Assigning Accessory Root(s)

The Assign Accessory Root(s) page is used for defining the root of tree or trees within your custom accessory. Due to this characteristic, setting root can influence the tree view that is displayed in the Assigning Node(s) for Controller Handles step.

For Accessory of Single Part

When the custom accessory is composed of single chain of entities, no matter if each has its own bone structure (or hierarchy), or the highest level in the chain contains only one entity, the accessory is suggested be taken as single part. You are able to set root so that you can set the puppeteering data by Builder to it, or puppeteer it by Controller.

The Object Structure

It is highly recommended that you attach accessories of this type to Single dummy provided by Avatar Toolkit so that you can align them to different characters to adequate positions. The accessory structure of this type will be similar to the one as shown below:

This accessory shall be set as Single in the Builder >> Accessories >> Define Controllers page.

In the Assign Accessory Root(s) Page:

Afterward, when you click on the 2. Assign Accessory Root(s) >> Root button, the page will switch to entity tree view for you to select the root of the entire structure (You will see the same items of the accessory as the one listed in the Scene Manager):

You are now free to choose any entity as the root of the structure.

Note:

  • Please note that only the entities (and their own bone structures) under the root can be set with puppeteering data by Builder and be puppeteered by Controller.

    The entity at the lowest level is picked as the root

    The entity at the highest level is picked as the root

  • The highest-level bone of the picked entity will be highlighted in blue, the color next to the S (single).
  • You may turn off the highlighting color by deactivate the Show bone box at the top of this page.

Influences to Assign Node(s) for Controller Handles Page

Picking different entity as root will influence the nodes to be displayed in the Assign Node(s) for Controller Handles page. Take the examples in the previous table, the results in the Assign Node(s) for Controller Handles page are different as shown below:

Only the end node and its own bone structure are shown in the Assign Node(s) for Controller Handles page.

Every entities and their bone structures under the root are shown in the Assign Node(s) for Controller Handles page.

Note:

Please refer to the sections below for more information:

For Accessory of Bilateral Parts

When you want to build accessories with paired entities, such as eyes, ears or eyebrows, you are actually creating accessories with bilateral parts. You are able to set roots to both parts so that you can separately set the puppeteering data by Builder to them, or puppeteer them in same-direction or opposite-direction manners by Controller.

The Object Structure

It is highly recommended that you attach accessories of this type to Pair dummy provided by Avatar Toolkit so that you can align them to different characters to adequate positions. The accessory structure of this type will be similar to the one as shown below:

This accessory shall be set as Pair in the Builder >> Accessories >> Define Controllers page.

Note:

By selecting the Pair radio button, the eye accessory is capable of:

  • Being individually puppeteered by Avatar Toolkit Controller.
  • Being opposite-directionally puppeteered.
  • Quickly selecting handle target of the right or left eyes in the Edit Animation Layer panel when you want to define the puppeteering postures and material changes.

In the Assign Accessory Root(s) Page:

Afterward, when you click on the Assign Accessory Root(s) >> Root button, the page will switch to entity tree view for you to select the right and left roots of the entire structure (You will see the same items of the accessory as the one listed in the Scene Manager):

You are now free to choose two entities as the roots of the structure.

Note:

  • Please note that only the entities (and their own bone structures) under the roots can be set with puppeteering data by Builder and be puppeteered by Controller.

    The entities at the lowest level are picked as the roots

    The entities at the highest level are picked as the roots

  • The highest-level bones of the picked entities will be highlighted in blue, the colors next to the R (right) and L (left).
  • You may turn off the highlighting colors by deactivate the Show Bone box at the top of this page.

Influences to Define Node(s) for Controller Handles Page

Picking different entities as roots will influence the nodes to be displayed in the Assign Node(s) for Controller Handles page. Take the examples in the previous table, the results in the Assign Node(s) for Controller Handles page (for the Right entity) are different as shown below:

Only the end node and its own bone structure is shown in the Assign Node(s) for Controller Handles page.

Every entities and their bone structures under the root are shown in the Assign Node(s) for Controller Handles page.

Note:

Please refer to the sections below for more information: