Skinning and testing

Make sure your designs work when the model moves.

Be aware that the final outfit must use the exact armature as we provide in the template. Don't transform or rename the bones and don't add additional bones. Don't add new vertex groups.

Test your deformation

You can test the deformation of your outfit GLB file using the Visage Tool

You can test your outfit deformation in the browser, using Mixamo

Or you can test and adjust the WIP - Skinning in Blender

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