#3d-modeling

1 messages Β· Page 72 of 1

runic nymph
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thats the blush

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you just dont have alpha on the material

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normally the black would be transparent

slow zealot
runic nymph
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get rid of that gloss WutFace

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i recommend trying it out in unity, since youll be using shaders rather than blenders rendering engine and nodes

spiral sigil
vivid crater
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its been a whole day, why hasnt anyone made cybertruck yet

runic nymph
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🀒

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dont you fuckin dare

vivid crater
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glad someone is passionate about it, starting now then πŸ˜‚

runic nymph
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πŸ‡§ πŸ‡¦ πŸ‡³

fringe rock
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Whata that

stable edge
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car

hardy agate
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if i cared enough i would make one

sharp path
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Does anyone knows how to fix blender that keeps crashing when weight painting? Cuz It's really annoying

hollow radish
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substance painter sure likes to crash πŸ™ƒ

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learning a lot though, but I have to wait a tone of time to bake stuff

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maybe too highpoly

silent junco
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if you are baking a ao thats why

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they usually take a long long amounts of time to bake

hollow radish
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It was mostly to me subsampling and making 4k maps when I should be doing tests

glad steeple
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@vivid crater people have made the truck

hollow radish
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turned out well

vivid crater
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@glad steeple post truck pics

glad steeple
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Don’t have any

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Go to the map beat box by miss stabby

obtuse escarp
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Does anyone here use Wings3D? Turns out I'm clueless at it.

onyx crane
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Is anyone working in Blender 2.81? The new sculpt mode is making my grab/draw/etc brush auto-face in a direction I don't want it to. (In this pic it should be sculpting from above but it's sculpting from the front, hence the weird oval)

obtuse escarp
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I guess a better question would be to ask for recommendations of a free program for someone whose only experience is a few weeks each in 3DS Max and Zbrush.

silent junco
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i haven't tried sculpting in 2.81

high coral
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How do I load textures in blender? I drag and dropped it into "UV editing" but my model still didn't acquire all the textures

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I'm trying to create new material but I don't think it's what I need to do

silent junco
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go into shading

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add a image texture node

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connect it to the princible bsdf

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select your texture in the image texture

high coral
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Aight, as a new user I just screw over the user interface, gonna try to reload it completely and follow what you say

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So I import a model, it's all grey.

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I go into shading and for some reason it's all black, I guess because there's no linked texture

quaint jasper
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yeah, if you're starting out, follow guides, because otherwise you'll get lost and frustrated

high coral
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I mean I understand principle of it, the model only has meshes and I need to connect a texture to it, the problem is me adding that picture into blender and connecting it together

quaint jasper
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hence the guide

high coral
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I don't know how to formulate the search

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I tried "blender add texture to mesh from image" but wasn't successful

quaint jasper
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too complex, "add texture image mesh blender"

high coral
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Aight, it wouldn't show on "Shading" workspace but it does work on "texture paint" window

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Ah no, even it does work on Shading as well, but hair of the character is black

torn oracle
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i opened a hl1 model in a hl1 model viewer to export as obj to use in vr chat but it looks like this any fixes?

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honestly idk if im in the right channel so sorry in advance if im in the wrong channel

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Oh it's just a shit tool downloaded another worked fine

dull canyon
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wasn't there a way to have the texture paint brush paint "through" the mesh, so if I paint on one side of a mesh it paints the same on the opposite side?

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nevermind, found it

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backface culling

dull canyon
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I still don't know how I should do the hair...

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how to model and texture them

small valve
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protip i learned some time ago and finally put into practice: edit your 3d model's vertex normals if you want to change the shape of shadows that hit your avatar!

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a lot of people dont like using toon or shadows at all, especially on skin, because it results in awkward shading on areas that count the most, like the face

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but even simple edits to your mesh's vertex normals can make toon shading look much more attractive

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blender 2.8 has some tools specifically for editing vertex normals, i had a guide somewhere which ill try to find soon

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NOTE: if you look up anymore in-depth guides, shy away from any tutorial involving modifiers. Most modifiers including ones relevant to changing vertex normals cannot be applied on a mesh that already has shape keys, so editing an existing avatar will not be possible

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this one shows you how to use the tools without relying on modifiers. I personally reccommend for simple face edits to just point every normal in one direction and smooth out any edges

thorny fractal
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i was messing around with normal editing a few weeks ago, i think a better aproach is to use modifiers copying from simpler objects and using vertex groups and vertex paint to tweak it

small valve
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will it let you apply that though?

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cuz i remember i tried one and it didnt let me

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what are you using?

thorny fractal
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?

small valve
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nvm

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i asked a really weird question

dull canyon
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@thorny fractal is each strand in that model an individual mesh?

runic nymph
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@small valve did you follow any specific tutorial?

tepid wagon
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The one they linked I'm guessing

thorny fractal
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yea its curves i just used to block out the hair, this is an early prototype model before i went and did it all in zbrush and the retopoed

runic nymph
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that video only describes what every new option does

small valve
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nope

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i wayched that video

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stopped halfway through because i knew enough and started messing with my face

runic nymph
small valve
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like i said, the thing i found best if you want to just "get it over with" is select relevant vertex normals on the front part of your face from where your chin begins to when it starts curving into your scalp and either point / rotate them in a favorable direction or smooth them out

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then select around and smooth out any edges that look off, such as right when the face and the chin meet

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but like chuuko said, its much better to copy from a simpler object ( such as a really smoothed out version of your face)

thorny fractal
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you can use vertex groups and paint to mask out parts that you want to copy to so you can have much more control over how specific parts look

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but it helps to have topology that acoomodates for that or you can get some weird looks

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idk if that makes sense

small valve
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ill keep that in mind 0 0

thorny fractal
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as you can see in the topology of this face from guilty gear they kinda have this triangular shape under the eye which allows them to edit the normals in a way to get a much cripser edge without having to just subdivide the mesh a ton

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i dont have that in my mesh so i got some weird artifacing like look so i ended up subdividing the mesh to make it smoother,

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i was mostly just playing around with vertex normals if i was to actually take it seriously i would probably redo the topology in a way that makes it easy toe edit to get some looks

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when it comes to vertex normal editing for cel shading i think the topology is something that is woefully undervalued

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you could also bake the edited normals to a normal map which is somthing botw did

small valve
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thanks for all of the tips...to be honest, that vertex edit i did was the first time i ever attempted that ^ ^`

signal zenith
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Ok I created the mouth using the boolean modifier, but I need the upper lip to come forward a bit, any ideas on what I should do?

tepid wagon
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If you used boolean you probably want to fix topology first and then enable proportional editing, select vert and the edge of upper lip in the middle and move lips into position with a help of mouse wheel to change range of proportional editing

signal zenith
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How do I fix the topology?

jagged eagle
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tfw my avatar's expressions make her boobs inflate.

