The mix & match feature allows you to virtually create outfits by combining different garments on an avatar. The garments are fitted to the avatars body in a realistic way creating a rendering of the outfit which is often not distinguishable from a photo.
This feature uses the GUI extension of the BabylonJS engine. Therefore, make sure to add it to your html header. You may use any other CND of your choice as well.
Avatars and Garments
The main ingredients to this are
.avatar files. Both can be generated from images using the Pictofit Content Service. These files are smart objects which contain a visual representation as well as semantic information about the respective entity.
You need to host them so that they are accessible via URL by the compute server.
Using the Slot Layout
Picotofit.SlotLayout allows you to arrange avatars, garments and also accessories any way you want. This gives you freedom to create collage-style renderings or to annotate the try-on with visual elements. The
Picotift.Slot base class defines properties which tell the rendering engine how to position the slot and how to scale its content. Different types of slots provide different functionality. The
Pictofit.TryOnSlot allows you to place an avatar with virtually fitted garments. The
Pictofit.GarmentSlotenables you to display a garment or even an accessory while the
Picotifit.QuadSlot simply displays an image.
First we have to create a slot layout instance:
// create the slot layout instance and set a custom background & size let slotLayout = new Pictofit.SlotLayout(); slotLayout.backgroundColor = BABYLON.Color3.White(); // use Babylons color class here slotLayout.size = new Pictofit.Size(viewerWidth, viewerHeight);
For each slot we need to define its location and size by setting the
frame property with an instance of type
scalingMode property defines how the content is scaled to its container. Use a value of the
Pictofit.ScalingMode enum for this. All available enum values can be found in the API reference.
This type of slot computes a virtual try-on for an avatar and a set of garments and renders it to the specified region.
let slot1 = new Pictofit.TryOnSlot(); slot1.frame = new Pictofit.Rectangle(viewerWidth / 2, 0, viewerWidth / 2, viewerHeight); slot1.scalingMode = Pictofit.ScalingMode.ASPECT_FIT; slot1.garmentUrls = [ "http://myServer/garment-1.garment", "http://myServer/garment-2.garment" ] slot1.avatarUrl = "http://myServer/myAvatar.avatar"
The garment slot can display a
.garment file at a defined location. This is handy if you for example want to create a collage without actually computing the try-on for a specific avatar.
let slot3 = new Pictofit.GarmentSlot(); slot3.scalingMode = Pictofit.ScalingMode.ASPECT_FIT; slot3.frame = new Pictofit.Rectangle(0, viewerHeight / 2, viewerWidth / 2, viewerHeight / 2); slot3.garmentUrl = "http://myServer/garment-1.garment"
Quad slots can hold a single image which allows you to customise the rendering by adding e.g. a background to it.
let slot2 = new Pictofit.QuadSlot(); slot2.scalingMode = Pictofit.ScalingMode.ASPECT_FIT; slot2.frame = new Pictofit.Rectangle(0, 0, viewerWidth / 2, viewerHeight / 2); slot2.quadUrl = "http://myServer/myImage.png"
Computing the Try-On
Finally, we have to assign the slots to the layout. The order within the array actually defines the z-order as well. Left to right means bottom to top in other words.
slotLayout.slots = [ slot3, slot1, slot2, ];
Finally, we need to actually trigger the request. The compute server now fetches the referenced data and renders the try-on according to the placement of the slots. The resulting image is then display by the
Pictofit.WebViewer instance on your page.
let computeServer = new Pictofit.ComputeServer("https://myComputeServer", "myToken"); let tryOn = new Pictofit.VirtualTryOn2D(computeServer, viewer); tryOn.layout = slotLayout; tryOn.compute();