Wearables vs Support Assets
marble
Posts: 7,500
Can someone explain exactly what a "wearable' is? Aren't all clothing items "wearable"? When should I use the "wearable" save-as option?
When I make a morph to fix a clothing problem, I normally save as Support Asset > Morph Asset but I have noticed that in some tutorials we are advised to use Figure/Prop Asset or Wearable. I don't understand the differences.
Also, if I fit a G3F garment to G8F and then make a morph to adjust the fit on G8F and save as a Morph Asset, it does not appear when I load the garment again. Without fitting to G8F, I can save a morph and it will always be available.
Comments
A "wearable" preset is a preset that will load several clothing items at the same time, eg the various parts of a complete outfit.
As for your fit morph, when you autofitted the garment you basically created a new figure asset, the G8F version of the clothing item (and unless you saved the G8F version explicitly as an asset it only exists in that scene). The fit morph you created is a morph of the G8F version, not a morph of the original item, which is why it doesn't appear when you reload the G3F item.
Thanks for the explanations. I know that I have successfully completed that process of saving a morph for G3 garment as a G8 Garment previously so I must have done it as you suggest. I just didn't remember how, so thanks for the reminder. What's the best option to take when saving the autofitted G8 version?
Is there any advantage to saving the garment as a "wearable" or a Figure/prop asset or a morph? I'm still not quite sure on when to use each.
This is a new figure, so you save it as figure/prop asset.
A wearable preset loads existing figure/prop assets. If you converted several pieces you can save a wearable preset to load all the pieces once you’ve saved all the converted items as assets.
As for morph asset, it’s an add-on for another asset which stores data on how the morph should alter that asset. You use that when you want to save a new custom morph for the original asset (not a character using the morph, the actual morph data), or if you need to alter some technical parameters of an existing morph, like changing the default value.
Ok, thanks again - making more sense to me now. :)