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Preparing your models for XFur Studio

There are a few requirements that all models intended for use with XFur Studio™ 3 have to follow. While models that do not follow these requirements may still work with our system it could cause different errors down the way, either with simple features such as Fur Grooming or advanced ones, like physics.

To ensure that your model will work in optimal conditions with XFur Studio™ 3 and XFur Studio™ – Core make sure that they:

  • Have a uniform (1,1,1) scale when imported into Unity.
  • Their local rotation & position must be 0,0,0 or as close to this value as possible.
  • The red channel of the vertex colors of the model can be used to specify which areas must be covered in fur and which ones will not. In a future release, whether the vertex colors are read or not will be configurable, but at the moment it is always read. Most models, including third party ones, have a default value of 1 in the red channel, which means the whole model will be covered in fur at the start.
  • The UV layout for your model should avoid, as much as possible, any overlapping islands. If your character has mirrored UVs (both sides of your mesh are overlapping to save texture space) this will break the grooming features, as the fur direction will not be properly stored. Physics / VFX and other effects that depend on precise mesh position / normals may also work incorrectly.
  • A secondary UV layout can be used to control how the fur strands are distributed over the model’s surface, but it is not necessary.

 

Many models provided in the Asset Store will, by default, fulfill all these requirements. If you are having problems, please check our troubleshooting guide at the end of this documentation or contact us with the details.