Importing assets
This page describes how to import character assets to be used by the ZivaRT Player.
Required asset files
For each character, you need an .fbx file and a .zrt file.
The .fbx file contains the mesh and skeleton that were used for training, and one or more animations.
The .zrt file contains the training data that matches the mesh and skeleton.
The .fbx and .zrt files must have the exact same name, apart from extensions.
Importing the asset files
In the Project window, navigate to the folder where you want the assets to be located.
From the Assets menu, select Import New Asset.
In the Import New Asset dialog, navigate to the folder containing the .fbx and .zrt files.
Select both the .fbx and .zrt files.
Select Import.

FBX import settings
The settings on the imported .fbx files aren't always correct by default and need to be verified.
Select the imported .fbx file in the Project window.
Go to the Animation tab in the Inspector and enable Animated Custom Properties. This is required for ZivaRT extra parameters to be imported properly.
Go to the Model tab. If a ZivaRT character uses more than one .fbx file, check the values of Scale Factor and Convert Units. All .fbx files used for a character must have matching values in these fields.
Enable Read/Write for the .fbx model being deformed by ZivaRT.