The tool for your own individual miniatures
Did you ever dream of creating your own models? With a clear picture in mind of how it should look like? This tool is your solution - select each body part from thousands of options from an ever growing range of different races and styles and with just one click your model is generated and available for printing.
The installation of the customizer is quite easy but some steps need to be done to fully use the software.
If you are a designer yourself and want to make your parts compatible to the software, or you just found some good models that you'd like to use in the customizer, you're in the right section. If you have any questions, or want your library added here, let me know: email@example.com
You can watch the video #3 from the above video section or follow the next steps here.
WHEN USING AUTODESK MESHMIXER, MAKE SURE THAT THE OPTION "Flip Z-Y axis on Import-Export" IS NOT CHECKED!.
In general, all parts need to be placed with their joint to the main torso at 0/0/0. For some parts, there are some extra steps you need to take. Additionally, all parts need to be named with the correct prefix, e.g. "Head_MyOwnDesignedHead.stl".
Arms are a bit more complicated to add.
Prefix: They consist of two prefixes, with the first being "ArmB_", "ArmR_" or "ArmL", depending on whether it's a single arm or both arms in one model. Afterwards you have to specify if this model comes with a weapon attached "ww_", or without a weapon "wo_" or if the hand is not attached to the arm, but the weapon "wh_". This leaves you with a prefix like "ArmB_ww_" for a two-handed variant including the weapon.
Place the centre shoulder joint at 0/0/0 or the centre of the two shoulders for a two-handed option at 0/0/0.
Additionally, you need to provide information on where the shoulder armour and, if applicable, the weapon has to be placed. Therefore, a definition file is introduced with the following content. The file shall be named exactly like the model, but with .txt as ending. If the tool cannot find such a file, it checks for an "ArmB_Default.txt" (or ArmR/ArmL) file in your library and if that also cannot be found, it uses default values:
The first two lines define where the shoulder armour has to be placed (for single handed variants, only include the fitting shoulder) given as X, Y, Z, Rotation X, Rotation Y, Rotation Z. In the above example, the right shoulder is placed ad X=-6.5, Z=-3.5, and is rotated around the Y axis by -5 degrees.
if you have a "wo_" or "wh_" variant, you also need to specify where the weapon is (don't include the next three lines for a "ww_" variant). This is done by providing 3 points in space. The first point, in the line with "Weapon" it the connection point to the arm. For a "wo_" variant, this is at the top of the closed fist, so the weapon has to be placed with the top of the grip centered around 0/0/0. For a "wh_" variant, this is the centre of the connection between hand and arm. The next two points define the direction, with the second point being directly along the front axis of the weapon (e.g. for rifles) and the third one being directly downwards from the first point.
Prefix: "Weapon_wo" for the hand attached to the arms, "Weapon_wh" for the right hand attached to the weapon or "Weapon_whl" for the left hand attached to the weapon.
For a "wo_" variant, the weapon has to be placed with the top of the grip centered around 0/0/0. For a "wh_" variant, the centre of the the connection between hand and arm needs to be placed at 0/0/0.
Place the lower inner corner of the inner shoulder piece at 0/0/0. Since the shoulder parts are usually quite extravagant and do not always comply to these shapes, the best practice here is to load an existing shoulder armour piece and place the new one at the exact same position.
Place the centre of the hip at 0/0/0. This is already sufficient for the legs, for the other parts (head, arms, backpack), this has to be defined in a torso definition file. Again, the tool checks first for a file named equally to the stl file, then for a "Torso_Default.txt" file and if that cannot be found, it uses default values. A torso definition file looks like this:
Each line defines the exact position of where the parts need to be placed. Make sure that the head point is not defined at the bottom of the hole for the head, but in the centre.
Place the centre of the connection to the main body at 0/0/0.
Place the centre of the neck at 0/0/0.
Place the centre of the hip at 0/0/0.
If you want to publish a library made from existing parts, please make sure that the license of all source files allows this! Paid models usually do not permit this. When uploading everything as a .zip archive to a hompage like cults3d.com, make sure to set the license so that it fits even the most restrictive license of the source files and to include the "Compatible with Udo's Customizer" badge so everyone can directly see that your library is compatible. If you create models with the customizer, make sure to add the "Created with Udo's Customizer" badge to the images.