#3d-modeling

1 messages · Page 44 of 1

mental blaze
#

That's great

#

I'm currently working on a project, but keeping the scope really small, so I can see if the idea would work

#

A low budget cinematic game

static sun
#

Small projects are always good to build from

mental blaze
#

It's just that the scenes I'm thinking of would take week's to 3d model

static sun
#

Great things have small beginnings

mental blaze
#

Like imagining 3d modeling the garden center from home depot

#

Currently thinking about photographing the scene tbh

#

Photoscanning

static sun
#

Depends what part of the development your in... if your early then keep it blank basic...

If your at a point where you are building up a map then patience is really needed... do asset sets and Atlas the materials

mental blaze
#

Yep, I've been tackling it by making the floor plan and then working from larger objects to smaller ones.

static sun
#

thats a good approach

#

always a good idea to have a test level for mechanics as well

lapis needle
still coyote
#

I just recently found out that some models have a texture atlas, I don't know how many times I saw this when I was little, when people still used MSDOS and the oldschool version of MS Paint lol but I never knew that was what it was called.

solid shale
#

Is it possible to freeze or isolate parts of a mesh for soft selection?

#

I'm trying to move some eye lashes to match an eye lid

#

I mean, if I use O to move it into place, it moves the eye lid too

lapis needle
#

you can hide selected objects by pushing the H key. Then bring it back using alt+H. You wont be able to see it when you move things but it should restrict its movement

solid shale
#

Nah, I need to see it

#

I guess I could copy the mesh as another object for references but if I could just mask/freeze/lock the verts I don't want to move, that would be a lot faster in the long run

lapis needle
#

this might be what your looking for here

solid shale
#

I'll try that, thanks

#

Nah, it just hides things

spiral sigil
#

You have two options that I can think of off the top of my head

#

With soft select, you can also choose to only affect connected vertices rather than working in the whole radius

#

So if your eyelashes are a separate island you'd be able to move them without affecting the eyelids

#

Second option would be to split the eyelashes from the head mesh, do your changes and then recombine when done.

#

that's where you can find the option, just choose connected

solid shale
#

Thanks

dark path
#

Oh my god are you actually serious?

polar flower
#

Funny alien dance 1 hour

lament pond
#

Frog

cerulean shoal
#

D a M e T u C o S i T a

coarse fiber
#

Can VRChat handle stylized shaders like Cell Shading?

#

on a world. not an avatar

static sun
#

it should be able to

quaint bronze
rare crystal
#

@coarse fiber I know it can use MK shaders and Toon shaders from Unitys standard shaders, and Cubed Shaders. But I think it can run just about any shader really.

coarse fiber
#

wanted to create a world that uses a heavy black for shading/ outlines

#

to make it look Comic Book/Manga

coarse fiber
#

Anyone have a Glass Window, like you'd see in a store front?

spare radish
#

@quaint bronze That's really well done. Are you planning on using a 2D (unintentional pun) shader on the character, or do you think you'll use the standard shader?

quaint bronze
#

Thank you! I’m still relatively new to modeling so it means a lot. I had a toon shader on for the first iteration but I ended up liking the standard shader a lot more

spare radish
#

Fair enough, I guess whatever you feel works.

#

I take it you've seen the recent music video they released?

quaint bronze
#

That screenshot is actually from mixamo, so it’s not really true to the actual shader

#

I have, tho it’s.. a lil too 70s/80s for my tastes

spare radish
#

Fair enough, that 70s and 80s trend has been really prominent recently.

quaint bronze
#

The direction he's going reminds me a bit of Random Access Memories

#

Some members of the band actually released under a new group and made a song w/ MF DOOM that felt more 'Gorillaz' than that music video imho

spare radish
#

That wasn't a bad album. Definitely had some songs I really liked, I remember listening to it on an airplane and quite liked the sound. Granted, that was a few years back, but still.

quaint bronze
#

RAM was a great album

spare radish
#

Also wondering, is this your first avatar?

quaint bronze
#

It's one of my first, yeah

#

First good looking one, ahah

spare radish
#

Could I show a mask I worked on? It's not for VRChat, but I really like how it ended up regardless.

quaint bronze
#

Sure

spare radish
quaint bronze
#

Looks dope, awesome work

spare radish
#

Thanks! You as well, hope getting the avatar in-game goes well.

zinc furnace
#

Damn, that's really good

spare radish
#

Thank you, I'm working on animating it in Cycles. Might do a looping wink animation as a test first, then might try a very short <30 sec dialogue animation.

wooden ice
#

could i see if someone could please 3d model me a camera

#

for unity

spare radish
#

I'm pretty sure there's a good free 3D model online already.

wooden ice
#

i found one but it dont have and matireal

#

so its just grey

spare radish
#

Realistic or kind of cartoony?

wooden ice
#

realistic

spare radish
#

Alright, I couldn't do that. I'll keep an eye out for you if I do see a good textured one. I'm mostly good with modelling characters, but even then I mostly do faces.

wooden ice
#

i found this but when i put it in unity it has ne texture

spare radish
#

I found this one. It apparently comes with textures, I think you just need to assign them when you import the object.

wooden ice
#

ok ill try

spare radish
#

Also, I finished a winking Deadpool animation if you're interested.

wooden ice
#

nice

wooden ice
#

thats detailed

spare radish
#

I used Blender to work on the model mostly. It was fun to do, and a fair bit simpler than a regular face.

wooden ice
#

idk why but any obj file i import its just grey and comes with no textures

#

even the one you sent me

spare radish
#

I'm downloading it, although I expect it'll finish in no less than a year.

#

Ah, but it does have a texture.

#

Included is a .dds format texture.

wooden ice
#

oh ok

wooden ice
#

@spare radish how do i put the dds file on the camera?

#

so its textured

spare radish
#

Should be like texturing anything else. I think I remember getting a .dds working in Unity.

severe hatch
#

Hello there. I am thinking about having into making models from scratch. Anyone know a good tutorial or something where I can learn from?

severe hatch
#

Thanx :3

blissful sleet
severe hatch
#

Okey :3

#

Might check both out later today :3

lament pond
#

Does anyone know if it's possible to test out a model from within unity. Like clicking play and it'd show up in your headset and you can control it from there. It could save a lot of time with testing.

topaz frigate
#

I don't think that's possible atm

#

It would be incredibly useful though

zinc furnace
#

It's possible, but you would need to basically re-implement VRChat yourself, except locally

#

So basically the entire VR support, a full animation set, an animator with all supported gestures that work the exact same way as VRChat does

#

And inverse kinematics too

#

Technically possible (the best kind) but not really feasible in the slightest

fierce blade
#

Hey guys Ive spent 2 weeks to make an avatar with custom clothes, custom textures and custom accesorries. I have a weight painting issue though, when I move my avatar ingame and I look up, the jaw stays and it look messed up. What can I do to fix this as quick as possible?

zinc furnace
#

The jaw is probably weight painted to either the chest or the neck

#

Or there's an actual jaw bone and it's not parented correctly

#

Did you rig it with Mixamo?

fierce blade
#

Yes, the thing is its a piccolo 3d model which was not created by me, so there might be a issue with that

#

I only fixed leg bones and added my custom stuff

zinc furnace
#

It's a common issue with Mixamo

mental blaze
#

@lament pond What I usually do to test avatars from within unity is to use an animation that uses complex motions. Like yoga and dancing animations for instance.

