Did a test where I made the SlimeVR Nighty plush into a VRChat world prop. You can see how it gets thrown around and still has physics.
@kanafuyuko.com
❅Part Of @mofuworkshop.com❅ ❅Reviews Mocap/VTuber Tech❅ ❅3D Artist Of 9 Years❅ ❅COMMS CLOSED❅ ❅Puerto Rican❅ ❅Snow Angel❄ ❄Credits❄ ❅2D Artist: @fizzyfloat.bsky.social❅ ❅Blender Shader: @crypticlight.bsky.social❅
Did a test where I made the SlimeVR Nighty plush into a VRChat world prop. You can see how it gets thrown around and still has physics.
Can't wait to see the plush in VRChat soon!!!
I made the Nighty Plush 3D model for @slimevr.dev. I thank the peeps at SlimeVR for sharing interest in wanting to see and use the finalized 3D model (It was originally fan-made).
I made sure Nighty is expressive with a simple cel-shaded style+squish ability via bone rig.
The slime does use meshes for the eyes, I originally wanted to do texture based but I ended up sticking with the mesh mainly to allow flexible expression (Ex. Angry or Heart eyes). It honestly depends on the model usage+style goals that determine the method utilized.
If any mocap information is incorrect or if there's any information you want added. Please use the "Contact" page on my website at www.kanafuyuko.com and send mocap information there.
Another big update to the Physical Mocap Document for 3D VTubing!!! Lots of new information+improvements. Thank you Vicon and AzeruOfficial for allowing me to include official/proper insight regarding Vicon's hardware.
Link to 3D VTuber Mocap Document: docs.google.com/document/d/e...
@kanafuyuko.com modeling the Nighty plushie props for VR chat! Its soooo cute!!! :33
You can even do a Spine IK if needed by the way.
When the IKs disable, your Vive hand tracking should work fine and when you enable, it should force the hands how you want them to be. If the elbows are weird, you can add elbow anchors that are parented to their respecting hand anchors but I'd experiment with this and see if this helps.
You can then parent the hand IK anchors to that third anchor for the game controller. In the blueprint, you can use the IK nodes to enable and disable the IKs that keeps your hand still. Hope I'm making sense with this information since this is a very specific situation.
I'd make two empty anchors manually and then attach to the character asset under the IK section and test the values that work for you. Not sure how you're doing the game controller rotation but if you can create a third anchor that's parented to the game controller's bone-
Maybe with the contacts, you can have it enable and disable arm IKs since the arm IK option under character asset allows your hand to stay in a single place or wherever the IK anchor is parented to. It may act weird with full body but it shouldn't hurt to give that a try.
Again, still complicated to explain and I never tried this specific approach other than doing actual finger tracking for a gamepad key via inputs.
You can also do a non-full body approach where you have IK arms from your model via character asset (Make sure they have their own anchors), then parent them to the game controller and have a blueprint that tries to rotate the game controller via Tail Asset rotation offset with physics off maybe?
You could probably experiment with anchors and blueprints but that may go above your knowledge and can be complicated to perfect since Warudo doesn't really have a perfect system for blueprints controlling specific bones of props or non-humanoid bones.
I can only recommend to do actual prop tracking with a simple game controller model so that way you can still have 6-11 point Vive body tracking and then an extra vive tracking the game controller so your audience can have the immersion of you gaming.
I assume you're trying to make a controller station track with your body? Like the controller rotates but also stays put and your character moves realistically? This is a bit tricky as not many experiment this approach and if so, they have custom code for this.
I believe XR Animator has a way of doing webcam prop tracking (MediaPipe has an SDK regarding prop tracking): youtu.be/XoDaq_aS4MA?...
You could join XR Animator's Discord on their Github page and get more insight if needed.
I recommend learning how to use the contact node as they're essentially like VRChat contacts:
- www.youtube.com/watch?v=otwx...
- youtu.be/A-fxhMLqbhM?...
I have two guides which shows the basics but you can do almost anything with them depending on what you're trying to do.
For a client of mine, I had their game controller attached to their less dominant hand and then when they use leap motion to wave, their right hand can wave while the game controller stays on the other hand even when tracked. Honestly depends what you want to do exactly.
For webcam and leap motion use, Warudo should be able to override the arm pose so that way you can have your hand move away from the controller. Downside is that it won't be super realistic like if you dropped the controller IRL, the model won't actually drop it as well.
You can have both body and controller prop use Vive trackers so that way they're in the same calibration space and alignment so it can "feel" more realistic (Ex. Dropping the controller). Since the game controller is actually tracked to your IRL one and not just attached to your hand permanently.
VNyan, Warudo, Blender, Unity, general mocap questions. You can ask me anything right here!
Note that this will just be written responses. If you wish for a personal mocap consultation, you can email Mofu Workshop for a request until I figure out public requests.
Comment your 3D Setup/Mocap questions on this post and I'll answer!!!
I want to do a post event since all week I've been answering mocap questions so I want to do my part in helping 3D VTubers.
Just know that this will be in similar fashion like the mocap document but not mocap. I'll focus on a written guide first and maybe have a video guide if needed but we'll see. Stay tuned and sorry for the lots of promises and delays lately.
So lately, there's a specific tutorial that has been bothering me and kept me procrastinating on making other tutorials for a long time. I think it's time I do something about it before I fear it again because it's such a big 3D topic to teach but must be taught.
AWA! Didn't expect the message but I'd be happy to make video content of the butterflies if you wish!!!
The updated information is now in the mocap document.
Check the site for more information but I'm excited to see these cute shrimps launch! If I save up more money overtime, I'd snatch the butterflies for my collection.
The SlimeVR Butterfly trackers have launched!!!
-Very light weight
-No occlusion
-10 trackers max per dongle to connect so no wifi needed and less USB clutter
-Improved algorithms and new IMU model for less drift
-24+ hour usage
SlimeVR Butterfly: www.crowdsupply.com/slimevr/slim...