Before getting into EveryWear, please take the time to check the information below.
1. Optimizing the Garment’s Poly Counts
Please optimize the polygon count of the garments to make sure that the created outfit runs without any issues.
To optimize the garments' polygon counts, you have several options: you can adjust the pattern's particle distance value or use EveryWear's 'Polygon Optimization' feature.
Please optimize your outfit with the most convenient option, but not exceed the maximum poly counts listed below.
After optimizing the polygon count of the pattern, please also optimize the polygon count of accessories such as buttons, zippers, and trims.
✔️Double-check if the patterns have been changed to ‘Quad (Optimized).
[Optimize the garment with the ‘Polygon Optimization’ feature]
- Open EveryWear
- From the main Menu → CONNECT → Open ‘EveryWear.’
- Enter the appropriate polygon count in the ‘Garment Polygons’ tab of the Garment tab.
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Click ‘Optimize.’
- Simulate the optimized outfit.
💡Note: How to Adjust Polygon Count for Accessories like Buttons, Zippers, and Trims
Using the Optimize function in Polygon Optimization, accessories such as buttons, zippers, and trims may be converted to billboards (planes) during the polygon optimization process.
In this case, you can adjust the polygon count for each accessory separately from the patterns by changing the Billboard setting to Mesh in the Property Editor for the respective accessory. Then, enter your preferred value to control the polygon count.For buttons or trims that are prominently noticeable, it's recommended to use ‘Mesh’ instead of ‘Billboard’ types. During Polygon Optimization, buttons or trims might be converted to billboards, so it’s advisable to choose the appropriate ‘Mesh Type’ based on the situation.
2. Sealing Openings with Auto Seal
Use the Auto Seal function to create capping faces over any openings where the garment’s interior might be exposed—such as hems or sleeve cuffs. This prevents the inside of the garment from showing even when the avatar moves, resulting in a higher‑quality finish. Hidden inner faces are also automatically masked, ensuring that unnecessary internal geometry is not rendered, which improves overall optimization.
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In the Garment tab, open Polygon Optimization and click Auto Seal
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Create a guide line.
- Disk Mode: In the 3D viewport, click three points on the pattern to generate a disc; the curve formed where the disc intersects the pattern becomes the guide line.
- 3D Pen Mode: Draw a curve directly on the garment (same as the existing 3D Pen tool). Note that the first and last points must meet for the curve to be created.
- Select the Auto Seal direction.
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Using the guide line, choose which side of the new Auto‑Seal face will be exposed.
- In this garment’s case, the sealed face should be oriented downward, so click when the lower portion is highlighted.
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💡Auto Seal – Before and After Comparison Image⚠️ To view the surface generated by Auto Seal in the 3D window, the following two settings must be enabled:
1. 3D Window > Garment Rendering Style > Thick
2. Select Pattern > Geometry > Extrusion Direction > Back Face enabled
If the surface is not visible after using the Auto Seal function, please check that both of the above options are correctly set.
3. Polygon Masking for Hidden Garments
Utilize the ‘Masking Brush’ for additional optimization, such as inner pocket linings or areas hidden by the avatar. For more details, please check the [Document].
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Click the brush icon in the ‘Polygon Optimization’ section under the Garment Tab.
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Select the appropriate settings in the ‘Masking Brush’ option and use the brush to specify the masking area.
4. Rigging Clothing
Rig the optimized garments to the template avatar’s joints.
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Click ‘Apply’ in the Rigging option of the EveryWear. (Do not use Max Influence Joints.)
⚠️ The ‘Max Influence Joints’ option specifies the maximum number of joints affecting each vertex. The number on the right indicates the ‘Max Influence Joints’ value of the imported avatar. This option is recommended for use only when the ‘Max Influence Joints’ value for the rigged garment needs to be set differently from that of the imported avatar.📢 All rigging data will be deleted if you change the design or run a simulation. Therefore, please make sure to rig with the final design.
5. Modifying the Skin Weight of the Clothing
Once rigging is done, click the brush icon to adjust the skin weight and silhouette of the garments.
Please refer to the [Document] or check the [Tutorial] for more detailed instructions on the brush's weight and sculpt tabs.
6. Applying Skinning Test Motion and Checking the Rigging Quality
To check the garments have been rigged accurately, please apply rigging test motion files to check any areas that require adjustment.
- From the main menu, File → Open → click ‘Joint Motion.’
- Import the motion file (.mtn).
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From the main menu, select Animation → Animation Editor.
- Slide the ‘Frame Bar’ to check if the garments follow the avatar’s motions appropriately.
- Please return to the Skin Weight step to address necessary corrections if adjustments are required.
- Apply the ‘A-pose’ file after the rigging process is completed.
💡Key areas for Skin Weight Adjustments💡- Collar
- Armpit
- Pants
- Skirt
- Wrist & Ankle
- Elbow & Knee
7. UV Packing
The ' UV Packing ' feature automatically aligns the UVs of the garments. Please refer to the [Document] for more details.
- Click the ‘Material Tab’ in EveryWear.
- In the UV Packing section, set the ‘Image Size(Pixels)’ to 2048 and the ‘Seam Size(Pixels)’ to 8.
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Click ‘Pack UVs.’
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In the ‘Option’ section, set the packing options as shown in the image below.
- Selecting ‘0 to 1(Default)’ in the ‘UV Area’ section to generate a single UV map.
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Click the ‘Apply’ button.
⚠️ Please refer to the [Document]to understand the purpose of each ‘UV Packing’ option and select the appropriate settings based on your needs.
8. Texture Baking
Create the ‘Detailed Normal Map’ and ‘Ambient Occlusion Map’ based on the suited outfit.
- Check the ‘Detail Normal Map’ and ‘Ambient Occlusion Map’ under the ‘Texture Baking’ Section.
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Click ‘Apply.’
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Click the ‘Preview’ button to check the generated maps.
💡Note: When the back side of a pattern is facing outward, please use the ‘Flip Normal’ function to toggle between the front and back sides of the pattern as needed.
During the ‘Texture Baking’ step, set the outward areas to the front side of the pattern to generate correct shading on the ‘Ambient Occlusion Map’ and proceed with baking.
While uploading the FBX, please use the ‘Flip Normal’ function to set the back side of the pattern facing outward as required.▶ Differences in the ‘Ambient Occlusion Map’ results depend on the front/back side settings of the collar pattern.▶ Differences in stitch lines depend on the pattern
9. Changing Avatar Pose to Default Pose
Change the avatar's pose by applying the Default pose.
- Go to File → Open → Pose
- Select the ‘inZOI_DefaultPose.pos’ file that matches the gender of your avatar
- Click ‘Open’
Please make sure to select the options shown in the image below when opening the pose file.