Before you start
Use a separate saved costume or a copy made with File → Save As. Save the current avatar with Avatar → Save As before replacing its body reference. Prepare an upright OBJ, STL, or FBX body with known dimensions. A scan should represent the posture and clothing you intend to use. A static OBJ or STL is suitable for a stationary reference; animation needs a supported skinned skeleton, such as the compatible Mixamo FBX described in custom avatars.1. Import the body
- Choose Avatar → Custom Mesh → Import. Do not use File → Import, which creates costume-part workspaces.
- In Import Custom Avatar, select the OBJ, STL, or FBX and click Open.
- Wait for loading, then choose View → Zoom All if you cannot see the result clearly.
- Inspect the body from front and side for missing geometry or a wrong orientation.
2. Check physical dimensions
- Click Measure above the Costume viewport.
- Click two recognizable points whose distance you know, such as a straight height reference.
- Read the distance and compare it with your source model or measurement record. Check the snapped target at each endpoint.
- If size or orientation is wrong, correct it in the source application and repeat the body import before fitting parts.
3. Test the attachment workflow
- Select a simple imported armor workspace and click Attach.
- Choose a body-region attachment point, then position the part with Translate and Rotate.
- For an unrigged body, use Avatar → Edit Pose to position the attachment points for fitting. Treat the body surface as a static reference.
- For a compatible rigged FBX, leave Edit Avatar, choose a clip under Animations:, and briefly play it. Pause to inspect whether limbs and attached parts follow the intended regions.
4. Save a reusable setup
- Stop playback. Inspect the resulting reference pose and your attachment positions.
- Save the avatar with Avatar → Save As, then save the costume.
- Keep the original body file and its companion files with the project. Verify the setup after reopening it.
