Comment on page
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.
Blender
Maya
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.

It is highly recommended to remove everything from the scene that is not needed.
All geometry that belongs to the character and that will be rendered must be placed inside the "GEO" group.
The rig and all blend shapes need to be grouped separately.
That group needs to have an "_BODY" suffix in order to be recognized by the add-on.
Make sure that the rig is directly parented to the "_BODY" group. Any subgroups should be avoided/removed.
If the character has facial blend shapes, adding the "_FACE" suffix to the face geometry is required.
If a character has xGen hair or fur, those xGen objects need to be in the scene root.
It is important that the names of all objects in the scene are shorter than 50 characters.

Outliner example
Blender
Maya
- 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.

- Up axis: +Y
- Forward axis: +Z
- 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.

Blender
Maya
- 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.
- Make sure to remove all construction history from the geometry before rigging the character.
- Only FK rigs are supported.
- Currently, only linear skin clusters are supported.
- Your character must be rigged in a T-pose.
- Rig controls are not needed and will not be used by the platform.
- When rigging the eyes, ensure that the eye joint's horizontal and vertical rotation axes are aligned with the eye's natural rotation axes.
Maya
- When creating face blendshapes make sure to set the deformation order to Pre-deformation.

Blender
Maya
All Cycles shaders are supported.
Procedural textures and node networks are currently not supported.
To ensure that your texture passes validation you can bake the nodes down to a single texture or make corrections outside Maya and directly connect them to the shader.


Blender
Maya
Hair Curves support is limited.
All Geometry Nodes modifiers must be applied on Hair Curves objects except for the Surface Deform geometry node group modifier.
⚠

Particle-based hair is supported.
Child particles will be considered when counting the number of hair strands in the scene.
⚠
Only Interactive Groom is supported.
xGen grooms can be converted to Interactive Groom.
- 1.Select all xGen Descriptions
- 2.Go to
Generate
>Convert to Interactive Groom...
>Convert
Note that you will have to reassign the materials since they will not transfer automatically.
Only the aiStandardHair material is supported.
Last modified 24d ago