The model turns out purple and untextured so before anyone gets confused as to why it doesn't work you need to add the texture yourself.Drag the image that is in the project window titled lycanrocRED and place it in the materials folder, click on the material and open the inspector tab then drag the image to the albedo window. Change the rendering mode to opaque and simply drag the material onto the model. The same can be done with any texture based shader like cubedshaders or noanoa.
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Auto-fixed version available1 fix applied507.7 KB
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/OPENME.unity) uses binary serialization, so it cannot be edited without Unity. Created 'Assets/OPENME-VRCMods.prefab' and ready-to-open scene 'Assets/OPENME-VRCMods.unity' instead: a prefab of the avatar model 'Assets/lycanClassic.fbx' with a VRChat SDK3 Avatar Descriptor on its root and the viewpoint at 0.893 m in world (eye level), derived from the measured model height. Open the generated scene in Unity to upload the avatar - the original scene is left untouched. The new prefab preserves the original scene's 0.328x root scale.
Comments
is this supported on quest 2?
0When can you think about a version with lip sync and dynamic bones, because I think that will be cool!
0I will try I hope work
0The model turns out purple and untextured so before anyone gets confused as to why it doesn't work you need to add the texture yourself.Drag the image that is in the project window titled lycanrocRED and place it in the materials folder, click on the material and open the inspector tab then drag the image to the albedo window. Change the rendering mode to opaque and simply drag the material onto the model. The same can be done with any texture based shader like cubedshaders or noanoa.
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