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学习自定义虚拟形象创作

CATS 文档(在此处学习 CATS)[github.com]

Twist Bones(扭曲骨骼)

Lip sync(口型同步)

若要通过 CATS 自动生成口型同步,请访问“Visemes”下拉菜单。您至少需要3个基本口型键:AA、OH 和 CH。具备这些条件后,启动 CATS,打开“Visemes”菜单,选择相应的形状键,并点击“创建 Visemes”。[这将生成 VRChat 中进行唇形同步所需的15个 Visemes]

如果 3 个插槽未自动填充对应的口型键,请尝试通过“Model Options”下拉菜单对您的模型进行转换。如果您的模型中尚未包含形状键,则必须使用 Blender 创建它们。

在 Unity 中,可以通过 Pumkin's Tools 来填充 Visemes。

https://youtu.be/gdV-j1aMt6s  - (可以看看这个视频,如果您的模型没有附带 CATS 所需的 3 个 Visemes)

https://youtu.be/ZB2aXKkwXuA - (不常见,需要额外工作)


Eye Tracking(Eyetracking(眼部追踪)

Allows允许模型的眼睛四处游移并聚焦在感兴趣的物体上。您可通过 anCATS avatar’配置这个功能。弹出的工具提示将为您提供指导。
在 CATS 中配置好后,首先通过使用 Pumpkin's eyestool to dart around and focus on objects of interest. Created through CATS. The tooltip popups will guide you.
Applied in Unity first中启用这个功能,然后在 throughVRC Pumkin’sAvatar Tools,Descriptor(虚拟形象描述符) then中设置 setEye the eye rotations in the Descriptor.


Rotation(眼部旋转)。

Deleting unseen geometry删除外表不可见的多边形面

If如果基础网格上有衣服,请删除下方应覆盖的多边形!这不仅能提高性能,还能防止穿模!

you

选择基本网格,进入线框模式并选择要删除的面。然后转到网格的数据属性选项卡(的绿色倒三角形选项上),创建一个新的顶点组,并只选中要删除的面,然后点击分配。完成后重命名该顶点组为您容易记住的名字,然后取消选择。

have clothes on top of your base mesh, delete the polygons underneath that should be covered! This will not only increase performance, it will prevent clipping issues!

Select the base mesh, go into wireframe mode and select the faces to delete. Then navigate to the Object Data Properties tab (inverted green triangle), create a new vertex group, and with nothing else but the faces you want to delete selected, assign them. Now rename the group descriptively and deselect.

Before you delete these faces, save a new file first!


在删除这些面之前,请先保存一个新文件!

Custom Gestures/Expressions (Avatars自定义手势/表情(Avatar 3.0)0)

Locate theUnity 的 SDK 中找到 Examples3 folder in the SDK in Unity. Click on文件夹。点击 vrc_AvatarV3HandsLayer.controller, duplicate it (Ctrl+D), then rename it descriptively. Create a new subfolder in your avatar’s folder for animations, and place the new controller there.

In并复制它(Ctrl+D),然后重命名为您容易记住的文件名。在模型文件夹中新建一个用于放置动画的子文件夹,并将新控制器放在其中。

your

avatarVRC descriptor,Avatar underDescriptor 中的 Playable Layers,Layers(可播放层)下单击 click Customize then underCustomize(自定义),然后在 FX 栏右侧的 Default Non-Transform.Transform Drag按钮上单击,将控制器拖入该插槽。

the controller into the slot.

Duplicate your avatar in the scene. Open the Animation window (

在场景中复制你的模型。打开动画窗口(Ctrl+6). Create a new animation (e.g. Smile). Click record. Then click on the body in the hierarchy, and in the Skinned Mesh Renderer open Blendshapes. Drag them to make the expression you want (in this case6)。创建一个新动画(如微笑)。点击录制。然后点击层次结构中的身体网格,在蒙皮网格渲染器中打开 Blendshapes like下拉栏(形态键)。拖动它们做出你想要的表情(在本例中,Blendshapes Blink包括眨眼快乐、微微一笑和微微扬起的眉毛。)

Happy, a slight smile, and slightly raised eyebrows.)

When done, click the top diamond at frame

完成后,在动画制作器中点击第 0 in the animator,帧顶部的菱形,按住 Ctrl+C,C,然后在第 then1 帧按住 Ctrl+VV。

at

在动画控制器窗口中,导航到手的动作(本例中为 exactly frame 1.

