Making Character In Vroid
The video record of how I made the character’s hair and the ending was the first testing result.
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Making Character In Vroid
The video record of how I made the character’s hair and the ending was the first testing result.

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Facial Animation
Working on the facial animation with the shape editor.
Since the character’s face is basically built by opacity maps, I need to use rendering viewport to check the facial expression when every time I make a change.
Working on Opacity Map
Opacity map is probably my favourite part of this project.
Opacity map shows more detail of the character.
I roughly know how the opacity maps work from the previous experiments, but I am not sure about the details, so I change the level of the shading.
Here is the final result.
Assigning Texture Again
Since I went back to work in Vroid again, the texture also needs to be assigned again.
Adjusting The Animation of Hands And The Wand
Motion capture doesn’t capture the finger movement, so I need to manually animate the finger.
I quickly model a wand and make it parent to the wrist, but as the first image, the way of holding the wand is not the way I want, so I draw myself an image to help.
Here is the work in progress of set the fingers at the correct position.
After that, since the character model is not completely the same with the motion capture actor, so the movement of the arms and wrists are needed to adjust too.
Like the image I show above, the wand is in her head, so I need to twist the elbow or the shoulder,

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Back to Vroid and Draw the Textures
Since the model and the pipeline are surely working, I go back to Vroid to model the character even further. Working on the texture of the face.
And also change the position and ratios of the face.
Restart Again and It Works!
At least it works this time, although I have been restarting so many times.
This time I do nothing to the model. As soon as I import the model to Maya and I assign the skeleton to human IK, then I send the scene immediately to MotionBuilder.
So It works! The character model is following the action!Â
The Mesh Is Not Sent Properly to MotionBuilder
So here I am with another restart.
The skeletons are working, so I send the whole scene to MotionBuilder, but the error comes up.
The mesh is not entirely sent to MotionBuilder. The error message indicates that the mesh has history on, so it can not be sent.
 I think the reason is that I combine and rename all of the polygons (since there are too many unnamed polygons). The combination creates history, but if I delete history, the skeleton would be not working.
So another restart, but this time I will do nothing to the model.