Pink you are amazing. I am a beginner making my first avatar and the Zoichi downloaded had no Blink Blendshape and i really needed one made or else it would have a death-stare on people forever! THANK YOU, i'm going to start working on this now. You're amazing for all beginners out there
Best of luck! one thing you can try doing is separating the eyes from the body while making the blink shapes. This means you can sculpt without breaking the eyes in the process!
Always go to your channel when I need help with something, I learn smth new everytime! Today I added a corset to an avatar and I wanted to create this exaggerated look with it but I knew I would need to learn how to create a shapekey! Now I know and I'm so excited!!
This is dope, homie. I'm working with an avatar that uses bones for the facial expressions instead of visemes, and now I have a good idea of how I want to handle the project. Tysm, boss.
omg thank you i have been trying to add hair to the mamagen avatar and i have finally got it to work thank you so much PxINKY keep up the great work much love from another Pinky
Doesn't work. The model gets imported with the component "Mesh Renderer" instead of "Skinned Mesh Renderer", and changing it manually after the import doesn't make the blend shapes work.
I have been attempting to add the Joker model from MK vs DC universe into Vrchat, and found out it had no bones, blend shapes, animations, and is unoptimised. This video will find to be very useful
Hi! Your tutorial is really good! Right to the point and easy to understand! But I have a question: you see i'm thinking about making a cyclops but not sure if it maybe possible to make it has a blendshape... What you think?
I've been having some trouble with this. I am trying to add a blendshape for clothes-fitting, but every time I export the fbx from blender, the mesh disappears in unity. It's there, but I can't see it. I followed the instructions in this video exactly, and even tried messing with the export apply scalings. I made sure to disable leaf bones and bake animation too. It seems no matter what I do, the mesh just doesn't want to render at all. I'm pretty stumped, any advice would be appreciated.
I was just wondering why not set the scale to zero to get the items to disappear. It seems to have the same effect in Blender but I was wondering if Unity can't handle it when the scale goes to zero.
I don't fully understand what you mean by this, you totally can scale stuff down to 0,0,0 in both unity and blender This tutorial is based on making shapekeys, Shapekeys size a mesh, not all meshes are associated with objects / bones that can be scaled in unity, hence why I made the video
@@PxINKYUsually I find that Unity has trouble whenever I try to import it if I don't follow the tutorial perfectly. You scaled your hair down low, but not to zero, and then hid it inside the head. I was asking if there was a way I could just scale it to zero so as to not need to do the extra step of moving the object into the model. I was quite happy with the result as I never tried making shape keys before watching your tutorial.
@@Suzuki_Hiakura OH appologys! Yes you can scale it to 0, you can do this easily by holding shift while scaling it with S to do increments of 0.1 then it allows you to get to 0 with ease!
No, Blendshapes can only effect current verticies, they can not add or remove verticies (tho they can shrink them very small) But blendshapes themselfs are slightly unoptimized, so they will add a tax to your avatar (very small one however)
Thanks for this tutorial. Could you make a video on how to add multiple toggeable props/accessories with write defaults off? If that's ok with you of course, thank you
Blendshapes are data that are assigned to the mesh AKA the body The Blendshape data tells the mesh how to move the vertices (your mesh is make up of a ton of little dots that connect to make it look solid) So when you tell X mesh to move like Y, and you make that into a Blendshape, you are basically telling it to move vertice14530-14580 to location x,y,z.
@@QuinceCoyote 2 things to check does the object selected show to have some blendshapes in blender? and not in unity? How are you importing it? Feel free to reach out on discord
You exported on the wrong settings try changing the "all local" to "fbx all" or viseversa alternatively you can go to the rig view in unity and hit "reset" then "force tpose" and hit apply
This was incredibly helpful, especially the L select in Blender. (I finally can get rid of the transparent eye shell on the model I have and properly port to quest) This is kinda close to what I'm attempting to do (absolutely clueless ngl). Trying to edit the verticies of the body mesh itself, but the model dissapears from the scene in unity when the original FBX is overwritten. Any suggestions Pinky?
You either need to not unpack the prefab or us pumpkins avatar tools to carry over the modifications (step on how to do this is in the tail tutorial i made)
@@PxINKY that's the issue I'm having, the keyshapes work fine and the model it's self is decent, but whenever i try to export it as an fbx (with the leaf bones and baking animators off) it doesn't seem to show up
@@PxINKY if you mean like, having a new fbx for it instead of replacing the old one, i've been doing that all the time, and no results have changed from it
If its not attached / a separate object, you can just toggle the object its self If its attached but not a part of the body, you can scale the size to 0,0,0 and make it completely disappear
you probably didnt pack the prefab, but you can fix that with the use of pumpkins avatar tools I have a video (my tail video) that shows how to do that!
