That other game is VRChat (for now), aka Unity…

Having played Warframe for a long time (and VRChat on rare occasions), I’ve noticed just how inactive I’ve been working on my models in Unity.
It’s time to get back to work on them. And yesterday, I’ve noticed two issues with Red Boi v2. Easy fixes, though;
1. The knife model is using a blank shader instead of the one that came with the model, for some odd reason.
2. Strange ‘twitching’ animation of the thumb when holding the flashlight. Obvious issue with Loop Time being enabled in the animation.

There are other things I want to do with these models;
1. Noticed Sarge and the others are actually Best Boi sized (even though they’re using the Dutchie model), so I’ll be making the Dutchie sized versions of my models, back to the standard Best Boi sized (by setting the scale to 1.0).
2. Making a special BTDB without any lighting (eye beams and firebreath), where I’m not accidentally popping these while hanging out with others.
3. Getting the droopy ears animation from the Dutchie, in both. Should be easy to copy.
4. One thing I really want to do, is extend the tongue for the ‘Blep’ animation. Don’t know how, though.. as the tongue cannot be selected. Maybe I can find a dragon tongue model for free, and use it for the ‘Blep’. Or get in Blender and detach the tongue, and save it as its own model.
5. Another thing (something I found out yesterday), how static the tail is compared to the Dutchie. Since I can’t really make the tail really wiggle like they can (due to the spikes on the top of the tail not exactly glued onto the bones), I could move Kibble’s tail wag over and see if that works. If not, then maybe I can make my own idle animation.
Either that, or I find someone or another way to attach them in Blender.

There’s also something else that was brought to my attention by one friend, that I kind of want to take advantage of, before they patch it. He was able to make his avatar really, really tall without cracking the SDK. He mentioned how.. something about making the avatar slightly smaller, then it goes into negative numbers and gets insanely huge, or something like that. Unfortunately I can only remember certain bits, and what I said, may not be entirely true.
That’s why I’m hoping I can adjust the scale to like 10 or something, and the SDK would allow it. And preliminary testing has shown some quite promising results. Though it shows “your avatar is too tall” and other warnings stating the model’s going past its boundary… it will still allow me to Build & Publish it!! This was not possible before, when making a giant version of BTDB v1 to match the scale of the giant version of Red Boi v1.

But that is just one of the many things I still want to do. One is finding out why the idle animations of the models weren’t working.. for good reason. As I saw this;

What the fuck is up with the tail…? Why is it off to the side like that? The rest of the animations work fine (I can see the ears twitching, and the eyes blinking). But the tail. Why is the tail messed up?
Though it’s to be noted that at the same time, I was also working on a custom tail wag animation for BTDB (thinking I could make my own idle animation). Suddenly I remembered that I still don’t know how to override what’s already there. Hell, I didn’t even know this model had an idle animation (because it never worked).
I also found how I can get into an animation without needing the Animator Controller, including how the ‘Blep’ emote was done. It’s all through Visemes (using the Body as the face mesh). So, this is a thing. Sweet. With some careful copy/pasting, I should even be able to get the ‘Snarl’ emote into my firebreath.
But I’m getting ahead of myself (which has been a thing with the nearly endless things I want to do with these models). With the above knowledge, I pasted the idle animation’s keys into my custom tail wag animation, and this is when I started noticing the tail bent like this.
Undid the change, and this is how I was able to find out how to set an animation to Legacy. By selecting the animation in question, clicking the small button to the right of the padlock and picking Debug. Then clicking the checkbox next to Legacy, then click that button again and set it to Normal. Boom, it’s working… until I saw everyone doing the weird tail thing.

BTDB was even worse; its tail spikes on the bottom of the tail, backwards. What a broken mess. I honestly don’t know how to fix it, so I just ended up deleting the Animation component from all the models. I don’t feel like messing with it. Maybe in the future, though. But I want to speak to Kaelygon first, just to see if they knew about it.

To end this, I’m currently debating with the ‘no visual’ version of BTDB. I wish there was a way to toggle emotes off and on, because the firebreath is part of my scalesona. Yet I also realize just how annoying it is to others, when hanging out with people I’m semi-comfortable with (Sarge, Nappz, Lich, etc…). And having to make several versions of BTDB (ones with and without visuals), makes me sick… since VRChat has no way to categorize one’s personal avatars (right now). May be forced to delete all of my V1 Best Boi models, just to make room. Thankfully there’s no limit, but I want to get some order going.

Unfortunately for me, getting order (even having all of my BTDB versions in one section, with Red Boi in another), is impossible. Because the SDK’s ‘manage uploaded content’ shows avatars in alphabetical order, instead of ‘time of upload’… it doesn’t even show when the avatar was uploaded!

As for throwing my older models in a world, I don’t think it’s going to work like that. The avatar pedestal still needs an ID, and deleting the avatar from my account, removes that ID.. rendering the avatar useless.

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