#

I was thinking about making an animation that performs a lot of deformation tests in slow motion. Making it at 90 fps btw

clever kayak
#

Anyone knows a good tutorial on making 3d models off 2d images?

lapis needle
clever kayak
#

Maybe I should watch both Guru and this

#

Oh boy this is going to take a while

mental blaze
#

watch em all

clever kayak
#

It's like 6 videos

mental blaze
#

modeling takes practice and time

clever kayak
#

Yeah

#

I just wanted to be a 3d Animator

mental blaze
#

nice!

clever kayak
#

But I don't mind learning

mental blaze
#

One of my projects are a full-on cinematic game

#

something outside of vrc btw

#

however, I might tackle the scenes with a mocap bodysuit

clever kayak
#

I'm trying to model tangled the lemur

#

She doesn't have a 3d model yet

mental blaze
#

post the image

#

Lemmie see it

#

so I know what to recommend you

#

box modeling is fine, but sculpting (something im currently a novice at) can make it easier

clever kayak
#

I can't seem to post image here on pc let me try on my phone

mental blaze
#

has to be a link

clever kayak
mental blaze
#

box modeling would be easier, but try sculpting it out first

clever kayak
#

Is that the part where you adjust the lines?

mental blaze
#

look at a video on using sculpt mode

clever kayak
#

Ok I'll search for one

#

Is that all?

mental blaze
#

so that way, after you nail the sculpting part, thats where you box model over the sculpture

clever kayak
#

Is the sheet good enough

mental blaze
#

Oh yeah

clever kayak
#

I thought it needs more references

mental blaze
#

definitely enough

clever kayak
#

Thank goodness

mental blaze
#

you have a front, side, and back view

clever kayak
#

I also want to animate the tail I often see people without tail animation

mental blaze
#

you would create a animation that moves the tail bone while masking out the main skeleton

#

you do the masking part inside unity

clever kayak
#

I think I need a video on that too

mental blaze
#

yep, definitely check out videos on navigating unity

#

so you know where to find what

#

you find the masking area under the animation clip settings

clever kayak
#

Thanks I think I could finish this in a week

#

I'm a slow learner

mental blaze
#

lol, I have a month to finish my hospital demo

clever kayak
#

Good luck

wooden ice
#

anyone good at 3d modeling assets?

#

i need someone to help me with some 3d assets

mental blaze
#

probably better to shoot that question in vrctraders

wooden ice
#

i dont see that

#

channel

mental blaze
#

community servers

wooden ice
#

well this sucks

lapis needle
#

hee hee

low pumice
#

hey guys i have a question how do i fix bending skin its only visible in vrchat in blender and unity everything works well except for making poses

lapis needle
#

Isnt skin suppose to bend

#

Could you be more specific

low pumice
#

i mean in vr chat it looks like the boobs are attached to the arms

lapis needle
#

Ah. Weight painting issue

low pumice
#

i checked it in pmx editor but seems fine i guess

rigid wraith
#

there should be little to no influence on the torso half of the underarms with the shoulder nor arm bones.

low pumice
#

do you have something where i can look how it should be?

stable edge
#

Just look at any good model, check Jjinomus stuff

#

(on DA)

low pumice
#

ok ty

ruby onyx
wanton hatch
#

looks like ao, press n and disable it

ruby onyx
#

yeah, just found it, thanks

onyx juniper
hollow radish
#

ooof getting better

stable edge
#

ahoge looks a lil off

hollow radish
#

ooof it is thank you

crimson cove
#

Slowly making progress

wanton hatch
#

That looks incredible! Good job!

crimson cove
#

😭 thank you, been slaving over this all day

#

Putting off weight painting cuz that's gonna be the not fun part...

lament pond
#

If you weight paint as you model it makes it a smaller job

crimson cove
#

I know ahah, just keep changing stuff too much today so didn't feel like it would help

#

Still need to fix the coat because the armpit area is a mess

#

Never weight painted from 0 really so also kind of just putting it off for that reason 😭

lament pond
#

You put it all off to the end then you'll have to do all of it then

wanton hatch
#

Blender's auto weighting is pretty good, then you can edit the vertex groups manually on parts that's difficult to paint, like the hair

lament pond
#

It can be a good starting point but depending on how you have your topology set up it may be easier to do it manually

crimson cove
#

Hmm

#

What about using mixamo as a starting point?

#

Though I guess I'd have to re do the stuff I've already done if I do that..

#

I can probably just do it manually, I think what I'll do is just have another model open as a reference to go off of.

onyx juniper
#

A clever trick is setting up disposable bones to take focus away from auto weights.

For example, when you have bones in the lips and eyebrows for facial flexes, you set up disposable bones that will end up weighted to every other part of the head so the actual facial bones won't weight outside the actual lip and eyebrow verts

vivid crater
#

Heck, that's cute

lament pond
#

I try

cloud verge
#

@crimson cove is that Vamirio Red? <3 <3 <3

#

oh hmm maybe not

#

still that looks fantastic

crimson cove
#

Nah just my own character

#

but thanks 😄

wanton hatch
#

designed from ground up? impressive

zinc furnace
#

What's the easiest way to essentially redo automatic weights on a model? I have a very simple yoyo model on a string, and I subdivided the string bones a little so I could animate them better.

#

But now the weights are off obviously

#

I just want to get rid of the current weight paint and have Blender redo it automatically

crimson cove
#

😃 yeah ive had the design in sketchbooks before, just finally making it in 3d

zinc furnace
#

Nvm I got it, had to select all the bones, go into weight paint mode, then press W

wanton hatch
#

I have actually wondered how to do that myself, thanks

crimson cove
#

got the gold bits 3D

cloud verge
#

inspires me to start on my custom finally

crimson cove
#

Weight painting hell is never ending

#

😫

blissful sleet
#

some weight painting tricks - paint through the object (z + that one setting should be on by default), pose the bones and then paint until it fits the pose, split the mesh apart to avoid painting stuff accidentally, x mirror in options if possible, always enable 'auto-normalize', etc

rigid wraith
#

Personally i dont touch auto normalize what makes you think its worth it

blissful sleet
#

not having double weighted stuff

crimson cove
#

Yeah Ive been doing the posing trick

#

while I weight paint

#

still have a lot to fix but at least she moves

rigid wraith
#

Idk i feel like i end up with an unbalanced weighting if i use autonorm

flint grail
#

Does anyone have a nanachi pmx file I drew mine and lost the pmx file I need another just for blender can anyone help or send me a download pleas

#

Need it for blender animations

cloud verge
#

kawaii af

vital zealot
#

Im trying to apply an armature modification but it keeps telling me that it has shape keys and ive check the all the shape keys and there are none.

