You're welcome! I'll have more tutorials soon that hopefully help with a wide range of things! There's a lot of unique things we can do; and once you know how to do them, they're really easy!
@@Jatsy oh okay i was just having trouble finding any tutorial on how to do that. Like you mean you can actually 3d model an avatar in this game is what your saying?
@@Buionpo You sure can! It's a bit out of my area of knowledge but I know of several people who have made their avatars entirely out of procedural meshes within the game itself.
is it fine if I remove bones in blender before exporting as an fbx for resonite? also, do I have to do stuff in blender to make the avatar performance friendly, or will the game help with that more than vrchat does?
You don't necessarily need to remove bones in Blender before importing your avatar or any clothing, etc. You can remove them in-game if you prefer, but either option works. I'm not sure what you mean by "do stuff in blender to make the avatar performance friendly" but one of the key differences I've seen is, let's say you're adding a jacket to your avatar, you don't need the jacket's armature AND your avatar's armature (unless the jacket has new bones, in which case you only need the new bones that aren't already part of the avatar's armature). Biggest performance issues for avatars are going to be texture size (try to use 2K where possible and only 4K if you NEED lots of small details), having lots of people in a session (just due to how the current IK system runs its calculations which is on the roadmap to be fixed after the devs do a major performance overhaul - their current goal), and having lots of dynamic bone components. You can do the VRC thing and add one DB component to the hair root but a small amount will still be ok
so 2 questions 1 how do you do those like cool items or stuff that I see people do on here?(like lasers and disconnecting pieces and so on) and 2 is there a Ctrl Z function in this editor/application?
1. Protoflux - the game's scripting language. I have basic tutorial on how to use it to set up avatar gestures. 2. In your context/radial menu there are undo and redo buttons
In regards to the avatar creator setup, if youre avatar has four fingers how would you go about fixing the rigging so it would enable hand gestures? In vrchat there are some quickfixes in unity but im not familiar with any methods using the tool tip.
I'm not sure I understand. If you mean the VRC style of using certain button combinations to make facial gestures I have a video explaining how to do that using Protoflux, the game's built-in programing language, to key controller buttons to drive blendshapes to make those faces. You can also use Protoflux to drive the rotation of finger bones to make hand signs (like how some avatars make the "peace sign" in VRC. There are also community made tools that make things like that easier.
@Jatsy My apologies for not specifying I mean that the hands don't have any tracking right now on the avatar, I'm assuming due to not having the extra finger bones which messes up the automatic process in the avatar creator. In vrchat I can go into the model editor in unity and adjust which bones are assigned. I was trying to find something like that in Resonite.
this is a very helpful vid, my one thing im confused about((and this is befor watching the rest as im at the texturs bit)) is the folders tab i go to my folders and theres nothing in there. how do i get that to work?
I'm assuming you're on a Windows machine. Windows can be kinda silly and hide stuff in your One Drive. The easier method would be to have Resonite open, then open file explorer (either through the SteamVR or Oculus overlay) or using Resonite's "Desktop" tab on the main dash menu, and dragging the files from file explorer directly onto the Resonite window on your PC. You should get an immediate prompt to import the texture. If you're on desktop mode, you can Shift+Click or CRTL+Click to select multiple textures and drag them all at once. When you import them into Resonite, they will import all at once and align themselves into a grid for you.
@@DizzyCooperSarrosong No Resonite looks at your OS's file browser. It doesn't use One Drive. But if Windows is putting the files into One Drive (as it did for me) it will make it difficult to find the files. The built in file browser in Resonite can be used to import any file on any drive you have connected to your PC. So if your files are on D drive or anything other than C, you can back up the navigation. The simplest method is the one I outlined above.
is it possible to redo the head positioning from the avatar creator setup? i do not wish to reapply every texture on a new avatar after getting everything else set up, i positioned it while not knowing you could hide the head and hair as you have shown later in the video, so it is a little far forward
There may be a way that I'm unaware of but the other method is to adjust the avatar's nearclip in the head proxy. You can reimport the model, and redo the avatar creator, then take the materials out of your existing model (aim over the material slot with a dev tip and hold *Grab* then click on the floor or ceiling to have the material orb, then place it into the appropriate slot on the reimport. Personally, I would go the reimport route to have less jank.