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i shouldn't have joined her head to her body before i was done editing her body but first time so lol

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but i've reshaped so much, including her expressions, that restarting either the head or the body would be a pain

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i don't even have a specific question i'm just...lmao, damn

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maybe cutting the head off and deleting the body's shape keys will work

quaint jasper
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go to the Basis Shape, select the vertices that should never change for any of the blend shapes. The go to options: Mesh -> Vertices -> Shape Propagate.

jagged eagle
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oh, or that. that wouldn't interfere with boob physics, right? not that i'm especially invested in those just yknow

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oh wait no i understand, nevermind. excellent! thanks so much, saved me time

hardy marsh
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So i need to connect vertexs together and im having a hard time i was told awhile back there was a option in blender to just select your whole model and click a few things and it will look for splits in your mesh and connect them

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but i forget what it was

dull canyon
wheat delta
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in theory it should work just fine, except you need the aniso values you'd need for it to look as good in the images. You could possibly make/find a shader for it.

dull canyon
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aniso?

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ah, nevermind

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well what I'm more wondering about is, how would I go creating the normal map for that kind of textures?

thorny fractal
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you could bake it

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or there is a decent hair card texture generator on artstation

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thats like $7

dull canyon
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well I wanna make it myself first to understand the process

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and what do you mean bake it

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bake from what

dull canyon
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ok, lets back up a bit, how would you generate the initial texture for hair cards? I was thinking you'd just draw it in a drawing program?

silent junco
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It’s drawing I’m pretty sure

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You could probably do them procedurally

dull canyon
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well, most of the tutorials I've looked at so far actually use particles or some other means to create hair in 3d and then bake the textures from that apparently

silent junco
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that works too i guess

smoky ether
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okay so im having an issue where whatever shows in blender doesnt show in unity for example

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blender show the mask mouth piece

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but in unity it hides it

safe tapir
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Hard to tell from just those small images, but im guessing the normal inverted

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Just select the face and flip normal

smoky ether
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in blender?

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idk how to do that

runic nymph
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which blender version are you using?

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also, a double sided shader would also solve the issue, unless it's gonna mess up the lighting, in which case you would have to flip the normal

smoky ether
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blender 2.8

idle niche
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Look at it with the Face Orientation mode on (Found in viewport overlays) and see if it's red. If it is, then the normal is facing the wrong direction

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Easy way to confirm if it's that or not

signal zenith
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Hey guys, I've decided to get started on the feather for his hat and I was wondering if this was a good shape for it?

quaint jasper
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If you'd like an accurate leaf shape, you can download an image of a flat leaf, have it displayed on a plane in blender and then trace on top of it

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but your feather ain't bad

signal zenith
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Thanks, I was trying to go for the look of the feather you would see on the stickers of the elves from the movie as well as using the feathers from bad CGI sequel, 'The Island of Misfit Toys' as reference.

dull canyon
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@latent charm do you happen to know anything about how to create hair cards from scratch?

crisp trellis
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@quaint jasper knows da pro strats

quaint jasper
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I don't know anything about that lol

signal zenith
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Ok here's what I have for the model, I know he looks he still needs some work but I didn't want to make him so he wouldn't be seen by quest users so he may be stuck like this for the game.

tepid wagon
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You mean you won't rig it?

signal zenith
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I'll rig it, when I have more time.

tepid wagon
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so you meant you won't be adding more details I assume

signal zenith
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Right

tepid wagon
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16.5k tris is too many for Quest avatar though, it will be blocked by default

signal zenith
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I thought it was 20K

tepid wagon
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its 10k for Quest

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20k used to be* old tris limit for PC

signal zenith
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So whats the max for each version?

tepid wagon
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Here you can read about performance ranks for PC and Quest avatars

dull canyon
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no idea if I wanna go with curves

primal ibex
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@dull canyon can't you just select the objects that make up the body in Object Mode and go to Object>Shade Smooth?

dull canyon
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I'm not talking about what I have right now

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I'm talking about texturing the hair

primal ibex
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oh the hair

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hm

dull canyon
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I guess I could just really go in and texture each strand of hair individually...

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no idea how tedious that would be in something like substance painter

latent charm
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@dull canyon Just woke up and read your ping, did I ever talk about using tiltbrush for doing hair cards? Because that'd also give you basic UVs for each strand to work with too.

dull canyon
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I think you mentioned it some time ago

latent charm
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The other option is to use curve objects and before you convert them to meshes make sure you have these two options set and it'll generate UVs you can use

dull canyon
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oh, that's handy. I was dreading having to go into each mesh and mark the seams invidually when doing this approach

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also I'm a bit confused... would you not use something like SP for drawing hair textures? I can barely find anything on youtube

latent charm
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You're better off using something a regular image editor for making the hair cards, or making a patch of them in the 3D program with strands and rendering it out in a way that's usable as a hair card texture.

dull canyon
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okay, that last part is what I'm confused about

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like, how do I bake the information of the 2d image I'm looking at through the camera instead of the whole 3d object... if that makes sense

latent charm
dull canyon
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okay, and how would you bake out for instance an AO map from that? at least I've seen that being used for most hair card textures

latent charm
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Set what output passes you need and use the compositor to save them out as separate files

dull canyon
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ooh, okay

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okay guess now I just have to figure out how to do decent looking hair...

dull canyon
dull canyon
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so when I render and save the AO pass to a file it loses all alpha information, does that matter?

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I guess not since I'll use the alpha information from the other pass

thorny fractal
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you can bake hair card textures from fibermesh in zbrush too

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this is kinda neat too, it dosnt look the best but i think its nice to make some quick textures for protyping sake, it might work for your artstyle too but they dont look super realistic

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what ive done in the past is used this program, and then curve with the bevel object set to just a line so its a flat card that i can shape easily with curves, and then checekmark the thing for the auto mapped uvs and in the shader i can tweak the uvs a bit with the mapping node and the like so i can have a decent visual representation while im working and its much more easily controlable and non destructive

tepid wagon
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Do you have subdivision surface enabled? If so remove or slide down the very top edge loop. If not you gotta either shape it differently or subsurf

onyx juniper
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Subsurf was turned off for this screenshot

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You know that without something like the very top loop, subsurf rounds off points like this, and it needs to be this pointy

tepid wagon
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so you want to have this point to be sharp, my next guess is you were talking about those creases, is that correct?

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if so adding 2 more edge loops should reduce them enough

onyx juniper
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adding loops just pushes the edgy area up

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also, muh polycount

thorny fractal
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do you have automsmooth on

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with autosmooth theres a value that defines the angle at which it smooths stuff, so on a cube with smooth shading and autosmooth on it wont actually smoothen out the whole cube until the angle value is set to 90 degrees or higher

onyx juniper
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Autosmooth is off

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I tried turning it on and it doesn't go away at any angle

thorny fractal
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is it possible that you have some split edges in there or did you try just highlighting the whole mesh and applying shade smoothing to it again, because some times you might extrude out some faces or somthing that will have smooth sharp on them

onyx juniper
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I used "remove doubles," I deleted then bridged edge loops, I deleted and extruded and merged to the old point.

