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Linteum Character Kit
  • Linteum Character Kit
  • For Users
    • Quick Start Guide
    • Building a Character
    • Animating a Character
  • Advanced Topics
    • Working with Animations
    • Texture Atlasing In Depth
    • Advanced Features
    • Roadmap
  • Extending The System
    • Creating Compatible Clothing
    • Creating a Morph
    • Creating a Character Pack
    • Creating a Base Character
  • Scripting
    • Blending Characters At Runtime
    • Synchronizing Character & Clothing Morphs
  • Troubleshooting
    • Crumpled Meshes & Vertex Soup
    • Skin Surfacing Through Clothing
    • Shader Warnings
    • HDRP 2019 - Black Materials
    • Package Manager Dependencies
    • General Errata
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  • Basic Steps
  • Modifying Materials

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  1. Extending The System

Creating a Base Character

Interested in using the Linteum Character Tool to create or alter the base characters? Learn how to make any modifications you need here.

PreviousCreating a Character PackNextBlending Characters At Runtime

Last updated 4 years ago

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Basic Steps

To create a new base character archetype from the Unity Assets menu, first create a new Base Character through the Create Asset menu.

Modifying Materials

The Materials panel is worth noting in particular, as this allows you to control the behavior of the atlas functionality. Each material can be set to one of three values.

  • Merge: This material can safely be merged with other materials by the atlasing tool.

  • Leave: This material should never be merged with other materials.

  • Leave or Strip: As above, except for low performance targets, this material and associated triangles can be removed entirely.

From there, drag your base character Prefab/FBX into the Model Prefab field. Pressing the Import Data from Prefab button will import the necessary information about the character. It can then be used with compatible and .

Note that vertex ordering is important, and the same steps applied in the section of the Morphs documentation should be followed here, too.

Morphs
Clothing
From the "Create Asset" menu, you'll see a path from Character > Base Character.
The "Materials" panel in the Inspector window.
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