@@Jatsy unfortunately i did a lot more than just materials, but if it means polishing the avatar, then it seems my best bet is to simply start over, thank you for the assistance and your tutorials, they've been a huge help
@@mr.z7018 Thank you for the kind words. If you did flux or anything like that, you can pack the existing flux into the new version of the avatar. Just update any references in your flux.
I'm having trouble with a blend shape issue, the model I am trying to import has a blend shape value that I want to change that is purple so its being driven but idk by what, is there a way to see what is driving that value somehow?
I know there's a mod that will show where things are being driven from. Most blendshapes that are being driven by default are either in the eye manager in your head bone or as part of your visemes which I think the drive source is in your head proxy
If you decide to look into the mod, here's a link to the mod github.com/art0007i/ShowDriveSource/releases/tag/2.0.0 You'll also need the Resonite mod loader: github.com/resonite-modding-group/ResoniteModLoader
theres a chance for some reason that the visemes will hijack a blendshape, so check those, had hair on my guy bobbing up and down to my voice because the blend shape to hide it was being driven by my visemes
I’ll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.
Thank you for posting tutorials in this much needed time.
You're welcome! I'll have more tutorials soon that hopefully help with a wide range of things! There's a lot of unique things we can do; and once you know how to do them, they're really easy!
This just reminded me to hurry up and learn how to use unity so I can start preparing my model 💀
Hey, I'm writing out English captions for this video
How may I share them with you so could add them to the video?
Is there no way to make an avatar from scratch in resonite itself with no importing?
You can take literally any object; whether imported or made in game, and turn it into an avatar.
@@Jatsy oh okay i was just having trouble finding any tutorial on how to do that. Like you mean you can actually 3d model an avatar in this game is what your saying?
@@Buionpo You sure can! It's a bit out of my area of knowledge but I know of several people who have made their avatars entirely out of procedural meshes within the game itself.
is it fine if I remove bones in blender before exporting as an fbx for resonite? also, do I have to do stuff in blender to make the avatar performance friendly, or will the game help with that more than vrchat does?
You don't necessarily need to remove bones in Blender before importing your avatar or any clothing, etc. You can remove them in-game if you prefer, but either option works.
I'm not sure what you mean by "do stuff in blender to make the avatar performance friendly" but one of the key differences I've seen is, let's say you're adding a jacket to your avatar, you don't need the jacket's armature AND your avatar's armature (unless the jacket has new bones, in which case you only need the new bones that aren't already part of the avatar's armature).
Biggest performance issues for avatars are going to be texture size (try to use 2K where possible and only 4K if you NEED lots of small details), having lots of people in a session (just due to how the current IK system runs its calculations which is on the roadmap to be fixed after the devs do a major performance overhaul - their current goal), and having lots of dynamic bone components. You can do the VRC thing and add one DB component to the hair root but a small amount will still be ok
so 2 questions
1 how do you do those like cool items or stuff that I see people do on here?(like lasers and disconnecting pieces and so on)
and 2 is there a Ctrl Z function in this editor/application?
1. Protoflux - the game's scripting language. I have basic tutorial on how to use it to set up avatar gestures.
2. In your context/radial menu there are undo and redo buttons
@@Jatsy I see, thanks
In regards to the avatar creator setup, if youre avatar has four fingers how would you go about fixing the rigging so it would enable hand gestures? In vrchat there are some quickfixes in unity but im not familiar with any methods using the tool tip.
I'm not sure I understand. If you mean the VRC style of using certain button combinations to make facial gestures I have a video explaining how to do that using Protoflux, the game's built-in programing language, to key controller buttons to drive blendshapes to make those faces. You can also use Protoflux to drive the rotation of finger bones to make hand signs (like how some avatars make the "peace sign" in VRC. There are also community made tools that make things like that easier.