#

Does anyone have tips?

crimson cove
#

If the Basis one is still there that counts

vital zealot
#

@crimson cove Thanks

#

eternal crow
#

so ive been wanting to model a characters hammer but i dont know what basic shapes i should start out with for each part, thankfullly its not a very complex design

stable edge
#

usually its just cube and subdivision surface

#

draw a front and side view of the hammer if you can

eternal crow
#

? im not to familair with the subdivision thing

#

i could use cones for teh spiked parts right?

sharp mulch
#

So I used Paint3D to paint on a sign I wanted to use but WHen I saved it as an fbx It appears invisible in Blender and Unity

#

Here's the paint 3d

#

Oh wiat

#

Im stupid it's just really really really tiny for some reason

#

My bad

dense kelp
#

That is adorable

green terrace
#

@eternal crow Start with Cylinders, Loopcuts (ctrl+r) and bevels (ctrl+b)

eternal crow
#

ummmm what do bevels and loop cuts do?

#

ive modeled weapons before but they were practically just basic shapes for the most part

onyx juniper
#

Bevel curves edges

#

Loop cuts insert rings into the mesh

#

More rings means more squares

#

More squares means more shape (after you move the new verts around)

#

In either case, you can use mousewheel to increase the number of divisions

green terrace
#

And both help you shape the cylinder easily and symmetrically by scaling them

deft fog
#

Got a quick question that someone may be able to answer.

#

I'm working with a port of a model from Halo 5. I have three textures I am working with.

#

I have the normal map and standard texture handled and ready

#

But what do textures like this do?

hot flint
#

Probably RGB channels

green terrace
#

@deft fog that will be a tint mask

#

or some other mask of a kind

#

The RGB and sometimes A channels are seperately used as B&W masks for being able to apply dirt in-engine or dynamically switch colors of materials

#

they're packed into one texture to save samplers

deft fog
#

Thank you very much

green terrace
#

👍

mental blaze
#

been working on a render to use for a custom mouse pad design. Some of you might recognize this avatar

spiral sigil
#

blender chan ?

mental blaze
#

yee

mental blaze
#

Fuq, the colors of the hexagons are too dark. Yep, need a calibration tool for the monitor.

slate elk
#

So, i made my first model from 3D Paint. and it took a while to rig it...but now it says "Too Many Polygons". i mean, BOI. i used Mantis LOD Editor...but the upload interval minimum is terrible. and it doesn't even decrease polygons.

zinc furnace
#

Time to decimate

brave dune
#

@deft fog The rgb mask is used to difine specific parts of the texture to be a differnet color. Its basicly how your color picker in game works

mental blaze
#

Corrected the colors, now to work on the strange background design.

spare radish
#

Hey

#

Having an issue with normal maps and trying to tie them to shape keys and vertex groups.

#

Anyone have any sort of experience with that?

coarse kestrel
spiral sigil
#

About to try modelling my own character for the first time since college 💦

wanton hatch
#

Best of luck, @spiral sigil ! Report back how it goes!

spiral sigil
#

It's gonna be a sort of anthro bird character; preparing for when I eventually get room to use vr hahaha

wanton hatch
#

Looking forward to see it!

#

Looks very nice @mental blaze

mental blaze
#

Thanks

wanton hatch
#

The background color is gonna be black?

eternal crow
mental blaze
#

The bg will be rendered in a separate scene

#

I just need to plan it out first

wanton hatch
#

@eternal crow If you want to keep it as a separate object, you could create a cylinder, press TAB to go into edit mode, select the vertices near the head (A to deselect everything, B for box select), then press S to scale them a bit outward. Now press E to extrude and S to scale them outward, followed by left mouse to finalize. Press E again and drag the vertices a bit down, left mouse, then s to move them outward

storm portal
#

So I'm doing 2d facial texture overrides and it blender it looks fine.

I initially thought it was ok in Unity as well but as I have multiple expressions atlased to one texture map. but upon trying to get a second expression going, it appears that Unity is ignoring any and all UV Coords

#

What can cause UV coords to freak out?

brave dune
#

@eternal crow is the weapon never used in a 3d game and only a spinoff?

eternal crow
#

its was sorta 3d, it was in a gba game and ps2 game

#

the sprites from the gba game were sorta 3d looking

#

i can try to pull them up

#

the reference im using was promo art, and easier to go off of then the other offical art i was using]

brave dune
#

one thing im noticing from that and the one premotional image ive seeing is that the main base seems more spherical than cylindrical

eternal crow
#

i was told to make that part using beizers and thats the result i got

#

im most likely going back and redoing it

#

im not satesfied with how that part looks

brave dune
#

alt and right click will come in handy for the top of the sphere

eternal crow
#

ive still gotta make the spiked parts a bit more sphereical too

#

because its a bit more roundish

brave dune
#

yeah

eternal crow
#

this is arguably the 2nd most difficult of his weapons to model

brave dune
#

it doesnt seem too bad once you get used to blender's functions

#

for the top, i split the edges near the top to fiddle with the placement, then edtruded to connect reconnect it

eternal crow
#

well theres a sort of gem inside it

brave dune
eternal crow
#

all the weapons have part of the gem in it

#

so i can always go chop off parts of his ring's gem and use that

#

from the offical game rips

spiral sigil
green terrace
#

@eternal crow looking good so far

#

don't give up, you didn't mess anything up yet

#

from there you can set a few loop cuts with ctrl+r

#

use proportional editing and bevels to smooth it out

spiral sigil
coarse fiber
#

http://puu.sh/ACJ3w/fa8448c2de.png anyone have any advice for me about adding windows and detail to the outside of my building? I cant think of how Id do it other than extrude and loop cuts. :<

#

wanted to add big glass windows and awnings over the top of them, on each of the 2 sides shown, and a door somewhere.

#

Trying to build a little cafe scene/world with a loft apartment above. 😛

mental blaze
#

Extruding and loop cuts is one way. I usually model each piece separate to avoid having a ton of edge loops on the house.

#

I recommend using autocad 2018 to tackle the floor plan.

#

So that way, you can have cleaner results when it comes to spacing

onyx juniper
#

@spiral sigil Good stuff, Bloat

mental blaze
#

nothing but cubes :>

vivid crater
#

Lookin good

#

You said you were gonna make this render into a mouse pad?

mental blaze
#

I really needed a new mouse pad, so I made that design

#

yep, already submitted it to be made, 20 bucks and waiting to be shipped

vivid crater
#

Noice, gonna look great

mental blaze
#

thanks

kind prairie
#

Looking for advice
Been trying to figure this out for myself but I'm giving in and being social
How do people generally make tufts of hair
Such as on a tail or in animal ears
I was thinking they use like a plain and then put a texture on it while leaving some bits transparent
I can't find a particularly good example of what I mean either
But if someone experienced wants to shoot me a message so I can go into more detail it'd help a lot

eternal crow
#

like parts that stick out?

kind prairie
#

Something like that yeah
Similar anyway
I can sort of see how to do something like that
I'm new to blender so bare with me though
I have a subsurface modifier on to smooth things out
How would I get such sharp angles with that on
Would I have to apply the modifier and then work with it afterwards or something?

stable edge
#

it depends

#

your options are to do it separately, subsurf extend and apply then edit or subsurf apply then edit

surreal grove
zinc furnace
#

@surreal grove are you in full body tracking?

