Model editing process?
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So, I joined a few days ago and since then I've decided on a base model to work with, grabbed some outfits I liked, and about a dozen different scripts and unity packages.
Now what? No like seriously.
I know I can go one by one and load unity packages and get everything in, And editing / replacing textures is all easy enough.
But then what..?Whats the process You use and priority when making edits for Your own avatars? What tools, and utilities are a must have, why? How to use them?
I feel like I've been given a magic wand with no idea what spells to cast with it. Any tutorials, guides, videos etc or personal notes would be great. As right now I have 3 different dressing tool utilities and No idea which one to use or why.. Or "how" to use it properly.
For anyone who'd like to answer more direct questions;
- Whats the limit on model uploads? Could I have 1 master model with like 10 dif outfits, Or should I be making 1 upload per outfit?
- How do you make toggles for outfits?..
- Is there a general guide for what inter-compatibility there is between outfits and model bases? ie; Selestia outfits working with Kikyo, or Moe outfits working on Rindo? Or is this a case-by-case situation?
- Hair. Can I use Any hair, or should be looking for specific hair made for a specific model base?. I'm guessing this is easier to re-size and adjust in unity than an entire outfit.
That's all I can think of to ask or say. Thank you for reading and I hope You have a nice day.
EDIT Most importantly how can I tell what mode I'm in within unity? And whats a prefab?.. Do I open them or leave them closed?
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You can totally make an avatar with many outfits in it with toggles there really isn't a limit unless you want to stay with a low Ish Mb load. Most of the avatar's I've made consist of many outfit toggles but not too much to where it gets at a really high load. But for outfit compatibility the main avatar I use is Firina and I've attached outfits made for completely different avatars though it takes a lot of sizing in unity using the transform option (it's not too difficult though!), but it pays off well to have an outfit I like that isn't for my avatar to fit it. and for hair you can use any hair model on any base if you would like though it goes the same way with sizing it if it isn't originally made for the avatar. I hope this helps in some way if there's anything I need to clear up please let me know!
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Whats the limit on model uploads? Could I have 1 master model with like 10 dif outfits, Or should I be making 1 upload per outfit?
-Technically you can do either way. Say you want to put 10 outfits in one model, you'll need to add many on/off animation to swap from outfits, and the number toggle in one model is limited. There may be also performance issue, some people will block model according to the download size too. The performance issue is avoidable but the download size is not.
How do you make toggles for outfits?..
-There are many tutorials on internet, I'll just drop a random one that worked for me.
https://www.youtube.com/watch?v=N95CCEFxBrc
Is there a general guide for what inter-compatibility there is between outfits and model bases? ie; Selestia outfits working with Kikyo, or Moe outfits working on Rindo? Or is this a case-by-case situation?
-The outfit is inter-compatibie when they use the same body. Usually happened to different avatars published by same creator, but there's exceptions. (Ex: Marubody)
Hair. Can I use Any hair, or should be looking for specific hair made for a specific model base?. I'm guessing this is easier to re-size and adjust in unity than an entire outfit.
-It's easier to adjust than clothes (Personal experience, most of the time you can done it with Unity editor, sometimes also with mess deleter to delete the ear mesh), so you can always try first! -
Updated, added 2 more questions. Because.. I don't know what a prefab is really, and Unity's "editing modes" don't make sense to me..?
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Prefabs are kind of like a template. Using avatars for example, you can see the different components such as the clothes, shoes, etc, being placed together to create a template. Otherwise you would have to reassemble all the individual meshes every time. Im not too sure about editing modes, did you mean the play/edit mode?
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@Asira
Ok first question. When you open Unity you'll in edit mode. When you click the triangle button at the middle-top of your editor you'll go into play mode (when you uploading your avatar the vrchat SDK will set you into play mode too for it's script to work). For avatar editing you'll usually use these two modes.A prefab is basically a pre-setted file which you can just draw & drop to your scene and all the default setting will be there for you. you'll do all the editing in scene so you don't have to open it or do anything to it in explorer - just draw & drop them to your Hierachy. You'll find them in your unitypackage after you import them.
I hope the picture work.
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-Whats the limit on model uploads? Could I have 1 master model with like 10 dif outfits, Or should I be making 1 upload per outfit?
As far as I'm aware there's no real limit on avatar uploads for PC but ideally you want to be as low as possible otherwise you'll cause a lot of lag in game for you and everyone around
I've uploaded a 16m polygon model to VRC with no issues. So having a few outfits on a single avatar shouldn't be too bad (I'd still recommend having a version with 1 outfit or so for optimization's reasons.)-How do you make toggles for outfits?..
This video is good explaining the steps to make toggles on your avatar and worth a watch(Just change which item/s you want toggled eg. a full outfit) the difference between BOOL and INT toggles are you can have as many BOOLs as you want active at the same time but INTs can only have 1 state showing (eg. outfit 1, outfit 2, etc)You can use whatever model/outfit you like but ones made for specific characters will fit them guarenteed, otherwise you might have to play around with scaling/edit it in blender to stop clipping issues
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@darkof So the third thing I was thinking of comes from my work in VRoid / VRM editing.
For VRM models when they get pulled into the Hierarchy they have an arrow to the right that opens them up in a different mode. For some specific work You have to make edits in that mode. It isn't play mode.