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Copy file name to clipboardExpand all lines: docs/creators-advanced-avatar-customization.md
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For more advanced customization, you can use the following resources:
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*[Photoshop PSD Templates](https://github.com/MozillaReality/hubs-avatar-pipelines/blob/master/Photoshop) - Photoshop templates for a custom Hubs base color skin. You can also use Photoshop's 3D painting tools, using the [Robot OBJ/MAT file](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats).
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*[Substance Painter Project](https://github.com/MozillaReality/hubs-avatar-pipelines/blob/master/Substance)- Full Substance Painter projects for advanced custom skinning. You can also download and modify any of our example texture sets.
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*[Photoshop PSD Templates](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Photoshop) - Photoshop templates for a custom Hubs base color skin. You can also use Photoshop's 3D painting tools, using the [Robot OBJ/MAT file](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats).
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*[Substance Painter Project](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/blob/master/Substance)- Full Substance Painter projects for advanced custom skinning. You can also download and modify any of our example texture sets.
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We offer the following resources if you'd like to modify our base Robot avatar:
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*[Blender Source Files](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**
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*[Blender Source Files](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**
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*[Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
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*[Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
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We recommend using [Blender 2.83](https://builder.blender.org/download/) (or whatever the most recent release is) for custom models since we have provided example files that you may use as a guide. (Typically, skeleton setup varies between modeling appications which can make importing/exporting skeletons a bit tricky due to unexpected changes in bone rotations, but it is still possible to use something other than Blender.) Note: the .blend files were created with [Blender 2.8](https://builder.blender.org/download/) due to the built-in glTF exporter. The glTF importer/exporter for Blender is currently in development. Expect some bugs and [please report them!](https://github.com/KhronosGroup/glTF-Blender-IO/issues)
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Hubs avatars are meant for VR, which means that you should work in real world units. A typical avatar height is roughly 1.7 meters. Note: This is typically a 'standing height'. The lack of legs shown here is a part of that overall height.
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Files with the suffix *_base* refer to the most barebones, basic robot avatar template that can be used as a reference when creating new avatar models. Typically, the Blender workflow would be to either 'Link' or 'Append' the objects from [AvatarBot_base_for_export.blend](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) in order to use the existing armature (skeleton) and any animations that go along with it, using them as a basis for your own model that you would attach to it.
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Files with the suffix *_base* refer to the most barebones, basic robot avatar template that can be used as a reference when creating new avatar models. Typically, the Blender workflow would be to either 'Link' or 'Append' the objects from [AvatarBot_base_for_export.blend](https://github.com/Hubs-Foundation/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) in order to use the existing armature (skeleton) and any animations that go along with it, using them as a basis for your own model that you would attach to it.
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The armature is based largely upon the same hierarchy and naming conventions of the skeleton provided by [High Fidelity](https://docs.highfidelity.com/en/rc80/create/avatars/avatar-standards.html#skeleton). This also happens to have a similar structure to VRChat in terms of bone orientations.
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However, in our current implementation in Hubs, we have eliminated some of the bones within the hierarchy, namely the lower body and arm joints since we are not using any sort of inverse kinematics (IK) at the moment. This may change in future iterations.
Copy file name to clipboardExpand all lines: docs/creators-blender-components.md
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- The same scroll speed as above with an increment value of 0.1.
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We can take advantage of this effect by using long strips of animations in a sort of virtual flip-book, allowing the playback of things such as blinking lights, all the way to full-blown GIF animations. For additional information about advanced uses of the ‘UV Scroll’ component, see Jim’s excellent Creator Labs write-up [HERE](https://hubs.mozilla.com/labs/animating-textures-with-the-uv-scroll-component-pt1/).
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We can take advantage of this effect by using long strips of animations in a sort of virtual flip-book, allowing the playback of things such as blinking lights, all the way to full-blown GIF animations.
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<!-- For additional information about advanced uses of the ‘UV Scroll’ component, see Jim’s excellent Creator Labs write-up [HERE](https://hubs.mozilla.com/labs/animating-textures-with-the-uv-scroll-component-pt1/). -->
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## Avatar
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The ‘**Media Type**’ dropdown will let you specify which type of media your frame will accept. This can be limited to only 2D media, specific types of 2D media, 3D models, or any type of media.
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For more information about the ‘Media Frame’ component, see Laurie ONeill’s article on Creator Labs [HERE](https://hubs.mozilla.com/labs/working-with-media-frames/).
