Tweaking with BenieTheDragon Boi (float mode, and the wing claws)

Hasn’t been much happening in VRChat (except for feeling negative feelings for a once friend, but that’s for another post).
Anyway, besides the firebreath, there’s one other thing I want what the Dutchie has; being able to float and ‘fly’. And unlike the firebreath attempt, this one can be done (on literally any avatar, without requiring ‘shape keys’).
And the way I was told to do it (originally by someone who barely speaks English), was to put a box collider under the avatar’s feet (and how it’s “so simple”).
Seeing that I could barely understand him, I tried to ask someone else. He said the same thing (and spoke a lot more clear).

So I tried it, placing a standard sized Unity cube under the model’s feet, and making it toggable via an animation. Testing it, worked (in a sense). Basically, whenever I tried to move forward, I went forward then suddenly felt the camera jerking backwards. Spamming my space bar, seemed to keep me hovering.. yet it also felt I was falling down.
What’s worse, the toggle I made wasn’t working. I just kept either ‘feather falling’ or jerking backwards when moving forwards when going down a slope. Highly annoying.

Discovered later (after talking to the same person) that I messed up. I was supposed to put a flat box collider of where the Best Boi’s dynamic bones and other stuff are. And as for toggling, the box idea was good, but this was what I needed to set the animation to (and have it toggle instead of the main collider).
After attempting to debug it in my world, with more issues (with the guy joining it to make sure I had it the way I wanted it), I finally had something originally similar to what I had (AND the toggle works)! No more ‘feather falling’!

I also wanted to bind this to the wings (to spread them out when I engage ‘hover mode” (similar to some people with the Dutchie wish would be a thing).
I also figured out (in Blender), why the wing claws aren’t moving with the wings. Because just like the ‘new tail’ I was given, the wing bones were also duplicated. Sadly, the bones that connect to the wing claws won’t move with the original bones (something about ‘Loop in parents’ when I tried to parent them (whatever the hell that means).
The only thing I can think of, is to start over (pull up the original wings, spawn in the claws and then attempt to parent them to the mesh, then weight paint them). And I.. meh. Honestly, I don’t feel like messing with that shit. Especially when Eroak tried to get them to work and failed to do…. so what makes me so sure I can do it, with my extremely limited (barely knowing the basics) Blender knowledge?

And I may have another idea (that will likely blow up in my face), to do the definition of insanity and try to do the wing folding animation (similar to the Dutchie). I don’t have high hopes of pulling it off. Unless there’s a way I can ‘simulate’ the claw to move with the mesh (aka duping it and having the second claw attach to the main bones, then disable the other one.
Or, fuck attempting to include the claw in the animation (and have a ‘retracted’ and ‘extended’ state of it)… which I decided to default to, while removing the dynamic bones (making the wings static).

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