Broken at what point and in what way? In Blender or post-export?
Dein-Ra
Creator of
Recent community posts
I know how to do it in Resonite, but I've not dabbled in Unity much at all, so I can't say how dynabones are even done there let alone on VRC.
But, if it's anything like on Resonite; you first parent the start of the chain to one of the cuffs chain loops, then give the other cuffs chain loop a 'child' object which will be the anchor to the end chain bone of the chain armature. In Resonite (therefore likely in Unity as well), the dynobone config menu has a slot where you assign the anchor as well as how many bones that are in use, which I think in this case is 13.
I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar. Just scroll down until Kurisu-kitsune comment chain, you'll find my response to SierraMute starting with "To combine the latex texture in PS/GIMP...".
Took a bit longer than I wanted but your request made sense, so here it is! - https://dein-ra.itch.io/novabeastgasmask
Been doing this 3D-modeling thing for almost 20 years and I've never come across anything like this. Why would everything work perfectly fine up until the point it's made a playable asset makes no sense. Like from where does the harness find a different armature to follow? Does the plugins you have add one?
Though, I'll mention again the previously mentioned animation Action sets the Viwi armature has in it. They have names like "Action.001", "Export Pose", "FluffyTailPose". They were actually a major headache for me when I was making the Viwi into an avatar on Resonite.
In fact, when I play a few keys forward on any of the Action poses, the armature plays into the Rest Pose. And from the look of things, that thigh strap clipping in like that for you is where it would be when in rest pose.
So, if there is a way to remove those Action poses from the armature, we might be on to something?
On the screenshot I showed, I had done what I always have with Resonite. I bring the avatar, with the asset on it and turn that into an avatar in-game, assuming you do the same in Unity for the purpose of VRC. So, you put it all together in blender. Not assign , in this case the harness, later in Reso'/Unity.
And just to test; if you've got it set up and prior to pressing Play, select the armature and pose the thigh if it's still consistent, or it breaks as well at that point?
So, I opened the original out-of-the-box "viwi174_release_v1_1.blend", to which I appended the harness then to. Then assigned the harness to use the Viwi's original Armature, not the newely post-append Armature.001. Exported them as FBX and unchecked "Add Leaf Bones" just to be sure. Imported it to the unity package with the Viwi in it, dragged it to the scene and give the left leg a pose to see if the rigging holds and pressed Play:
Not so fast. You know I can't distribute the harness with the avatar model, everything set-up ready to go. So, unfortunately there's some DIY by the end-user.
And about being aggressive; You're frustrated. So am I, since I can't yet find a solution to this rather unique issue.
The harness is made for the 'out of the box' version of the avatar, which seems to be 1st for VRChat, and I got it working on Resonite. You're the first to come with me with this problem. You did mention you had some custom set up for the rest of the stuff you've got for the Viwi. I don't know what those are.
Another thing I came up against with the Viwi armature was that it had a bunch of animation/pose groups once brought to Blender, which only came to light once uploaded to Resonite. So this might be that as well? Perhaps Unity wants to play those poses on the harness? Or maybe I'm spit-balling at this point, but that's just something that came to me. If I recall, I solved the issue by removing the keyframes of each and everyone of those poses in Blender.
Looking into the Blender file, the hood has multiple UV-channels. While this hasn't been an issue for me in Blender nor Resonite, it looks like Unity bawls up about it. If Unity doesn't have an option to specify which UV to use, you could try and open the blender file with the hoods in it and remove the irrelevant UV maps from the hood, only leaving the one named UVMap. Then Export that to Unity.
As for why the hood is floating like that is a bit of a mystery, did you assign the model and the hood to use the same armature in Blender before exporting? - The zipper is floating intentionally, it's something the end-user (you) will have to place into position yourself. Some odd bug in Blender I got shown on occasion deletes Vertex Groups if parenting two Armatures that get exported, thus I stopped doing it for the customer, alas.




















































































































































































