LF: Stylized Valkyr I VRChat Avatar
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@warnut the character in-game is LITERALLY named valkyr...
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@WanWan thank you i upload it on pc but for quest the outfit is all one like how the body is I wish they seperated the clothes and the stuff on the body so i can upload it for quest easily cuz that is going to be blender work
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@warnut the character in-game is LITERALLY named valkyr...
@stylizedMnixi talking about the design, it doesnt look like valkyr imo, durr
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@stylizedMnixi talking about the design, it doesnt look like valkyr imo, durr
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We need someone to seperate the clothing in blender, cuz as it stands, a working quest version is sorta impossible.
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Anyone up to the arduous task of manually separating the clothing and claws/tail from the rest of the avatar mesh in Blender?
@Volttekka im trying to fix it but the bones for the animation are streching maybe someone else cn do it cuz this is a bit hard for me to do
when ever i took it to blender i guess the model just brokes the bones or something for the animations
so im hoping someone else can fix this problem and have the better knowing of fixing this kinda of stuff -
@Volttekka im trying to fix it but the bones for the animation are streching maybe someone else cn do it cuz this is a bit hard for me to do
when ever i took it to blender i guess the model just brokes the bones or something for the animations
so im hoping someone else can fix this problem and have the better knowing of fixing this kinda of stuff@Artisy2024 ayo calm yo titties valkyr
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@Volttekka im trying to fix it but the bones for the animation are streching maybe someone else cn do it cuz this is a bit hard for me to do
when ever i took it to blender i guess the model just brokes the bones or something for the animations
so im hoping someone else can fix this problem and have the better knowing of fixing this kinda of stuff@Artisy2024 When you export from Blender, try using FBX all for scaling

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@Artisy2024 When you export from Blender, try using FBX all for scaling

@Rocky5 can this also be said for other models that stretch too? cuz im figuring out oin how to export blender models to fbx without any bone stretches or incorrect places on the model itself
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@Rocky5 can this also be said for other models that stretch too? cuz im figuring out oin how to export blender models to fbx without any bone stretches or incorrect places on the model itself
@Letecus There are two scales. Blender's and Unity's.
When a maker exports a model for Unity, they are supposed to export as FBX all which is the one that Unity likes. There isn't a guide book for this, so sometimes an avatar maker won't change the scaling and it will export with Blender's scale. It won't break anything.Then when someone comes along and edits the model and wants to bring it in to Unity, they have to export it with the same scale, otherwise animations that were made for a different scale will be broken, physbone radius settings will be off and other problems.
Long story short, when you are exporting a model in to an existing project, you might have to try both until you get the one that matches what the original creator used.
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i see. just needed to be sure what helps certain models to be rigged right than to just have all the proportions stretch and detach when testing the model in unity. this tip would come in handy though so thx!
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@Artisy2024 When you export from Blender, try using FBX all for scaling

@Rocky5 ill give it another try with this thanks for telling me about this i didnt know there was a method with this
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@Vykosa no not yet im going to try fixing it again
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so i did the blender thing and omg it works no more strechy ears, chest or anything
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so i came across this how do i fix the scaling to be exactly looking like the orginal cuz from the looks of it the quest model is a bit bigger then the orginal model and the quest model i exported it from blender

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so i came across this how do i fix the scaling to be exactly looking like the orginal cuz from the looks of it the quest model is a bit bigger then the orginal model and the quest model i exported it from blender

@Artisy2024 It actually looks like one model is higher off the ground than the other.
You can click on the PC version and copy the transform and paste it on the Quest version and they should line up.
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