How to convert a Unpacked/Ripped avatar back into an FBX
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I learned this process myself, maybe someone with more know-how could create a blender plugin to do the annoying hip-rigging part for you, as the hip is just the inverse of all the bones combined together
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A AkkoTheFish referenced this topic on
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just used this process again, still works like a charm, cheers!
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thanks!
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C CrystalDust referenced this topic on
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C CrystalDust referenced this topic on
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C CrystalDust referenced this topic on
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just used this process again, still works like a charm, cheers!
@TomCom1995 Hey, I tried this method but still have some issues, I was wondering if you could help me? I've tried adding you on Discord, and contacted you by email.
Thank you, and sorry for the hassle. -
Hi. Thanks for your great tutorial! I have a question: is dynamic bone script on the armature also messed up in ripped avatars and cannot be fixed or re-engineered?
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If you select armature with all the model parts inside the prefab and then export it, the weight paint stays intact also I use regular settings in better fbx importer
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This might be a strange solution for some people, but it worked for me so I figured I'd share it.
A lot of the avatars I rip are specifically so I can get a certain mesh, and this process is a bit tricky for me, and sometimes don't work.
I'm able to completely avoid the Blender portion of this by using this tool Fox Mesh Deleter IN Unity. It lets me delete all of the mesh I don't need right in Unity.Note, this does NOT give you an FBX. BUT if you're not taking it out of Unity, it will still work for VRChat avatars. You can even export it as a Unitypackage to a different project.
This may be a nice solution for some people (such as myself) who aren't worried about doing edits to the mesh I wanted, just needed it separated from something else.
Hope this helps someone! ^^
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R Ript_core referenced this topic on
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