Importing Accessories
Last updated
Last updated
These can be any items intended to connect to one of the item slots associated with predefined points on the avatar, including the Glasses Slot, Earrings Slot, Necklace Slot, Right Wrist, and Right Ring Finger.
Items are not limited to small watches, jewelry, hats, etc., but they do not contain any rigging information or individual weights like items in the clothing slot. For example, a face mask wouldn't morph with mouth movements but would remain static on the face. However, they do follow the rigging and movement of the attachment point. For instance, Glasses and Earring slot items will follow head movements, Necklace Slot items the upper chest, and Wrist and Ring items the right arm and ring finger.
Currently, avatars can only wear one item belonging to each slot type and cannot change the slot these items are in. Nevertheless, users can adjust accessories' scale, rotation, and location relative to the attachment point.
Note: Accessories need to be within the AABB for avatar based items and under 5000 tris, they do not need to be rigged and no weighting information is retained on upload, making them one of the easiest items to create and import.
Decide which slot movements best suit your item. Even if an accessory is positioned offset from the avatar, it will still follow the relative movement of the chosen slot at the moment. For instance, if an item is positioned on the avatars left arm, it would still follow the right arm's movement. Other slot positions may become available in the future. If you require a different movement connection, you will currently need to make the item a rigged clothing slot item.
using a Reference Avatar as a guide, position and scale your accessory as close as possible to the intended attachment point. The better you place the item here, the less needs to be done in-game each time you wear the item."
once positioned, in object mode: select your item and apply the accessories transforms by pressing CTRL+A or 'Apply' in the upper object tab, then select 'All Transforms' this will set the origin point and zero out the location, rotation and also unify the scale. Note: It is not totally required to zero the origin point but is highly recommended for ease of import.
It is possible to setup your texture maps within blender so they import with your item, please see Materials information on how to do this, but all that is really required is a UV unwrap and the material slots being assigned. adding your texture maps can be done during import.
Select just the accessory itself making sure its highlighted and go to File > Export > Fbx
on the export window, choose your file path with the following settings for most basic accessories. NOTE: the 'Apply transform' tickbox is sometimes required to be ticked ON if the item has been imported from a previously made .fbx, the resulting error usually refers to being outside of the AABB bounds even when the item is not.
You are now ready to import the item into Sansar.
Load up sansar and go to the 'create tab' on the left menu, then select 'Style my avatar'
choose any of your presaved looks and click on 'customize'.
Select the Accessory Tab and then the Slot type you intend to import and the gender category you wish to upload into, anyone can wear the items this only affects the category of import and store searches. Then click 'Import' at the bottom of the panel.
Press 'Browse' and select your file. you can now also choose to add a picture and rename your object here, both of these can be changed later. Then setup your Materials and finally the 'Import' button.
Watch the importer for any errors. If the import is successful, the item will appear in your inventory and can now be used! You can change the name and icon, but if you need to change the materials or slot, a new import is required.
If you encountered a error please check the Troublshooting import errors page for guidance.