Seeing the world of collisions
Ran into a thing that was strange, until I learned about it. Now it's quite easy. This one is real fast a quite simple. Lets take a look at collision boxes under the cut.

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Seeing the world of collisions
Ran into a thing that was strange, until I learned about it. Now it's quite easy. This one is real fast a quite simple. Lets take a look at collision boxes under the cut.

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I'm *looking*
After some trouble shooting that was solved by setting the depth map to the alpha channel of the scene capture, I finally managed to make an item inspection system~
(with some help from THIS article and some video tutorials by Code Things on youtube)
Now it's time to make some text overlay on it... Somehow
Press F to touch
I can finally touch things. It doesn't do anything other than print words on screen, but that's the start and I feel like I actually understand what the fuck is going on. Lets go explore
Back to Unreal
Welcome back to me fumbling around Unreal and Blender. Been a bit. Been trying to do more in Unreal other than just putting things in the world. Started with making an interaction system to pickup notes and inspect items. Lets explore that under the cut.
rate my topology
it looks pretty alright
it is rather low poly compared to what i am used to seeing, would add more edge loops around the snout usually in case that was moving around but i am guessing yours doesn't so it's all good. though i would recommend another loop around the wrist
I usually also avoid triangles at all costs, just a thing i was taught, but i don't see it being an issue, and usually it is fine on lower poly models
your elbows might have a bit of a hard time deforming
you kinda want to give it this kinda shape if you want it to bend a lot
(I love stealing gifs from random websites) you can ignore the text, third one is the one i am pointing out
knees work the same way too
(sorry if you have all this and i just can't see)
but overall stuff is looking good, it is pretty solid
here is random stuff about topology with examples if you want more

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FOUND #4: The Complete FOUND
<-<- FIRST || <- PREV
And here we are, my first completed VRChat avatar and Vtuber model, and we're out here having a party! The dance world was Madame's idea, but honestly it turned out to be a great way to test the bones. Happy late birthday gift @madameclaws <3
[ As per the norm FOUND belongs to @madameclaws. The first song is Monster, the second is BAAM. The vrchat world is MMD Dance World ]
FOUND #3: First Test of FOUND in VRChat
<-<- FIRST || <- PREV || NEXT ->
I FINALLY GOT THEM UPLOADED TO VRCHAT, but what are the issues I need to solve now? Let's look at some problems for future me under the cut
FOUND #2: Getting Blendshape Expressions Working
<- FIRST || NEXT ->
Here I am, back again. Not dead yet. Let's get back to it. I got the expressions to swap UV coordinates on the eye map. So that's pretty bangers, except, there's a little * at the end there that might make me change up how I'm doing this a tad. Let's look at it anyways. (As per the last post, this character (FOUND) belongs to @madameclaws ♥)
FOUND #1: A "Simple" Gift
NEXT -> || LAST ->->
I've been up to some sneaky things. I spent a week doing nothing, then the next 15 days doing nothing but something. I put myself through an intensive crash course on making a Vtuber model as a birthday gift for the lovely @madameclaws ♥. Don't get over excited, I'm still working on getting the model 100%. There's a lot of things I had to learn.
The model I'm making is a MadameClaws OC named Found (Both images drawn by MadameClaws). An expression filled, chicken butt angel from ÆTHERVALE. I want all the feathers to be flow-y and spring-y, the model to be low poly, and the eyes to be low res and flat.
(An actual detailed explanation of some of these features I tried will be posted later. There was a lot that happened and I gotta just start with this overview)
Let's get to work under that cut
Armature animation in Blender ATTEMPT 3!!!!
I've fucked up exporting animations time and time again for UE5, and I've made 2 other posts about exporting animations, but this time I think I've 90% nailed it. So lets try and make a "master" guide to exporting, complete with some mistakes I made.

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Great News! I've discovered material instances
If you've got plenty of materials that are all basically the same thing under the hood with minor variations to their parameters, do I have a feature for you! Material instances!
Great news, I've progressed to the point where I can shitpost
I think the entirety of Starfox's Sector X was just that they forgot to set their coordinates to absolute
Modular Wiggly Things! (BETTER)
So I've remade the spring mass, except now it's a hell of a lot better. Instead of the anvil being permanently fixed to the spring and exported as 1 animation. The spring is now its own thing, with the animation, then the anvil is socketed in, same with VFD's claw
My animation is scared...
So I'm having an issue that I'm smashing my face over that when I pop my mesh into UE5, it all looks good, but when I put my animation on it, it vanishes.... TURNS OUT when I stick the animation on it, it zips far into the distance. That distant rectangle is the wall of the template world. The animation doesn't even completely work. It jitters around instead of turning in a circle.
Gonna keep trying shit until this works. What's worse is this feels like a bare bones basic animation. There's only 2 bones for Arceus sake. How bad it be? I kinda really want to start my Udemy class on rigging because of this....
Problem solved
So the main change I made was removing the "NLA strips" and "All actions". I also removed "Add leaf bones", but I'm awfully certain that has nothing to do with it. That's just for my own convenience. I still get a warning about something something bind pose, but it doesn't seem to change anything, and for the life of me I can't get that to go away.
My animation is scared...
So I'm having an issue that I'm smashing my face over that when I pop my mesh into UE5, it all looks good, but when I put my animation on it, it vanishes.... TURNS OUT when I stick the animation on it, it zips far into the distance. That distant rectangle is the wall of the template world. The animation doesn't even completely work. It jitters around instead of turning in a circle.
Gonna keep trying shit until this works. What's worse is this feels like a bare bones basic animation. There's only 2 bones for Arceus sake. How bad it be? I kinda really want to start my Udemy class on rigging because of this....

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Making a cardboard cutout
To avoid needing to make some 3D models as a drop in for VFD, because I'm not that smart yet, I decided I'm going to craft up some 2D static models like cardboard cutouts
Glass Rendering Issue
The biggest struggle I faced after moving onto using path tracing was how the glass was rendering. As shown below, glass placed behind glass would render as black which isn’t realistic, especially when compared to the reference image to the side:
After adjusting shader nodes and settings didn’t help, and after I couldn’t find relevant solutions on UE forums, I thought the issue could be caused by the mesh so I revisited my model and deleted all interior faces. As shown below, this helped to minimise the problem but did not solve the root of it. Although the glass is clearer, you can still see the stems of the glass behind rendering as black:
I then revisited the UE documentation and found a very thorough explanatory video about path tracing by William Faucher. In this video he went over glass in detail and helped me realise that my issue stemmed from my post process volume settings. In order to get rid of the blackness, I simply needed to increase the max bounces under path tracer rendering. An increase in bounces allows for light rays to penetrate further before being eliminated.
Results after increased bounces:
The left half of the glasses have my old glass shader applied vs the right having a newer simpler shader. In this example you can see the blackness is gone and the glass renders much more realistically. I also reimported my older model with interior faces included.