Hi there! Im a 3D furry artist who specialises in making avatars for VR Chat and VSeeFace/VRM Here i'll likely post videos showing things related to my work but also the odd gaming video or such!
This looks like a really handy trick to know... especially as I may want to create improved furry models later! Each character type comes with its own challenges... but fur tufts like this should be able to render a grease pen "line art" modifier for toon outlines, unlike hair emissions. Cute animated VTube avatar too, btw!
for anyone whatching this,since you are using blender 4.2 now, The ''transfer mesh data'' has been moved to '' link/transfer data'' from ''object'' Menu (object)>( link/transfer data)
Okay so, i assigned the look up,down,left and right blendshapes correctly, but when i use the models on vseeface, the gaze won't track. i need some help...
I havent sat down to watch that 3 hour vod class you did, but wm planning to. Im in university learning tk make videogames but its the first semester. We are however supposed to learn 3D modelling in this class, but our professor has admitted to us its not her specialty. This comment is already such a rollercoaster but the professor then promised us shed take whatever seminars, read whatever books she needs so she can properly teach us the stuff we wanna learn. Anyway looking to you for inspo cos I may or may not want to make my fursona but Semester has been a mess clearly, Ill get around to it eventually
Yeah! My advice with bras is to try and get the edge loops at least towards the bottom of the bra to line up quite close to the model underneath to make sure deformations transfer their best! But I do this with bras a lot when modelling them
Amazing tutorial!~ IS as straight forwards as it gets~ If someone is using blender 4.2 the Transfer data option is not outside in the "Object" menu, everything else is identical~
This actually still works in 2024 which im glad about :3 also this does work on quest now but instead of the Constraints used in this video but instead use the new Vrc constraints vrchat recently added to their update...you have to have the recent sdk and maybe the new unity/ creator companion as well
If that's the case you'll want to check which version of UniVRM you're using with which version of unity! They're specific to each software but if you want one that defo works I currently use 2019.4.31f1 unity and 0.96 UniVRM
This doesn't seem to work for me, unfortunately. Rather, it seems to work in Blender, but as soon as I import to Unity, it looks how it did before as if I did absolutely nothing at all. I must note, I use Blender 2.79 because learning the newer vers is hard ever since I got used to the old vers, but this effect does indeed work in Blender, itself. I should also note, I import my blender files into Unity by having the .blend be directly in the Unity file. Idk, it's faster to just have Unity update immediately after making a small modification to the model than exporting constantly and remembering any settings I chose over and over again, especially when troubleshooting something I've never done before like this.
I think it'll be the using a blend file in place of an FBX will be the issue as it might not be applying the data modifier properly. Little tip so you're not ALWAYS reseting the avatar each time (been there done that), you can actually replace the FBX in windows explorer, so I tend to save the FBX in a folder, then copy that to the unity project with the same name as the old file (For example KaideVRC.fbx) That also makes setting up any FBX in unity a lot more... reasonable. See if it works with an FBX because i'd be curious if it didn't. I also doubt 2.79 blender would cause that issue too.
I've tried newer and older versions of the VRM and Unity packages and I successfully made a model with tracking and expressions a year ago, but with my latest export I'm not getting the Blendshapes proxy script on the VRM. Anyone have a clue where to start troubleshooting?
So the versions I recommend using to avoid issues is unity 2019.4.31f1 and UniVRM 0.96, I've found these just work with the fewest issues currently. Usually when components of the package don't work it's because UniVRM isn't set properly for the version of unity you're working
@@KaideartTook my a while to get to this but finally tried - it almost works. I have the blendshapes editor now appearing with my First VRM but the shape keys don't respond or preview in unity. As a fbx I can preview the blendshapes. VRM even though they are all there they are not responsive - when exporting VRM I d0 get a NoBlendShapesProxy message in the export menu.
so i tried to do the whole vrm thing everything was there except the vrm export tab where file is, isnt there, can anyone help ive downloaded the newest version and even the version just before blw im using unity 2022.3.42f1
I've had issues with the newer versions of uniVRM so I'd recommend trying to use version 0.97, as i've not ran into issues with the export panel using that one!
Hint for the first bit: If you enable snapping in edit mode, you can snap onto things outside the object you're editing. Master how snapping works, and you'll be able to compare angles even faster *and* make them exact.
Your videos are very helpful and informative! Just asking tho, when will you do that part two with breezy? It's been a year, and lots of people including myself need that tutorial 😅
Its a shame you aren't well known. I have never made models or anything artistic before, but just watching your videos is so informative and feels so easy to digest unlike other RU-vidrs.