@@PxINKY Thank you for the quick reply. In Unity, I’m using VRCFury and when I try to enter play mode, it insists my model isn’t humanoid? Does your other video address that? 🙏
@@PxINKY Sorry, I already solved the problem, it turns out that all blendshapes disappear if the object has "mirror" modifier. I applied the modifier and after that everything works. Thank you.
Pink you are amazing. I am a beginner making my first avatar and the Zoichi downloaded had no Blink Blendshape and i really needed one made or else it would have a death-stare on people forever! THANK YOU, i'm going to start working on this now. You're amazing for all beginners out there
Best of luck! one thing you can try doing is separating the eyes from the body while making the blink shapes. This means you can sculpt without breaking the eyes in the process!
Always go to your channel when I need help with something, I learn smth new everytime! Today I added a corset to an avatar and I wanted to create this exaggerated look with it but I knew I would need to learn how to create a shapekey! Now I know and I'm so excited!!
concise as fuck, thats what we like to see! thank you. in another life you would make amazing game development tutorials haha
Thank you so Much, for the longest time I had been researching on how to make breast and tummy toggles!!
AAAAAAAAA IT WAS JUST WHAT I WAS LOOKING FOR!!!! thank you very much ^^
This is dope, homie. I'm working with an avatar that uses bones for the facial expressions instead of visemes, and now I have a good idea of how I want to handle the project. Tysm, boss.
my model is completely broken after doing this. changing the scaling to fbx all fixed it! thank you for mentioning that step
omg thank you i have been trying to add hair to the mamagen avatar and i have finally got it to work thank you so much PxINKY keep up the great work much love from another Pinky
ive always had an interest in this, thank you!
Nice and simple. I use Maya but the process is very similar!
Never used maya, but thats a good thing to hear!
not wasted, thanks for the tutorial helped well
Glad to hear, have a good day!
Doesn't work. The model gets imported with the component "Mesh Renderer" instead of "Skinned Mesh Renderer", and changing it manually after the import doesn't make the blend shapes work.
Excellent, thank you sm! Your guides rock
Best tutorial ever! so quick! worked perfectly! thankyou!
I have been attempting to add the Joker model from MK vs DC universe into Vrchat, and found out it had no bones, blend shapes, animations, and is unoptimised. This video will find to be very useful
Hi! Your tutorial is really good! Right to the point and easy to understand! But I have a question: you see i'm thinking about making a cyclops but not sure if it maybe possible to make it has a blendshape... What you think?
Its possible to use a blendshape to shape the face and move an eye, but itll be a learning expirience for sure!
Give it a try!
Look forward to more videos ....hoping for a video for those new to this....
More coming soon!
Very well explained! Thx
Great video! Thanks for posting!
I've been having some trouble with this. I am trying to add a blendshape for clothes-fitting, but every time I export the fbx from blender, the mesh disappears in unity. It's there, but I can't see it. I followed the instructions in this video exactly, and even tried messing with the export apply scalings. I made sure to disable leaf bones and bake animation too. It seems no matter what I do, the mesh just doesn't want to render at all. I'm pretty stumped, any advice would be appreciated.
This didn’t work for me? After it got done loading in Unity the whole body disappeared and the clothes? Idk if I did something wrong lol
Could be how your avatar is set up / edited in unity. Try making it a prefab before exporting
also
I was just wondering why not set the scale to zero to get the items to disappear. It seems to have the same effect in Blender but I was wondering if Unity can't handle it when the scale goes to zero.
I don't fully understand what you mean by this, you totally can scale stuff down to 0,0,0 in both unity and blender
This tutorial is based on making shapekeys, Shapekeys size a mesh, not all meshes are associated with objects / bones that can be scaled in unity, hence why I made the video
@@PxINKYUsually I find that Unity has trouble whenever I try to import it if I don't follow the tutorial perfectly. You scaled your hair down low, but not to zero, and then hid it inside the head. I was asking if there was a way I could just scale it to zero so as to not need to do the extra step of moving the object into the model. I was quite happy with the result as I never tried making shape keys before watching your tutorial.
@@Suzuki_Hiakura OH appologys!
Yes you can scale it to 0, you can do this easily by holding shift while scaling it with S to do increments of 0.1
then it allows you to get to 0 with ease!
interesting, thanks!
thank you so much!
Thank you
Any time ^-^
Hi amazing tutorial, can I ask how can I hide/delete a blendshape on the body when toggling on hair/clothes/fur ect?
Yeah, you would just need to include that blendshape within the animation for the first
Aka set them both to 100 in the animation!
That's very helpful, thank you so much!
great video! but what about LODs?
Apology's, but I don't understand the relevance of LODs to the video?
Or are you asking if I can do a video on LODs?
what happens if its only a asset instead of fbx?
there will be an FBX, just click on the mesh area till you find it
All ive seen is .meta or .asset @@PxINKY
was wondering why i couldent find the value bar but i needed to add a base key first
i have a question, by this method does it multiply the polycount of the character for each blendshape?
