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Automatic Rigging & Converter (ver 6.0)



Add joints or convert user data to CLO avatars and use CLO Avatar Editor.


Main Menu ▶Avatar ▶ Auto Convert to Avatar


  1. Select the tool/menu indicated.
    → Auto Convert to Avatar pop-up menu appears. 
    → The Auto Avatar Converter deletes all avatars in the 3D window.
  2. After setting the options below, click the Convert button. 
    Menu Description
    Open the file to be converted Click the Open button on the right to load 3D dummy and scan files to be rigged and converted.
    Hands / Feet Set whether the avatar to be converted has hands/feet.
    Gender Set the gender of the avatar to be converted.
    Converting Option (ver 6.1) Convert an avatar automatically or Maintain Custom Rig.
    Converted Output (AVT) CLO Skin Style
    The body shape of the original file is maintained and only the appearance is converted to a CLO avatar and joint points are added.
    ※ Note: When converting to the avatar, size editing is not possible. The CLO Avatar Size Editor automatically fits into a realistic body shape based on thousands of actual scanned data so it cannot keep the body shape of the original file.
    Rigging only
    Only the joint points are added while maintaining both the body shape and appearance of the original file.
    Convert to size editable avatar
    Change the CLO avatar body shape so that the size can be edited while maintaining the shape of the file to be converted and add joint points.. 
    ※Note: The conversion options below can be multi-selected and are compatible with the CLO avatar pose/motion provided in the Library after conversion.
    Save Click the Save button on the right and specify the path to save the converted avatar file.
    The file will be converted to an avatar with the options users set which may take 5-10 minutes.


Custom (Maintain Current Rig) (ver 6.1)

  • Opacity Setting
    Change the opacity of the garment to make it easier to see the avatar. 

    1. 3D Tool Bar ▶ Select the file to convert with Select/Move Tool.  
    2. Property Editor ▶ Material (Selected) ▶ Basic Parameters ▶ Set the opacity to 50.
    3. Change the color of the file as required.  
  • Adjust Whole Body 
    Main Menu ▶ Avatar ▶ Avatar Size Editor Align the CLO avatar with the Custom avatar by adjusting the below 3 points of measurement. 
    • Align the height of the shoulder and inseam. 
      Choose one of the cases applicable. 

      A.When using Total Height
      Click the up/down triangle button to the right of the Total Height number box to increase or decrease the avatar's height so the shoulder line is the same on both avatars. The shoulder shape of the Custom Avatar and the CLO avatar are different, so it is not necessary to perfectly match the shoulder position. Just using the triangle button mceclip1.png to align with a similar shoulder line is sufficient, and you do not need to manually enter a precise value to align. Some errors are automatically adjusted during conversion.


      B. When using HPS Height and Inseam
      If the inseam height difference is too large when adjusting the shoulder line through Total Height, the shoulder line is adjusted according to the inseam measurement. After fixing, adjust the Inseam to fit. At this time, change the unnaturally deformed upper body naturally by adjusting the height of the CF/CB Neck to Waist.

      B-1) Set the Height type to the HPS Height. 

      B-2) Align the shoulder height using the up/under triangle button in the input box.

      B-3) Details ▶ Inseam Height align the inseam height using the up/under triangle button.
      As the width of the adjustment of the inseam increases, the length of the upper body changes according to the Inseam. Since the CF/CB Neck to Waist value that controls the length of the upper body is fixed, the body shape may change unnaturally. In this case, it can be reflected in the result, so it is important to match the face and body shape of the avatars naturally. Recover naturally by following the method below.

    • B-4) Details ▶ CF Neck to Waist/CB Neck to Waist. Press the triangle button on the right side of the number box in the opposite direction you pressed in the inseam to adjust the body shape until it looks natural. (e.g, if the length of the Inseam is shortened, the lengths of the two lower upper body lengths will be increased.) Normally, if you press the CF and CB triangle buttons the same number of times, the body shape is adjusted with a balanced front/back.

    • Match the arm length
      1. Check the arm length once you adjust the shoulder height and the inseam.
      2. If the lengths to the wrist are different, click the up/down triangle button to the right of the CF Neck to Wrist number box to match the length to the avatar's wrist.

  • Adjusting pose
    Avatar Display in the 3D window ▶ Show X-Ray Joints Match the pose and the joint points of the CLO avatar according to the pose of the Custom Avatar so that the two avatars overlap each other. Rotate the joints to make both avatars overlap. 

    ※Note: If you can't see the overlapped avatars well when Show X-Ray Joints in on, click the joint and press Shift+X to keep using the Gizmo to adjust the joints with the textured avatar. To utilize the above method, you need to change the default gizmo of the 3D window to Local Coordinate, which is the same as the joint point view mode.

    • Fitting the lower body

      1. Click the avatar's center joint point (purple) to bring up the gizmo and adjust the front/back position so the hips of the two avatars overlap.

      2. Click the hip joint to check both the front and the side, and align the ankles of the two avatars so that they overlap.

      3. Click the ankle point to adjust the insteps of the two avatars to overlap.

    • Fitting the upper body

      1. Click the waist joint and rotate it from the side until the front of the avatar's neck and shoulders are overlapped. If you can't hit it all at once, align the shoulders first, then rotate the joint point on the side where the neck starts to align the front of the neck.


      2. Rotate the shoulder point to adjust the cuff to overlap.
        If it is not possible to align the wrist joint with the shoulder joint point, align the elbow joint first, then rotate the elbow joint to align the wrist joint.

      3. Click the wrist joint point to align the back of the hand. First, align the first finger joints/knuckle placements If the length of your finger is different, adjust the value of “Avatar Size Editing Window ▶ Details ▶ Arm ▶ Hand” to match the length.

      4. Click the joint point that is connected to the finger near the wrist joint point to align the gap between the fingers.
      5. Click the joint point where the finger starts to overlap the finger to the end. Rather than mesh the fingers of the two avatars, focus on locating the joint points at the appropriate places on the Custom avatar.

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    Hello, what kind of format must the files be in order to convert to an avatar?

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    Hi! I don't see option "Set whether the avatar to be converted has hands/feet." in CLO 6.
    Also I have noticed that fingers bones shift after converting and and finger control becomes almost impossible. I have tried on different avatars. Can I somehow create a custom avatar so that I can control his fingers?

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    This can also be seen in your video (yellow bones under hands). Didn't you notice this?

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    Awesome feature, thx for working on this! It looks like the third option with editable avatar is best as it keeps my skin and head imported from DAZ but I can edit based on Clo Avatar setting. What happens to the poses I had created along the avatar in DAZ? Can I still add them to library and apply as poses ? and will they still work if I edit the size/shape in Clo?

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    I was so excited about this function and just tried it but unfortunately it does look very buggy. Not all body parts are converted properly. There are weird shapes underneath the arms and other parts and there are cuts, and when you apply a clo pose to them other weird things happen to the body parts. In addition looks like we cannot apply any of the fbx poses imported from DAZ to the converted avatars. It doesn't recognize them. I am wondering what is the benefit of this vs. just saving DAZ avatar as avatar in Clo? is it just to allow the sizing to apply to these avatars?

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    I want to export the Auto_rigged avatar from clo3d and import it to 3dsmax. how can I do it?
    I think we can use Auto_rigged avatar just in clo3d!