surreal grove
#

yaaas

#

@zinc furnace

zinc furnace
#

That's the issue

surreal grove
#

D:

zinc furnace
#

Eye tracking is not supported for full body users in this game

surreal grove
#

OH WOW

#

serious? D:

zinc furnace
#

However, you can use this shader to fix it

#

You will have to add blinking manually too, but that's pretty easy

surreal grove
#

i wonder if there's plans by the devs to create a fix for this > w<

#

ty fer the link

#

i'll have to get onto it. but i spent like 3 days making this character from scratch, so am kinda pooped 8DD will have to do it later > w<

foggy maple
#

Oh I didn't know that 🤔

tight forge
#

okay guys so situation every single guide im fidning on riggin and importing models into vrchat seem to be usign mmd/pmx importign method what if the model i have is rigged straight up in blender do i need to rerig it with a different method ?

zinc furnace
#

No, just follow Tupper's megatutorial except skip the stuff about MMD importing

tight forge
#

as i have a model which is a .blend file and its already rigged in standard blender format

#

okay so blender rigs will be fine cool

#

thanks

zinc furnace
#

There is no "standard blender format" rig

#

But if it's vaguely humanoid it will probably work

#

Just assign the bones properly. No upper chest

#

Oh wait, I guess there is rigify

#

That'll probably work but there will be some unmapped spine bones

tight forge
#

i can link you to the model in question

#

i no im gunan have to pull the polycoutn down some as its 180tris over lol

#

so thats gunna be funn

zinc furnace
#

180 tris over the limit?

#

Or 180k?

tight forge
#

180k*

zinc furnace
#

Good luck

tight forge
#

yeah i know

#

gunna be a fun time decimating that one

#

ahh shizer also gunna have to treanslate the bone names to i think there all in jap pretty sure hes tutorial has a guide for that if im correct

#

also @zinc furnace why no upperchest any perticular reason or is it to just stop people havbign jiggly boobs ?

zinc furnace
#

No, upper chest just isn't used

#

And VRC's IK system does not like it

#

You can have all the jiggly boobs you want with dynamic bones, upper chest is not what you use for that

#

Having an upper chest just separates the chest into two pieces

tight forge
#

ahh fair

#

not that that matters to me im doign an Advent children cloud strife

zinc furnace
#

I think upper chest normally just defines the bit of torso that's between the shoulders and the neck

#

Spine is abdomen and chest is half of your ribcage basically

#

Having missing components isn't an issue, Unity will fix animations that use upper chest to still work

tight forge
#

uhhhhh

#

this model is gunna be the bain of my life

static sun
#

wuzzup?

tight forge
#

well atm im tryign to fix thebones but when i use cats tools it messes with the tecxture the uv maps and also my eyes suddenly seem to lose the textures shaders go wierd

#

its jsut been a ngithmare

zinc furnace
#

CATS disables extra textures, you probably have multiple textures on the same object

tight forge
#

yeah the mdoel also has 2 rigs a metarig and rig

static sun
#

that doesnt sound right for blender

tight forge
#

thats the model im trying to use

#

id liek to just get the rig fixed first before i even think abotu tryign to decimate it without killing it

#

im also gunan get rid of the sword

#

as im gunna add that as an aidtional item

static sun
#

that topology is disgusting

tight forge
#

as i have a better model of the sword that isnt gerish as fuck

#

you sya that bvut its litterally the msot acurate AC cloud i can find thats free

#

infact i couldnt even find a paid one

tight forge
#

thats not advent children

static sun
#

no its original

tight forge
#

im perticularly lookign for Advent children cloud

static sun
spiral sigil
#

those are ripped model

#

pretty sure it's not allowed in here

static sun
#

pretty much every model bar a handful of models are ripped 😐

spiral sigil
#

yep i know

#

but this is a direct link to a website with ripped model

#
  1. No discussion of piracy / game ripping or links to get such content. This extends to directing people how to get a model of a character from a game.
#

stated from rule 13

#

just don't get banned for something this dumb, even tho the rule is pretty stupid

static sun
#

im pretty sure i will be fine

tight forge
#

also personaly i still prefer the mdoel im havign a battle with you may disliek the topology but i just genberally prefer the qualkity of the model just the rig is way to damn advanced

static sun
#

thats cause the model & rigg where designed just to be posed... if your struggling with the rig i would just rerig it yourself

#

if you want a decent rigging guide for blender i can link you to a few sources

tight forge
#

yeah id rerig it if i knew how

tight forge
#

also is eyetracking even posible inside vr ? id assume it would need somesort of camera for it to work so im gunn asume no point in even rigging for eye tracking when im gunna be using a rift

spiral sigil
#

what do you mean if it's possible ?

#

you mean follwing your own eyes or just automatic eyes tracking in game ?

tight forge
#

yeah just in tupper tutorial he mentiosn abotu it but im sat thinking would it even work in vr

#

as it would require some sort of camera to track you eye movement

zinc furnace
#

There is simulated eye tracking

#

It makes your avatar look at the local player

static sun
#

just rigg the eyes up normally then use CATS to setup the eye tracking for you

zinc furnace
#

So if I approached you, I would see your eyes looking at me

tight forge
#

okay fair enough well time to go rig this damn model heh i might just earned up paying someone to do it for me haha but gunna try and do it my self first im to tight to spend money when i dont need to haha

zinc furnace
#

Eye tracking makes your eyes look around a little as well, and adds blinking

#

Basically just makes it look better

static sun
#

and creepy if it goes wrong

zinc furnace
#

Yep

#

Completely white eyes

tight forge
#

yeah i didnt no it was simulated so yeah ill put some effort into making sure it works

static sun
#

or when you off axis the eyes spin in the head

mental blaze
#

Lol

broken condor
#

hey guys

gloomy mist
#

can anyone help in something, i am trying to put an animation on a model other than my main model

#

so i got the animation from mixamo and made the model humanoid and added the animation component, and slapped the animation in there, but it doesnt work

#

any suggestions?

mental blaze
#

Check the rig of both the fbx animation and the avatar and see if there's any differences in the hierarchy.

strange bridge
#

Anyone willing to help make a model for me? Ive attempted doing so myself just never got it down.

shrewd portal
#

Are newcomers allowed to ask questions?

foggy maple
#

Of course

spiral sigil
#

@foggy maple hey, probably a dumb question, but is it possible in blender to have a script that can automatically change the proportions of a model ?

foggy maple
#

@spiral sigil It's possible, yes

spiral sigil
#

hmm

#

nice

foggy maple
#

I watched that and thought about it. There are a lot of optimizations he is doing which might look good on some models, but not on others. Also there are so many variables, so it might be hard to implement. It is definitely possible, but it is a ton of work from what I see.

spiral sigil
#

yep

#

probably need to add a lot of customisation to it

#

but that would be pretty great since almost every MMD model have legs way too long

foggy maple
#

Maybe in the future, but not right now

shrewd portal
#

Im following Darrin Lile's Tutorial . Is that a good point to start ? ( also pardon my bad english

static sun
#

Darrins is good... not exactly targeted towards games but pretty adaptive

spiral sigil
#

You got some good tutorials targeted toward games for blender?

onyx juniper
#

Why not?

static sun
#

its just how the tools are setup... you can make game content with it, but in a professional setting its very cumbersome and not that adaptive to work with

