Here, we provide specifications and production procedures specific to Body and Leg equipment.
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Body and Leg Equipment Specifications
- Body and Leg equipment refers to equipment for the body excluding the head.
- They are implemented as separate parts for the upper body (Body) and lower body (Leg) at the waist area.
① GENSO Kishi includes skin and other exposed body parts besides clothing in both the model and texture.
It's important to include not only clothing but also the model for exposed body parts such as the neck, hands, and legs, where skin is visible.
If you don't have specific intentions, it's recommended to reuse the shapes and textures from the player character's skin.
You can only use one texture, so both the skin and clothing should be drawn on a single texture as shown in the pictures below.
You have flexibility in adjusting the skin texture and UV, so please adjust them with reference to the base character model.
Currently, skin color is fixed to one type, so it's best to make it as close as possible to the sample texture for better integration.
② Please model in such a way that there are no gaps between the Body and Leg sections.

They should be separated at the waist, which is at the same position as the base character but may vary between male and female models.
You can achieve this by aligning vertices or extending the hem to cover the gap.
③ About weighting
Body and Leg should be parented to the armature named "ch1:skeleton" that is provided with the base character.
You'll need to set the weights to the vertices.
During your work, it's important to play sample animations to ensure that the shape doesn't deform in an undesirable way when weighted.
the vertices at the boundary between Body and Leg must have a weight of exactly 1.0 for "ch1:waist".

Any other values can cause the shape to deform at the boundary when animated.
Please adjust the weights of each vertex so that the total sum is 1.0 (weight normalization).
The number of influences for weights is a maximum of 2 bones per vertex.

If you have 3 or more bones influencing a vertex, the bones with lower weights will be ignored.
Please be aware that this may lead to unintended appearances in the in-game display.
By setting 'Weights' > 'Limit Total' to 2, you can ensure that no more than 2 bones will have an influence.(The default is 4.)
⋆ Information on weight setting can also be found in Blender's documentation.
④ About skin exposure
In themes other than swimwear or similar contexts, please avoid creating models with high skin exposure, such as visible underwear or overly revealing clothing.It is recommended to remove polygons for parts that should not be visible.

For example,
In the sample model, the Leg part has removed polygons for the waist and underwear that originated from the base character.
This not only ensures appropriateness but also helps save on polygon count.
As a general principle, avoid creating elements that shouldn't be visible.
⑤ Require both Body and Leg sections
For "kimono" or "one-piece" outfits that require both upper and lower clothing to form a complete ensemble,you will need to submit separate applications for both Body and Leg parts.

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Body and Leg Equipment Production Procedure
Please save a copy of the Blender data for the Player Model "player_ugc_base_v1.blend" with a different name before starting your work.
Below is an overview of the production procedure.
More specific modeling methods and operations are explained separately in Blender's documentation.
(1) The Player Model data opens with both male and female bodies overlapping.
(2) Please hide or delete the body you won't be using.
You can do this using the eye icon on the right side (as shown in the image).
(3) Model your equipment to match the proportions of the chosen body.

In the image, a male Body equipment named "UGC_Body" has been created.
(4) You should parent the created model to the armature named "ch1:skeleton".
Make sure to parent it in the T-pose shown in the image of the first frame.
(5) You should play the animation to adjust the weights (bone influences).
(6) Afterward, you can safely delete the original body.

With the model in this state, you can use the preset to export it as an FBX file to complete the process.
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