Checking Skin Weights
Inspect how your asset deforms with animations.
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Inspect how your asset deforms with animations.
Last updated
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A good way to inspect the effect of skin weights on your asset is to watch it deform when it performs an animation.
Ready Player Me offers an extensive that are compatible with Ready Player Me avatars. You can download the whole library or only choose the FBX animations you need.
Depending on whether your asset is based on the masculine or feminine template, choose the animations accordingly. Because of different skeleton proportions, using an animation for a different skeleton may result in unexpected behavior.
You'll be able to use these animations in your digital content creation software.
Be sure to not include any animation in the exported GLB file.
We'll show you how to use them for Preview in Visage, our WebGL viewer for the web.
Visage is a collection of components for showcasing Ready Player Me avatars on the web. You can use our into it.
These are the steps on how to use it:
Drag & drop your exported glb file into the designated area.
Drag & drop a glb or FBX file that contains a compatible animation in to the 3D view.
You can now also drop other animation files into the 3D view.
To load a different asset, you have to reload the Visage page and repeat from step 1.
Remove the roughness map from your FBX file to avoid errors when uploading to Mixamo.
Export your updated FBX file.
Select the FBX for your character, wait until uploading is finished, and click Next.
In the panel on the left, pick an animation to test.
Reday Player Me rigs are compatible with animations, which means you can test your asset's deformation with animations in your browser using Mixamo.
Go to the website, login if necessary, and click Upload Character in the right sidebar.