#

the most people will use it for in a game studio is modelling, but thats dependent on the individuals background

brave dune
#

and here i am liking blender more than 3ds max at the moment

zinc furnace
#

Same

#

3DS max crashes on me quite a bit

brave dune
#

and lacks some quality of life things it seems

onyx juniper
#

and takes forever to start

static sun
#

3DS max is clunky imo... more for mechanical and architecture than game content.
maya is a lot more intuitive

brave dune
#

havent tried maya yet

static sun
#
  • Maya has a LiTe version
#

Maya LT is ❤

#

after you get your head around the GuI and controls its super powerful compared to blender

#

Maya is only worth bothering with if you want to do 3D content for a living

zinc furnace
#

Last time I tried Maya is when they offered some weird version that came along with my UT2004 disc

onyx juniper
#

Maya has a student version

#

Rokk I remember that

lament pond
#

Blender lover here

static sun
#

I got 9 years with Blender, but im falling for Maya the more i work with it

lament pond
#

I'm still on 7 years so I'll let you know in 2 years if I switch over

static sun
#

i only use blender to model the odd thing now

#

im more familiar with its modelling tools than maya atm

mental blaze
#

yeah, 3ds max is all on architecture (took a course back in community college)

#

I might take a stab at the program again sometime.

static sun
#

im sticking with Maya LT till i need to get the full version... then i will just grab the AutoDesk Media pack

mental blaze
#

Got any experience with photogrammetry?

#

Gonna take a stab at photoscanning some rocks

static sun
#

limited experience

mental blaze
#

ah

safe stirrup
#

anyone by chance able to help me with applying a Armature to my 3d model?

spiral sigil
#

thanks for the video Catie

stray topaz
#

can I screen share with someone on my avatar and tell me what's wrong with it?

main goblet
#

hello

static sun
#

haioh

safe stirrup
#

I need help, I tried to export my 3d model into a fbx and put it into unity but the model refuses to cooperate for some odd reason

rich bobcat
#

anyone know why?

sonic nimbus
#

Are you using Cubed's Toon Shader?

rich bobcat
#

yea

#

im doing flat lit toon lite

stable edge
#

Don't. It's broken

candid hill
#

can anyone give me some videos on how to frankenstien/ put one models head on anothers body?

spiral sigil
candid hill
#

thank you

eternal crow
deft kite
#

blender sculpting question - one spot on the mesh is unaffected by sculpting and i think i accidentally locked it in place and i cant remember how to unlock a spot of mesh

#

nevermind i think i got it

north remnant
#

Any idea why exporting from blender and FBX file with a bunch of meshes completely removes the other meshes and only keeps one?
these are the meshes I have in blender when I export them http://prntscr.com/jvk1fg

fiery frost
#

Yo is there a way for me to lock onto my avatar in Unity...? I zoomed out too far and now she's lost in the void, can't find her
Google didnt help

onyx juniper
#

@fiery frost Select the object in the hierarchy list, then press space, I think

#

@north remnant Did you try deleting the prefab and dragging in a new one?

fiery frost
#

@onyx juniper I'm gonna give you a big kiss, god bless, my suffering is over

#

Thanks so much

north remnant
#

Yes

#

I did, it didn't seem to work

#

@onyx juniper I noticed the other meshes have no "Skinned mesh renderer" component compared to the hair one, could this be the reason?

onyx juniper
#

@north remnant I don't think that should stop them from being listed

#

When you export to fbx, make sure you don't have the "selected objects" box checked

north remnant
#

I never had it selected

#

Okay, it was just inside the armature rather than out of it like I am used to

#

I have a different problem though, whenever I attempt to export the model to Unity, it loses it's textures for some reason, this is how it looks like in blender: http://prntscr.com/jvkhf4

and this is how it's like in Unity: http://prntscr.com/jvkhm0

The color change is intentional, but if you look at the lowerbody and the armor pieces and the loincloth they lack any form of textures at all, they're just solid, and they have their materials assigned properly

foggy maple
#

@north remnant Did you put the textures in Unity before dragging the model in? Also you can just assign the textures manually

north remnant
#

I did yes, and I did attempt to assign them in manually, but the textures just refuse to be on the mesh

#

They just remaind solid no matter what

#

and the color changes whenever I put a different texture on so it's indeed affected

brave dune
#

in blender, what does the texture section of the material look like?

spiral sigil
celest glade
#

@spiral sigil You don't have to make an atlas if problems happen

spiral sigil
#

but haw i am going to make texture and upload to unyti ?

celest glade
#

Is the model already textured?

#

Because to me it looks textured

#

If you go to the file that you got the model from, are there other files that are named differently

#

Like this

spiral sigil
#

but i change the texture

visual vigil
visual vigil
zinc furnace
#

Normal maps are heavily underused

#

Probably because MMD models don't really have them usually

#

I've made normal maps by hand for models that I really liked

onyx juniper
#

Good lad

small cloud
#

@north remnant if u stil lhave that problem, then most likely you have more than 1 UVmap, you want just 1

north remnant
#

I'm extremely lost with blender, is it possible to make these seperate bones a single bone while keeping their children? http://prntscr.com/jvpum0

zinc furnace
#

Easiest and most foolproof way is to use CATS Blender Tool and hitting merge weights on the bones. That will delete the bones and merge the weights into their parents.

#

If you want, you can create a new bone that will replace those separate bones, then reparent the separates to the new bone

stray topaz
#

@zinc furnace well the 8.1 cats plugin for me created a left leg and left leg2, the first one was a microscopic bone and the other was the longer one that fit the mesh. This is after I put my avatar through mixamo and brought it back in to blender.

zinc furnace
#

That's the full body fix

stray topaz
#

so would I need the tiny bones?

#

hmm... interesting

#

🤔

spiral sigil
#

yes that's the full body fix

stray topaz
#

@spiral sigil so when I rig it in unity, I don't touch leg 2?

spiral sigil
#

you can try, i'm pretty sure that leg doesnt want unwanted hands on it

static sun
#

if anyone is interested in adding a Cool BoomBox to their avatar... here is a mini tutorial on how to get it to sound right

visual vigil
stray topaz
#

I need to delete the armature bone right?

#

That's still consistent right?

cunning moth
#

hey, in blender I'm trying to join to 2 armatures, one is a body and another is a head. When I join the head to the body the head bones aren't bound to the head mesh anymore and doesn't deform it

#

i've made the overlapping bones name unique before doing the join (Neck, Head)

static sun
#

@cunning moth parent the the bones in the Bone controls

foggy maple
#

@cunning moth you can also use cats to merge these armatures

cunning moth
#

Tried using cat to merge but it didn't work

#

yeah I set the parents but

foggy maple
#

What exactly didn't work? 🤔

cunning moth
#

i have 2 models with armatures, one is a body and another a head, when I merge them using Join (Ctrl+J) the join happens but when I test out transforming the bones in the head no longer deforms the head mesh

foggy maple
#

I mean when you tried merging them with cats.

cunning moth
#

almost like nothing happened except the head was translate back the origin

foggy maple
#

Also have you tried joining the meshes of the body and the head afterwards?
Ah yes, there was an error in cats there which you must have missed

cunning moth
#

i didn't see an error message, it just says armature join successful mssage

#

ah

#

maybe this is the problem "Error: If you want to rotate the new part, only move the mesh instead of the armature! The position of the merge armature got reset and the mesh you have to modify got selected. Please start from here or undo this operation."

foggy maple
#

Yes, that one

cunning moth
#

dafuq, there was a tiny bit of rotation...

