VSFAvatar: Proxy Bones (A scuffy Tutorial for the best Workflow!)
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- Опубликовано: 29 сен 2024
- Proxy Bones are probably the best way to set up your VSF Avatars that allow you to update your models quickly, allow for more vertex bone groups, allow for independent animation. ragdoll, and probably a ton of other stuff I forgot.
The Puppeteer script I mentioned (put it in a folder called "Editor"): pastebin.com/D...
Credit goes to Minionsart for writing the majority of the Puppeteer script! / minionsart
Hope this is of help to you, and good luck!
Greetings. I've been messing around trying put an animation into a VSF rig, figured I'd give this a go. I exported the animation from Blender and tried to put it onto the puppet rig set as generic. Problem is it doesn't let you use VSF_Animations unless you export it into VRM first, and you can't export it into VRM as generic.
During the tutorial you put the animation onto your proxy rig, but I wonder how is it different to using a regular humanoid rig? Since the animation is part of the proxy and not the puppet, which I assumed was the whole point.
Long story short, I settled for a basic humanoid import of said anim, which is fine, though it doesn't animate all the fancy bits and pieces that are not part of the humanoid rig. Wonderful tutorial nonetheless.
help, for some reason when I use your method, the dynamic bones will only move sideways, not vertically. they also act differently in general, like they don't move at all when tracking is lost and regained, and on my other models, that causes crazy movement due to the sudden jerk
This tutorial is so neat! Thank you for this. I am wondering how to make it work with Vtuberplus tho? I tried but it's looking wonky when imported there for some reason >.
I sadly don't use it, so if it isn't working in there you may need to contact the author of Vtuber Plus to support VSFA constraints.
For any new Unity user wondering why their model isn't automatically updating after re-exporting (and overriding) your FBX from blender (like it does @17:33) it is because you didn't save your FBX within your Unity project files. Unity creates a new instance/copy of files you drag into the program to reference them locally. So any changes you were making to the original file won't affect the copy in the project.
To fix: Within Unity right click your FBX file (within your Project tab) & select "Show in Explorer". This will take you the folder with the copy, now just replace it with the updated FBX file and it'll automatically update it for you! Preferably after doing this look at where this folder is & bookmark it within Blender's export window so you can save any future changes directly in this folder & have it auto update too.
This is lovely! Only issue I seem to be having is no matter how I import the proxy and the FBX, they both seem to be different sizes. The FBX's mesh and armature scale to 100, same with the proxy, so I fix that and make sure the bones are in the right places. When I import the VRM prefab back in though, the prefab's armature is not in the same place as it was, usually the bones are farther back and in the floor. Would you know what's causing that?
Scratch that. It seemed to be 'Make T-Pose' as my avatar isn't completely humanoid. I had to switch to Make T-Pose (Unity Internal) and that fixed that issue, but animations don't seem to be working now. Ack.
hello, i can't get the blendshapes to work when i overwrite the vrm prefab like you did. are there any possible reasons you could think of that could make this happen?
nevermind, mustve been the usual unity bugs. i deleted the prefab from the scene, dragged the same vrm prefab back in, and now the blendshapes are all there for adding to my blendshape clips NODDERS
That’s great tyvm for the tutorial!
If my character has animal ears/a tail/tentacles/non humanoid parts that are fully rigged, and I wanna animate them, I just need to animate them normally on the original model right?
Yes, just animate them as normal.
Awesome tyvm!
Btw do you know if this also works with blender bone constraints?
I needed this a month ago ;-;
Maybe you need it again in the future!
@@felineentity Oh for sure! Realistically I needed this years ago but a month ago I did such a big project where I kept having to fix things I noticed too late in Unity and of course the standard vrm workflow brought me into a living hell. I'm going to be doing this method from now on~
THIS IS SO INTERESTING! I will definitely see about incorporating this into my workflow! Thank you so much for explaining every step!
super cool and interesting. I am still quite intimidated by rigging itself so I am procrastinating by watchign these wonderful steps that are way further than I am at
Oh I wish I knew this before I manually worked through 7 of my models from scratch! Thank you so much for this tutorial, I'll definitely need it in the future!
What a great workflow! And thank you for adding that last minute haha!
AAAAA this soo cool! But I've run into a problem D:
How do you add any Blendshapes for the export QWQ? I usually use Hana-Tool to insert all my Clips and it can't find the VRMBlendshapeProxy. Manually making them doesn't work because a skinned mesh renderer is missing on the proxy-skeleton >///
Make sure to check the very end of the video, it describes how to get the blendshapes to show up in the proxy. I never used Hana tool so I don't know anything about it.
@@felineentity O M F G I FEEL SO DUMB! XD aaaaaa! Thank you sososo much! >///
This video needs 1 million views. Holy cow this is blowing my mind.
Actually huge, thanks
Based
Epic!
Sorry for asking, but your Blender theme did you make it yourself? And that I really liked it, And I wanted a similar one 🥺
I did not, I got it from a friend ages ago, I don't know where to get it now. 😥
Alright, I'll see if I can find something similar to use, but thanks for replying ❤️