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Automatic Outfit Fitting Guide

Complete workflow for automatically fitting an outfit to a target avatar, with optional pre-adjustment and additional Mesh editing.

きせった (Kisetter) 3.5.0 documentation

⚫ This guide covers the complete workflow for automatically fitting an outfit to the Target Avatar.

⚫ The default is Skip Pre-adjustment. When needed, select Enable Pre-adjustment to make additional bone and Mesh adjustments before the transformation.

⚫ The bone adjustment feature from the former Manual Fitting Mode is available before the transformation when you select Enable Pre-adjustment.

⚠️ Note! This video was recorded for an earlier version. The startup procedure, option names, and behavior may differ from the current version. An updated video will be added soon.

[1] Preparation#

1. 🧍‍♂️Source Avatar Setup#

  1. Place the avatar in the Scene, then reset its rotation and scale.

  2. Verify that the Animator and the Skinned Mesh Renderer corresponding to the torso are present on the avatar.

  3. Adjust the BlendShapes so that the Body Mesh is fully visible without any parts being scaled down or obscured.

1. 👕Source Clothes Setup#

  1. Place the outfit in the Scene, make it a child of the Source Avatar, then adjust its position and scale.

    image.png

  2. Adjust the outfit’s BlendShapes to match the Source Avatar.

    image.png

  3. Also adjust the avatar’s BlendShapes, such as 👠 Foot Heel or 👙 Breast, to match the outfit.

    image.png

1-2. 📄 Using a Separately Created Profile#

You do not need to follow these preparation steps when using an included Profile.

How to Prepare and Configure a Custom Profile
  1. Prepare the Profile.
  • Profile path: Assets\@Eden_Tools\Kisetter\Profiles
  • If the Profile you want does not appear in the list, manually add the Profile folder to the path above.
    • Example Profile folder structure: Profiles └─ ProfileName ├─ ProfileName.json └─ ProfileName.eb

      image.png

      image.png

  1. If the Profile uses a Foot_Heel adjustment, adjust the Target Avatar’s BlendShapes so that its foot shape is similar.
    • Please use a Foot_Heel or HighHeel Profile that matches the outfit.

2. 🧍Target Avatar Setup#

  1. Place the avatar in the scene, then reset its rotation and scale.

  2. Verify that the Animator and the Skinned Mesh Renderer corresponding to the torso are present on the avatar.

  3. Adjust the BlendShape so that the Body Mesh is fully visible without any parts being scaled down or obscured.

    • If the Source Avatar uses a Foot Heel adjustment, adjust the Target Avatar’s BlendShapes so that the foot shape is similar.
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[2] Morphing in Progress#

3. Open きせった (Kisetter)#

  1. From the Unity Editor menu bar, select EDEN LABS > きせった (Kisetter).

    Unity Editor menu path for opening きせった

  2. きせった (Kisetter) opens in a separate editor window.

4. きせった (Kisetter) Setup#

  1. In the opened きせった (Kisetter) window, assign the previously prepared avatar and outfit.

    • Source Avatar Object: The original avatar object for the outfit
    • Source Clothes Object: The outfit object
    • Target Avatar Object: The target avatar object
  2. When using a Profile

    • Select the Use Source Profile button.
    • Profile: The Profile that matches the outfit you want to use
    • Source Clothes Object: The outfit object
    • Target Avatar Object: The avatar object to fit the outfit to

5. きせった (Kisetter) Option Setup#

  1. Body Gap

    • This parameter sets the minimum distance between the garment and the body.
    • If the body is penetrating the garment significantly, increase this value.
  2. Pre-adjustment

    • This option lets you choose whether to adjust the outfit bones before the transformation.
    • The default is Skip Pre-adjustment. Select Enable Pre-adjustment when you want to adjust the bones before the transformation.
If you select “Enable Pre-adjustment”: View bone adjustment instructions

Enable pre-adjustment to adjust the clothing shape with Bone Adjustment and additional Mesh editing during fitting.

Bone Controls

  • You can change the operation mode by clicking W: Move / E: Rotation / R: Scale at the top, or by pressing W / E / R on the keyboard.
    • W: Move: Move the Position
    • E: Rotation: Rotate the selected bone
    • R: Scale: Adjust the Scale

Mirror

  • If there is a symmetrical bone on the opposite side, you can move both sides together using the Mirror button.
  • When Mirror: On is enabled, the movement is mirrored along the avatar’s X-axis.

Bone List

  • This is the list of bones that can be adjusted.
  • Adjustable bones are displayed in the Bones List.
    • Bone List: Humanoid Bone Only
      • Only Humanoid Bones such as Hip and Chest are displayed in the Bone List.
    • Bone List: Show Other Bones
      • Child bones other than Humanoid Bones such as Hip and Chest are also displayed in the Bone List.
  • Humanoid Bone Picker
    • You can select a bone by clicking the desired body part.
  • You can also select and adjust bones by clicking the blue points on the avatar in the Scene view.
  • We recommend using this option to make additional detailed adjustments for items such as hats, gloves, and shoes.

  1. Preserve Shoe Shape
    • Select one of the following two options.
    • Preserve Shoe Shape (Default)
      • Keeps the shape of meshes around the feet.
    • Fit to Feet
      • Deforms the shoes to match the shape of the feet.
  2. [Advanced Option] - [Save Settings] - Save Result As BlendShape
    • When enabled, the transformed result is saved as a BlendShape rather than being applied directly to the mesh.
  3. [Advanced Option] - [Weighting Settings] - Transfer Weight To Avatar
    • This option reassigns the weights of the clothing mesh based on the target avatar's armature.
    • Please enable this only when you need to connect the costume directly to the avatar's bones without using Modular Avatar or similar features.
  • For detailed explanations of other parameters, please refer to the following document.

6. Performing the Transformation#

Click Dress Avatar to proceed with the transformation.

  • Use the Step-by-Step Progress below to proceed with Fitting and Weighting step by step.

[3] Checking the Results#

7. Checking the Fitting Results#

7-1. Checking the Fitting Results#

  • Check whether the morphed result has been applied correctly to the avatar.
  • If the transformation resulted in an undesired shape, and you enabled [Advanced Option] - [Save Settings] - Save Result As BlendShape, you can adjust the Kisetter_fit BlendShape values added to the outfit to restore the original shape.

7-2. VRChat - Modular Avatar#

  • The Modular Avatar is merely an example; you may use other tools, such as VRCFury, to configure the outfit’s bones to follow the avatar’s movements.
    • However, if you have checked [Advanced Option] - [Weighting Settings] - Transfer Weight To Avatar, the outfit is already set to follow the avatar’s bones.
  • Right-click the outfit and select [Modular Avatar] - [Setup Outfit] to configure the outfit’s bones to follow the avatar.

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