CHARACTER DESIGN Character design for this project involved researching different programs for generating avatars such as Fuse , Daz 3D and Character generator supplied by Autodesk. Daz works with skins that can be bought for their avatars, whereas Fuse is part of the Adobe Creative Cloud and offers avatars of various ethnicities and body types that can be quickly customized. Though we work with an abstract representation, realistically looking characters are a must, so we decided to go with the Fuse avatars. They seamlessly work with Mixamo for rigging and animation so we could make the characters dance in ways similar to the way they dance at those Baile Funk parties. These animations and characters can be easily imported into CLO to dress them. We did want to garments to be realistically represented, so we used CLO to dress them. We work in Unity, and these simulation programs are not directly linked so I made it a goal to figure out how to implement CLO into Unity. This is possible, however, it is also very heavy to run. CLO's simulations are physics based, which is very heavy to run real-time in programs such as Unity. Thus garment animations need to be recorded and exported into alembic type files. These files however are heavy to run real-time, so it became pretty clear that we could not use this method to represent the garments. We solved this by using both static imagery to represent the garments and animations to represent the dancing. I also tried my hand at working with bodyscans. This was an extra-curricular assignment to fix, skin and rig the bodyscans of two models so that they could be used in CLO.