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(side note: since I'm trash at using 3d model programs, I'd rather do the JSON file for all the things like radius, height, etc.)
Do add me if you want to help.
Thank you for the very complete guide, but since it's my first time rummaging in Unity I might have missed something or done something wrong.
- During the BlendShapeClip step (4.3 - page 13), I have the same BlendShapeClip list, but I don't have any mesh slider displayed like on the screenshot. Did I miss something or could you please tell me if there is a way to "link" a mesh to a BlendShapeClip ?
- And just for confirmation, for the collisions (4.4.4 - page 18), we have to add a Spring Bone for each element before right ? (ie : 1 for each "paw").
I can see the character ingame, but right now itis folded in two ^.^ but it might be because I'm not finished with the configuration yet.
Thanks in advance and thanks for your work on the game.
PS : if someone find a VRM of the original DX Megazord PLEASE share the link
You'll likely need to navigate the basics of Blender to be able to prep other types of models for Unity.
Some models also just "won't work" for this. The bone structure is too jank, or someone screwed up the rigging, and it would take a complete rework.
I found the best way to work is to limit my workflow to:
- Use blender to save out a model to a format Unity likes (fbx works), and create swallow blends as necessary
- Check model in unity to make sure the rigging came over and if so, if the bones don't give errors.
- If the bones give errors, check to see if you just need to select the correct bones from the list (if they are nested improperly, or missing, you'll likely have to pass on this model without digging further into it)
- Once you create the blend shape and have it selected, you can just start shaping the model, the edits will only apply to the new blend shape, as long as you have the basis created first.
- For collisions you do NOT have to have a Spring Bone. Spring Bone is for movement, as is my understanding. Spring bones can have collisions applied, however.
- Good luck with the VRM, in my experience, VRM is created just for Vtubing, and so your options will be very limited as to what is available. You may have more luck trying to find an existing blender/fbx/obj file and importing into Unity.
I might write a tutorial of my own once I clean up the process that's worked for me.
What Asheru said!
As rules go, the Steam Online Conduct is binding and covers a lot of ground, I think!
There's no reason why non-furry models shouldn't be allowed—generally you are allowed to do whatever you want with the mods, as long as it...
The last point there is vague—all it means is I'm going to try to keep an eye on the workshop and will make executive decisions, should they be necessary!
(But rest assured that I'm not going to shoot down a character mod, just because it's not furry enough, haha.)
Is it possible to provide a sample (basic) VRM model, or a file with ideal rigging set up for the game?
I've had moderate success so far, but trying to rig my own models to work with the game has been hit and miss. I'd like to know what type of structure would be ideal to not encounter too many wonky animations.
Thanks, if possible!
Oh, what seems to be the problem with your rigs? The kind of rig that should work best with the game should be fairly standard—in theory, anyway
I think I'm asking about the default pose used in the game. Some models seem to work ok with the arms being outward enough, others seem close to their chest affecting future animation. Wondering where it would be best to edit that to make it function better in game...blender...unity?