#

yassss it works

#

thank you

cunning moth
#

I used cat to set a Pose shape, can I use it to to set the default/reset pose?

#

i think i did it with "apply selected shape key as basis"

#

nah that did quite work correct

zinc furnace
#

@cunning moth the dev version of Cats has "apply as rest pose"

#

Update to it using the updater

#

Otherwise you get issues with your shape keys

cunning moth
#

i just delete the shape keys and continued, is this that ok?

#

I just made a position pose instead

zinc furnace
#

Yeah, you can also just delete the shape keys and go from there

#

If you wanna do it by hand, you need to copy the armature modifier, apply the top one, then set pose as rest pose

#

That will move both armature and mesh into new rest position

cunning moth
#

thanks Rokk

shell veldt
#

whats a .mtl file even used for in Blender anyway? when i import obj stuff, it allows me to import that too

spiral sigil
#

@shell veldt .mtl its the 'material library' for obj format, so you can use .obj files with textures or color or whatever

deft kite
#

how would i achieve the outlined glow of a lightsaber? is there a shader for that?

foggy maple
#

Idk if that even works in vrchat

deft kite
#

anything is worth a shot. thanks! 😃

spiral sigil
#

so in blender i recolored a model by changing the colors on the materials but when i bring the model into unity the color changes dont follow

#

thats what it should look like in unity but it just goes back to the default look from the original texture

#

so i was wandering if there is a way to apply the colors i have done in blender to the texture without photoshop or what would be the best way to get the model in the pic to look like that in unity

#

nvm im gonna do it through photoshop

worldly quarry
#

In the textures tab (checkerboard) make sure you uncheck the box for the original texture, and check yours. @spiral sigil

shrewd portal
#

Trying to make a lowpoly charakter;; ahh

#

Im really new so derp

daring fog
#

image not working

stable edge
#

Nice model

#

I think planes are pretty low poly

#

1 poly and 1 material

zinc furnace
#

Is that Kokichi Oma?

#

Judging by the preview at least

#

The image is broken

hot flint
#

Good ol' Commander Keen

lapis needle
safe stirrup
#

trying to figure out how to use texture tool. anyone know how to apply it?

hot flint
#

Decked out

main goblet
#

nice

onyx juniper
#

Keen gear!

hot flint
#

Last order of business

#

a robo-red boombox

hot flint
#

There we go, that's done

#

Trying to think of anything else i want to do with it

mental blaze
#

Source?

#

Or is he original content?

hot flint
#

Commander Keen

#

olllld game

mental blaze
#

Ah, will check out after work

mental blaze
#

Ouch

#

That's going to leave a mark on the non profit channels.

zinc furnace
#

Wtf why

drowsy dome
lapis needle
onyx juniper
#

@drowsy dome not bad, keep it up

topaz frigate
#

@drowsy dome I love flushed away

reef bloom
#

?

spiral sigil
#

?

foggy maple
#

?

lapis needle
#

oof I had no idea that they do that with the SDK now.

green terrace
#

@visual vigil The mesh and the textures still need work, you have many visible UV seams that you could easily get rid of, the visor on the helmet should be entirely flat and rounded with no visible bumps on it, you have a lot of smooth edges where there should be hard edges, also the hard surface details almost look hand-drawn on, some are rotated a few degrees where they should be straight

visual vigil
#

The visor is intentional

#

It's suppose to have the extrusions and the dents because every other visor is smooth, while in the irl movies, the visors are indented.

#

The hard surface details are drawn on, it's substance painter

green terrace
#

You should consider either using the provided normals in SP or doing those details as a mesh, the paint strokes are quite visible

hot flint
visual vigil
#

Nice

cursive wedge
#

Nice, will you add chin movement when the mouth/lips opens/smiles?

frozen onyx
#

How do you do facial expressions on this model? I have a low polly Model I’ve been trying to rig the face for but I’m not having any luck.

hot flint
#

Yes! the chin does move when his mouth opens, since the mouth needs to open for that to be a thing

#

thank you for reminding me, something seemed off about it

#

@frozen onyx the face geometry is actually a bit more complex than most of the rest of the model

#

i set it up as such to be able to animate nicely

frozen onyx
#

Aahh I see

#

Are the eyes don’t with morph targets

#

Or blend shapes

hot flint
#

blendshapes

#

err, shapekeys, in blender

frozen onyx
#

Aaahyesh

#

I barely use blender so I have no idea what anything is call in it ahha

hot flint
#

blinking is probably the most complex one to do

#

lots of manual movement

frozen onyx
#

Ahh using shape keys?

hot flint
#

yep yep

#

a vague idea of where the points went to

#

y'know, it's a lot more challenging when you actually have to simulate an eyelid

#

but it's fun

cursive wedge
#

Oh so you color the square faces with a color to simulate shadows, that is neat, but wont it look a bit off when having light right up your face?
I guess that is a feature you will have to sacrifice to get it to look great without lights, another nice model on the shelf for you. :D
Also i was watching the side of the chin and did not see any movement on the first gif, may have just been invisible from the angle, no need to show it 😃

hot flint
#

yep!

#

Oh, i did fix that after it was mentioned

cursive wedge
#

Started to do single color pixel texture like 5x5 size PNG on my models, greatly reduces materials and you can UV map and change color on the fly easy.
Only need to split out materials if i want some other shaders on them, like clothes having different material than the skin, more reflective or wet based on what you want to archive.
I really like your low poly models, so good to see what you can make with as few vertexes you can master ^^

hot flint
#

oh absolutely, that's the same thing i use as well

#

just 1px color palette, really reduces load

cursive wedge
#

mhm.

hot flint
#

couldn't have said it better myself

cursive wedge
#

maybe i will go for trying to model like that, you seem to be able to push out quite a fast speed with good amount of different models. ^^

#

Cool ^^

#

Players actually notices really well that the jaw moves

hot flint
#

oof... might need to make the underside of the chin move more

#

or rather, they definitely notice when the jaw doesnt move

#

;>

cursive wedge
#

got a few compliments that my jaw moves

mental blaze
#

stagnant jaw bone

cursive wedge
#

no its so normal that they really notices if it does

hot flint
#

all of the visemes i have set up do jaw movement so far

#

even subtle for VIS_EE etc

cursive wedge
#

ye all my models does that from now on also, but the eyes got me to think more about weightpaint the sides of the eye more, that was magic

hot flint
#

yep! i have slight hair movement and eyelid tracking

#

really helps to have sphereical eyes

cursive wedge
#

mhm, but its a pain to paint vertexes on anime characters i think and move them, since they got so many faces its easy to get lost and forgetting something.

hot flint
#

Oh, i never answered, lighting is a big issue, yes, but i'm not so great with shaders yet so this is my method haha

#

i prefer to look good in any light 😃

#

some maps make shaders look really off

cursive wedge
#

ye, agree with that

hot flint
#

I don't have much trouble with my models the way that i do them now

#

expecially when you build it from the ground up and make your own mesh, you know what is and isn't there

#

i've had many fails with eye mesh before... so i did a really clean job this time

cursive wedge
#

Also really simple to make some emission textures with the small pixel count.

hot flint
#

mmhmm

#

I try really hard not to make my models lag anyone haha

cursive wedge
#

ye, I've been "fixing" and trying to perfect all models i touch but its time consuming when you did not make it yourself

hot flint
#

yeah exactly

#

i've given up on using anyone elses assets

#

not worth the time

#

even these hands i modeled myself

cursive wedge
#

Sometimes i just let the materials overflow a bit and fix it at a later date when i get back to the model.

hot flint
#

the joints bend really nicely

cursive wedge
#

Awesome, my main model now has the same joint locations and setup as you have.