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and I highlighted everything and applied smooth again

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It remains 2edgy4me

spiral sigil
halcyon citrus
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Looking good so far it seems πŸ‘Œ

silent junco
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Depends

iron schooner
silent junco
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They look good but also really creepy

short gale
runic nymph
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proportions

onyx juniper
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Don't be afraid to extrude the breasts instead of paste them on.

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I don't think you've defined the shoulders so you might have a hard time rigging them later

dull canyon
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anyone here working with a Blender + Substance Painter workflow? how does that usually look like when making an avatar from scratch?

median pike
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I do.

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after unwrapping the model I just do a basic texture to figure out any issues with the wrap, than I edit at any spots where stretches occur and such and than I just put it back in to substance painter and finish it off

dull canyon
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by basic texture you mean just flat colors?

median pike
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well first I test is seams arent causing problems by just using some simple transitions and flat colors

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but afterwards I generally just do a simple design like layout where the fur color changes when I am making an anthro animal or basic colors of clothing

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but no shading or details

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I I usually use only diffuse for this part

dull canyon
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okay

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how many materials do you usually use for a human character?

median pike
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I try to keep it at one for body and one for clothes

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but if I need higher res than I just got another one

dull canyon
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okay

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and then you just do all the detail texturing in Painter?

median pike
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yeah

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I do absolutely all my texturing in painter

dull canyon
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and then just export the textures and import everything in unity?

median pike
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I usually import them in blender just in case I maybe need to adjust the uvs a bit at the end

dull canyon
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okay

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well, that at least sounds easy enough

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thanks for explaining

median pike
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good luck

dull canyon
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do you do the normal baking in blender or painter?

median pike
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I make my normals in Materialize but thats because I am addicted to that program lol

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doing them in blender would probably be a better idea

dull canyon
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oh, it's also open source

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maybe I'll check it out someday

signal zenith
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Does anyone here know of any techniques I could learn to make my model look like he's made of clay and felt like in the actual Rudolph movie.

glad steeple
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Normal maps and shaders can get that look

signal zenith
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I'm not sure how to do those things.

onyx juniper
dull canyon
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@onyx juniper have you tried adding a loop cut or two there?

onyx juniper
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That only moves the edgy area up

dull canyon
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only other thing I can think of is somethingsomething smooth normals

iron schooner
spiral sigil
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Woah uhhh I guess

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What is that a fennec fox?

silent junco
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that looks like one of my creations

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i like it

spiral sigil
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is that scorbunny

spiral sigil
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Did you need something?

spiral sigil
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i need someone to make some models for me

spiral sigil
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Pls help

hollow radish
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ah yes slave labour

primal narwhal
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If you're willing to pay for someone else to do them you can check the VRC Trader's discord server (top of the list in #community-servers-old ) and I'm sure that someone would be willing to take a commission. Otherwise, YouTube is your friend.

steady zealot
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anybody know what could be causing this? Edges are marked as sharp, and seams. It's not the texture.

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looks fine in solid mode

quaint jasper
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Did you try to bake something ?

steady zealot
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No

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my UVs look fine

quaint jasper
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What's the black part in solid mode then ?

steady zealot
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There is no black part in solid mode, it looks fine

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It only shows up in material preview mode

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(and in unity)

quaint jasper
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looks relevant to me since it's the same shape

steady zealot
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I don't know what you're talking about

latent charm
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@steady zealot Anything in the alpha channel? I've had stuff in there cause unexpected behaviour before.

steady zealot
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Yeah, actually, huh. For some reason my AO map was in there

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ok yeah I guess it was my AO map that was weird. Thanks!

dull canyon
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@median pike another question, do you texture your hair in blender or painter? what kind of style do you usually do?

median pike
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I dont texture anything in blender

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And hair is welll

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Hard

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I am still learning how to do that lol

dull canyon
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yea I noticed

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okay

median pike
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But what I usually do is just a flat lego hair style for now

dull canyon
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clearly stylized but not like completely flat

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guess I'll try the texturing for the hair both in blender and painter when I get to it then

median pike
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That shouldnt be too difficult

dull canyon
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yea

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I was considering hair cards, but they're a whole different beast and might not look as good in game

iron schooner
steady zealot
opaque jolt
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How difficult would you say is it to model a character from scratch?

stable edge
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depends

spiral sigil
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just try it

hollow radish
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if you want something mind blowing

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its going to take a lot of effort

opaque jolt
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I know

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I am still in the tutorial videos

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Where you make a donut

ashen stag
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As long as you keep your expectations under check you should be fine. I always overestimate how good itll look and end up disappointed

opaque jolt
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I know what I kinda want

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And I got lots of free time

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I just need to fight myself to get through the tutorials

hollow radish
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Your going to need more free time than that

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cause I need free time

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and I have free time

wet brook
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how do i make e y e s

hollow radish
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depends what the eyes are for

wet brook
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mm

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anime kinda styled

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just for a vrchat avatar

hollow radish
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just make a circle

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can be concave or convex

wet brook
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?

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How about the iris

hollow radish
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that is the iris

wet brook
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do i seperate them?

hollow radish
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seperate what

wet brook
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the iris and the outer part

hollow radish
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yeah

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the iris is the only that moves

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this is what most people do

cobalt wing
fringe rock
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Anime eyes should be concave

hallow bough
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Seen people use a lattice deformer to fit an eyeball shape into the eye socket then texturing the eyeball. Seems like such a hassle to me though and doesn't look as well. It works better for non anime characters in my opinion.

dull canyon
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yeah, I'll try doing an actual eyeball with the one I'm currently working on

wet brook
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so should I join the iris and cornea seperately or merge them

dull canyon
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if you're doing an anime style character just do one big oval

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and texture the iris and cornea

wet brook
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So the iris and cornea don't have to be seperated?

dull canyon
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no

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the eye socket is just a white hole, and the eye itself is just a floating disk

wet brook
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Okay

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How should I start to make the cornea ;;

dull canyon
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shift-a, circle, edit mode, select all, extrude inwards a bit, merge at center, add a few loopcuts, make it slightly elongated and move the center back or forward a bit, position in eye sockets

jagged eagle
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ookay, i'll bite, whyy can blender and even paint 3d see my avatar's textures but not unity after a cats export?

wet brook
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Okay-

jagged eagle
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?

wet brook
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Oh sorry, I don't know how to help on that-

dull canyon
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yep, looks about right

wet brook
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thank you!

dull canyon
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might wanna move the center with proportional editing a bit back of forth, usually back

wet brook
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Is the highlight just added in the same object?

