Pawperty Damage

Pawperty Damage

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Questions about adding Character Models?
Feel free to post any questions here you might have.
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Showing 1-15 of 46 comments
Knittens Nov 26, 2023 @ 1:39pm 
I've been at trying to export a model but I haven't found any online models to use which want to cooperate or are flat-out ready to be used. If anyone would be interested in helping me make a mod for a Puro and Dr. K character in the game, I'd like that. Thanks!
(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.
Last edited by Knittens; Nov 26, 2023 @ 1:39pm
The main thing you are going to need is a model that has the correct bones setup. The more a model is ready for other games such as VRChat the less you are going to need to do to get the model to work in Pawperty Damage.
Knittens Nov 26, 2023 @ 6:18pm 
Well, here's the thing: I can't get the VRM. it only exists as a package or some other file format. I need something which can take the input of the raw model and output it's equivalent in VRM form. and I haven't found anything for it.
Extracting models from other formats you are going to need to look up how to do. There are far too many formats to cover to be able to post here. This is basically assuming that you have a model that is ready and rigged for a humanoid format.
dkg Nov 27, 2023 @ 3:07pm 
Hello, I'm trying my first custom character import from a VRM file from the pack Balsover gave the link in another discussion (thanks a ton for the link btw, it's an impossible task to find free VRM files even if you type "free VRM files" a dozen variants of it !).
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 :steamhappy:
SuperKat Nov 30, 2023 @ 6:57am 
Originally posted by ChillHybrid39:
Well, here's the thing: I can't get the VRM. it only exists as a package or some other file format. I need something which can take the input of the raw model and output it's equivalent in VRM form. and I haven't found anything for it.

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)
SuperKat Nov 30, 2023 @ 7:01am 
Originally posted by dkg:
- 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").

PS : if someone find a VRM of the original DX Megazord PLEASE share the link :steamhappy:

- 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.
Pokemon115 Nov 30, 2023 @ 8:09am 
Are nonfurry models allowed on the workshop? Rules are kinda vague, doubly so cause "steam workshop rules" can be pretty broad from game to game.
Originally posted by Pokemon115:
Are nonfurry models allowed on the workshop? Rules are kinda vague, doubly so cause "steam workshop rules" can be pretty broad from game to game.
As long as they are SFW models.
Dare Looks  [developer] Nov 30, 2023 @ 9:33am 
Originally posted by Pokemon115:
Are nonfurry models allowed on the workshop? Rules are kinda vague, doubly so cause "steam workshop rules" can be pretty broad from game to game.

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...
  • ...does not break Steam's rules
  • ...does not break any laws
  • ...is not sexually explicit
  • ....and cannot get the game in any sort of trouble

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.)
SuperKat Dec 1, 2023 @ 11:30am 
@dare looks

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!
Dare Looks  [developer] Dec 1, 2023 @ 2:21pm 
Originally posted by SuperKat:
@dare looks

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
SuperKat Dec 2, 2023 @ 7:39am 
Originally posted by Dare Looks:
Originally posted by SuperKat:
@dare looks

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?
Blender allows you to edit the models parts such as arm length, thickness, add bones to the model and so on. Unity allows you to import the model and use the model and rig in game. I would suggest learning to edit models with Blender first and foremost if you are having issues. Remember that the animations will cause some clipping issues as not every model is going to be setup as a Digigrade pose like the original characters are. Honestly toying around with your custom model and getting it to work ingame is part of the fun of adding your own touch to the game.
Legata Flavia Dec 21, 2023 @ 5:28pm 
Is there possibility to add human models, either by mod from somewhere, or by DLC character pack in the future? The game looks fun, just Im not really in to furry stuff :o
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