Screenshot of the upper chest of a 3d model with the area between the deltoid and pectoralis muscles circled.
I hate this spot on the shoulder where the pectoralis muscles inserts into the arm/under the deltoid. It moves so much when you move your arms around. Been trying to rig it in a way that works with Unity's humanoid muscle system and it's been an ongoing struggle.
31.05.2025 22:52 β π 1 π 0 π¬ 0 π 0
My avatar is pointing to the location of my booth in the furality somna dealer's den located in the lower pavilion of the avatar services/assets section
My booth at #FuralitySomna is up and ready to go, stop by if you have a chance!
25.05.2025 22:49 β π 4 π 3 π¬ 0 π 0
Very reasonable.
22.04.2025 09:30 β π 1 π 0 π¬ 0 π 0
You trying the new retopoflow 4 beta or are you using retopoflow 3?
22.04.2025 09:25 β π 0 π 0 π¬ 1 π 0
Why the shoulders got to be so complicated. Especially when the arm is raised above shoulder level. Stupid acromion process getting in the way and making the clavicle and scapula rotate out of the way. And all the muscles are doing muscle things making the forms of the shoulder even more dynamic.
08.04.2025 18:12 β π 1 π 0 π¬ 0 π 0
Shoulder joints & movements β a guide for artists β Pearse Toomey
Upgrade your artistic anatomy knowledge, learn how the bones of the shoulder and arm move
Had to search for this site again. Great resource for understanding how the shoulder bones move. Now to figure out how to combine this with how unity's humanoid rig handles the shoulder area.
pearsetoomey.com/shoulder_par...
05.04.2025 02:17 β π 1 π 0 π¬ 0 π 0
3d sculpt of an athletic female anthropomorphic feline humanoid.
Low poly version of the 3d sculpt showcased in the previous photo.
Wireframe view of the low-poly model showing the topological flow of the model.
Moved my focus up to the shoulder joint. Reposed, Resculpted the high poly and redid the topology of the low-poly in the shoulder and arm.
27.03.2025 20:48 β π 2 π 0 π¬ 0 π 0
This looks awesome! I have done something similar with my current project when I blocked it out, but didn't go nearly as granular as you did with the muscle groups. Only the blockouts arms come close, and that is after I reworked them.
22.03.2025 12:09 β π 0 π 0 π¬ 0 π 0
I think the hip rig is about as good as it is going to get for now. Still not happy with the deformation when the leg rotates to edges of human ROM, but I've been on this for well over a month. This setup "should" be compatible with VRChat's constraint system.
#Unity3d #B3d #VRChat
20.03.2025 23:29 β π 4 π 0 π¬ 0 π 0
In VRChat's current open beta, PC desktop users can try out the "Selfie Expression" feature, which adds webcam based head, mouth, eye, hand and finger tracking, so you can move around like this without needing VR (all you need is a webcam)
13.03.2025 02:12 β π 315 π 94 π¬ 12 π 21
Stolen from: https://mastodon.gamedev.place/@_benui/110061698546515066
The node graph equivalent of premature optimization is premature node organization.
You have your graph doing roughly what you want, start cleaning things up, and then go "huh, I wonder what'd happen if I change this..." and a few minutes later you're looking at this:
11.03.2025 21:12 β π 16 π 1 π¬ 0 π 0
Depending on what animations you want to look at you could buy monster hunter rise when it's on sale. It's built to run on switch and has probably 90% of the same weapon animations which you can test without engaging in the game too much. Monster animations will come from fighting monsters though.
08.03.2025 20:11 β π 0 π 0 π¬ 0 π 0
Whatever system they use is pretty good but still has some flaws. Like picking up an item with a long use animation while running around prevents you from jumping off ledges until the animation finishes. Combat animations for hunters and monsters flow very well though.
08.03.2025 20:00 β π 0 π 0 π¬ 0 π 0
I'm hoping to use this to make the testing of the splits pose easier while I struggle on the hip rigging. Most of the examples I've seen just rotate the leg from the rest-pose, but Unity adds some twist to the upper leg which is dependent on the orientation of the knee and the rig's twist values.