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hmm alright

dull canyon
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the highlight can either be a separate mesh (careful with the wording) or just painted on

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in the end your whole avatar should more or less be one object, just with separate meshes, but while you're still developing it having separate objects is fine

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you just need to join everything before you export it to unity

wet brook
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everythign??

runic nymph
hallow bough
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Yes everything πŸ˜„

hollow radish
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ooof

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that doesn't look like an anime character

dusty badge
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weird question

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when projecting a texture using a sphere projection, is there by any chance a way to move the sphere it is using for the projection?

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hm actually, might be able to using vectors..

bitter leaf
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you could do this instead with the white of the eyes its easier to make following eyes without animation like they are always looking in direction. I find it more useful then playing around with the iris

dull epoch
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How do you select all children in blender 2.81 using the outliner?
Previously you could do this by ctrl left click but they changed it so it doesnt work anymore!
Shift +g works but that is just painful compared to the old one, would like to know if i could get back the old method somehow

spiral sigil
quaint jasper
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Ctrl + a ?

vivid crater
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You can box select in the outliner now

dull epoch
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yeah i want to select the parent as well as all children

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ctrl + a doesnt do anything

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box selection doesnt select all children

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only the ones that are open

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so for example: Im editing the armature and I want to delete the head as well as everything on it like hair, eye bones.
So for that I want a quick way to select the parent (head) and all children even the ones that are not open
this was done very easly in previous versions with ctrl left click but since the new update this doesnt work
Shift+g works but is way to slow and just a pain compared to the old method.

dusty badge
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@bitter leaf problem with that mainly is how exactly the model's eyes are setup in the first place and its texture

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source models do a method of eyes that honestly is so fucking complex

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hm actually

dusty badge
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ok so

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i think i understand something now; the qc might actually be defining the texture's uv

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on a "sphere" (all source eyes are mapped upon an invisible sphere right in front of the white)

blissful shadow
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is alternative of blender internal cloth sim with more real-time interaction and some tool is streamlined. also is sewing feature

vivid crater
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Ooo, interesting

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Will definitely be checking that out

stable edge
#

me too, thanks for posting!

dusty badge
#

i cant eye help

barren quiver
#

You could always box select in the outliner

dusty badge
#

update i eyed and also im too tired for this bs

spiral sigil
#

Alright my fellow 3d-modellers. I appear to be running into an issue with my FBX exporting process.

Currently using Blender I am attempting to export a new avatar that I've been working on; everyting appears to be correct in Blender, but upon export from blender and importing it into unity; the model is lacking a mesh. The rest of the hierarchy with its armature is present, but the Model's mesh has disappeared.

Inside of the .fbx's components under my assets section however the section labelled as my mesh is present but it is lacking any verts/tris. How can I go about fixing this issue?

((Also, heres some screenshots of the errors that are in unity is currently showing, and the state of the .fbx file in unity.))

Hopefully this helps (And I hope I put this in the right channel.. not sure where else to put it, in all honesty as its a FBX error which is all I've identified so far. Google hasn't helped me either)

#

I've also identified that the mesh renderer has strange bounds.

dusty badge
#

nan is a good center tbh

spiral sigil
#

Trooo

blissful shadow
#

apply scale on mesh perhaps. if not already it isn't 1

spiral sigil
#

mesh's scale is indeed set to 1 on all axis in blender

blissful shadow
#

origin is set as world centre?

spiral sigil
#

Correct!

blissful shadow
#

correct already it is centre or correct did so fixed it?

spiral sigil
#

It is indeed already center

blissful shadow
#

assumed so, odd to set so far as accident but worth check vrcThinking

#

in transform panel is all three dimensions within reasonable range?

spiral sigil
#

0 0 0

blissful shadow
#

all say 0??? that shouldn't be so

spiral sigil
#

by transform are you referring to location or dimensions

blissful shadow
#

dimmensions

spiral sigil
#

X 13.3m
Y 9.71m
Z 20.4m

blissful shadow
#

for avatar that seem very big? gundam or something like? anyway it is not a problem i think. hmmm...

spiral sigil
#

part that makes it stranger is reimporting the fbx into blender again comes up fine, but importing it into unity breaks it

blissful shadow
#

generally it is sensible because blender/modeling suite has greater range for number than unity have.

#

still is odd.

spiral sigil
#

maybe I'll try scaling the model down a bunch

blissful shadow
#

can try in edit mode select all, Mesh > Clean up > Delete loose.

spiral sigil
#

I'll give that a go too

blissful shadow
#

maybe but, it is odd because unity say min and max of bounding box often are inline with root axes.

#

when import fbx to blender, still dimensions are accurate which you want?

#

also, in blend file before export, is any modifier more than Armature active?

spiral sigil
#

Non, the only active modifier is armature

#

Reimporting into blender keeps same dimensions

#

I cut down the models height by moving the decimal point along by one, so lets see if that works

#

it did not

blissful shadow
#

worth try but because the massive high number only change by factor 10 probably isn't enough.

#

ack! hmm

#

check scale for armature object if it is 1 or not.

spiral sigil
#

scale is indeed 1

blissful shadow
#

truly run low on possibility beyond scan data block for errant entry...

#

did create in 2.79 or 2.8+ ?

spiral sigil
#

2.81

blissful shadow
#

okei. are you fine to share blend file with me? maybe able to more easily scan to spot anomaly but otherwise with simple thing to check i cannot think of some

#

of course cannot guarantee solution if shared but still am interested to try

spiral sigil
#

Sure

rain mulch
#

So ehm

#

If I want help with something like: My teeth clip through my mouth in game but not in unity OR blender

#

Where do I do that?

spiral sigil
#

If you show a screenshot I'm sure you could get help here!

blissful shadow
#

anyone with interest of Capsy's issue, some shape keys had damaged vertex positions which is out of range for unity. solved with propogate to shapes from Basis in ctrl v menu on non-face vertices. for future reference. πŸ‘

spiral sigil
#

SaSa is amazing πŸ’œ

rain mulch
#

Unity version

#

VRChat

blissful shadow
#

some possibility:
1- perhaps one of blink shape key also modify teeth. in blender check in edit mode by select any other shape key not basis
1.5- possibly non-blink shapekey also is cause. same check method.
2- teeth maybe weighted to jaw bone and when vrchat animation system active idle position is offset of expected. fix may be alter orientation of jaw bone.

#

when idle in vrchat does teeth randomly move?

rain mulch
#

No

blissful shadow
#

more probably is 1 or 1.5 issue. doubtful is you use jaw as lipsync option so 2 should not be such case but if it is so then...

rain mulch
#

Wait

#

How do I check 1 or 1.5?

blissful shadow
#

in blender do you know where shape key are listed?

rain mulch
#

Yh

blissful shadow
#

in edit mode, selected shape key in that list will activate it. just try each one and see if tooth do weird thing.

rain mulch
#

It's still fine

blissful shadow
#

checked with each shape key?

rain mulch
#

Yup

blissful shadow
#

could be some is additively blended. two way to test. in unity with different part of blendshape set to 100 and see if teeth get glitch

rain mulch
#

Nope

#

All is fine

blissful shadow
#

so quick you checked each pair?

rain mulch
#

Oh

blissful shadow
#

though really i would think only some combination of blink blendshape is cause, checking multiple can help.