@Jatsy My apologies for not specifying I mean that the hands don't have any tracking right now on the avatar, I'm assuming due to not having the extra finger bones which messes up the automatic process in the avatar creator. In vrchat I can go into the model editor in unity and adjust which bones are assigned. I was trying to find something like that in Resonite.
@@ReverberatingTenor Ahhh I see. Yeah, in the Hand bone there's a component called "Hand Poser" where all of that can be adjusted
@Jatsy Thank you I will try using the hand poser.
this is a very helpful vid, my one thing im confused about((and this is befor watching the rest as im at the texturs bit)) is the folders tab i go to my folders and theres nothing in there. how do i get that to work?
I'm assuming you're on a Windows machine. Windows can be kinda silly and hide stuff in your One Drive. The easier method would be to have Resonite open, then open file explorer (either through the SteamVR or Oculus overlay) or using Resonite's "Desktop" tab on the main dash menu, and dragging the files from file explorer directly onto the Resonite window on your PC. You should get an immediate prompt to import the texture.
If you're on desktop mode, you can Shift+Click or CRTL+Click to select multiple textures and drag them all at once. When you import them into Resonite, they will import all at once and align themselves into a grid for you.
wait so resonite uses one drive to get files to the file tab? i dont use onedrive its annoying gets full to fast
@@Jatsy
@@DizzyCooperSarrosong No Resonite looks at your OS's file browser. It doesn't use One Drive. But if Windows is putting the files into One Drive (as it did for me) it will make it difficult to find the files. The built in file browser in Resonite can be used to import any file on any drive you have connected to your PC. So if your files are on D drive or anything other than C, you can back up the navigation.
The simplest method is the one I outlined above.
i figuerd out my problem with the files on accident, you need to double click on them to open them apparently
@@Jatsy
We don't do unity here lol
Someone promise me Kentucky Fried Avali's wings
is it possible to redo the head positioning from the avatar creator setup? i do not wish to reapply every texture on a new avatar after getting everything else set up, i positioned it while not knowing you could hide the head and hair as you have shown later in the video, so it is a little far forward
There may be a way that I'm unaware of but the other method is to adjust the avatar's nearclip in the head proxy. You can reimport the model, and redo the avatar creator, then take the materials out of your existing model (aim over the material slot with a dev tip and hold *Grab* then click on the floor or ceiling to have the material orb, then place it into the appropriate slot on the reimport.
Personally, I would go the reimport route to have less jank.
@@Jatsy unfortunately i did a lot more than just materials, but if it means polishing the avatar, then it seems my best bet is to simply start over, thank you for the assistance and your tutorials, they've been a huge help
@@mr.z7018 Thank you for the kind words. If you did flux or anything like that, you can pack the existing flux into the new version of the avatar. Just update any references in your flux.
I'm having trouble with a blend shape issue, the model I am trying to import has a blend shape value that I want to change that is purple so its being driven but idk by what, is there a way to see what is driving that value somehow?
I know there's a mod that will show where things are being driven from. Most blendshapes that are being driven by default are either in the eye manager in your head bone or as part of your visemes which I think the drive source is in your head proxy
If you decide to look into the mod, here's a link to the mod github.com/art0007i/ShowDriveSource/releases/tag/2.0.0
You'll also need the Resonite mod loader: github.com/resonite-modding-group/ResoniteModLoader
theres a chance for some reason that the visemes will hijack a blendshape, so check those, had hair on my guy bobbing up and down to my voice because the blend shape to hide it was being driven by my visemes
how do you get the model prepared in unity i cant find any tutorials?
You don't. Everything is done in game.
cant find anything useful on how to extract unity packages an almost every avi i find is a unity package wtf
open the avi in unity, right click any asset of the avi in Unity and select "show in explorer"
@@Jatsy i fucking hate using unity but i dont see another choice since none of my extractors worked thank you for the help
@@Jatsy thank you for the info i was super frustrated yesterday an it was really helpful
no worries. It happens to all of us! Have fun!