Use character studio to export VRMs for Anata avatars based on provided JSON metadata
Create CLI version for batch assembly (input manifest.json path, outputs VRM)
Create markdown documentation for artists wanting to add their own assets, and more technically for developers about how the system works
Feature requests: Ability to change backgrounds, switch animations for the selected, create thumbnail images for layers, wallet connect -> read from certain NFT collections / populate character select based on NFT ID for Anata
The transcript discusses the process of loading assets from Blender into Unity. It explains how each asset is exported as a VRM 1.0 file and then imported into Unity for further processing. The transcript also mentions a code that was created to automate this process, saving time for exporting multiple assets. Additionally, it covers the use of manifests in Character Studio and Character Assets to organize and configure characters, including required traits and trade groups. There is also mention of plans to make creating manifests easier within Unity or Blender. The conversation touches on the possibility of using GPT (a Python library) to convert Unity C# code to Python in Blender. Finally, it briefly mentions the idea of treating each manifest as metadata for an NFT (non-fungible token).
The transcript discusses various aspects of character creation and customization. It covers topics such as character height, object cooling, background selection, trade options, layering in the model, VRM export process, mesh rendering, and setting cooling distances. The conversation also touches on issues related to exporting models in different formats (BRM Zero vs BRM One) and optimizing collision detection for clothing items.
The transcript discusses the implementation of a new algorithm that detects and displays objects in a 3D model. It explains how this algorithm helps with creating realistic visuals, particularly for clothing items like jackets. The conversation also touches on the possibility of adding a preview feature to visualize changes before exporting the model. The process of exporting and organizing models in Blender and Unity is explained, along with instructions on setting attributes such as names, locations, and distances. The goal is to simplify the setup process and ensure correct layering of wearables in the final character assets folder.
Follow-ups
Investigate why some triangles are appearing as errors during the export process.
Explore the possibility of adding a feature to preview the effects of changing the default calling distance in the web app.
Consider adding the ability to customize the background in the app for each individual Anata.
Explore the potential for creating a user-friendly interface within Unity or Blender to easily generate the manifest files.
Investigate the feasibility of converting Unity C# code to Blender using Python.
Action items
Investigate why some triangles are appearing as errors during the export process.
Explore the possibility of adding a feature to preview the effects of changing the default calling distance in the web app.
Consider adding the ability to customize the background in the app for each individual Anata.
Explore the potential for creating a user-friendly interface within Unity or Blender to easily generate the manifest files.
Investigate the feasibility of converting Unity C# code to Blender using Python.
Clean up and optimize the manifest creation process to make it more efficient and user-friendly.
Update the app to include the option to choose a background.
Investigate and resolve the issue with the triangles appearing as errors during export.
Consider implementing a preview feature for the effects of changing the default calling distance.
Explore the possibility of creating a user-friendly interface within Unity or Blender for generating manifest files.
Explore the potential for converting Unity C# code to Blender using Python.
Update the app to provide the ability to export the 3D models in VRM One format.
Note: These action items are based on the information provided in the transcript.
Outline
Chapter 1: Introduction to Exporting Characters
Timestamp: 00:11
Overview of the need to export characters in BRN format
Mention of opening an example to demonstrate the process
Chapter 2: Updating the Script for VRM 1.0 Export
Timestamp: 01:28
Reference to updating the script to ensure exports as VRM 1.0 files
Importance of generating all necessary assets
Chapter 3: Exporting Assets in Blender
Timestamp: 03:05
Explanation of exporting assets in Blender all at once, rather than individually
Mention of exporting to a specific folder
Chapter 4: Showing the Exported Assets
Timestamp: 04:57
Demonstration of the exported assets in a new folder called "New Wings"
Chapter 5: Manifests in Character Studio
Timestamp: 07:06
Introduction to creating a manifest in Character Studio
Location of the manifest in the project directory
Chapter 6: Character Assets Manifest
Timestamp: 09:00
Explanation of the separate manifests for the project and specific characters
Details of the information included in the manifest
Chapter 7: Creating Manifests Manually
Timestamp: 13:30
Discussion on the current manual process of creating manifests
Mention of grouping assets and setting information in the manifest
Chapter 8: Automating the Manifest Creation
Timestamp: 16:48
Plan to automate the manifest creation process
Simplifying the understanding of the manifest
Chapter 9: Manifest Structure and Options
Timestamp: 19:14
Explanation of the structure and options within the manifest
Mention of Python and SVG directories
Chapter 10: Exporting Process
Timestamp: 23:16
Reference to the export option and the steps involved
Request for a guide through the export process
Chapter 11: Importing into Unity
Timestamp: 26:56
Discussion on importing the exported assets into Unity
Mention of the model with the atlas
Chapter 12: Model System in Unity
Timestamp: 28:27
Explanation of the model system in Unity
Discussion on the overlapping of models
Chapter 13: Configuring Object and Preview
Timestamp: 31:27
Explanation of configuring objects and previews within Unity
Importance of setting the correct parameters
Chapter 14: Recap and Conclusion
Timestamp: 34:32
Recap of the main points discussed in the transcript
Request for a quick summary of everything covered
Note: The timestamps provided are approximate and may not be exact due to the limitations of the transcript.
