Dex

Big hearted fluffdragon...

...fictional ex-90s platformer mascot, nerd, plural, Ξ˜Ξ”.


Masto 🐘
scalie.club/@Dex

i still feel like this is what happens when boundless, limitless creativity meets zero documentation

i tried again last night to import the yinglet model
same error where it doesn't recognise the legs
and the error message only gives the troubleshooting tip "drag and drop this error to a file browser, then post it on the discord"
did as i was told (after figuring out had to hit the plus button to save the text file), joined the discord just for that, no idea if i posted it in the right place

i ran into the same issue with some models in unity for VRC, but at least there i knew searching would find the answer (inspect the FBX > rig > check it's set to humanoid, hit configure > assign bones to their correct location > hit done)

here the best i could do is take a chance looking for old neos documentation and hope that it’s still broadly applicable

and what gets me is that this error message in itself feels teachable, β€œif you want to try fixing this yourself, look at the ExampleComponent in AvatarHierarchyLocation". At least it'd be a very specific thing to search for or query if additional help is needed.

let's be clear, this one is a me problem, it should not happen if the base used more standard bone names - i just think there are better fixes than this

but i also got into a situation last night where i found out ctrl+clicking on a floating element in desktop mode would focus the camera on it (while trying to figure out how to right click drag on a crap laptop touchpad)
and hey, that's very neat for working on stuff on desktop. a nice canvas
except i could not figure how to get out of this mode
the settings menu does not seem to have keyboard shortcuts or the ability to remap them
ended up respawning

and i know the fix for some is to build collaboratively in a way other platforms don't allow for
but eh. for every WIP unity or VRChat screenshot i've posted here, you do not want to know how many times i've listened to scarlet fire or the furality sylva test video trying to tweak audio based shader settings
i'm not exposing other people to that.

again, i conceptually like resonite. i've been looking up some old neos tutorials now that i have reason to, and the stuff you can do in-engine is incredible - like for example being able to generate ice and quicksand physics on a surface with just a texture of your choice and some components to assign material and physics properties based on colour of the texture.
but it also feels like there's a lot of hurdles to jump over just to get started
(and also for better or worse, if i'm doing something in unity, i like doing that on my mac and testing on deck, while the best i can do here is remote play)


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in reply to @Dex's post:

I keep worrying, with resonite, about the fact that your default avatar is a head and two floating hands with no other body parts, and that an imported Neos world we saw last night showed a bunch of customized avatar examples for a cute character that added just a torso and some clothes to that, and had no legs. I really hope they didn't release so early that they haven't figured out legs tech again; this seems pretty basic nowadays for social vr, so having it missing is weird.

yeah, and thinking about it, there's also a couple avs I've seen screenshots of here that have 'em, and also everyone who was in that HAM radio magazine bit that was mentioned a day or two ago on here... so I guess it's something about how the leg rigging is handled in your av? somehow?

I have a decent idea what's wrong, it's making a best guess with bone names, which are named badly on this base. It should be relatively easy to fix in Blender, I'd just rather not re-export from Blender if I don't have to.