In the Animator window, navigate to the hand movement (in this case Open), and set the animation file in the"Open"),并在检查器窗口的 Motion slot槽中拖入设置动画文件。

in the Inspector window.

AV3 Walkthrough演练 - Part 3 部分 - Weights,权重、混合和跟踪 Blending,- andAvatar Tracking3.0[ask.vrchat.com]

装配

许多模型和底座都可能是预先安装好的。如果您自己装配模型,则必须符合 [VRChat 装配要求](https://docs.vrchat.com/docs/rig-requirements)\[docs.vrchat.com\]。 如果使用人形模型,请确保在模型导入选项中将其设置为人形。 如果使用的是非人形模型,请使用通用装备(genic rig)[并且最好使用您自己的动画控制器(animation controller)]。

可以在 Blender 中使用 rigify 进行装配。

还可以通过网站 mixamo.com 快速、轻松地完成装配。
快速入门 - Mixamo 模型创建[vrchat.fandom.com]

重量绘制

骨骼映射到网格的方式是通过权重。骨骼权重可以通过权重绘制绘制到网格上。

权重绘制很难。没有完美的权重绘制。在绘制权重时,你会吃很多苦头。
没关系,这是每个 3D 艺术家在正确装配角色时必须承受的痛苦。

编辑纹理

找到要编辑的图像纹理(如头发纹理),并将其带入图像编辑器(如 GIMP 或 Photoshop)。如果要编辑颜色,请选择要编辑的内容,然后在颜色设置上做文章。如果完全想改变颜色,先将其设置为灰度,然后再改变色调。

服装

服装模特可在 DeviantArt 上搜索,搜索 "MMD(服装名称)"。
然后,您就可以使用 CATS 对服装进行母版化。
别忘了尊重规则,很多规则都明确规定不得在 VRChat 中使用。

在 Blender 中创建自定义服装最简单快捷的方法是:选中模型上所有希望有服装的面孔,标记接缝、UV 展开、添加纹理并添加固化修改器,使服装看起来有深度,而不是收缩包裹在模型上。

此外,您还可以根据自己的喜好雕刻服装网格。对于简单的编辑,您只需使用抓取笔刷(键盘上的 G)即可。
您也可以使用 Blender 基于物理原理的布料笔刷进行雕刻,并将额外的细节烘焙到法线贴图中。

在 Blender 中,通过 "拼接 "应用了布料物理特性的 2D 平面,可以更真实地创建服装。 [https://youtu.be/HPz5gk\_AT6w](https://youtu.be/HPz5gk_AT6w) [https://youtu.be/7ULae\_1GVpc](https://youtu.be/7ULae_1GVpc) 我不推荐这种方法,因为它很繁琐。

如果你对制作 3D 服装特别感兴趣,你可以购买 bartoszstyperek 提供的 Blender 服装工具,或者定制你的服装模型。为特定模型定制服装模型通常会让装配变得更简单、更精确,而且通常会减少多边形数量。遗憾的是,Marvelous Designer 不再出售永久许可证,所以即使是真正想设计 3D 衣服的人,我也不推荐使用它。

头发

对于动漫风格的 3D 角色,您需要基于几何图形的头发(而不是基于粒子的头发)。根据您想要的最终效果,有不同的头发建模方法。

纹理绘画

在模型上绘制纹理的过程。对于非 PBR 纹理绘制(只是漫反射纹理),Blender 可以很好地完成。可以通过 GIMP 或 Photoshop 编辑预制的图像纹理(如 MMD 面等)。

迄今为止,Substance Painter 是最强大的 PBR 纹理绘制应用程序,但也是最昂贵的。替代软件包括 ArmorPaint(预编译版本 16 欧元)和免费的 Quixel Mixer。

同样,如果您只是绘制漫反射纹理,只需使用 Blender 即可。

Avatar 3.0

AV3 攻略索引 - Avatars 3.0[ask.vrchat.com]

Rigging



Many models and bases will likely come pre-rigged. If you rig your own model it must conform to the VRChat Rig Requirements[docs.vrchat.com].
If using a humanoid avatar ensure that in the model import options it is set to humanoid.
If using a non-humanoid avatar, use the generic rig [and it is ideal that you use your own animation controller].

Rigging can be done in Blender by using rigify.




Rigging can also be done quickly and easily through the website mixamo.com.
Quick Start - Mixamo Avatar Creation[vrchat.fandom.com]

Weight Painting

The way the bones are mapped to the mesh is through weights. Bone weights can be painted onto the mesh via weight painting.

