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  4. How to convert a Unpacked/Ripped avatar back into an FBX

How to convert a Unpacked/Ripped avatar back into an FBX

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  • TomCom1995T
    TomCom1995T
    TomCom1995
    wrote on last edited by TomCom1995
    #1

    FBX Reverse Engineer Guide

    This guide will teach you how to make an FBX from any Unpacked/Ripped avatar

    When you rip a model what you get is a prefab with unlinked mesh data, first thing you NEED to do is convert that unpacked prefab and mesh info back into FBX Binary format

    Inside of Unity there is a tool called the FBX Exporter tool

    Check "Window/Package Manager"

    Window

    Once inside of package manager set packages to "Unity Registry" and now fbx exporter will be there

    Package

    Press install and then there'll be a new context menu inside your right click when clicking on a prefab

    Context Menu

    Both "Convert to FBX" and "Convert to FBX Prefab Variant" work for the next step.

    (it may also be beneficial to duplicate the avatar you're trying to reverse back into an FBX and remove all the un-needed parts for the model process such as Physbones, Descriptor, and other components as they might be added to the armature in the conversion process.)

    Export Settings should be something along the lines of this:

    Export Info

    Congrats, once you've used the same settings hit Export and go find your FBX with Blender

    Now one thing to note is that an avatar exported in this way IS UNUSABLE without blender work.

    First thing you'll notice is that the avatar is completely busted in Blender

    This entire Model Repair Process can be skipped using Better FBX Importer

    Broken

    The mesh is not correctly applied to the armature and is offset and rotated, the hip bone is missing, etc.

    To fix the issue with the rotation open the OBJECT submenu and change relation from setting Object to Armature

    Object

    Then apply transforms to all parts (exclude apply scale.)

    Armature

    Delete excess items and rename "Hip" to "Armature" as we'll need to actually make a hip bone later

    Rename

    Create a true hip bone and parent the other bones to it, hips should be the first bone in most armatures

    Create Hip
    Parent

    Next is the most annoying part, duplicate the body and lock ALL groups in vertex groups, create a new group named Hips and leave it unlocked.

    Now, use the the bone weight transfer tool to add the weights for spine, chest, and upper legs and lower legs to the new hip bone, make sure it is set to ADD and not REPLACE

    Spine
    Chest
    Legs

    Now either keep transferring weights from every bone or just start filling in manually with edit mode or weight painting tools until the last area left is the unrigged hip.

    Fill

    Then invert your new hip bone's weights to get a more or less correctly rigged hip bone

    Invert1
    Invert2

    Now you are done, this model is now ready for use in a project or even to be modified in blender further

    (also it might be smart to change the UVMap to UVMap in the Data settings)
    UVMap

    "what is a signature?"

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    7
    • TomCom1995T
      TomCom1995T
      TomCom1995
      wrote on last edited by
      #2

      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

      "what is a signature?"

      1 Reply Last reply
      4
      • A
        A
        admin
        wrote on last edited by
        #3

        Take a look at https://forum.ripper.store/topic/19179/dl-better-fbx-importer-exporter-5-4-10?_=1709279634939

        1 Reply Last reply
        1
        • DyttoD
          DyttoD
          Dytto
          wrote on last edited by
          #4

          ty

          meow

          1 Reply Last reply
          0
          • AkkoTheFishA AkkoTheFish referenced this topic on
          • TomCom1995T
            TomCom1995T
            TomCom1995
            wrote on last edited by
            #5

            just used this process again, still works like a charm, cheers!

            "what is a signature?"

            D 1 Reply Last reply
            1
            • theyadoreyukiT
              theyadoreyukiT
              theyadoreyuki
              wrote on last edited by
              #6

              thanks!

              1 Reply Last reply
              0
              • CrystalDustC CrystalDust referenced this topic on
              • CrystalDustC CrystalDust referenced this topic on
              • CrystalDustC CrystalDust referenced this topic on
              • TomCom1995T TomCom1995

                just used this process again, still works like a charm, cheers!

                D
                D
                Damido
                wrote on last edited by
                #7

                @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.

                1 Reply Last reply
                0
                • T
                  T
                  Terabyte-1
                  wrote on last edited by Terabyte-1
                  #8

                  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?

                  1 Reply Last reply
                  0
                  • S
                    S
                    SkylerFox1
                    wrote on last edited by SkylerFox1
                    #9
                    This post is deleted!
                    1 Reply Last reply
                    0
                    • felicity454F
                      felicity454F
                      felicity454
                      wrote on last edited by
                      #10

                      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

                      If something I posted helped you, I would be glad if you shared something I'm looking for in exchange

                      Willing to help with unity stuff, non oc avatars only. Message me

                      1 Reply Last reply
                      0
                      • burgerbutcoldB
                        burgerbutcoldB
                        burgerbutcold
                        wrote on last edited by
                        #11
                        This post is deleted!
                        1 Reply Last reply
                        0
                        • AccountA
                          AccountA
                          Account
                          wrote on last edited by Account
                          #12

                          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! ^^

                          ˚₊‧꒰ა ☆ ໒꒱ ‧₊˚

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                          • Ript_coreR Ript_core referenced this topic on

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