Clothy3D Documentation

website·Indexed 31 days ago

https://docs.clothy3d.com

Technical reference for Clothy3D, covering 3D asset processing flows, character building, and mesh editing. Includes guides on importing models (OBJ, FBX, DAE, DXF, 3DS), skin transfer, shape control points, bone tree management, and vertex/face manipulation.

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What's inside Clothy3D

  1. Overview of Cloth and Character export process steps

    The tool utilizes two distinct process flows for creating and exporting assets:

    • Cloth Process Flow: Consists of 5 steps to create and export a cloth asset.
    • Character Process Flow: Consists of 3 steps to create and export a character asset. These 3 steps correspond to steps 2, 4, and 5 of the cloth process flow.
  2. Overview of Deform3D tool capabilities

    The Deform3D tool allows users to match a static source mesh to a static target model by deforming the source mesh. Additionally, it supports the transfer of textures from the source to the deformed result. To perform this operation, the user requires a source mesh, a target model, and a corresponding deformer template.
  3. Overview of Level of Detail (LOD) conversion workflow in Clothy3D

    Clothy3D supports the conversion and application of Level of Detail (LOD) for both characters and clothing. The workflow allows developers to convert a character with LOD, convert a cloth asset with LOD, and correctly fit a cloth with LOD onto a character that also utilizes LOD.

    To complete this process, the following inputs are required:

    • Models: A base character (e.g., a MetaHuman exported from Unreal Engine 5) and a cloth asset that includes LODs.
    • Assets: Corresponding deformer templates.

    The resulting output includes auto-transformed base characters, dressed characters (body and cloth), and interchangeable character and cloth assets.

  4. Overview of the Deform3D topology transfer process

    Deform3D is a topology transfer tool used to wrap a source 3D static model to a target model and transfer textures between them. The general workflow consists of importing a target model into the middle scene, importing a source model into the right scene, optionally editing and merging meshes, wrapping the source mesh to the target, transferring textures, and exporting the result.
  5. Overview of Clothy3D Studio tools

    Clothy3D Studio is a collection of independent tools for 3D garment and character processing, including: Dress3D, Character Convertor, Cloth Convertor, Skeleton Transfer, and Deform3D.
  6. Overview of Dress3D tool capabilities

    Dress3D is used to apply interchangeable clothing assets to a base character model. The tool allows users to dress a character, export the resulting dressed model, and verify the output in external animation tools such as Mixamo.com.
  7. Understand Clothy3D Avatar and Character concepts

    In Clothy3D, an Avatar is the combination of a base character and its associated clothes. The system specifically processes 3D tetrapod base characters and their clothing.
  8. Understand Clothy3D's impact on materials and textures

    Clothy3D tools primarily modify the geometric shape (3D positions of vertices) of models. They do not alter UV coordinates, materials, or textures, with the sole exception of the texture transferring function in Deform3D. This means models can be processed without losing their original mapping data.
  9. Import static and skeletal models in Clothy3D

    Clothy3D supports importing static models from .obj, .fbx, .dae, .dxf, and .3ds files. Skeletal models are supported via .fbx and .dae files.

    Key import behaviors:

    • All materials and textures are imported, but only albedo textures are displayed within the tools.
    • Animations in imported files are ignored.
    • If a file containing skeletal models is imported as a static model, the skeletal meshes are treated as static meshes.
  10. Understand Shape Control and Skin Transfer Points

    Clothy3D uses 'pins' called shape control points and skin transfer points to adapt cloth to a character's body and transfer skin weights. These points exist on the cloth and correspond to character vertices. The vector from a character vertex to the cloth point represents the 'pin'; its direction is the character mesh normal, and its length determines the distance (height) of the cloth from the body surface.

    If converting a skeletal cloth model for characters with compatible skeletons (e.g., UE 4 and 5), typically only shape control parameters are needed; body parts and skin transfer parameters may be skipped.

  11. Understand Clothy3D data collection and usage

    Clothy3D collects personally identifiable information and non-personal anonymous demographic data (such as browser type, IP address, and operating system) via cookies, third-party tracking technologies, and server logs. This data is used to provide requested services, improve products, send promotional emails (with consent), conduct market research (with consent), and customize the website based on user behavior. Data is retained only as long as necessary based on relevance, legal obligations, and contract terms.
  12. Understand the Clothy3D 3D scene and viewport system

    Clothy3D uses a common right-hand coordinate system (x: left, y: up, z: forward) with a system unit of 1 meter. The interface features three synchronized viewports (left, middle, and right) that share the same viewpoint and projection.

    • Middle and Right Scenes: Independent scenes that can each import and export their own models/assets.
    • Left Scene: A composite scene that automatically contains the combination of models/assets from both the middle and right scenes. It cannot import assets independently.