VRChat - Add Clothes In Blender Plebsplanation

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hey what's going on guys ron one back again with another video and today i'm gonna be going over how to add clothes to your avatar in blender so first things first you're gonna need your avatar's base model i got mine right here and you're gonna also need cats and cats is essentially it's a must-have if you're going to be doing anything in blender and uh transferring over to unity especially for for vr chat stuff definitely for video chat stuff and this also allows you to this also comes with a importer for mmd which includes pmd models and pmx models which you're going to need if you're taking things off of deviantart which is something i'm going to be doing in this tutorial in the future when you're using like marvelous designer files or any other clothing files i mean the process is still the same just in this case i'm gonna be taking from deviantart so in particular i've got this uh shirt simple poly mail shirt uh i just typed in like mmd mail shirt this came up downloaded it and uh yeah i'm gonna be throwing it on my character right now so go into file import and then i go oh file import mmd and then go to the location import the shirt and there we go got the shirt up here now what you want to do is go into cats find the shirt change the armature to shirt click fix model and the reason why cats is really handy is it basically it normalizes the the armature so that you get the conventional the standard naming conventions all throughout which are accepted by unity and by extension vrchat so there is a way you can um oh just for some some hotkeys real quick uh s s is going to be just clicking s on my keyboard puts me into a scaling mode scale up and down if i press g on my keyboard g is going to be allow me to freely move the shirt and then g combined with x y or z allows me to move on those axes that i've selected okay so now the goal here is to [Music] line up the shirt with uh i guess the collar the the neckline which is um not too difficult let's put a hot key work g right now wait actually okay so there is a way to you can you can join the armatures and by joining the armatures you you transfer over the the current uh the current weight painting for one armature it transfers it over to the other armature when they join together so say if you have a shirt with like um some sort of like dynamic bones on it or some sort of tassels or something like that instead of deleting the armature and losing those um those those extra armature bits those dynamic bones you can merge the armatures and you'll be able to keep those items but in this case this is just a basic shirt and also i think if i go into pose mode yeah the weight painting is all jacked up on this shirt so even if i did merge the armatures it would be most likely it would it would be a pain in the ass so not going to be doing that today instead we're going to be doing a a different way so what you want to do is separate the body from the armature i just click it drag it out into the collection folder it's actually not letting me is it hello oh okay gotta drag it out into the scene collection window so i just clicked it dragged it all the way down now it's separate from the armature i can delete the armature now and it actually of course it resized the shirt again so cool okay just gotta rescale it down s on the keyboard some g x all right now i'm just sort of fitting it to the avatar um typically what you would do is you would use the armature to sort of lift the arms of the shirt and get it to match better but in this case no armature because that weight painting was completely trash weirdly very weirdly rigged not sure what that was um so you want to try and get the the top of the sleeves like the the shoulder portion of the sleeves to match up with the shoulder portion of your avatar kind of like like so and now now what you can do go into object mode then go into sculpt mode sculpt mode is extremely handy there's all kinds of different uh tools you can use to reshape clothing or polygons whatever vertices in this case we're gonna be using the grab tool sort of in the middle it's this yellow one um just an update i'm using blender version 2.83 so not sure if there's a newer version but um i have seen some discrepancies and perhaps maybe color but um there's also a discrepancy in a future step but i'll tell you about that when we get there so um yeah you got the grab tool selected press pressing f on your keyboard allows you to scale the tool you want to make it about a decent size to grab these actually a little bit larger grab the sleeve just lift it up make sure the sleeve is um oh wait actually first before we do that make sure it's mirrored across the x-axis so when you grab this sleeve it also grabs the other sleeve i'll make this a bit bigger actually just grab it pull it up put it forward make it a bit smaller clicking up here i mean you can also um i believe it's is it alt there's another hotkey for for changing for snapping viewpoints uh i can't remember right now but yeah so for now we're just kind of trying to shape this to the character's body grabbing vertices lift them up grab the collar back the armpits um yeah with a piece of clothing that's fairly a fairly low poly count like this shirt is it's pretty easy to sort of do these sorts of things but with a maybe a higher poly count shirt it might take a bit longer but okay so for now looking looking all right no clipping really i mean there's some problems with the pants but whatever you could just oh yeah you could you can fix that you know whatever they're baggy i don't exactly care too much okay so now go back to object mode and now you want to combine the shirt shirt with the with your body material or your body uh object and that'll just be ctrl j just kidding i messed with the height i keep i keep messing that up okay so you click the shirt click the shirt first then control click the body then ctrl j on your keyboard just running when you guys do that again click the shirt object control click the body of your character then control j to join on your on your