24.02.2025 00:00 β π 0 π 0 π¬ 0 π 0
Rigging a model to fully use the capabilities of FBT in VRChat has been an ongoing and exhausting struggle. Anyways, I made an IK rig in blender that should recreate how Unity's humanoid muscles work for the legs. Mainly the twist settings set during rig import.
#Unity3d #B3d #VRChat
23.02.2025 23:51 β π 1 π 0 π¬ 1 π 0
Legs are a part of normal rigging, but they are probably reffering to the fact that Meta didn't have legs on thier avatars for a while. Not sure why they mention it for second life since animations in that are a little different than IK legs that I usually see in VR games.
21.02.2025 10:26 β π 4 π 0 π¬ 0 π 0
They are pulling a surprising share of users these days on account of fortnite and all those free games they give out like candy. I don't think I'll ever use thier platform but there is a growing number of kids who have never used anything else.
21.02.2025 10:09 β π 0 π 0 π¬ 1 π 0
You reminded me that one of the "cars" I wanted as a kid was the Carver One, a funky enclosed bike/microcar thing. You get the coverage of a car but the size of a large motorcycle.
17.02.2025 11:53 β π 1 π 0 π¬ 0 π 0
17.02.2025 11:45 β π 1 π 0 π¬ 0 π 0
Here is another example. You can create something that acts like an absolute value function. This works by utilizing a quirk of aim constraints that have the up vector set to an object. With a little extra work you can even alter the setup as a way to establish minimum (or maximum) bounds.
07.02.2025 00:02 β π 3 π 0 π¬ 0 π 0
Came up with a really dumb Idea. Using VRChat's constraints to do more complex math. Here's approximations of x^2 and x^3. They break down the further from zero you get, but I'm mostly using them between [-1,1] where they are still very accurate.
#VRChat #Unity3d
06.02.2025 23:37 β π 5 π 1 π¬ 1 π 0
YouTube video by -Rexrover-
RoverCat Release Trailer
My avatar base the RoverCat is out!
This is a modular feline base that includes 12 premade species, 4 tails, 3 sets of ears and 3 pieces of clothing!
designed to be performant with the avatar being sub 40K Tris and medium quality rating out of the box!
youtu.be/wdYYvIARnPA?...
06.02.2025 20:57 β π 41 π 17 π¬ 8 π 0
These hips don't lie, but they sure do fight every attempt I make at rigging them.
Probably gonna be stuck learning and experimenting with rigging for a couple weeks.
22.01.2025 21:30 β π 2 π 0 π¬ 0 π 0
Super excited for this update. More so with all the goodies you've shown off with this status report.
22.01.2025 21:25 β π 2 π 0 π¬ 0 π 0
I also know a lot of people go to club events on the weekend to listen to different DJs. That's another option you could look at. I think I remember that someone set up a website calender thing that has a bunch of these events on it, but I don't remember is name off the top of my head.
19.01.2025 09:12 β π 0 π 0 π¬ 0 π 0
I sometimes join my friends in "furry talk and chill" public lobbies where they are chatting with just about anyone and making friends. It's not super rare that they other people doing the same thing, so jumping around public lobbies isn't a horrible idea.
19.01.2025 09:09 β π 0 π 0 π¬ 1 π 0
Made a quick comparison video. It's interesting seeing how much work I've done but also how relatively minor the changes are to the overall sculpt.
17.01.2025 05:56 β π 0 π 0 π¬ 0 π 0
Wasn't perfectly happy with the body so I did a very dirty retopo and spent some time in multi-res sculpting a bunch of small changes. Here is an updated turnaround of what I currently have.
17.01.2025 05:16 β π 0 π 0 π¬ 1 π 0
Was scrolling through your posts after seeing the laser oscilloscope video. I'm assuming you've looked into reducing the file size. But if you haven't, have you looked at compression formats that only encode the Red and Green channels? BC5, RG 32 bit, and RG Float should work fine for position maps.
16.01.2025 18:39 β π 0 π 0 π¬ 0 π 0
Is "anatomy for sculptors" one of them? I usually keep it up on a second monitor when I try to practice sculpting.
06.01.2025 21:52 β π 1 π 0 π¬ 1 π 0
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