Please publish clearly the details about avatars adapted to VRC's IK from the official document. (with pictures).
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みよこ_Miyoko
※ The original Japanese text is shown below the English text.(英文の下に日本語の原文を載せています)
Please publish clearly the details about avatars adapted to VRC's IK from the official document. (with pictures).
Currently, the avatar's bone structure is mainly a matter of user-to-user information exchange, and is still in the realm of speculation.
In addition, there is no end to the number of accidents that occur when FBX exported from Blender are opened in Unity, such as Armature being scaled 100 times, or being rotated -90° on the X axis due to differences in the software's rotation axis.
When I recently reposted the FBX output instructions on Twitter, lots of people responded.
That's how many people don't know about avatar standards.
With Blender, it's just a matter of adding an addon, but there were a lot of people who couldn't get to that information, and I was one of them.
I would like to know the criteria for a suitable avatar for VRChat, such as, "How much angle is acceptable for the spine bones?"
It would be a great help to the creators of avatars, costumes and accessories, which have increased a lot thanks to VRChat, if this information was made public by the official document.
VRCのIKに合わせたアバターについての詳細を公式から明確に公表してほしいです。(画像付きで)
現在、アバターのボーン構造についてはユーザー同士での情報交換がメインとなっており、憶測の域を出ません。
また、BlenderからエクスポートしたFBXをUnityで開くと、Armatureのスケールが100倍になっていたり、ソフトの回転軸の違いからX軸で-90°回転していたり、という事故が後を絶ちません。
先日FBXの出力方法をTwitterで再掲したところ、沢山の人が反応をしてくれました。
それくらい、アバターの基準について知らない人が多いのです。
BlenderならAddonを入れれば済む話なのですが、その情報に辿り着けない人が沢山居て、私もその中の一人でした。
「背骨のボーンはどれくらいの角度までなら許容範囲なのか」ということなど、VRChatに適したアバターの基準を知りたいです。
これらの情報が公式から公表されれば、VRChatのおかげで沢山増えたアバターや衣装やアクセサリーの制作者の方々は非常に助かると思われます。
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Tupper - VRChat Head of Community
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Documentation adjusted per the below comment.
Tupper - VRChat Head of Community
This is not actually a consequence of VRChat's development. This is a consequence of the "Z-forward" direction being different between Unity and Blender, and a consequence of the Blender project settings for units. These should be accounted for in the FBX exporter, not in the scene. Please see the attached images.
There are many results and consequences of creating content for VRChat that are actually a result of Unity standards. If we document all of those, then we are effectively duplicating Unity's documentation.
Regardless, I will add a note to the documentation for avatar creation.
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みよこ_Miyoko
Tupper - VRChat Head of Community: Thank you so much!!!