character all right so now if you're going to pose mode you should get some basic weight painting yeah so you get some some alright weight painting i mean it moves with the arms and uh it's okay like it but it looks bad looks really bad so to fix this um what you want to do select your character select the shirt as well so it's the shirt being connected to the body select the body go into edit mode by clicking tab or you can select it up here on the top left now go to your materials select the shirt in this case the shirt is called shirt of course select it it will select all the shirt you can make sure it's all the shirt by clicking g on your keyboard making sure you have all of it selected then from here press p on your keyboard the letter p separate by selection and now the top right you'll see a duplicate of your body double click that to change to something i just call it shirt and now go out of edit mode by clicking tab or selecting object mode in the top left now you have your shirt separate from your body however they are still connected now what you want to do is go into the object data properties which for me is a triangle if you're using an older version of blender i believe it'll be i don't exactly know what the image will be but object data properties is where all your vertex groups are going to be stored and the vertex groups are basically how blender stores weight painting so you want to make sure you have your shirt selected do not have your body selected when you do this process because what we're going to be doing is deleting all the vertex groups from the shirt and then reapplying them so first go into object data properties on your shirt you can check up here at the top it says shirt click this drop down select delete all groups deletes all the groups now go up to the wrench modifier properties click add modifier data transfer now what we'll be doing is will be geez my voice holy crap now we'll be taking the weight painting directly from the body and transferring that information onto the shirt so you want to go select the source object as being the body select vertex data highlight vertex groups and then click generate data layers now this is where the discrepancy was with uh i believe maybe newer versions perhaps maybe slightly older versions of blender but there will be some sort of a drop down bar next to the camera which will either have generate data layers or the apply button it might i believe it's the apply button but after you hit generate data layers have vertex groups data all that selected you want to hit apply once you hit apply it'll disappear and that's how you know that you've successfully applied it so now we go into pose mode and now we do the same motion and look at that the weight painting is a lot better there's only minor clipping and yeah it's just a all-around better solution to matching weight painting than what we had before um results i believe will also vary with um emerging armatures but you know there's the added bonus of having carrying over whatever dynamic bones that you had on the previous uh rig so like if you if you're transferring over hair or if you're especially if you're transferring over a head doing a head swap you you'll do that by using um merging armatures which i'll go over later in a different video but uh for now we just want to check make sure all the weight painting is fine and by doing that by checking that typically i just like rotate my character um and here we can see weight painting is not fine oh no his back is up okay so now what we do we're in pose mode got a guy leaning forward we see this shit's up going into object mode select the shirt because the shirt is what's having the white painting issues with the shirt selected top left click weight painting and now your shirt should turn blue or various color or various range of colors go back to your object data properties and go back to your your list of vertex groups that we've now copied over from the body select chest seems like chest isn't exactly it looks like it's the the shoulder so it's like left shoulder right shoulder so left shoulder all right so now weight painting it's basically painting but you're applying the weights onto certain meshes now i have uh in the top left you can also use f on your keyboard too to scale your um your weight no this is the skill of the radius nevermind you can't scale the weight there might be a hotkey for that but at top left you see the weight uh one is red meaning it's the strongest weight you can add uh 0.5 is about like yellow this this looks like a blue color so we're going to go with like about 0.23 and then just click and yeah you just click on the parts that are kind of floating but you want to make sure of course like like you wouldn't you wouldn't wait paint this to the left shoulder because then when the left shoulder moves this side would move which is yeah you don't want to do so for this guy go to the right shoulder all right right shoulder now that you have the right shoulder selected click that and there you go and now go back to pose mode move your guy and look it all works fine and then uh yeah you can you can sit here and tweak it as much as you like next step would be of course exporting your model export as an fbx once you export as an fbx you can import into blender once you import into blender you can upload to vr chat and yeah hopefully hopefully this has helped you guys out uh if you have any questions you guys can hit me up on discord or leave a comment in the comment section below you know thanks for watching all that i'll uh try and upload some more blender videos because i got some friends who are like starting they're trying to start into like avatar creation type stuff and they don't exactly know where to start so just to try and help out some uh some starting up creators yeah hope you guys have a have a good day thanks for watching catch you guys later
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Channel: wron 1
Views: 25,339
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Length: 19min 12sec (1152 seconds)
Published: Fri Jun 11 2021
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