Add Hair Ears & Tail to your VRChat Avatar in Blender EASILY, Merge Armatures & Add Alpha Materials

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  • Опубликовано: 11 сен 2024

Комментарии • 19

  • @0ne-Onee
    @0ne-Onee 6 месяцев назад +11

    Really liking all these tutorials , its nice because a lot of tutorials are around 2 or 3 years old or possibly even older lol

    • @AskAmberOfficial
      @AskAmberOfficial  6 месяцев назад +2

      Yeah just like my older ones hahaha I am so glad I decided to make new videos!

  • @nana_0822
    @nana_0822 21 день назад

    Thank you for this! I love watching this series to get better at making my own avatar! I also love that this shows how to add ears because the ears I got were close together and I didn't like it. I wasn't sure how to separate them evenly

  • @WinseAndWepeat
    @WinseAndWepeat 6 месяцев назад +3

    Thanks for putting in the huge amount of time and effort to make these tutorials. I've even more impressed by the how methodically complete your process descriptions are, they cover any possible question or confusion that might come up for people who don't know Blender as well as you do! The info that you're covering is especially useful for me as I import and prep VRM avatars from Blender --> Unity, and most of the time I have to spend a lot of time fixing up the models before exporting to a Unity-friendly FBX. Been sort of stumbling along in Blender, but your videos help me out tremendously!

    • @AskAmberOfficial
      @AskAmberOfficial  6 месяцев назад

      I'm so glad these are helping you out! Good luck on your avatar!!

  • @LoafiOfBread
    @LoafiOfBread 3 месяца назад

    What happens if your cats plug in isn't working?.. Hey I'm new to this and your tutorials have really been helping me out!

  • @amoenus_dev
    @amoenus_dev 6 месяцев назад

    Watching and enjoying your tutorials in preparation for kitbashing my avatar while I wait for the base commission to finish :)
    Thinking outloud. I wonder if the best practice would be to rename Top Orange and Green Armatures to Something like avatar and armature (Base) respectively and then for children follow same naming convention - tail, armature (tail); shoes, armature (shoes) etc. But I would probably go even further with naming materials, textures etc. I would be tempted to separate stuff in folders as well. For each item it's own folder and separate `shared` folder for stuff like metal material

    • @AskAmberOfficial
      @AskAmberOfficial  6 месяцев назад

      Fix model often changes the orange name so if you rename anything, do it after all the fixing is done, that would be my recommendation :)

  • @ashleyfrench9109
    @ashleyfrench9109 4 месяца назад +1

    I keep trying over and over but in pose mode my hair doesnt move with my head. Please help.

    • @Airo_19
      @Airo_19 3 месяца назад

      Make sure to parent your hair/ears under the head-bone

    • @Airo_19
      @Airo_19 3 месяца назад

      Hips > Spine > Chest > Neck > Head > (hair or ears)

  • @kaileyleatherwood632
    @kaileyleatherwood632 2 месяца назад

    how do u make to ewar the tail doesnt merge with the body? so i can add physcbones

  • @mrgold64
    @mrgold64 2 месяца назад

    how do you open the Model box thing? the one that fix the model and so

    • @mrsweetkandy7673
      @mrsweetkandy7673 2 месяца назад

      It's a plugin called CATS. Not sure why they didn't mention it
      edit: they do mention it at some point (not directly)

  • @nikkiroma309
    @nikkiroma309 3 месяца назад

    I'm also having trouble trying to get my hair to move with the head.

    • @Airo_19
      @Airo_19 3 месяца назад

      Make sure to parent your hair/ears under the head-bone

    • @Airo_19
      @Airo_19 3 месяца назад

      Hips > Spine > Chest > Neck > Head > (hair or ears)

  • @cherrygirl8204
    @cherrygirl8204 6 месяцев назад

    What if I want add multiple hair,ears,etc? Do I need to merge too?

    • @AskAmberOfficial
      @AskAmberOfficial  6 месяцев назад

      Yes you can merge the armatures exactly as you would a new fbx, but leave the meshes themselves unjoined from the body so you can animate them on and off within Unity when the time comes! Easy peasy!