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Description
'a new model of the most introverted mad scientist!!!!
added a few animations such as okabe´s cellphone a can of dr pepper and a can of mountain dew if you feel kinda evil...
manual decimation, texture atlas, weight painting and viscemes.
it uses cubed shader and dynamic bones
also made the cans and the cellphone from zero using sample images from internet hope you like them
i make this project to see my progress in this new hobby and im glad to see improvement from my part so ill be waiting your feedback
source model : https://mmddls.deviantart.com/art/Okabe-Rintarou-DL-375108960'
So, initial blend shapes work and all that is pretty solid. Though, even for desktop play, this doesn't use any of the proper methods of doing gesture overrides. That's why the existing ones are broken (and bound entirely to the forearm). Gesture overrides using props shouldn't be done using blend shapes at all. It's inefficient at best. Just a short bit of info for avatar creation going forward. Plenty of resources for the basics of gesture overrides, after all. : )
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Auto-fixed version available1 fix applied2.9 MB
Optional. The download above is the original file, unchanged. This copy is generated automatically with the VRChat setup problems we could fix already applied.
Upgraded SDK2 to SDK3 (new prefab)The original scene (Assets/okabe final/final.unity) uses binary serialization, so it cannot be edited without Unity. Created 'Assets/final-VRCMods.prefab' and ready-to-open scene 'Assets/final-VRCMods.unity' instead: a prefab of the avatar model 'Assets/okabe final/okabe final.fbx' with a VRChat SDK3 Avatar Descriptor on its root and the viewpoint at 1.549 m in world (eye level), derived from the rig's eye bones. Open the generated scene in Unity to upload the avatar - the original scene is left untouched. The new prefab preserves the original scene's 0.95x root scale.
Comments
So, initial blend shapes work and all that is pretty solid. Though, even for desktop play, this doesn't use any of the proper methods of doing gesture overrides. That's why the existing ones are broken (and bound entirely to the forearm). Gesture overrides using props shouldn't be done using blend shapes at all. It's inefficient at best. Just a short bit of info for avatar creation going forward. Plenty of resources for the basics of gesture overrides, after all. : )
0@ransesvf you can find me on twitter as @Manek_kun or in tumblr as manek-tmblr
0I wanted to ask you something in private
0@ransesvf sorry i never used discord before but it looks pretty useful for many modelers
0Do you have discord?
0@MGFABI im sorry i couldnt tested on vr i could only see it on the unity but i´ll try to improve it
0the way you hold the cans & phone is really broken in VR
0PLease do Mayuri :D
0@NikitoUmata trap or normal?
0i have a request, more a challenge. Can you upload a working model of kirito without the jacket.
0