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<!--For more information about the ‘Media Frame’ component, see Laurie ONeill’s article on Creator Labs [HERE](https://hubs.mozilla.com/labs/working-with-media-frames/).-->
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### Particle Emitter
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An ‘Audio Zone’ is a special volume in your Hubs scene inside which you can override audio settings. It is useful for creating private spaces in your scene outside of which audio cannot be heard from within the defined volume. Audio zones affect both spoken audio as well as media audio that are within the audio zone.
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For more information about the ‘Audio Zone’ component and how it works, see [Matt’s article on Creator Labs](https://hubs.mozilla.com/labs/creating-speaker-stages-and-manipulating-audio-in-hubs/).
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<!--For more information about the ‘Audio Zone’ component and how it works, see [Matt’s article on Creator Labs](https://hubs.mozilla.com/labs/creating-speaker-stages-and-manipulating-audio-in-hubs/).-->
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### Image
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**Media Cone Outer Gain**: A double value describing the amount of volume reduction outside the cone defined by the ‘Media Cone Outer Gain’ attribute. Its default value is 0, meaning that no sound can be heard.
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If you’d like an example of what some sound combinations can sound like, head on over to [THIS](https://hubs.mozilla.com/scenes/hitpNgs) super handy Hubs scene that has a number of videos, each with different ‘Audio Params’ overrides that you can listen to while you walk around so you can get an idea how the settings affect the volume as you move around the scene.
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<!--If you’d like an example of what some sound combinations can sound like, head on over to [THIS](https://hubs.mozilla.com/scenes/hitpNgs) super handy Hubs scene that has a number of videos, each with different ‘Audio Params’ overrides that you can listen to while you walk around so you can get an idea how the settings affect the volume as you move around the scene.-->
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### Environment Settings
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- A sample Hubs scene with a ‘Navigation Mesh’ (shown in green).
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The ‘Navigation Mesh’ component gets attached to a duplicated section of floor that has areas cut out for walls and other scene objects that you don’t want avatars to be able to walk through. Navigation meshes must be one mesh object (you cannot have multiple nav meshes in a scene) and all vertices must be welded together so that there are no discontinuous pieces. It’s generally a good idea to also attach a ‘Visible’ component to your nav mesh with its visibility toggled off (unchecked). For more information about making custom nav meshes for your scene, check out Jim’s comprehensive article on Creator Labs [HERE](https://hubs.mozilla.com/labs/what-is-a-nav-mesh/).
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The ‘Navigation Mesh’ component gets attached to a duplicated section of floor that has areas cut out for walls and other scene objects that you don’t want avatars to be able to walk through. Navigation meshes must be one mesh object (you cannot have multiple nav meshes in a scene) and all vertices must be welded together so that there are no discontinuous pieces. It’s generally a good idea to also attach a ‘Visible’ component to your nav mesh with its visibility toggled off (unchecked).
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<!-- For more information about making custom nav meshes for your scene, check out Jim’s comprehensive article on Creator Labs [HERE](https://hubs.mozilla.com/labs/what-is-a-nav-mesh/). -->
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### Reflection Probes
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- The ‘Reflection Probe’ component and its settings.
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For more information about the ‘Reflection Probe’ element, see [Jim’s excellent article on Creator Labs](https://hubs.mozilla.com/labs/baked-lighting-for-better-looking-hubs-scenes/) titled “Baked Lighting for Better-Looking Hubs Scenes”.
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<!--For more information about the ‘Reflection Probe’ element, see [Jim’s excellent article on Creator Labs](https://hubs.mozilla.com/labs/baked-lighting-for-better-looking-hubs-scenes/) titled “Baked Lighting for Better-Looking Hubs Scenes”.-->
Copy file name to clipboardExpand all lines: docs/creators-linking-rooms.md
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The first thing that you want to do is create your rooms. While you have the ability to create rooms directly from a scene URL, this will generate a new room each time. In order to link multiple rooms together, we recommend generating the rooms first, then updating the rooms to use a scene that contains links to the other room.
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1. Go to [https://hubs.mozilla.com/](https://hubs.mozilla.com/) and use the 'Create Room' button to create a new room. You can use the 'Favorite' button to keep the room pinned to your home page to find it easily, or copy the link somewhere.
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2. Do this for each room that you want to have available
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<!--1. Go to [https://hubs.mozilla.com/](https://hubs.mozilla.com/) and use the 'Create Room' button to create a new room. You can use the 'Favorite' button to keep the room pinned to your home page to find it easily, or copy the link somewhere.
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2. Do this for each room that you want to have available-->
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## Option 1: Linking rooms from inside Hubs
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It is possible to link rooms together directly from inside of another Hubs room without having to create new scenes. To do this:
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