#

otherwise only thought is weighted to jaw bone and/or other bone which it should not be.

rain mulch
#

Hmmm

#

Can't find anything that did it

blissful shadow
#

for now nothing else i can't think of. when more people is on try to ask again. also try #avatars-2-general maybe

#

sorry

rain mulch
#

Ok, thanks

stable edge
#

could be your normals too

#

you might want to also check whats assigned for the rig in unity (mouth bones may be listed as eye bones)

rain mulch
#

Where do I check that? :p

stable edge
#

avatar in unity

rain mulch
#

Yeah but where

stable edge
#

select the model, under inspecter go to rig

#

should be humanoid and just customise the rig that was auto generated

#

then in the rigging menu change the eye bones to be the appropriate ones or none

blissful shadow
#

by select model, in project browser they mean @rain mulch

stable edge
#

^^ i dont have unity open so i cant screenshot to guide

blissful shadow
#

sorry for hijack your solution @stable edge

stable edge
#

nah i appreciate it!! ayaka

rain mulch
#

So jaw doesn't need to be put on?

#

I love you both

#

Thank you so much!

blissful shadow
#

correct, jaw should be set. usually viseme lip sync option is used so most time this is so.

glossy tangle
#

any idea why the uv map shows highlighted orange even thought i have it deselected in the uvmap editor?

hollow radish
#

that's not how it works

#

you are still selected

vivid crater
glossy tangle
#

ah!!! ALT+P to unpin them. They were pinned for some reason. I must have tripped on a keyboard shortcut.

hollow radish
#

πŸ€”

#

✏️ πŸ—’οΈ

spiral sigil
#

can anyone who has maya help me out? trying to get some armour for one of my models but the only formats are .ma and i need em in fbx. thanks!

#

hope this is the right channel for it

spiral sigil
#

ive been trying to work with maya and its not working out well, if someone could yank it into maya and change it into an fbx fit for blender id be grateful :)

quaint jasper
#

What issue are you having ? Inport and export in Maya is pretty straight forward

quaint jasper
#

@arctic sluice Please read #rules 13

arctic sluice
#

gotcha, sorry, will keep in mind

spiral sigil
quaint jasper
#

I can't tell what it's supposed to be

spiral sigil
#

I don't know how that is supposed to transform.

#

theres not many models of pompadours

quaint jasper
#

I'm still confused

spiral sigil
#

It's a hairstyle

#

There really isn't a need to add many bones to it I think.

primal narwhal
#

Unless you planned on using Dynamic bones, only thing you need to do is put it on your mesh and weight the vertices to the head

runic salmon
#

^

real grail
spiral sigil
#

@blinx find a model. either way. if its your first time in blender be prepared for a lot of frustration

dull canyon
silent junco
#

you could say

#

they are a handful

dull canyon
#

:rooBlank:

neat ocean
silent junco
#

shoulders are another word for fuck you in my oppinion

silent junco
#

i kinda just started and now im here

spiral sigil
#

idk what in hells name that is but ok you do you

spiral sigil
#

how do i make two things one?

runic nymph
#

ctrl j

warm jetty
#

Working on adventurer clothes for Mishe

runic salmon
#

nice!

coarse kestrel
haughty pond
#

yo, I have a question! I accidentally installed blender 2.81 and it's messing with my brain. How do I enable selecting backfaces while I'm editing a model?

#

I already looked through the 2.81 documentation, but it just shows pictures of the old UI...

vivid crater
haughty pond
#

how do I, uh

#

get those options

primal narwhal
#

You can press N I believe to pull up that menu fast

haughty pond
vivid crater
#

its not in the n menu anymore

#

oh, youre on lookdev

haughty pond
#

what in the world is lookdev

vivid crater
#

click on the one next to that

primal narwhal
#

Click on the all-white circle then hit the arrow, in the same little bar that the arrow is on

haughty pond
#

oohhhh!

vivid crater
#

the four balls are for the viewport modes, click the second one

haughty pond
#

Thank you! πŸ™‚

vivid crater
#

thats like, the "pretty" mode

haughty pond
#

I'm sure 2.81 is friggin' rad but gosh, I'm so confused about all of it

#

lol

vivid crater
#

all it takes is a little move of options to completely confuse someone

haughty pond
#

and the textures are all different too, which also confuses my small brain

#

I'm just gonna redownload 2.79, I'm a big baby and I just wanna play as final fantasy characters

haughty pond
#

why does blender insist on yeeting random bones from .dae files

primal narwhal
#

Using .fbx is a good format for models in Unity

haughty pond
#

Maybe I should just swap to that... I'm using FFXIV models that naturally export as .dae files, so I figured it'd be good to save them like that, but then unity's like "wait. what direction were these bones facing again...?"

#

but only sometimes

runic nymph
#

import them into blender, export as fbx
youd also be able to fix/add whatever you may find

#

also, it probably yeets empty bones that dont have weight

haughty pond
#

oh

#

it does that?

#

because yeah, they're empty bones that get yoten

runic nymph
#

check the import settings

#

bottom left corner whenever you import anything

haughty pond
#

thank you! πŸ™‚

#

yeah, I think in the future I'll just use fbx files...

#

this guy is almost done, thank goodness, so hopefully the nonsense is over

runic nymph
#

fair winds o7

haughty pond
#

thank o7

cinder wraith
#

@warm jetty Are you using blender and substance painter?

dull canyon
#

hmm, so if I'm using actual spheres for my eyeballs, and I wanted to do shapekeys that for instance change the size of the iris, how would I best do this? if I just edge slide the edge that makes up the iris it will change the shape of the mesh and possibly look weird when looking closely

warm jetty
#

@cinder wraith yes I do

silent junco
little bramble
#

@silent junco yes. Good.

silent junco
#

Ok

dull canyon
#

@latent charm do you maybe have an idea how to approach this issue I wrote a bit further up?