Notes
The goal is to export characters and assets in BRN format.
The process should be automated to save time.
The export will include all necessary assets and object children.
Blender is the software being used for formatting.
Unity will be used to convert and migrate to BRM One.
Manifest files are created in Character Studio.
Manifest files contain information about the character assets.
Manifest files include thumbnails and required trades.
Creating manifest files currently requires manual writing.
Ideas for making manifest file creation easier were discussed.
The traits and directories for the manifest can be set up.
The manifest can be exported from Unity or the web app.
The export process from Unity or the web app was not explained in detail.
There is a script to export 2D models in BRN format.
Unity allows for creating manifest information and icons.
Manifest files can be created manually or using Unity.
The manifest file contains information about the model.
The goal is to make the setup process easy.
An export button will be added.
The recording ends with a recap of the process.
Future: Make character studio easier for artists that just want to load their own assets
Make sure every mesh is parented to an armature. The goal is to export each layer (a wearable such as a hat, clothing mesh, wings, etc) as a VRM 1.0 file. This can be done manually, but it would take a long time with a lot of assets so we wrote a script to batch export them.
Image Not ShowingPossible Reasons
The image was uploaded to a note which you don't have access to
The note which the image was originally uploaded to has been deleted
Here's a script that can export the layers as VRM 1.0 files from Blender, run via like this (tested with blender 3.3.6): ./blender -b -P export6.py -- Brace_FEMALE.blend
import bpy
import os
import sys
# Check if a blend file argument is providediflen(sys.argv) < 2:
print("Usage: blender -b -P script.py -- [blend_file]")
sys.exit(1)
# Set the export path
export_path = "/home/jin/Desktop/Exports/"# Get the path to the blend file from the command line argument
blend_file = sys.argv[-1]
# Open the specified blend file
bpy.ops.wm.open_mainfile(filepath=blend_file)
# Get the correct view layer (replace 'ViewLayer' with the actual view layer name)
view_layer_name = 'ViewLayer'
view_layer = bpy.context.scene.view_layers.get(view_layer_name)
if view_layer isNone:
print(f"View Layer '{view_layer_name}' not found.")
sys.exit(1)
# Set the active view layer
bpy.context.window.view_layer = view_layer
# Get a list of all visible objects in the scene
visible_objects = [obj for obj in bpy.context.scene.objects if obj.parent isNone]
# Iterate over each visible object and export it as a separate VRM filefor obj in visible_objects:
# Search for an armature in the hierarchy of children
mesh = Nonefor child in obj.children_recursive:
if child.type == 'MESH':
mesh = child
break# If a mesh is found, select it for exportif mesh:
# Set the filename for the exported VRM file
armature = mesh.parent
armature.data.vrm_addon_extension.spec_version = "1.0"
filename = mesh.name + ".vrm"
filepath = os.path.join(export_path, filename)
# Select the mesh for export
bpy.ops.object.select_all(action='DESELECT')
mesh.select_set(True)
# Export the mesh (VRM)
bpy.ops.export_scene.vrm(
filepath=filepath,
export_invisibles=False,
enable_advanced_preferences=False,
export_fb_ngon_encoding=False,
export_only_selections=True,
armature_object_name=obj.name
)
Load Into Character Studio
Clone the character assets GitHub repo first, this is where all the VRM 1.0 files you just exported will go. In the future we want to add a connect wallet feature where this screen can be where you see various VRM NFTs you own. Each one pertains to its own manifest.json.
Exporting from Unity
Categories
🔥 BRACE 🤡 TATTOO 👚 CLOTHING 💃 BODY 🎀 RIBBONS AND BOWS 🌹 HAIR ACCESSORIES 😇 HALOS 📿 NECK 👧 HEAD 🎩 HATS 👑 HEAD ACCESSORIES 😃 FACE OTHER 🕶 GLASSES 👀 EYES 👂 EARRING 🎃 Special Other 💈 HAIR 💈 ⭕ SIGIL 🐈 TAIL 👽 TYPE ⚔ WEAPON BRACE ⚔ WEAPON 🦅 WINGS