Asset Signing
  Advanced Mode
  Change Mesh
  Change Materials
  Animation Settings
CFL Tab & Save
 

 

 

3.m Add or Delete

Some CFL files have a different amount of Material slots than your Head. Thus, we have supplied you with Add and Delete buttons. Clicking the add button adds a new material to the bottom of the list. While clicking the delete button deletes the Material that contains the button you are pressing. As you add or delete materials, please make sure that the Material/.xrf file you are using contains a sub-material whose name matches the Material ID number in the window.

If the CFL file you started with contains more materials than you need, it is wise to delete them. Otherwise, the size of your CFL file will be unnecessarily large. There are two steps to deleting those extra files: delete the material reference in the Edit Textures tab and deleting the actual files from the CFL tab.

You can also add Body Parts under the Edit Geometry tab. When you do this in a Head product, a new material panel is added in the Edit Textures tab. As you add Body Parts and materials to those Body Parts, the name of the material panel will procedurally change. P0M0 translates to Part Zero Material Zero. So, as you add parts, the P# increases and as you add Materials the M# increases.

3.n CFL tab

To purge your CFL file of all extraneous assets, click on the CFL tab. This tab shows you an itemized list of all of the assets currently contained in your CFL file. Among these assets you will notice a file called index.xml. Never delete this file. It is necessary. Otherwise, if you see a file you did not create personally (other than index.xml), then it is garbage and ought to be deleted.

Once you have finished deleting files from the CFL tab, SAVE your product. When you save, you essentially make the asset deletions stick. Do not hit Apply Changes as this will only bring all of your deletions back and you will have to do the whole thing over again.

3.o Save and apply changes

Now that you have successfully loaded your skeleton, mesh(es), animation(s) and texture(s), it is time to Save and ApplyChanges. Heck, you might just want to Save again just to be sure.

3.p Catalog Snapshot

Considering that you actually make the Head look exactly the way you want in the Previewer, this is the perfect time to take a catalog snapshot. I typically just get the head centered in the camera, hit ctrl+PrintScreen (which takes a pic of only the selected window) and then paste that image into Photoshop. I clean up the edges a bit (especially if I want a different colored background) and have the head take up most of a 100x80 catalog shot.