#

on the fingers

#

works so nicely, just the 3 loops is enough

#

I want to get really into modelling once Blender 2.8 gets out

hot flint
#

I'm still on 2.77

#

it has a few tools that are exclusive that got altered later on

cursive wedge
#

ah, i see.

#

Dont want to move on to the Experimental build since the saves wont work across to the release version ive read.

#

its still being developed.

#

I've got a little knowledge in every corner of this community i think, but modelling used up most of my time, hehe.

hot flint
#

Modeling is my favorite part of VRC 😃

cursive wedge
#

Mhm, and i always find something new in how to model stuff 😃

#

Though not done any much freehand yet

mental blaze
mental blaze
gentle forum
#

Is there a shortcut to select the next nearest connected bones, like selecting a string of them

zinc furnace
#

@gentle forum it's something with G

#

Like shift+G or something

#

That allows you to select all children, immediate children, et cetera.

gentle forum
#

I'l try thanks!

mental blaze
#

Calibration -_-

#

Take 2

sonic nimbus
#

@mental blaze Are you using the post processing stack?

mental blaze
#

Nope

#

Screen brightness is too high, so I'm having issues correcting the color

sonic nimbus
#

You can test it in your HMD (assuming you have one)

#

In the editor I mean

mental blaze
#

Will see if I have one. Away from pc atm

sonic nimbus
#

You need to move OpenVR up in the player settings. Above none. Then hitting play will start SteamVR and display it on your HMD (with room scale tracking).

#

It should start near your main camera.

mental blaze
#

Ah, I don't own a vr set

#

I'll figure something out.

#

Btw, the project isn't for a vrc world

mental blaze
#

oooooaaaaaahhhhh, the calibration is complete 😄

#

found something in the nvidia settings

feral cradle
#

How much would it cost for someone to make a model / avatar

onyx juniper
#

I saw someone offer $300 for one with custom animations in VRC Traders

feral cradle
#

jesus

onyx juniper
#

Slight correction, he offered to pay that much out of his steam wallet

valid gyro
#

I’m working on making my character from scratch, I’m pretty happy so far, but I’m not all that far, anyone got their foot vertex thingy image I can look at, I’m planning on having feets 😛

#

Like polars image of his hands, 😃

wind echo
#

Hi guys, I made KemoIris(KemonoEyesShader).
Please check my tweet, get the unitypackage, and attach to your avatars. Enjoy! ;)
https://twitter.com/nD_ntny/status/1009355736277630976

出来た(・ω・)つ[unitypackage]
・テクスチャとかはそのまま使っても改変してもOK(色々試してみてちょ)
・瞳のUVは左右ミラーNG(個別に開いて)
・対光反射タイミングを左右で合わせたい場合は瞳のノーマル...

Retweets

843

Likes

2090

▶ Play video
#

Have a nice KemoLife!😉

mental blaze
#

Bruh, the concept art was lit.

brave dune
#

loving the way that looks

foggy maple
#

Wow, that shader is awesome!

unborn venture
#

so silly me closed a blender project without saving it. i did the recover last session, but my painted textures all show up as black. is there a fix or am i screwed

#

because at least i saved the color swatches

onyx juniper
cursive wedge
#

@unborn venture you have to manually save all textures you paint in blender (i learned the hardway too) there is an save button inside the UV Paint, you will have to save every edit you do, it does not save with the project file!

unborn venture
#

i know

#

i just wanted to know if i could recover the textures

#

luckily there werent that much so i re-did them

deep geode
#

anyone got any ideas to what i should make

foggy maple
#

A black Saitama with cat ears

spiral sigil
#

how about making ready player one avatar

deep geode
#

so like the guy with the vr thing on his head

#

that might be hard

#

im new to 3d modeling

spiral sigil
#

kinda like the avatar from ready player one, especially wade watts avatarvrclike

deep geode
#

anyone got a animal idea to model

dense kelp
#

A potato on a skateboard

#

There, totally a great idea

foggy maple
#

A Sloth riding a turtle with a steering wheel

deep geode
#

what about a turtle on a skateboard

dense kelp
#

A sloth riding a turtle with a steering wheel that's on a skateboard with a potato

foggy maple
#

Perfect 👌

deep geode
#

alright im working on it

mental blaze
#

Wat

willow nova
#

Hey guys :D. Does anyone know how to select all of the vertices a certain bone is weight painted to?

#

I want to extract it as a seperate model so I can make it appear in game as a gesture

drifting sage
#

You can select vertex groups in edit mode. Should be somwhere in the menu with all the properties (like materials and such)

eternal crow
#

so ive been trying to make a custom model but i can't figure out how to go about starting to model the lower body and hips to the legs and make it look decent

#

if it helps a bit this is what its supposed to be based on

honest crest
#

I'm trying to make a menu which can be opened

#

I know how to model it but I don't know how I can handle the actual hinge element

grave loom
long zealot
#

nice

spiral sigil
#

i have a problem with my model

#

dem bones aint working

#

also im dumb to blender

halcyon pelican
#

guys how can i delete polygons?

#

in unity

drifting sage
#

You open it in Blender

lapis needle
#

oof did you just ask how to delete polys in unity

shut imp
#

I know this a question that I should know but how does one lower the polygons count on a avatar?

zinc furnace
#

Decimate modifier in Blender, or manually remodeling high-poly parts

#

Tupper's tutorial covers decimation

shut imp
#

Cool thanks have trouble on lowing poly lol

brave dune
#

if it's an mmd, try the hair first. those things seem to just eat up polys

green terrace
#

I've converted a few of my old high-poly models to to VRchat and decimate works pretty well, make sure to check the "Triangulate" checkbox to avoid UV issues and just drag the slider until you're in the green zone.
Remember that Blender's vertecies =/= polygons though, it's the tris you're aiming for

shut imp
#

I man

#

Oops, I manage to get 2 get 2 models uploaded

final dew
#

Would anyone be willing to extract a model from SFM for me because whenever I extract it, it is missing a ton of faces

drowsy bear
#

@final dew I am having the same issue

final dew
#

Im glad Im not the only one, out of curiosity what version of blender are you running and what are you using to decompile the models?

drowsy bear
#

blender 2.79b and CATs tools

#

I can import it but everything gets wonky from there, I think because in source it has all the different variants contained in the model

final dew
#

What model are you doing?

drowsy bear
#

I PM'd you with more details, don't want to do a full derail

zinc furnace
#

Use Blender 2.79, not 2.79b

lapis needle
#

Man we really should start teaching some of these people how to use things other than cats. Its nice but it really stumps alot of people on more advanced things.

arctic vine
#

So I got a question, when I fill in a face and unwrap it, I have all the vertices lined up to the color I want on the texture but it has this strange pattern going across it, any help?

