GMU:Post Physical Playgrounds/Ulrike Katzschmann: Difference between revisions

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For my project I created a character that is pretty unique for VR-Chat (''being a 3D scan of an unknown real-world human, while in VR-Chat most people use avatars of fictional cartoon, videogame, anime or completely made-up characters''), using free software that was introduced to me over the time of the course. With these programs you can make good looking 3D scans, where no real prior knowledge is needed. Besides MakeHuman and Unity I have never worked with the other listed programs.  
For my project I created a character that is pretty unique for VR-Chat (''being a 3D scan of an unknown real-world human, while in VR-Chat most people use avatars of fictional cartoon, videogame, anime or completely made-up characters''), using free software that was introduced to me over the time of the course. With these programs you can make good looking 3D scans, where no real prior knowledge is needed. Besides MakeHuman and Unity I have never worked with the other listed programs.  


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Before even starting with the creation of an avatar, we first made an account for VR-Chat during the course. We had to spent about 7 hours inside of the game before being able to create content for it.  
Before even starting with the creation of an avatar, we first made an account for VR-Chat during the course. We had to spent about 7 hours inside of the game before being able to create content for it.  


After completing that step, a fellow student, that also took the course, and I used the phone app Trnio to photograph each other’s heads. Out of these photos the app formed a 3D scan of our upper bodies as an OBJ file.   
After completing that step, a fellow student, that also took the course, and I used the phone app Trnio to photograph each other’s heads. Out of these photos the app formed a 3D scan of our upper bodies as an OBJ file.   
[[File:Screenshot me.png|700px]]
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File:Screenshot me 2.png
File:Screenshot me 3.png
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File:Screenshot me 7.png
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We then used the 3D modelling software MakeHuman to generate a human body that we could attach our head scans to. The MakeHuman model was also exported as an OBJ file.  
We then used the 3D modelling software MakeHuman to generate a human body that we could attach our head scans to. The MakeHuman model was also exported as an OBJ file.  
[[File:Screenshot me 13.png|700px]]


The next step was to utilize MeshLab to edit both models. I trimmed of some parts from my 3D head scan that were not needed, like the chest and the shoulders. I also cut of the head from the MakeHuman character, so the other head could be attached easier. After trimming the models, I rotated my 3D scanned head into the right place and adjusted the size. I trimmed of some more unnecessary parts and smoothed out rough edges.  
The next step was to utilize MeshLab to edit both models. I trimmed of some parts from my 3D head scan that were not needed, like the chest and the shoulders. I also cut of the head from the MakeHuman character, so the other head could be attached easier. After trimming the models, I rotated my 3D scanned head into the right place and adjusted the size. I trimmed of some more unnecessary parts and smoothed out rough edges.  
[[File:Screenshot 2022-10-30 001659.png|700px]]


With the help of the professor Mr. Brinkmann, who held the course, and Blender we could finally connect the 3D head scan to the MakeHuman body.
With the help of the professor Mr. Brinkmann, who held the course, and Blender we could finally connect the 3D head scan to the MakeHuman body.


Also using Blender, I rigged my character and exported the model as a FBX file. Avatars for VR-Chat need a certain bone structure so they can be imported properly. Without a rig important features and animations wouldn’t work.  
Also using Blender, I rigged my character and exported the model as a FBX file. Avatars for VR-Chat need a certain bone structure so they can be imported properly. Without a rig important features and animations wouldn’t work.  
[[File:Screenshot 2022-10-30 140734.png|600px]]
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File:Screenshot me15.png
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The last step was to upload my avatar to VR-Chat with Unity Version 2019.4.31f1. To properly do that I needed to download the VR-Chats SDK3-Avatars add-on for Unity.
The last step was to upload my avatar to VR-Chat with Unity Version 2019.4.31f1. To properly do that I needed to download the VR-Chats SDK3-Avatars add-on for Unity.
I created a new Unity project and imported the SDK. After setting up my new Unity project I also imported my avatar to the project assets. I checked if the rig was working correctly and added my model to the scene. Then I applied the right textures to the model and also added the VRC Descriptor. For my character I only used the descriptor to set up the viewpoint for the camera the player would look out of when using the avatar.   
I created a new Unity project and imported the SDK. After setting up my new Unity project I also imported my avatar to the project assets. I checked if the rig was working correctly and added my model to the scene. Then I applied the right textures to the model and also added the VRC Descriptor. For my character I only used the descriptor to set up the viewpoint for the camera the player would look out of when using the avatar.   
[[File:Screenshot 2022-10-30 135746.png|400px]]
<gallery>
File:me2.png
File:me1.png
File:Screenshot 2022-10-30 135558.png
File:Screenshot me20.png
File:Screenshot me18.png
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As the last step I positioned my avatar in front of the main camera inside of the scene. The view of the camera is then used as a display picture for the avatar.   
As the last step I positioned my avatar in front of the main camera inside of the scene. The view of the camera is then used as a display picture for the avatar.   
Finally, with the VR-Chat SDK control panel I could build and publish my new avatar to VR-Chat.
Finally, with the VR-Chat SDK control panel I could build and publish my new avatar to VR-Chat.