Character Setup
Follow these guidelines to ensure optimal compatibility and successful validation by preparing your character and scene accordingly.
Character and scene setup guidelines are necessary in-between steps which ensure that all characters uploaded to Wonder Studio share a common and predictable setup.
Character look with USD
Please note that the USD format has limited support for deformers, constraints, materials, and other non-standard elements from your preferred Digital Content Creation (DCC) software.
As a result, your character may not display correctly when viewing USD data, as the mesh and materials might appear broken. However, rest assured that this issue will not impact the animation data itself.
Scene Organization
It is highly recommended to remove everything from the scene that is not needed.
Any Collection setup and hierarchy is supported.
Objects that are "excluded" from the View Layer will not be rendered.
Additionally, excluded objects will not be evaluated when applying transforms on objects.
This helps with rigging systems that may use elements, like deformation cages, whose transforms should not be applied.
The Unit Scale should be set to 1.0
!
Please make sure your Scene Unit Scale is set to 1.0
.
Multiple Scenes are not supported. Please make sure you have only 1 (one) scene in your Blender file.
Character Position and Size
Up axis: +Z
Forward axis: -Y
Double-check your character's size in the scene. Make sure that the character is not too small or too large.
In this position, all objects should have location and rotation values set to 0, and scale values to 1.
TPose
Characters need to be T-Posed prior to uploading them to the platform. Please note that the quality of the T-Pose can directly influence the quality of the animation.
For best animation results please use the Example Character provided in the Downloads section and visit the Bone Mapping, Distribution, and TPose for reference on how to T-Pose your character.
Supported Rigs
Only FK rigs are supported.
All rigging tools and techniques, available natively in Blender, are allowed.
When rigging the eyes, ensure that the eye joint's horizontal and vertical rotation axes are aligned with the eye's natural rotation axes.
Face Blendshapes
When creating face blendshapes make sure to set the deformation order to Pre-deformation.
In-between blendshapes
If the in-between blendshapes follow the below-listed naming convention they will automatically be connected to the main blendshape. This way animation will not be baked to each in-between but will instead be easily controllable from the main blendshape.
blendshapeName (main blendshape)
blendshapeName_000
blendshapeName_030
blendshapeName_070
blendshapeName_100
Shading
All Cycles shaders are supported.
Hair
Hair Curves support is limited.
⚠️ All Geometry Nodes modifiers must be applied on Hair Curves objects except for the modifier.
Particle-based hair is supported.
⚠️ Child particles will be considered when counting the number of hair strands in the scene.
Last updated