This article describes how to use accessories on your models.
As an example, we'll use cacao's Neck Camera | Camera & Strap.
Here’s a comparison of how costumes and accessories work in the dress-up feature.
Costumes | Accessories | |
File format | XWear | XWear |
Can move/rotate/scale | Yes | Yes |
Can set which bone to follow during animation | No (fixed to hips) | Yes (default is Null) |
Although accessories are treated as XWear files similar to costumes, the key difference lies in the ability to set which bone they follow.
This feature allows for flexible placement, such as attaching hats to the model's head or bracelets to their arms.
A closer look at the specifications...
Every XWear file must be attached to either a HumanoidMapComponent
or an AccessoryEditRootComponent.
(Without one, you won't be able to load the file.)
When you load an XWear file in VRoid Studio, the placement
of the AccessoryEditRootComponent determines how the item is treated.
If it's in the root, it's treated as a standalone accessory;
if it's below the root, it's treated as an accessory within an outfit.
Without an AccessaryEditRootComponent, items with SkinnedMeshRenderer weights tied to
humanoid bones are treated as costumes, while those not tied to humanoid bones
are treated as accessories.
Additionally, any items using renderers other than SkinnedMeshRenderer
or MeshRenderer are treated as accessories.
How to export accessories
You can export accessories as XWear files.
Check the Help article below to learn more.
▼How do I convert to XWear?
https://vroid.pixiv.help/hc/en-us/articles/38730429718041
Look at step "8. Selecting a setup" in the article: select "Set up as an accessory" to enable exporting the accessory as an XWear file.
How to wear accessories in VRoid Studio
1. Import the accessory
Click "Add Costume" and open the accessory's XWear file.
The initial position of the accessory is based on its state at the time of export.
2. Adjust the accessory to the desired position
You can move, rotate, and scale the accessory to your preferred position as you would with a costume.
3. Set which bone the accessory should follow
By default, the bone to follow is set to Null.
While the accessory might look fine when static, it could move awkwardly during animations.
To avoid this, you should link the accessory to a suitable bone for more natural movement.
If the target bone is set to Null, the accessory will not follow the avatar
There are two methods to set which bone the accessory should follow.
You can select the bone directly from a list or by clicking on the bone displayed on the 3D model.
Here, we are going to explain the latter method.
- Click the "Select Bones" button for the target bone.
- Click on the bone the accessory should follow in the 3D view.
In this case, since the camera is positioned over the model's chest, click "UpperChest".
The bone will be highlighted when selected.
- Click "確定(Confirm)" at the bottom.
This confirms your bone selection.
- Check the animation to see if the accessory moves as expected.
If the accessory doesn't move as expected, try selecting a different bone.
Related articles:
How do I use the dress-up feature?