6/13/2023 0 Comments Best vrchat avatarsI’m probably making things way more difficult than they need to be, really. Cats does have some very nice options for exporting, however, including baking normal maps as part of the decimation process and generally making a better export workflow when you’re doing as much as possible (especially texturing) within Blender itself. Note that for most people it probably makes more sense to use Cats, especially if you’re using Blender to set up the materials however, I’m doing some overly-fiddly/complicated texturing and normal mapping stuff externally and I’m not making use of normal maps on Quest (and my base mesh is low-poly enough that it doesn’t require decimation on desktop). The “apply scalings” setting is pretty important otherwise, PhysBones' scale will be off substantially, among other things.Īnyway, after doing the export, I can then undo the ApplyModifierForObjectWithShapeKeys and my mesh is back to a lovely subdivision surface, perfect for continued tweaking and fiddling. Add leaf bones (this seems to be necessary for PhysBones to work right).Apply scalings: FBX scale Update: This turns out to be incredibly important, see below!.Limit to: (whatever you feel is appropriate, I just export my whole scene personally).Instead, I use ApplyModifierForObjectWithShapeKeys to “bake” my subdivision mesh into triangles, and then when I export the FBX I use the following options: FBX exportingĪ lot of folks swear by the Cats Blender Plugin, but I’ve found it to cause more problems than it helps with. The downside is that it complicates the FBX export slightly, although it isn’t too bad. This does mean there’s somewhat of a precision loss for rigging, UV mapping, and weight painting, but it isn’t so bad that it makes me wish I had a higher-resolution mesh to reference, and the advantages of staying in subdivision mode are well worth it. I maintain the subdivision modifier forever and ever, because editing subdivision surfaces is way easier than editing meshes. When it was time to weld the body to the hair, I applied the mirror modifier, but kept the subdivision modifier, and used the same subdivision modifier on the hair. For my initial modeling, I set my body mesh up with two modifiers: mirror, and subdivision.
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