjustments can be made by modifying the transparency of the avatar's cornea. As shown in the image, altering the transparency can adjust the gloss of the corneal reflections, allowing for better effects under different lighting scenarios.

Displacement Map

Displacement maps significantly increase computational load and only take effect after applying a very high level of mesh subdivision—often with minimal visible improvement. The default avatar does not use displacement maps, and it is not recommended to make any changes here.

Metal Map

Gives the material a metallic sheen; not recommended for use on avatars.

Reflection Parameters

Reflection intensity can be understood as Fresnel reflection, which controls the overall reflection effect. The reflection effect of the default avatar is achieved through a combination of specular color maps and glossiness maps. Therefore, no modifications are recommended in the avatar's material settings.

The intensity of the side light can be adjusted based on the actual situation.

  • Reflection Parameters

Hair

  • Modify hair color

Select the hair for editing, and make sure to choose the material labeled with a hair-related name from the material library.

Or you can click it in the 3Dwindow to edit it.

The operation is the same as skin tone adjustment. Simply click on the color selection area under the texture layer to change the color. If the result appears darker than expected, you can enable the fade function. The fade slider adjusts the intensity of desaturation or whitening—use it as needed based on the actual effect.

  • Metalness Map: This map gives the material a metallic sheen. It can be applied to hair to enhance the texture of lighter-colored hair, making it appear more refined. However, it tends to darken darker hair colors, so its use is not recommended in such cases.

  • Reflection Parameters: Reflection intensity and rim light strength follow the same principles as those applied to skin materials and can be adjusted as needed. Rim lighting can be used to create glowing hair strand effects.

Shoes

  • Change Shoe Material

Just like changing skin or hair, modifying the shoe material involves adjusting its rendering type, texture, normal map, gloss map, metal map, transparent map, displacement map, reflection parameters, and advanced settings such as side transparency and translucency.

3.Other

  • Freeze:

After freezing the avatar, it can no longer be moved once selected.

  • 3D Information: This includes Position and Rotation.

Position: Allows you to adjust the avatar’s location along the X, Y, and Z axes in the 3D viewport.

Rotation: Controls the orientation of the avatar's body within the 3D space.


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