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Animotive Documentation
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  • 👋Welcome
  • Fundamentals
  • 🛠️Getting Setup
  • 🎮Controls
  • 🗒️Release Notes
    • Animotive 0.8.2.13 Release Notes
    • Animotive 0.8.1.10 Release Notes
    • Animotive 0.7.9.12 Release Notes
    • Animotive 0.7.8.11 Release Notes
    • Animotive 0.7.6.6 Release Notes
  • 🧌Asset Import Preparation
    • Character Import
      • Characters: Basic Points for Meshes and Textures
      • Character Rigging for Animotive
      • Importing a character asset into Animotive
      • Using other character creators with Animotive
        • Exporting from Maya
        • Character Creator 4 to Animotive
        • Preparing Synty Characters in Maya for Animotive
    • Sets and Prop Import
      • Props: Basic Points for Meshes and Textures
      • Set: Basic Points for Meshes and Textures
      • Importing a set asset into Animotive
      • Materials & Textures
      • Scaling
      • Environmental Lighting
  • 🖥️Resources
  • ❓Frequently Asked Questions
  • Learning Animotive
    • 🔍Learning Animotive
    • 🌐Creating A Project
    • 🎞️Create A New Scene
    • 📬Inviting Your Team
    • ⏱️Starting A Session
    • ⚖️Calibrating
    • 🔮Teleporting
    • 📄Menus
    • 🧙‍♂️Spawning A Character
    • 🤸Embodying A Character
    • 🎭Performance
      • Mirror Mode
      • Hand Gestures
      • MoCap
      • Face and Eye Tracking
    • ⏺️Capture
    • 🎥Cameras
    • 💡Lights
    • 🔻Timeline
    • 🎬Takes
    • 🎨Props
    • 📜Prompter
    • 📺Export
      • Exporting to Unreal Engine
    • 🎮Animotive Animation Transfer Tools for Unity
  • 🕺Steam VR Tracker Support
    • Pairing + Setting Up Tracker in SteamVR
    • Enabling SteamVR Full Body as the Animotive Capture System
    • Calibrating
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  1. Asset Import Preparation
  2. Character Import

Characters: Basic Points for Meshes and Textures

PreviousCharacter ImportNextCharacter Rigging for Animotive

Last updated 1 year ago

Meshes

The following bullet points are tips and best practices for Animotive-ready meshes.

  • Characters should be in a valid, palms down T-pose for best results where possible

  • Multiple meshes are supported

  • Poly counts should be between 500 - 250,000

  • All facial blendshapes (shape keys) should be named correctly; according to the system being used, eg; or

  • All normals are facing correctly including on all blendshapes

  • Each mesh must have a UV map

  • Scaling is based on real world sizes, remember to check your units in your modelling software.

  • Transforms should be zeroed out

  • Feet and mesh origins should be at world zero

  • Make sure the model is as clean as possible, get rid of unused textures and materials, bake modifiers, delete history, unnecessary nodes, animation curves, deformers etc

Textures

  • Animotive accepts: PNG, JPG

  • Ensure that all texture maps are square and multiples of 256 pixels

  • Texture maps should be no larger than 4096 x 4096 resolution

  • Texture maps should conform to Unity’s usual URP format. If using a software like Substance Painter, look for the Unity Metallic workflow output presets

  • For best practice, remember to clearly name your texture maps with the name of the object, the channel it should be applied to and the resolution of the file, eg; “Table_Albedo_1024” or “Chair_MetalSmooth_2k”

  • For best practice, remember to clearly name all your materials. Having clear names on your textures and materials will make things much more manageable if you need to hook up multiple textures to multiple materials

  • Although animotive can handle multiple textures on a model, it is good practice to consolidate materials and textures into as few as possible. It will also be easier to manage if you have a large scene with many characters, props and sets

  • Using trim sheets is a great way to use texture maps efficiently where possible

  • Emission is currently not supported in Animotive

  • UDIMs are not currently supported in Animotive

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