# Avatar Wearables 2 ###### tags: `devlog` `metafactory` `m3` - https://github.com/M3-org/avatar-interop https://miro.com/app/board/uXjVOsySFYM=/ ![](https://i.imgur.com/YDL1XOY.png) --- ## Weight Painting ![](https://i.imgur.com/Gx8yPS3.png) ![](https://i.imgur.com/BmCFLgA.png) ![](https://i.imgur.com/WpSAYIL.png) --- ## Avatar Creator easy as open source ready player me ![](https://i.imgur.com/3RXHy5p.png) https://github.com/AtlasFoundation/AvatarCreator ![](https://i.imgur.com/Ewcu9zN.png) ![](https://i.imgur.com/sJfDrnI.png) ![](https://i.imgur.com/dPmH0jk.gif) ### Avatar IO ![](https://i.imgur.com/NVFi3J0.png) ![](https://i.imgur.com/mSQJb5G.png) ![](https://i.imgur.com/kMJezgp.png) ### Asset packs Make avatar repo template in M3 org with avatar base mesh Bone attachment script Whatever skeleton we bring back in, there's wearable and bone container references. Select skeleton, drag into references, relink container / bones. Once done, wearable offset container. ### M3taloot - https://lootproject.com - https://m3taloot.com/ ![](https://i.imgur.com/WKi7i7u.png) ![](https://i.imgur.com/HnMk8nv.png) ![](https://i.imgur.com/PtazUs2.png) ![](https://i.imgur.com/flw5ZWI.jpg) ![](https://i.imgur.com/mhhfCas.png) ![](https://i.imgur.com/7E1YdDy.png) ### Uncanny ![](https://i.imgur.com/mUpt6vG.gif) ![](https://i.imgur.com/eMUQAkg.png) ![](https://i.imgur.com/15sbiOZ.jpg) Base mesh = 5000 poly Parts are like ~1000 ea Need to atlas textures ~8 wearables per robot Neeed to do emission layer textures start high first Some weapons are music instruments This setup leads to full automation Sorta like RPM / VRoid, all preconfigured Preconfig, hide body groups, like a video game character creator ![](https://i.imgur.com/JhQT76C.png) Exporting like this would make import EZ But might cause issues with animation and posing Boomboxhead said he could reset origin point in unity by putting them in null objects Parent gameobject is where point is Can snap to point to bone Boomboxhead current setup has it as rigid attachment to bone Better to export with attachment points Play animation on parent, all children has anim If backpack weighted to spine, can play anim and they'll look right We can provide a template with a rigged base avatar mesh like a .blend file People mod the wearables on that with contributor guidelines ### VRoid ![](https://i.imgur.com/qIat5to.png) ### Babby.xyz Human assisted automation, not full automation Can be useful also for monster drops / loot ![](https://i.imgur.com/ciwHnLr.jpg) Exported everything to origin 0 0 0 User positions while they attach Save offset transforms (pos rot scale) How metaverse files are done Expecting f'd up UGC Interesting case study: https://hackmd.io/@platote/ryik4slc9#6-Adding-a-hat ![](https://i.imgur.com/OZl8yLZ.png) ### LOD ![](https://i.imgur.com/z4LeOMN.png) ### The drop ![](https://i.imgur.com/4OGKZ4H.jpg) --- ## Fashion shoots How it looks in Webaverse ![](https://i.imgur.com/gax1db7.png) How it looks in VRChat ![](https://i.imgur.com/bbWjEoF.jpg) --- ### VRChat avatars 3.0 switch outfit https://twitter.com/CamsAvis/status/1536505280128765953 --- ## Item Shop - https://suzuki-cecil.booth.pm/items/3250368 ![](https://i.imgur.com/YPJt1pP.png) --- ## Notes > The magic of the clothes in this system is that they can stretch to fit any platform character – from a Classic Blocky all the way to a T-Rex – and it fits nicely on top of multiple layers a character is already wearing. ![](https://i.imgur.com/PXJftYC.png) > The ‘aha’ moment came when our team considered the “abstraction layer” between the two meshes — introducing a new cage layer acting as an outer boundary of the underlying body structure, then interacting with the inner cage of the shirt getting layered on top of the body. This interaction gets even more complicated when the character starts to animate and move around, since the interaction of surfaces, cages and skin becomes exceedingly complex. We found a way to wrap every vertex of one mesh around another, their dimensions governed by the behavior of the abstraction layer. This approach lets users stack items in real time and see the final layering instantly. Just like how adjustments to the rocket shape we observed changes the rocket’s flying behavior through the enveloping air cushion. https://blog.roblox.com/2022/04/layers-genius-behind-layered-clothing/