#

once you're awake

dull canyon
#

nevermind, I think I've come to a conclusion

warm jetty
#

Clothes almost done

silent junco
#

I wish I could make textures that good

#

Most of my things are just gradients

thorny fractal
#

substance painter

stable edge
#

eyup

barren kelp
#

some one has to do alexander the great

#

imo

carmine siren
#

Yo, I want to make a avatar but I don’t know how yet, I looked up how to make one but nothing pops up

#

@ me if u can help

tepid wagon
#

I was worried the internet has been deleted but no, everything including avatar tutorials are still there phew

median pike
#

@carmine siren buddy. I can guarantee theres even tor sites that talk about vrc avatar creation

#

did you google without any internet connection or what?

spiral sigil
#

That doesn't feel allowed.

median pike
#

neither allowed or in the correct channel

clever cypress
#

πŸ‘

median pike
#

wooo

carmine siren
#

what SDK do i install

primal narwhal
#

The current one if you want to upload and it work now. Can be found on the VRChat website.

steel stone
#

Is this were I ask about unwrapping?

median pike
#

Yeah sure

steel stone
#

I cannot figure out how to unwrap a prefab hair map, so I can put the map on custom meshes/colors

quaint jasper
#

Are all the hair strand individuals ? @steel stone

#

And are they all joined in the center

steel stone
#

Yes to both. @quaint jasper

quaint jasper
#

Joined by a single vertex ?

#

What happens if you go in edit mode and press L with your cursor on one of the vertex of your hair

steel stone
#

Lemme see.

#

it select up to the center of the hair piece

quaint jasper
#

Screenshot ?

steel stone
quaint jasper
#

Neat, so now press space to get the search bar and type boundary

#

You should be able to select the boundary loop of that piece

steel stone
#

I did.

quaint jasper
#

Which you can then mark as a seam and then unwrap

steel stone
#

How do I mark a seam..sorry its my like third time in blender.

quaint jasper
#

Search bar and then seam

#

You can also click the edge text button at the bottom left corner of the view and it should be one of the option in the list

steel stone
#

Uv or mesh? and thank you so much

quaint jasper
#

Mesh

#

If you also want to make your life easier, there's a blender add-on for 2.79 that unwraps stuff in a rectangular shape

#

Super helpful if you want to move UVs on a gradient

steel stone
#

Can I have the link please?

quaint jasper
#

Am in my bed so you might have to search lulw

steel stone
#

Okiedokie, thanks for the help none the less.

median pike
#

I wish there was a too that can move parts of the uv and the texture under it at the same time so you can rearrange/ atlas without needing to allign stuff everytime

quaint jasper
#

There is

#

If you need to do something in 2.79, almost guaranteed there's an add-on for that

steel stone
#

Now I just repeat the action over and over?

quaint jasper
#

Yup

#

Good luck !

median pike
#

@quaint jasper I tried looking for them but never found one and yes I am on 2.7

steel stone
#

TYSVM

quaint jasper
#

Actually you might be able to select all hair and do the step for boundary + seam on all at once

steel stone
#

oof

#

After I select it all, do I just hit unwrap?

#

I think I did something wrong

quaint jasper
#

Is that unwrap or smart UV project ?

#

If that's the result of an unwrap then either the boundary loops were wrong, or something else happened, in which case you can still revert to the previous method and do it one by one @steel stone

silent junco
#

Pressing control E is a quicker way to do seams

#

I think he marked everything as a seam

quaint jasper
#

Yep possibly

silent junco
#

At least it seams that way

quaint jasper
#

Nice pun

silent junco
#

Thanks

#

Actually it is

#

Look up

#

All the edges are marked as seams

steel stone
#

f

#

Oh, I got it settled, just piecing the unwrap together. before export

silent junco
#

Also is it that hard to control select

#

The edgiest part

#

And make a seam there

steel stone
#

FOr me, yes. My hands always shake so getting right on it is a near impossibility

silent junco
#

You can zoom

#

There’s like a billion solutions

#

Actually not really a billion but there’s multiple

#

Also learn the control E shortcut

#

Allows you to mark seams and sharps a lot faster than searching

steel stone
#

I do understand that, but it is just tasking for me personally. As I said, I did get it sorted.

icy sluice
#

??

open terrace
#

@icy sluice resave thos pngs with any image editor to png but without compression/etc

neat ocean
quaint jasper
#

use orthographic view from top by press 7 on num pad

#

and the use gradient weight paint brush from left to right

#

on the arm bone

#

but your arm bone might be too long already

#

it's moving part of the shoulder

neat ocean
#

Huh, fade tool really seems to do wonders for this, thanks for reminding me that exists

cold plank
#

For the featured avatar row, I'm really surprised by the suggestion for avatars to be 167cm (~5'6") to 180cm (~6'0").

#

In many parts of the world, the average woman's height is about 5 feet, which means half of all women are below that height

#

fully grown mind you, and vrchat is 13+

tepid wagon
#

Could be that prefabs for chair and overall world assets are more suited for avatars of that size

cold plank
#

That's like saying "chairs around the world are made for people over 5 feet tall"

#

while what you're saying is true, the same is true in the real world πŸ™‚

tepid wagon
#

Well yeah although irl it works better - shorter people may just not have their feet reach the floor when they sit while* in game they sink inside the furniture

cold plank
#

that actually can be fixed on the avatar side

#

I can make a short avatar sit in a chair properly by changing the seated animation defualt

#

using vrchat's chair prefab as a guideline

tepid wagon
#

Would like to know the secret behind it

cold plank
#

it's extremely nice to have avatars that match your own height and proportions exactly, I rock one myself, I totally get that

#

but I'm suggesting they're aiming a little high

#

I bet over half or more of their players are under 5.6 πŸ˜›

latent charm
#

in game they sink inside the furniture
Pretty sure this is one of the reasons why

Also it's a suggestion, not a hard rule from the sounds of it.

cold plank
#

true, I just think it's a bit tall

#

obviously you're more likely to be considered if you tick all the boxes, they might have been aiming for average heights of people generally speaking

latent charm
#

Nah, both numbers are within the average globally for each sex.

cold plank
#

but if the playerbase is 13+, and assuming 50% female, then the average should start at 4 foot 10 maybe a little shorter

latent charm
#

Global averages:

women: 163cm
men: 176cm

I see no problems whatsoever with the suggested height range.

cold plank
tepid wagon
#

wow I have super average hight

cold plank
#

I do. πŸ˜›

#

especially considering 13+. Maybe that's true for global average adult height, but it's pretty tall actually

#

every girl I know except 1 is at least 6 inches shorter than the suggested

ashen stag
#

I would assume the height recommendation has nothing to do with IRL, and more to do with the general height of avatars in game already. 6 feet tall is quite normal for nonanime characters

cold plank
#

yeah, usually following western averages for human height, but you'll find MOST MMD males are 170cm or below

#

because japan

ashen stag
#

Well then their range is fine imo, slightly taller than the anime stuff and slightly shorter than the other stuff. Right in the middle

cold plank
#

but yeah, when you think about it 50% of japanese men over 20 are under 5 feet 7 inches

#

under

#

and 50% of women are UNDER 158cm

#

which is a full 4 inches lower than their starting range

ashen stag
#

I don't understand why Japan matters in this situation, should go off global averages like gallium

cold plank
#

people under 18 are obviously shorter. I'm going by vrchat's playerbase, the majority of players are from america, japan, uk, eurozone, brazil, russia, south america, aus and a smattering from china, and I met a few people from south africa and trinidad too