No, Blendshapes can only effect current verticies, they can not add or remove verticies (tho they can shrink them very small)
But blendshapes themselfs are slightly unoptimized, so they will add a tax to your avatar (very small one however)
@@PxINKY i understand thank you
dont know why but my avatar just dissapears after importing, could it have to do with the scaling? i need halp!
It could be due to bone edits across versions, reach out on discord for 1 on 1 help
Omg thank youuuu!!
when i click L, it just selects the entire body instead of the part i need, does anyone know why??
Thanks for this tutorial.
Could you make a video on how to add multiple toggeable props/accessories with write defaults off?
If that's ok with you of course, thank you
what is a blendshape exactly? that looked like "animation"
Blendshapes are data that are assigned to the mesh AKA the body
The Blendshape data tells the mesh how to move the vertices (your mesh is make up of a ton of little dots that connect to make it look solid)
So when you tell X mesh to move like Y, and you make that into a Blendshape, you are basically telling it to move vertice14530-14580 to location x,y,z.
i downloaded a body part thats suppose to have blendshapes and i did everything their tutorial says and also this tutorial but they arent there? D:
weird, mind being a little more specific?
like i dont see any "blendshape" menu on the side bar!@@PxINKY
@@QuinceCoyote 2 things to check
does the object selected show to have some blendshapes in blender? and not in unity?
How are you importing it?
Feel free to reach out on discord
Can you do this with facial expressions
yes, as expressions are just shapekeys!
OH thanks I can finally make my Blu avatar from rio :D@@PxINKY
watched video and broke my avatar trying to mess with shapekeys now my avatar looks like a stick what did i just do?
You exported on the wrong settings
try changing the "all local" to "fbx all" or viseversa
alternatively you can go to the rig view in unity and hit "reset" then "force tpose" and hit apply
@PxINKY got it thanks
This was incredibly helpful, especially the L select in Blender. (I finally can get rid of the transparent eye shell on the model I have and properly port to quest)
This is kinda close to what I'm attempting to do (absolutely clueless ngl). Trying to edit the verticies of the body mesh itself, but the model dissapears from the scene in unity when the original FBX is overwritten.
Any suggestions Pinky?
You either need to not unpack the prefab or us pumpkins avatar tools to carry over the modifications (step on how to do this is in the tail tutorial i made)
i have been trying to add a blendshape to a model im working on for expressions, but it doesn't seem to work, could you perhaps help me?
Sure, does it show up in unity?
@@PxINKY that's the issue I'm having, the keyshapes work fine and the model it's self is decent, but whenever i try to export it as an fbx (with the leaf bones and baking animators off) it doesn't seem to show up
Thats super odd, what if you export it as a copy instead of replacing it? does it show up then?
@@PxINKY if you mean like, having a new fbx for it instead of replacing the old one, i've been doing that all the time, and no results have changed from it
hmm, this may require a discord call or smthn. Ive never seen an issue like this
1:55 I wonder what does the Femboy shape key do
Btw good tutorial!
it slims the model down without giving it breasts, so its like female without the female :3
What if the object i want to make invisible is not attached to the body?
If its not attached / a separate object, you can just toggle the object its self
If its attached but not a part of the body, you can scale the size to 0,0,0 and make it completely disappear
Thanks,but instead of doing hair it was like something from inside of a model coming out (the head) like a animation
It doesn't have bones but I'll try
It doesn't work when I export it to the fbx it only makes my Avatar Invisible
This may be because your avatar has modified armature, i have a fix to this in my tail video!
@@PxINKY I fixed the problem with a different solution
@@PxINKY I found the problem the armature was too big
@@ghosticshadow4968 how did u fix it? im having the same problem
@@ghosticshadow4968 apologies for the necroposting but can you explain how to fix it? im having the same issue but nobody is explaining the fix
My body mesh has vanished completely, in my Unity project. Great.
you probably didnt pack the prefab, but you can fix that with the use of pumpkins avatar tools
I have a video (my tail video) that shows how to do that!
@@PxINKY Thank you for the quick reply. In Unity, I’m using VRCFury and when I try to enter play mode, it insists my model isn’t humanoid? Does your other video address that? 🙏
@@PxINKY I didn't find this video of yours, what would be its title?
Tail swap video with the nardo avatar
how to turn female avatar into a male next
I have a problem. My model not have blandshapes property in unity (FBX) but i have a many blandshapes in blender.
That is a weird issue, are you sure you are looking at the right mesh?
@@PxINKY Sorry, I already solved the problem, it turns out that all blendshapes disappear if the object has "mirror" modifier. I applied the modifier and after that everything works. Thank you.
thx god, u saved me lol
so in game would the blendshape work ? like for example if you toggle the hair on would the blendshape do it’s job ? if that makes sense 😂
Yup, if you follow my blendshape toggle tutorial!
@@PxINKY okok sorry jus wanted to reassure thank you this helped a lot 🤍