LF: Zy0n7's Vrchat Supported Avatars (23/26)
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@eiron
https://workupload.com/file/43zYN4JT5pD
The file is up to pmx conversion and texture assignment.What you can do yourself
Morph assignment
Morph accessories to make them transparentWhat you can't do
Morphing out the shadows of accessories in MMD, but leaving the shadows on the accessories
How to shake the solid hair
The most difficult part is that the model's feet don't touch the ground when wearing the bunny suit, but when wearing the shoes style, they don't touch the ground, so I want to make them touch the ground with morphs, but I'm having a hard time because of my lack of knowledge.Question
Is there any problem with the center bone being in the same position as all the parents?I would be very grateful if you could tell me how to solve this problem.
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I see, the bunny suit feet touch the ground but the shoes don't.
In mmd once you have a motion loaded on the model, you can move the model to the ground using the XYZ co-ordinates on the right bottom corner. and then press register on bottom of the bone manipulation box. This is only a temporary fix as i don't know how to make a morph to do that.For the hair, does the model come with physbones?
If so you can convert that them to dynamic bones using PB2DB. I posted it along with the converter in the other thread.
However the output varies, sometimes it can be alright but other times unusable.
If some of physics is okay, but other parts aren't you can delete the unwanted parts in pmxEditor by removing rigid bodies RB and joints of those parts.
As for the shadows, you mean if you make the mech arms transparent they still make a shadow in mmd?
When making a material morph, set everything to zero using the ALL 0 button.
I did the mech arms so you can have a look and see what i mean
https://workupload.com/file/SVQjasyVNgYalso you can use the converter in unity to rename the facial morphs to japanese
as well as place them in the correct morph group to easier find them in mmdCan't say whether it's good or bad about the center bone and all parents bone being in the same position.
Maybe there is a better way to do it, but for me, as long as it work i wouldn't worry about it. -
@eiron Thank you so much for taking the time to give me a lecture.
I've never done anything as complicated as adjusting the bones of a model, though I can manage to shape mmd by pouring it in, but I've never done anything as complicated as that.
I've never done any bone adjustments on a model yet, and I particularly liked Zy0n7's Rebecca.
So I started to convert the model, but there are still a lot of things I don't understand, so I'll learn more!I checked the mechanical arm file right away and it looks great. It's just as I wanted it to be!
The site I looked at said to make it additive and set the opacity to -1, which I did, but it left shadows, so I was wondering why.Is the method for converting to dynamic bones using PB2DB the same as the thread you posted to me before?
If not, I'd appreciate it if you could post the address again sometime.And to the others who are watching this thread.
Sorry for posting my personal story over and over again.
But I'm grateful to have found this thread. -
As there wasn't a normal blink morph i took the liberty of duplicating the smiling blink/wink morph and set it also as the normal blink morph as some motion use that too
https://workupload.com/file/EAsxvA8LK24otherwise everything looks great, you even figured out how to get the model standing on the ground properly with and without shoes
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Frieren?
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Added Frieren to the list.
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https://pixeldrain.com/u/xTFH4mNL here's the newest version of nanachi since that one is outdated
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@datamined54321 Nice! Do you also have the PMX version?
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@datamined54321 Thank you very much!
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