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Dein-Ra

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A member registered Mar 21, 2024 · View creator page →

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Broken at what point and in what way? In Blender or post-export?

Yes that is the plan, you just copy the back zipper and padlock and place it on the head.

You're welcome. ^_^

*.rar added to the list of downloads.

Okay, looks like I provided the old version of the padlock, which indeed didn't come with a key back then.

I can add a *.rar that has the old padlock textures temporarily until I've updated the *.blend with the new padlock.

My Discord is deinra.

Thank you for bringing this to my attention. 

If they bought them and only using them there for personal use and not for redistribution, I can be fine with that.

However if they're redistributing the assets, then I got a problem with it.

I wouldn't know, never touched the stuff.

Not against the idea, but I'll also have to take a break from more requests as they've piled up a bit.

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.

Maybe? Not sure how to design a believable bridle around those large cheek floofs. Hence why I've not even made a muzzle for it.

You mean the Latex Outfit II? I don't know, this would have to sell well for me to consider it.

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...".

It's a lot of re-do work on what I made years ago. So, probably not? :/

Need bought copy of the avatar I'm making for, of course. Though, I'm taking a little break from commissions and requests. 

I'm deinra on Discord.

Can't promise that. Looks like I made this during 1.6, though I have't checked what really is the difference between those versions.

Crashes it? That's new. Usually if the version is wrong it opens the default scene with cube, light and camera. I recommend using a newer version, though. 3.4 is archaic at this point.

I'm "deinra" on Discord.

Here they are!

https://dein-ra.itch.io/scaledwyvernharness

https://dein-ra.itch.io/scalwyrmwingbndr

https://dein-ra.itch.io/scaledwyvernmuzzle

I suppose I can do that, but I can't upload it here due to the 1Gb file size limit. Will have to be on my Google Drive.

O'whoops! Just another thing I forgot to set up here.

I'm not against that idea, we'll see.

Astrawolf is in the pipeline. Just so early I can't say what will be made, or when, for it.

Problem with that is it that the SP file would include the avatar mesh and I can't redistribute that, obviously. Even if not rigged.

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?

I have the harness use the same Armature as the avatar in blender (and skinned to the avatar mesh, or course), then export it as either FBX or glTF to Resonite, where it's then made into a playable avatar in-game. I don't play on VRC, so I don't now how anything is set up there.

Staring at the screenshot won't do much, yet here I am gawking at it in sheer bafflement. I think we've tried everything? The harness does have the blendshapes to hide the thigh straps, if they're the only ones acting up. Does the problem persist once imported to VRChat?

Should be the option to download the package now; which contains the harness, its textures and armature.

Not with the avatar in it.

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.

Last thing I can think of is to check/apply transfomations in Blender. But as you say the problem only occurs once in Unity. Could it be that there's confusion with bones/vertex groups in Unity, where the harness wants to 'follow' another bone of similar name?

It's too bad the issue is in Unity as that's not my forte (I play on Resonite).

Not sure if it helps, but when you export to FBX, did you set Path Mode to "Copy"?

Wait. Does it look fine in Blender? The harness clipping occurs once in Unity?

Matched those blendshapes in blender and I don't have that issue on the thigh.

Now I suspect that there's armature mismatch? Did you first Append the harness in Blender to the Viwi, assign them both to use the same Armature and then export that to Unity?

What blendshapes are active in this image?

A bit hard to see what is going on without images. The Viwi does have a 'contemptuous' amount of blendshapes to contend with, some of them doing almost the same thing as another. Mismatch was probably inevitable?

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.