Importing Avatar-Related Items
Last updated
Last updated
In Sansar, you can upload avatars, animation, or attachments such as hair, rigged clothing, Marvelous Designer clothing, and accessories. You can upload items for your own use or sell them in the Sansar Store.
The import process is the same across the different avatar item types.
While in Sansar, click Create > Style my avatar from the main menu.
Select one of your looks and click the Customize button.
Click the appropriate item tab for the item you want to import: hairstyles, clothing, accessories, and animation.
If the item you are importing is an accessory, you also need to pick a sub-category based on the attachment point of your item: glasses, earrings, necklaces, watches, and rings.
It is important to have the right tab open because it will determine where your item will be uploaded to. The category tab is not changeable in the client nor the store.
Click Import.
If the item you are importing is an animation, you need to go to the Library tab to access the Import button.
In the Import panel that appears:
Click Browse to choose the appropriate file. (.fbx or .obj or .samd).
Optionally, click Materials Settings to choose specific shaders and textures for the clothing.
Click Browse to choose a thumbnail image (.png) to represent your clothing in your Lookbook inventory.
Name the item. It is assigned a name based on the object's file name by default.
Click Import to import the clothing object to your avatar editor inventory.
You may now wear the item by clicking it in your inventory, or list it on the Sansar Store by right-clicking the thumbnail and choosing List.
Note:
See Managing your avatar items to know more about deleting, updating, or editing your inventory items.
If you wish to sell your item, see the editing a listing section of Selling items in the Sansar Store.
Some requirements and restrictions are imposed on importing items. Please make sure that your items follow these guidelines:
Hair
.fbx, .obj (rigged mesh)
.samd (Marvelous Designer)
8,000
N/A, see AABB constraints
Yes, if selling the item in the store
From the center point:
0.9 meters left and right, front and back
2.2 meters above the avatar feet
.05 meters below the avatar feet (to account for shoes).
Clothing
.fbx, .obj (rigged mesh)
.samd (Marvelous Designer)
8,000
N/A, see AABB constraints
Yes, if selling the item in the store
From the center point:
0.9 meters left and right, front and back
2.2 meters above the avatar feet
.05 meters below the avatar feet (to account for shoes).
Accessory
.fbx, .obj (rigged mesh)
5,000
N/A, see AABB constraints
Yes, if selling the item in the store
From the center point:
0.9 meters left and right, front and back
2.2 meters above the avatar feet
.05 meters below the avatar feet (to account for shoes).
Animation
.fbx
N/A
N/A, see AABB constraints
Yes, if selling the item in the store
From the center point:
2 meters to the left, right, front and back of the avatar
4 meters above the avatar feet
.1 meters below the avatar feet
Avatar
.fbx, .obj
40,000
Yes, if selling the item in the store
From the center point:
0.9 meters left and right, front and back
2.2 meters above the avatar feet
.05 meters below the avatar feet (to account for shoes).
All items
Name your items well - Make sure to provide a proper name for the item These are reflected on the purchaser's inventory upon buying your accessory. This is a different name from the store name. See Item Name for information on naming rules for selling items.
Add an item thumbnail - You are required to add a thumbnail if you intend to sell the item in the Sansar store. The thumbnail asset must follow the same image guidelines cited in the Store listing guidelines.
Avatars
Avatar 1.0 - As of July, 2018 it is possible to create custom avatars for Sansar using standardized male and female skeletons. The skeleton released at this time is referred to as avatar 1.0 and will no longer be supported once the new avatar 2.0 system rolls out.
Avatar 2.0 - As of August 1, 2019, new male and female skeleton files replaced the older skeletons. These new files are based on the new avatar 2.0 skeleton which can be found on the Avatar reference files page. You can also find details on Sansar skeleton and skinning details.
Accessories
Be mindful of the available attachment types - The type your accessory is in determines how it moves with your avatar and provides hints as to how that accessory should be handled. Straying from the available attachment types may result in accessories improperly following your avatar as you move around.
It is not necessary to specify a collision mesh - Accessories do not currently use the collision mesh.
When creating accessories, model against the reference avatar meshes - Accessories should be modeled relative to the reference avatar meshes. It is important that the transform handle for your accessory coincides with the transform handle for the reference avatar mesh. Find and download the male and female reference avatar meshes in the article: Avatar reference files.
Hair
Naming the hair material - In order to render properly, the name of the hair material must include the word "_hair_
". This is a signal that lets Sansar know that this is a hair object so it can render it accordingly. If you forget this step, your hair may not render correctly.
Recommended color to use - In order to work best with the color chooser in the avatar editor, the hair's albedo map should use white or light gray. Any other colors will blend with the selected color in the hair color picker and may not appear as intended.
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