#

it's not a huge deal, just that if we're going to put the time in for what is purely exposure it's best to aim for bullseyes

#

and I found that height recommendation surprisingly low considering who plays the game

latent charm
#

Yeah, in case it wasn't obvious each time I said global averages here it is again. global averages

cold plank
#

right, but vrchat is not played by a majority global average playerbase. There's a massive japanese playerbase where that is way too high

latent charm
#

And Scion makes a very good point, real-world heights don't mean shit here.

cold plank
#

that's exactly my point

#

a lot of people who play, say 30%, are under 18

#

another like, I dunno 15-20% are japanese

latent charm
#

Which invalidates all your prior points, namely that the height guides are under or over whatever range you think is acceptable.

ashen stag
#

People don't pick avatars based on their real world height. If anything the height that only matters is the height relative to other avatars

cold plank
#

then why suggest 5 foot 6 at all

ashen stag
#

Because that is in average in game

cold plank
#

I can tell you, with all the confidance in the world that the average is probably more like 3ft lol

#

not that I think that should be the minimum lol

ashen stag
#

Lolis and very short avatars don't count, I'm talking about normal humanoids

cold plank
#

if you're going by normal humanoids, let's say TDA or Sour or LAT base MMD mesh?

#

Average is 4ft 11

#

and below

#

more on the below side

ashen stag
#

Ok, then you get all the tall Spartans and other game rips and bam, 5'6 average

cold plank
#

the percentage of those vs remixes of open mmd models is like 60:1

ashen stag
#

That depends on your friend group

cold plank
#

I'm an authority on this, trust me. ACross the game in average, it's 60:1. I thought we were talking about the entire playerbase?

ashen stag
#

Even then the default avatar row is not exclusively anime, so it shouldn't be as short as anime

cold plank
#

that's because the default avatar row has to be unique models and there's selection bias

#

but yet the most popular ones by far are 2a-7s LC and similar

#

just like it was unity-chan before

#

who btw is 4.10

#

meiko too

#

who is super short

#

I dunno, just an opinion, I appreciate the feedback from you folks

ashen stag
#

Gonna be honest I don't even look at the public avatars row or even use public avatars. I'm tall biased so for me 6 foot is normal

cold plank
#

mmhumm, I get that. I've spend a lot of time with a massively wide variety of people in the last almost 6 years and I think if they polled the userbase the result would be clear

#

a really easy way to figure that out would be to look at the most popular avatar ids in the database by usage over the last 12 months

#

I DON'T think they should base the suggestions on that though, something fresh would be really cool

#

I'm sure most of you agree

latent charm
#

I think you're making a big deal over nothing and that the ranges posted are fine.

cold plank
#

I think the minimum height is almost a foot too tall

#

That's really my only gripe

#

and if it negatively impacts the selections that sucks

ashen stag
#

Minimum height is there because the hand menu starts breaking when your avatar is too small or too large, depending on the world

#

If the camera cut off is too soon then you can't even use the menu as a tiny avatar

cold plank
#

I make my avatars to exactly my own height, with my own proportions. If I was to do that for my wife, it would be 6 inches shorter than that.

#

that's all I'm sayin'

ashen stag
#

I don't have a single avatar that's my exact height, it ranges from 2 feet tall to 7 feet

cold plank
#

and she's taller than most of her friends.

#

so if furnature and props are scaled to global averages, as they arre in the real world, 5.6 is asking a lot

digital harness
#

i dont understand the 3d model making 😦

fringe rock
#

It's an art in making

silent junco
#

My avatar size goes from 30cm to 3 meters

slow zealot
#

the cats plugin really dislikes this model ...hitting fix model destroys the weighpaint of the shoulder bones and after manually fixing the armature and getting cats to add eye tracking this happens

#

all weightpainting gone except for the hip bone area

small cloud
#

manually fixing armature

#

to me that seems to be the issue, it's you did something wrong and not cats breaking it

cobalt prism
#

Hello Ladys and Gentleman, is there someone who knows how to edit vsimes? Example: Adding a Piercing to the toung and it will move with the Vrc visimes like (AA) pls PN me if you have Knowlege about that.

ashen stag
#

You have to edit each blendshape manually in blender and move the piercing where it would be when the mouth is in that position

cobalt prism
#

yes ive benn told that before but i still dont know how to do that

#

is there someone who can show me or have a video about it?

ashen stag
cobalt prism
#

this is about creation not editing

#

but its fine someone helped me thenk you anyways

ashen stag
#

Editing and creation is the same thing but whatever

cobalt prism
#

no its not

ashen stag
#

If you know how to create a viseme you'll know how to edit them, I linked the video because it shows the location of the menus that you would need

cobalt prism
#

oh yeah thenk you but i m not new to blender its just i never needed to play around visims and the Vrc shape keys are made in cats thats why

#

but dw i know how to do it now thenks my lad πŸ™‚

silent junco
#

It’s literally the same method

warm jetty
silent junco
#

When you walking

warm jetty
#

just finished clothes for adventurer Mishe

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weight paint was hell as always

silent junco
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Make it do some animation to test the rig

steady zealot
#

Anybody know how to fix these normals on the Blender side of things without setting the import settings in Unity to Calculate the normals automatically? I guess the issue was created when I used a mirror modifier on a mesh with custom normal data.

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left is how it currently looks, right is how I want it to look (but without letting unity automatically calculate for me)

vivid crater
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In blender edit mode select all and search up set normal from faces

steady zealot
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didn't work

vivid crater
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Do you have it set to smooth or something too?

steady zealot
#

no the edges are sharp

silent junco
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Do you have sharps marked

steady zealot
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yes

silent junco
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Unmark then

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Them

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Do it with a duplicate

steady zealot
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Why would I unmark the sharp edges?

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I want them to be sharp

vivid crater
#

how does it look in blender anyway?

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or rather, does it look fine in blender

steady zealot
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yes

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It looks fine in blender in matcap

tepid wagon
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What do you have in export settings in Geometry -> Smoothing?

silent junco
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It’s for testing

steady zealot
silent junco
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You can also rip the edges I guess

tepid wagon
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Can you try changing smoothing to edges only?

silent junco
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Changing blender settings will not really change anything

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Seeing as it’s blender settings

steady zealot
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changing to edges only seems to have sort of worked

tepid wagon
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some different issue?

steady zealot
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yeah..

