Could be on the pipeline of things to make. But I can't say when it'll be done.
Dein-Ra
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I might have a friend that looks into the VRCfury thing and unitypackages. I play on Resonite, where those things aren't needed.
If you're otherwise confused on how to set up a latex outfit of ours I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar.
Don't know anything about any phone number.
But, you essentially combine the suit with the avatar using blender by Appending either the suit to the avatar file, or the avatar to the suit file. Then make sure they both use the same Armaure.
To hide/remove the limbs the suit would hide, be in Edit Mode with the avatar mesh selected, select intended for hiding vertices/lines/polys, hit P then select "Selection".
The suit itself is a texture you mix with the avatars own body texture using GIMP/Photoshop.
I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar.
I posted a pretty lengthy tutorial in the comment section of this product: https://dein-ra.itch.io/jwmasccaninelatexoutfit which is also a latex outfit, but for a different avatar.
In order; you of course first combine the materials in GIMP/PS before you apply them on the model.
- Albedo texture is the color of it
- Metallic/smoothness is the texture that gives it its shiny properties
- Normal is the purple-blue texture that handles the 'fake 3D' effect on the model
When combining these materials you do them individually. - As in - You don't combine Albedo with Normal, for instance.
You then apply these new materials in the Neorca's unitypackage. It gets slightly technical to have the materials display correctly in Blender, if you attempted it there and are left confused.
In Blender, with the avatar mesh selected you go to Edit Mode (hit Tab key). Then select the vertices/lines/faces to be separated and hit "P" key. You get a small menu where you choose "Selection" and Bam! The selected vertices/lines/faces are now their own separate mesh. Hit Tab again to leave edit mode.
First off, I would have to know what this "kfn" even refers to.
Second if you're having trouble fitting this outfit, I have posted a somewhat lengthy tutorial in the comment section here:
https://dein-ra.itch.io/jwmasccaninelatexoutfit
Well, this is new.
Only solution I could think of for this oddity would be to separate the thigh cuffs and middle part of the harness into their own objects in blender and then remove the blendshapes in them that are tasked with hiding them. Then hiding those parts would rather be a matter of actually hiding the meshes, rather than using blendshapes.




































































































































