Weight painting is hard. There is no perfect weight painting. You will suffer when weight painting.
It’s OK and a necessary evil that every 3D artist must endure if they want to properly rig their characters.

Editing Textures

Find the image texture of what you would like to edit (e.g. the hair texture) and bring it into an image editor (like GIMP or Photoshop). If you want to edit the color, select what you want to edit and mess around with the color settings. If you completely want to change the color set it to grayscale first and then change the hue.

Clothing

Clothing models can be searched for on DeviantArt, search “MMD (name of clothing item)”.
You would then parent the clothing using CATS.
Don’t forget to respect the rules, many explicitly say not to use them in VRChat.

The quickest and easiest method to create custom clothing in Blender is to select all the faces of your avatar that you want there to be clothing, marking seams, UV unwrapping, adding a texture and adding a solidify modifier to make the clothing look like it has depth and isn’t shrink wrapped to the avatar.

Additionally you can sculpt the clothing mesh to your liking. For simple edits you can just use the Grab brush (G on keyboard).
You can also sculpt using Blender’s physics based cloth brushes and bake the extra detail into a normal map.

Clothing can more realistically be created in Blender by “stitching” 2D planes with cloth physics applied to them.
https://youtu.be/HPz5gk_AT6w
https://youtu.be/7ULae_1GVpc
I would not recommend this method as it is tedious.

If you are especially interested in making 3D clothing, you can either buy the Garment Tool for Blender by bartoszstyperek, or custom model your clothes. Custom modelling your clothes for your specifc model will usually make the rigging much easier and more accurate, plus it will usually result in a lower polygon count. Unfortunately, Marvelous Designer no longer sells a perpetual license, so I can't recommend it even to people who really want to get into designing 3D clothes.

Hair

For an anime-styled 3D character, you’re going to want geometry-based hair (as opposed to particle-based). There are different ways to model hair depending on what you want your final result to look like.



Texture Painting

The process of painting textures onto models. For non-PBR texture painting (just a diffuse texture) Blender works fine. Pre-made image textures (like MMD faces, etc.) can be edited through GIMP or Photoshop.

Substance Painter is by far the most robust PBR-texture painting application but also the most expensive. Alternatives include ArmorPaint (€16 for the precompiled version) and the free Quixel Mixer.



Again if you are just painting a diffuse texture just use Blender.

Avatars 3.0

AV3 Walkthrough Index - Avatars 3.0[ask.vrchat.com]

Full-Body Tracking全身跟踪

VRChat advises against using rig hacks because they may break in future updates.建议不要使用钻机黑客,因为它们可能会在未来的更新中被破解。

####

Complete avatar creation (NOT FOR BEGINNERS!!!完成模型创建(初学者勿用!!!)

Are你是否有足够的受虐倾向,想要自己制作模型的每一个部分?
youRainhet masochistic的模型课程似乎是在 enoughBlender to中从头开始制作模型的最精简、最简单的课程。

make every part of an avatar yourself?
Rainhet's avatar courses seem to be the most streamlined and simplest for creating an avatar from scratch in Blender.

There is a 

有一个step-by-step playlist逐步播放列表 and an 和一个abridged playlist节选播放列表.


(DATED, Avatars 2.0) Custom Animations自定义动画

Avatars 2.0 is现已废弃。请勿将其用于新项目。 now

要添加这些动画,请在 deprecated.VRCSDK Do中找到 notCutsomOverrideEmpty use文件。复制该文件(ctrl+D)并重命名(类似 itCustomOverride)(按 for a new project.F2)。

To单击该文件后,动画槽将出现在检查器窗口中,但其中没有任何内容。 add these, find the CutsomOverrideEmpty file in the VRCSDK. Make a duplicate of it (ctrl+D) and rename it (something like CustomOverride) (press F2).

Click on it and the animation slots will appear in the inspector window with
nothing in them. If empty, the animation will be the空。如果是空的,动画将是 VRChat default; if filled with a的默认动画;如果填充的是 .anim file,文件,它将被覆盖并使用该动画。

it

要将动画应用到模型上,请单击模型并将自定义覆盖拖到检查器窗口中模型动画组件的自定义站立动画和自定义坐姿动画插槽上。

will be overwritten and that animation will be used instead.

To apply the animations to the avatar, click on the avatar and drag the CustomOverride onto the Custom Standing Anims and Custom Sitting Anims slots in the avatar animations component in the inspector window.