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second image is what it's supposed to look like

tepid wagon
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A hole appeared in it?

silent junco
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That’s probably a normal facing the wrong way

steady zealot
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Not a hole

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this is the gemoetry

silent junco
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Oh

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Odd

steady zealot
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there's a tiiiiiny hole in the middle, so I could unwrap it as rectangles (quads) to position the UVs along an edge

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like a trimsheet

silent junco
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I have no idea

tepid wagon
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Are you planing to make a texture on it that will be easier to make flat and it will wrap in round shape on the mesh?

steady zealot
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I'm using an existing texture

tepid wagon
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and it is rectangular?

steady zealot
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yes

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Technically it's reused from another part of the mesh

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This model is essentially a heaaaavily edited model

tepid wagon
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would it be ok to spare some tris to make an edge loop around the opening?

steady zealot
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As in I made the blade from scratch and am using the textures on the original model and trimsheet style UVs around that

silent junco
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Are you using any other map than texture map

steady zealot
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normals, ao, spec

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but the normal map is flat

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in that part

silent junco
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Can you show them for that part

steady zealot
silent junco
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Spec?

steady zealot
silent junco
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Ao

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So it doesn’t appear to be a texture issue

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That’s good

tepid wagon
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Do you have sharp edge around this micro opening?

silent junco
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He has

steady zealot
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I think so

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but I can't get close enough to check

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is there a zoom extents shortcut

silent junco
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Control scroll wheel?

tepid wagon
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I understand you don't want to try making another edge loop around the opening to see will it keep it from expanding? Those are triangles though so you gotta use "I" key instead and delete the outer edge loop cos it will be unnecessary

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Actually they may be quads

steady zealot
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It is marked as sharp

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anyway, yeah, the circle is made of quads

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that's why there's a small hole in the center

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so that they aren't tris

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so why does setting export to edges only fix it?

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is there no way to fix the normals?

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no kind of reset?

tepid wagon
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I don't know. I only remember making model and exporting with edges smoothing was always exporting correctly while with normal smoothing it was adding random sharp edges so I thought I could try telling you about it and maybe solve the problem

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Do you can Textools addon @steady zealot ?

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Nvm I just tested something and it isn't working after all. Sorry for the ping

steady zealot
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np

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i'm gonna leave it for now

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thanks for all the help~

spiral sigil
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Can someone leave a link for the unity that I need to export my model?

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Please?

steady zealot
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this will help you get set up

spiral sigil
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Thank you so much

steady zealot
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Np

stable edge
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kinky.

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truely words from a prophet

warm jetty
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just start making new clothes

vivid crater
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Cover up them toes, scandalous harlot

spiral sigil
#

Does anyone know how to make a model gradually thinner or fatter when selecting a group and such using this

edgy kiln
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i kinda want to make a vrchat model but i dont know how to do ANYTHING

trail forum
#

Im in the same boat. Ive been watching tutorials, but I really want to learn how to change out the hair and eye colors and clothes what have you

hollow radish
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learn the basics first so you get an idea of what to search for specifically

trail forum
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Do you have any suggestions on where to start? I've seen some tutorials on how to port them and everything, or even optimize them before putting them into unity and all that. At this point I want to just learn how to change up the models.

hollow radish
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well, materials are assigned to polygons on a model

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each material can have a texture or just a plain colour

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each mesh can have 0 or more materials

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changing clothing depends on what you want to go for

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some people make clothing from the body itself cause it saves time and the clothing bends similar to the body

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since similar topology

trail forum
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Ah? Rather than using downloaded things?

hollow radish
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downloaded things?

trail forum
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I saw tutorials how they downloaded clothing from deviantart, imported it, and then attached it to the model

hollow radish
silent junco
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Textures could use some improvements

echo kraken
#

hey hey hey

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is anyone awake?

oak notch
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Yes

echo kraken
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yes!

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hello

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can you help me?

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can some one help me with the blender cats plug in? the i dont know how to get the plug in in cause user prefrance isnt poping up

iron schooner
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okay but you like

onyx juniper
spiral sigil
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Do you have the mirror modifier on?

echo kraken
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Can anyone help me?

spiral sigil
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Sure, watcha need

onyx juniper
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@spiral sigil Yes mirror is on

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The painted bones have .l and .r designations though

spiral sigil
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Well there you go, that's your problem.
Apply the mirror and start painting

onyx juniper
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That's BS, I've not had this problem before with painting weights on limbs with active mirror modifiers

indigo stirrup
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Everything on Google is about disabling them

echo kraken
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@spiral sigil can u help me with the blender cats plug in? the i dont know how to get the plug in in cause user prefrance isnt poping up

indigo stirrup
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press ctrl-alt-u

echo kraken
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nothing is happening

indigo stirrup
#

Are you using Blender 2.8/2.81 or 2.79

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look in the menubar

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under edit

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at the bottom

echo kraken
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i clicked prefrences

indigo stirrup
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if you alt-tab, is it there

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the last time a bug that caused the settings window to not show up was reported in 2.78, so like many many years ago

echo kraken
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ok i got it open

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i tried putting the add on on but it didnt worl

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work

indigo stirrup
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  1. dont extract the zip
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  1. just import the zip directly
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and most importantly

echo kraken
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but cats isnt connected

indigo stirrup
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check testing at the top

echo kraken
indigo stirrup
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actually, what did you download

echo kraken
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??

indigo stirrup
echo kraken
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whats that?

indigo stirrup
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nevermind then

echo kraken
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?

indigo stirrup
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if you'd downloaded the github repo instead of a release that would've explained stuff

echo kraken
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oh im sorry

indigo stirrup
#

and actually I checked, CATS' is supposed to show up under Community...

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And now I have no idea, either it's something that's super obvious to me but that you're doing wrong

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or your Blender is fucked

echo kraken
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did i download the wrong one?

indigo stirrup
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no thats the right thing

echo kraken
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I'm completely lost and worried i did something wrong

indigo stirrup
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I'm even more lost

echo kraken
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im sorry

indigo stirrup
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nah nah, its fine

echo kraken
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um so now what?

echo kraken
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hello?

quaint jasper
#

You should really follow the tutorial on the cats download page or any tutorial on YouTube, this doesn't seem to be working

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It's usually a few simple steps

echo kraken
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i looked at tutorials but

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that is the one thing that gets in the way

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i cant put cats onto blender

quaint jasper
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Then you enable the add-on and click save

echo kraken
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i ment cant

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sorry

quaint jasper
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Are you seeing errors ?

echo kraken
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what do you mean by errors

quaint jasper
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Why are you unable to add it to Blender

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Which blender version are you on ?

echo kraken
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that is the one i downloaded

quaint jasper
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Get 2.8 basic then

echo kraken
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k

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wait whats the diffrence?

quaint jasper
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Add-on support and reliability

echo kraken
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also how do i get 2.8 basic?

quaint jasper
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On blender's website

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Should be the first Google result

echo kraken
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but this is the most recent

quaint jasper
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Doesn't matter

echo kraken
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ok

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its not letting me

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only letting me go to 2.81

quaint jasper
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then look for mirror downloads of 2.80 elsewhere

echo kraken
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isnt 2.81 add on support and reliability

indigo stirrup
echo kraken
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oh shit thank you