<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>WorldViz Knowledge Base &#187; Art Workflow</title>
	<atom:link href="http://kb.worldviz.com/topic/media/feed" rel="self" type="application/rss+xml" />
	<link>http://kb.worldviz.com</link>
	<description>Virtual Reality Software</description>
	<lastBuildDate>Mon, 16 Dec 2024 23:40:39 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.8</generator>
	<item>
		<title>Inspector: Finding Objects in a Scene</title>
		<link>http://kb.worldviz.com/articles/3523?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=inspector-finding-objects-in-a-scene</link>
		<comments>http://kb.worldviz.com/articles/3523#comments</comments>
		<pubDate>Sat, 11 Mar 2023 02:26:32 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Inspector]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3523</guid>
		<description><![CDATA[Outline: Part 1: When you know the name but not the location 1. Navigating the hierarchy 2. Verifying a Selection 3. Using the search function Part 2: When you know the location but not the name 1. Viewport Navigation controls 2. Finding the name through navigation ___ Part 1: When you know the name but [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3523/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Inspector: Particle Systems: The Basics</title>
		<link>http://kb.worldviz.com/articles/3463?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=inspector-particle-systems-the-basics</link>
		<comments>http://kb.worldviz.com/articles/3463#comments</comments>
		<pubDate>Thu, 14 Jul 2022 04:09:08 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Inspector]]></category>
		<category><![CDATA[Particle Systems]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3463</guid>
		<description><![CDATA[Creating a Particle System in Inspector A particle system is a special kind of object that spits out particles - thousands of tiny images that float around in your environment based on the rules specified in the system. Particle systems can be used for a variety of effects such as smoke, exhaust, rain, bubbles, and [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3463/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Inspector: Toggling Animation Auto-Start</title>
		<link>http://kb.worldviz.com/articles/3438?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=toggling-animation-auto-starting-in-inspector</link>
		<comments>http://kb.worldviz.com/articles/3438#comments</comments>
		<pubDate>Wed, 13 Jul 2022 22:08:07 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Inspector]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3438</guid>
		<description><![CDATA["Autoplaying" means that an animation will play as soon as the model is loaded, instead of waiting to be triggered by python code. This tutorial shows how to toggle the autoplaying of animations within Inspector. Open Inspector, either from the Start Menu or from your Vizard install directory's bin folder. e.g. C:\Program Files\WorldViz\Vizard7\bin First you'll [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3438/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Generate Avatar from single image into Vizard using ReadyPlayerMe</title>
		<link>http://kb.worldviz.com/articles/3375?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=generate-avatar-from-single-image-into-vizard-using-readyplayerme</link>
		<comments>http://kb.worldviz.com/articles/3375#comments</comments>
		<pubDate>Mon, 13 Jul 2020 20:02:32 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[ready player me]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3375</guid>
		<description><![CDATA[Video example in Vizard Here are the steps to utilize the “Ready Player Me” avatar heads in Vizard, where you can generate an avatar head from a single selfie (using webcam or upload an image) and download as a .glb file Go here to make your avatar from a single selfie https://readyplayer.me/ Download .glb file [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3375/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PBR Workflow: Reflecting a Scene with Physically Based Rendering</title>
		<link>http://kb.worldviz.com/articles/3347?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=preparing-reflections-from-a-scene-for-pbr</link>
		<comments>http://kb.worldviz.com/articles/3347#comments</comments>
		<pubDate>Tue, 26 Nov 2019 19:47:45 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[PBR / Physically Based Rendering]]></category>
		<category><![CDATA[Shaders]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3347</guid>
		<description><![CDATA[This article applies to environment exported as GLTF to allow the use of its realtime lighting. For fully baked scenes both the ambient and specular reflections can be produced from the scene itself. Environment Maps There are a few options other than Lys. The two main free ones to look at are Modified CubeMapGen and IBL Baker. Both have [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3347/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Bringing models from Sketchfab into Vizible and Vizard</title>
