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Anata Character Studio

Overview

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  1. Drag n drop the JSON file of attributes
    • Get a rough assembly in Character Studio
  2. Export VRM with separate materials
  3. Fix VRM in post (such as in Blender)
    • Export blend with each trait as mesh parented to armature
  4. Drag n drop individual VRM parts for traits that need hotswapping

First Pass

Drag n drop JSON file of attributes, export without atlas, fix in post (blender), re-export fixed traits / assembled VRM as needed.

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1. Drag n' Drop attributes JSON

Get a rough assembly in Character Studio by drag n dropping the JSON file of attributes. Files are in vrm/anata, see: https://github.com/M3-org/anata/tree/main/metadata/json/renamed_attributes/

2. Export VRM with separate materials

We first export with NO ATLAS in order to have an easier time tweaking the results later in post.

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3. Fix in Blender

Along with the VRM, we zip all the other assets associated with the Anata ID for fixing in post. All the files are located in the vrm folder in https://github.com/M3-org/anata repo.

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Final Assembly

After tuning the exported files into a final blend file per Anata ID, we export the traits as VRM 0 back out from the VRM into https://github.com/m3-org/character-assets.

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Afterwards, we fetch the baked skin+eyes+tattoo texture from the same folder and drag n' drop it onto the body in Character Studio with the Body trait selected.

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It should now be ready for a full VRM export, with and without Atlas (2x, export both).

Final Optimizations

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https://twitter.com/dankvr/status/1724189158623654346