Creating Products Guide

Overview

It is important to understand that this document is a guide, not a step by step tutorial. This document describes the bullet points to help you create products that are compatible and have the minimum requirements to be published. Please read the guide before uploading products and take a look at the downloadable files attached to each of the categories and use them as a template to create your products by replacing files and names or just to explore the file to understand how your animation data is expected to be submitted.

To increase compatibility and make the buyer experience as pleasant as possible, we have established some standards and name conventions that are necessary to follow when creating products. It could seem a little restrictive to some vendors but at the end will mean more sales for you, it is pointless to try to sell animations that cannot apply to other characters, is for this very reason that we do not accept custom rigs. It does not mean you cannot create your animation with any rig you are comfortable with, but the end product must always be the format described in this document.

"Objects" category is available for any animated products that do not fit into any of main character animation categories if your product is a logo, vehicle, animated object, or any custom rig, please read the details below “Objects” section.

Daz and Poser

The product should work on both tools. You can either submit two files; one for each of the tools, or just one for Daz3d with detailed instructions of how to export the animation to Poser using DSON plugin.

Ensure product sets rotations limits off before the animation is applied or provide detailed instructions in the readme file.

  • Overview: Animations for Daz 3d and Poser have to be character specific, (Genesis, Genesis 2 Female, Genesis 3 Male, etc..). Each character has its rig, so you’ll need to include animation data for each of the character your product is compatible. Products are required to be compatible with both tools, Daz 3d and Poser, except Genesis 3 family that currently are not supported in Poser.
  • Template: Download Template (TC Runway Modeling 00 DAZ-Poser) and use it as a reference to create your product. (Special thanks to TAZACAFE who kindly have allowed us to offer one of his products as a template for everyone to use it.
  • Required Format Extension:  *.duf for Daz 3d and Poser using DSON plugin (optional: *.pz2 for Poser).
  • Folder Structure and additional Files: Final Product should have its corresponding thumbnail image (*.png) alongside with Product with the same name. Folder structure needs to adhere to “My Library” and “runtime” folder structure and the character that the product is made for, eg..

    DAZ 3D:  /My Library/People/Genesis 2 Female/Poses/Your folder name/your Product Files

    POSER:  /Runtime/library/Poses/Genesis 2 Female/Poses/Your folder name/your Product

  • Resources/Tutorials:
  • How to import Genesis 2 and 3 into MotionBuilder, How to import Motion Builder Animations into Daz Studio
  • Additional Notes: Genesis 3 is currently not supported in Poser. Please make it clear in your description if your product is made for Genesis 3.

3ds Max

  • Overview: CAT and Biped are the two Character animation formats accepted at FBM for 3ds MAX, you can either include one or both formats in your product.
  • Template: Download Template (FB Template Product Max.zip) and use it as a reference to create your product.
  • Required Format Extension: Biped (*.bip) and/or CAT Clip (*.clp)
  • Required Rig System: Only Biped and/or CAT Character tool formats are accepted, if any customization is added, ensure there are installation and usage instructions in the documentation
  • Folder Structure and additional Files: All files under one folder that has the product name.

Maya and Motionbuilder

Characters submitted for Maya and Motionbuilder must be set up as a HumanIK character. The file should only include the bone structure with a valid skeleton definition that maps out its skeletal structure and the animation Ploted/Baked to the skeleton.

Clean file before submitting, no textures, materials, lights, cameras, rig components, poses, etc..

Product must be tested on both, MotionBuilder and Maya.

Export .fbx to earlier version of fbx by choosing from the main menu Python Tools > FBX Export

  • Overview: Human Ik is a robust full body inverse kinematics solver that is easy and flexible, designed to be consistent with other Autodesk applications. HumanIK tools let you transfer character animation data between applications in your pipeline. HumanIK is the only rig solver accepted.
  • Template: Download Template (FB Template Product Maya-MB.zip) and use it as a reference to create your product.
  • Required Format Extension: *.fbx
  • Required Rig System: HumanIK
  • Folder Structure and additional Files: All *.fbx files under one folder that has the product name.
  • Additional Notes:

Unity 3D

For pre-visualization include the dummy rig provided in the template file or include your own.

If any significant customization or prop is added to the product, ensure there are detailed instructions in the readme file to use it correctly. In some cases video tutorials can be very handy to showcase the implementation steps, if this is your case do not include the video in the final product file, upload it on youtube instead and add the link to the product description and readme file.

  • Template: Download Template (FB Template Product - UNITY3D.zip) and use it as a reference to create your product.
  • Required Format Extension: *.fbx
  • Folder Structure and additional Files: All *.fbx files under the folder animation.
  • Additional Notes:

Unreal 4

“Content/Your product name/Animations” for the animations and “Content/Your product name/Character” for Skeleton and pre-visualization Skeletal Mesh.

The skeleton and a skeletal mesh must be provided with the Animations to allow the user to re-target the Animations.

If any special customization or prop is added to the product, ensure there are detailed instructions in the readme file to use it correctly. In some cases video tutorials can be very handy to showcase the implementation steps, if this is your case do not include the video in the final product file, upload it on youtube instead and add the link to the product description and readme file.

  • Template: Download Template (FB Template Product Unreal4.zip) and use it as a reference to create your product.
  • Required Format Extension: *.uasset
  • Folder Structure and additional Files: Folder structure must reflect the following standard;
  • Additional Notes:

Objects

Please, include detailed installation and usage instructions in the readme file (documentation). In some cases video tutorials can be very handy to showcase the implementation steps, if this is your case do not include the video in the final product file, upload it on youtube instead and add the link to the product description and readme file.

  • Overview: This category is where you should submit anything that is not a character animation or is unusual, from logos and title openings to physics simulations, props, vehicles or any other custom rig. It is mandatory to include everything necessary for the product to work, dependencies to other products is not allowed.
  • Template: Download Template (WIP)
  • Required Format Extension: fbx, max, 3ds, mb, ma, uasset and any of the Daz 3d and Poser formats. Other formats might be accepted. Please leave a note in the submission comments if the format you are using is not listed on the submission form.
  • Required Rig System: Any rig system is allowed if your product requires one, but it's important that you own the rights to sell it, DO NOT include rigs from others or rigs downloaded for free in any other websites.
  • Folder Structure and additional Files: All files under one folder that has the product name + Documentation folder
  • Additional Notes: