NokiMo
vr_zab
vr_zab

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Kangaroo Avatars - Download

Update (July 2020): These will be making their way to Gumroad! https://gumroad.com/vr_zab  If you paid for access to these on Patreon any time in the past, feel free to message and I will send you the files again if you need them! 

Leave any questions below, thanks everyone for your support!

Kangaroo Avatars - Download

Comments

It's all working wonderfully! Thank you! UwU

Ajax Roo

There are 3 meshes, for Neos you can open the inspector and just delete the mesh "Body" and the mesh "Body-Quest" since you only need "Body-PC". Or you can delete them in Blender. For VRChat, the mesh "Body" is just a stand-in and gets swapped out with the other meshes for either PC or Quest uploads (already set up in the Unity Package) since this keeps the hierarchy the same for animations without needing a prefab unpack. Hope this is helpful!

Zab

Thank you, I got textures working and used shape tools to get my desired look. I have a different issue now. When I upload the avatar to NeosVR at the knees it creates a giant flat triangle on the sides of the body (the triangles are the same size as the whole model) and the other problem is that there seems to be a model inside the model.

Ajax Roo

Pink models probably mean the toon shader wasn't imported before the model, it's linked above (Poiyomi Toon Shader). In case you skimmed over the post there are additional components to import before the avatars too!

Zab

I don't know exactly whats going on but I can not get the textures to apply to the model so I just have a pink roo shaped blob in Blender. How do I fix this?

Ajax Roo

That's the placeholder ("Body"), you will want to look for the "Body-PC" or "Body-Quest" mesh. The reason it works in the scene view is "Body" is set to use the mesh Body-PC or Body-Quest already (see the mesh chosen in the skinned mesh component under the Inspector tab). You can delete "Body" if you want (and Body-Quest for that matter, if you only want it for PC). Using a placeholder called "Body" with the same approximate size and bounds is just a way to keep the hierarchy the same, so the animations work with either mesh slotted in. Hope this helps! <3

Zab

hey uh the roo has a bit of a bug, when i load him into Blender or unity his legs have giant dorito shaped extrusions coming out from them, but when i load in scene view its fine

LiamFluffyThing

thank you i figured out how to upload it

I believe that is the only way to upload a Quest avatar. PC version can be uploaded when Unity says "PC, Mac &amp; Linux" at the top, then switch to the Android version and upload the Quest version after copying the Blueprint ID onto it. https://docs.vrchat.com/docs/cross-platform-setup

Zab

am i supposed to switch platform to android to work on quest? because when i had it on pc it just said on quest that it was not published for that platform. it says (avatar uses unsupported shader 'standard' you can only use shaders provided in VRchat/mobile for quest users)

Yes a low poly, low material version for Quest is included. I upload both Quest and PC versions to a single avatar blueprint ID and test all models on my own Quest!

Zab

does it work on Oculus quest?

That is indeed perfect! Thank you very much for the quick response and the awesome update!

Hi Benedikt! Adjustments have been made, and also some Blend Shapes for you to play with on the Body object are added. These are at the bottom of the Blend Shapes list when you have the Body object selected and look in the Inspector tab. You may need to expand the "Blend Shapes" section to see them all. They include things like a shape to thicken the hands, move the thumbs even further in, and shrink/widen the eye placement, if you want to take the changes even further than I did in this update. It looks like you may be using the Index controllers. If so, striking a precise finger pose for the thumb with an animation override isn't an option they have available right now. Even so, I'm hoping these adjustments and added customization options on the Body object will help! Doing the Thumbs Up with the updated gesture should also set the ThumbsIn shape back to 0 while held. So if you do decide to use that Blend Shape to move the thumb in, doing a Thumbs Up should still look somewhat normal, as long as gestures are toggled on.

Zab

Hey Zab! I am really loving the avatar so far and would certainly love to use it. Though I do have two little problems with it. First, it seems like it kind of has a lazy eye. Whenever I move the head, one eye seems to be dragging behind and they do not want to stay synched. You can see it pretty good in this picture: https://i.imgur.com/5cibqZ9.png Secondly, I communicate mostly via sign language in VR and the correct hand positions are very important for that. So one thing that would be very important is being able to close the hand to a full fist. Right now, the tightest fist I can do with Roo is still having the thumb kind of outward. As seen here: https://i.imgur.com/WxUBr9o.png For signing it would be very important to have the thumb rest in front of the knuckle of the index, or even the middle finger (if possible). But even just having it fold in completely and not sticking outward anymore would be a huge improvement. Also a little small extra node would be that the other fingers will pierce into the palm when making a full fist, though that's not as important. I'd love if those changes could be implemented. Especially the thumb position would be a huge fix! :) Thanks for the great work!


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