#

And I have it assigned to the right material/texture and the uvscreen is displaying the correct one

grave loom
#

remaking some ps2 goodies

long zealot
#

Tanooki all I ever see you do is good work!

nova grove
#

is there a way to increase all the weight on a weight paint? like all the weights are blue-green-yellow and I'd want to make it the same painting but red-yellow-green
basically increasing the weight

mossy quail
#

@grave loom will there be a confirmed season 2?

grave loom
#

Thank ye

#

@mossy quail season 2?

mossy quail
#

season 2 of Darling in the Franxx of course @grave loom

grave loom
#

I mean i hope so

spiral sigil
#

My head doesn't move with my body ingame

#

it looks detatched

#

any idea for a fix?

zinc furnace
#

It's not weight painted correctly then

#

Pose it in Blender and see if it moves

spiral sigil
#

I attached the head in unity

#

when I tried attaching it in blender the face texture was completely solid

zinc furnace
#

So you attached the head object to the head bone within Unity? That's really not recommended but okay

spiral sigil
#

I tried joining the mesh of the head and body in blender but like I said the texture was solid

zinc furnace
#

Oh, hmm

#

If something goes wrong the moment you join the meshes, it's almost always a UV Map issue

#

Check that both meshes have the same UV Map names before joining

#

Usually UVMap

spiral sigil
#

this is what it ended up looking like in unity

obtuse gyro
#

Why im not allowed to publish an skin? How can i get the permission?

#

A skin sory*

spiral sigil
#

you have to play the game for a bit

obtuse gyro
#

Just that?

#

Okey thanks

rancid notch
#

anyone of u guys know how to take a piece of an armature and its mesh and combine it with another?

#

like a cut general grevious's leg and join it with a stormtrooper body?

foggy maple
#

@rancid notch You can use cats for that. Check out the avatar creation panel

rancid notch
#

Ok thx

shut imp
#

Got models from .mmd to work now to get the physics on closing and hair to work lol

spiral sigil
#

does anyone know how to separate textures?

green terrace
#

@spiral sigil seperate textures in what way exactly for what purpose?

#

Open photoshop, select, ctrl C, ctrl V

spiral sigil
#

on a model

#

is what i meant

#

i figured it out

lament pond
spiral sigil
cursive wedge
#

Weightpaint and/or bone name are not correct based on the corresponding Vertexgroup, so you will need to research how to transfer that between models or if possible to find out how to make Cats addon do that for you.

spiral sigil
#

Ugh, that sounds really complex

#

I've been having this problem with several models using that torso

cursive wedge
#

Ye it is complex and you need some experience to do it, it is a advanced 3D program still, there is no easy exit out of that, since different problems may occur based on witch model you want it moved to.

#

I have slowly gained knowledge from November last year, and just gotten to the point where i know a bit of everything, but not in depth

#

Unity, Animations in Unity, Blender modeling, World creation, Rigging, Shaders, Audio edits, Texture painting, Particle Effects. Ye a bit of everything i have touched.

#

Had no previous knowledge of this before starting VRChat

mossy quail
#

@lament pond what did you use for the mocap?

#

/ can it be put into an animation file ?

safe stirrup
#

anyone know how to fix the publish button? I can't upload my avatar cause apperently I cant use unity

lament pond
#

I'm currently using brexel

steep lynx
#

anyone know if there is a way to test the av within unity? to see if it even works..

long zealot
#

You could set up an animator component that will loop through your custom animations. You can double check the bones by bending them in unity, just make a duplicate of the game object as a backup.

desert sonnet
#

Make this 3d model

#

anyone

long zealot
#

Plz don't make me

vivid crater
#

do it

modern mango
#

could have turned out worse 🤔

vivid crater
#

ooo, lookin good

modern mango
#

all made with the knowledge i optained from fixing and optimizing my avatar, no specific model making video 😄

#

and the blender help sheet.

#

life saver

#

😏

lament pond
brave dune
#

already better than most MMDs 😛

lament pond
#

@brave dune it's not mmd

brave dune
#

i know

#

im saying its better due to how robotic most mmds are 😛

#

more a joke at the fact that you are using a miku model in the test 😛

lament pond
#

More fitting to use her than Victoria for this test since it's a Miku song

cobalt willow
#

Make sure the external texture has its own material, assuming you're using standard shader set the rendering mode to transparent. Click on the white colour box and drag the A (Alpha) slider at the bottom to change the transparancy

#

Fade should work too

#

@spiral sigil

zinc furnace
#

For some reason I cannot move bones in pose mode in Blender, only rotate.

#

The arrows are there, but they just rotate the bones instead.

#

The "Location" transform locks are greyed out

latent charm
#

Joined bones can't be moved.
Edit mode → alt+p → disconnect

zinc furnace
#

That was it, thanks!

spiral sigil
#

Hello,

#

I haven't been on Chat VR in a while, yet recently I've been working on a particular model...

#

Once I was finished I then uploaded it to Unity, changed the necessary settings and then uploaded it....

#

However the loading screen will not proceed forward....

#

...

#

How do I resolve this? Is it my computer or is my software just simply out of date?

zinc furnace
#

Delete VRCSDK, restart Unity, reimport

#

You probably want to unload your scene first though

#

@spiral sigil

spiral sigil
#

Ok, thanks for the info I'll try it and see if it works.

broken condor
#

hey guys

bright hazel
#

how do you import a .max file into unity?

cobalt willow
#

Pretty sure you don't. Export it to a unity friendly format, like fbx or dae.

cold plank
#

Hey everyone. Pixiv has just done and released something insane. https://vroid.pixiv.net/ - Months and months ago I knew something like this was coming and I was hoping for some amplification on my feature request https://vrchat.canny.io/feature-requests/p/support-for-vrm-3d-humanoid-avatar-format-for-vr

VRoid

VRoid Studioは、人型アバター(キャラクター)の3Dモデルを作成できるWindows・Mac用アプリケーションで、どなたでも無償で利用可能になります。

#

If VRC is made to support VRM format directly without unity the number of good, low poly, high quality, fully vr compatible avatars will skyrocket, and the game's popularity in japan will increase even more then it already is.

#

you can use these in unity now, but it requires a lot of fiddling

tribal mulch
#

gltf based

#

cool

cold plank
#

it also has copy protection. The skeleton and weighting is designed DIRECTLY for platform cross translation and virtual puppeteering

#

by real humans

tribal mulch
#

not cool

#

that complicates implementation

cold plank
#

it has copy protection if you want it, that's all, on the models themselves. It's built into the format, so if you make a model "do not edit" you can't edit. But there's baseforms.

#

it's open source

#

also has built in cloth and hair physics that make sense for a humanoid

#

was built from the ground up for embodyment in vr.

#

very similar to mmd, but with all the mmd bits removed and all the vrchat stuff kept, basically

tribal mulch
#

ah, not the format itself just the unity implementation as far as I understand

#

DRM is a bad starting point for an open standard

#

seems good then

cold plank
#

The problem with MMD now is artist are getting ripped off

#

this is also a big concern in vrc