OSC Based Fertility system from jinxxy
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Also just going to put this out there, finding this thing was half the battle, the other half is trying to figure out how to put on the dang thing, if possible, could some people willing to help others get into a chat and figure out how to set this thing up properly?
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Also just going to put this out there, finding this thing was half the battle, the other half is trying to figure out how to put on the dang thing, if possible, could some people willing to help others get into a chat and figure out how to set this thing up properly?
@LeonaTaromati FR! Bumping this.
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Also just going to put this out there, finding this thing was half the battle, the other half is trying to figure out how to put on the dang thing, if possible, could some people willing to help others get into a chat and figure out how to set this thing up properly?
@LeonaTaromati u need preggo blendshape on ur avi, if not blender is a thing
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on paper it's quite simple, in practice more difficult. like @Yiffalicious said you'll have to make your own blenshapes in blender that are labeled (case sensitive) exactly how the mod needs them. so youll need some blender experience or savvy in order to baloon out your avi's stomach to 9 months for a blendshape, or at least rename an already created stomach expand blenshape. after that, youll just have to import in your .fbx into your unity and apply the mod as normal, where the mod will then hook into that blendshape.
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The main issue is renaming blendshapes in unity (the avi already had them, just not with the right name) completely broke the toggles for them and i dont know why
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you'd have to either rename the blendshapes of the avatar fbx inside blender then reimport, or fix the blendshape names referenced in the addon itself in unity to match up perfectly with the avatar blendshapes in unity. if the toggles aren't working, you may have missed a reference deep inside one of the many animations.
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For the blendshapes, would we have to animate every individual increment for this to work, or do we merely need to make the blendshapes and the adddon does the rest?
would be alot of help if there were a way to make this and post it here for everyone to addon to their models.
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if you change the blendshape names/ add the blendshapes all in blender, then you don't need to change anything in unity.
changing things in unity only will require some blendshape renaming in everything to do with the mod including any animations to match whatever the avatar's blendshapes are called. -
if you change the blendshape names/ add the blendshapes all in blender, then you don't need to change anything in unity.
changing things in unity only will require some blendshape renaming in everything to do with the mod including any animations to match whatever the avatar's blendshapes are called.@ashleyloire In terms of changing things unity wise, how would that typically go? apologies for asking so many questions but this system does confuse me _ _"
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it's much harder to change it unity side than changing your fbx body in blender imho. but, unity side you'd have to change not only the names of the referenced blendshapes in the animator, you'd have to also ensure that matches the actual animations that animator points to, all of them, by removing the old animation piece and replacing it using record, not to mention fixing any references outside of that animator, being at least the parameter file.