		<link>http://kb.worldviz.com/articles/3338?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=bringing-models-from-sketchfab-into-vizible-and-vizard</link>
		<comments>http://kb.worldviz.com/articles/3338#comments</comments>
		<pubDate>Mon, 23 Sep 2019 21:16:15 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[gltf]]></category>
		<category><![CDATA[sketchfab]]></category>
		<category><![CDATA[vizard]]></category>
		<category><![CDATA[vizible]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3338</guid>
		<description><![CDATA[With the largest 3D content library available and an ever growing community of users, Sketchfab is an extremely powerful tool for finding 3D models for your project. All of the models in Sketchfab’s library can be downloaded in the glTF format, a new 3D model transmission format that standardizes how 3D content is delivered. &#160; [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3338/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lip Syncing with Fuse/Mixamo Avatars</title>
		<link>http://kb.worldviz.com/articles/3176?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=lip-syncing-with-fusemixamo-avatars</link>
		<comments>http://kb.worldviz.com/articles/3176#comments</comments>
		<pubDate>Fri, 15 Feb 2019 17:55:45 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Avatars]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3176</guid>
		<description><![CDATA[Programs Needed: Fuse (available for free if you have a Creative Cloud membership, or on Steam) 3DSMax Cal3D Exporter (available to download from the WorldViz website) 1. Create your model in Fuse &#160; 2. Go to “File- Animate with Mixamo” or click on “Send to Mixamo” &#160; 3. Make sure “Facial Blend Shapes” is enabled and click [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3176/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to have tracked FBX Avatars in vizconnect using 3DSMax and Mixamo&#8217;s Auto Rigging</title>
		<link>http://kb.worldviz.com/articles/3298?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=how-to-have-tracked-fbx-avatars-in-vizconnect-using-3dsmax-and-mixamos-auto-rigging</link>
		<comments>http://kb.worldviz.com/articles/3298#comments</comments>
		<pubDate>Fri, 15 Feb 2019 17:50:09 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Avatars]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3298</guid>
		<description><![CDATA[The Autobiped script was created by Ofer Zelichover and Dan Babcock and it is freely released to Mixamo customers The script will convert any character rigged using Mixamo auto-rigger into a Biped system in 3dsMax If going from Fuse just send to Mixamo and Auto-rig Go to mixamo.com Select “Upload Character” If coming out of [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3298/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Moving Unity Assets to Vizard and Vizible with the Sketchfab glTF exporter</title>
		<link>http://kb.worldviz.com/articles/3204?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=moving-unity-assets-to-vizard-and-vizible-with-the-sketchfab-gltf-exporter</link>
		<comments>http://kb.worldviz.com/articles/3204#comments</comments>
		<pubDate>Fri, 15 Feb 2019 17:49:01 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3204</guid>
		<description><![CDATA[This is a method for transferring your Unity assets into Vizible or Vizard using Sketchfab. Get the latest version here: https://github.com/sketchfab/unity-plugin/releases Download the Unity Package titled SketchfabForUnity-v1.2.0.unitypackage Import this into your Unity project Once imported, you need to press “Play” in your Unity scene to have it show up. You then choose “Sketchfab- Publish to Sketchfab” &#160; [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3204/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FBX Avatar to Vizard</title>
		<link>http://kb.worldviz.com/articles/3131?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=fbx-avatar-to-vizard</link>
		<comments>http://kb.worldviz.com/articles/3131#comments</comments>
		<pubDate>Thu, 06 Dec 2018 21:54:56 +0000</pubDate>
		<dc:creator><![CDATA[Sado Rabaudi]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[avatars]]></category>
		<category><![CDATA[character creator]]></category>
		<category><![CDATA[FBX]]></category>
		<category><![CDATA[fbx avatar]]></category>
		<category><![CDATA[fuse]]></category>
		<category><![CDATA[make human]]></category>
		<category><![CDATA[mixamo]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=3131</guid>
		<description><![CDATA[In earlier versions of Vizard, Cal3D exports out of 3ds Max were the only option for a character workflow. As of version 6, Vizard includes the ability to use any FBX avatar. These can come from a variety of sources. In this case, we'll be using a .FBX avatar exported from a program called “Character [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/3131/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
