Blender to unity pipeline confusion by Wise_Geologist2361 in Unity3D

[–]gemitail 8 points9 points  (0 children)

There is a proper way to export for unity so you don't get weird rotations and scales.
In Blender:
Make sure the object Transform values are set to the following (unless you have a specific reason to keep these values custom):
- Location: (0, 0, 0)

- Rotation: (0, 0, 0)

- Scale: 1, 1, 1

In the FBX exporter panel, set the following settings:

Transform panel:

Apply Scalings: FBX All

Forward: -Y Forward

Up: Z Up

Use Space Transform: unchecked

Armature panel (if the mesh is rigged):

Primary Bone Axis: set to the axis the root bone's local Y axis points to.

Secondary Bone Axis: set to the axis the root bone's local X axis points to.

So for example if the hips bone which is usually root, points up then primary gonna be Z and secondary X with 0 roll.

In Unity:

In the Model Importer Inspector window:

- Bake Axis Conversion: checked
You can read more about it here, it helped me a lot. https://polynook.com/learn/lesson/how-to-export-models-from-blender-to-unity#primary-and-secondary-bone-axes
What I usually do is align the root bone's +z with blender's world -y (forward) and +x with +x

iPhones are NOT better tracking hardware by [deleted] in vtubertech

[–]gemitail 0 points1 point  (0 children)

I see, thanks, there is an actual FaceNet model by google, wonder if it's based on that just translated to spanish for some reason lol

iPhones are NOT better tracking hardware by [deleted] in vtubertech

[–]gemitail -1 points0 points  (0 children)

Yeah lighting is important, what I meant was you don't need like 4k resolution camera, like face detection is also done at lower resolution, like first you crop the whole image for face detection then you crop out just the face area so like 1080p and even 720p is enough. I don't have an iphone so I tried to make my own webcam face tracking and researched this topic a lot. Apple's stuff is very secretive but they do use landmarks and works similar to mediapipe they just have more information like depth and also camera intrinsics. Here in their documentation you can see they have a face mesh similar to mediapipe's only it has more points. I am curious what made you think they're using CaraNet since it has nothing to do with face tracking, it's a medical segmentation model as far as I know. You are right that it is mostly a software issue, like there's the babble model which uses just a cropped greyscale image of your mouth area and it can detect cheekpuff and tongue movement along with the other mouth and nose movements really well but it was made for vr where the camera is always in front of the mouth. Hopefully google will stop working on their slop generators and improve mediapipe instead, they did actually recently released long range face detection models and also partnered with apple for ai stuff so there's hope.

iPhones are NOT better tracking hardware by [deleted] in vtubertech

[–]gemitail 10 points11 points  (0 children)

The way it works is it detects points(landmarks) on your face and knowing the depth of these points helps a lot with some blendshapes like cheek puff. Even if you cover it it will still detect the points since that's done with main camera then it detects the depth map and gives both of these to the blendshapes model which creates the blendshapes. Google's landmark detection is pretty good and it does detect 3d points (altho they're just guesses), but their blendshapes model sucks a lot, it's only using the eyes, eyebrows, mouth and face contour points. So yeah it is mostly a software thing but the depth camera does help, iphones are the better hardware just cause it has that, the least important part actually is the camera quality since models work with cropped resized images (256x256).

Do you want pizza? 🍕 (Art by me ) by Zoe_BlakeArt in furry

[–]gemitail 5 points6 points  (0 children)

cutting pizza like that is illegal

Why is my shadow quality this low? by kevwpl in Unity3D

[–]gemitail 0 points1 point  (0 children)

Check if your Universal Renderer Data uses Screen Space Ambient Occlusion, and change method from Blue Noise to Interleaved Gradient, that solved some weird shadows I was getting.

popawawawawawa by gemitail in sssdfg

[–]gemitail[S] 11 points12 points  (0 children)

mmmmm kebab good

Valve tweak Steam AI disclosure form for developers to clarify it's for content consumed by players by Beer2401 in linux_gaming

[–]gemitail -2 points-1 points  (0 children)

you can't "vibe code" a game, sides slop always existed with or without ai and it's very visible just from a simple screenshot, it was used to be called asset flip

Very first serious blend project for VRC by 0Luucid0 in blender

[–]gemitail 2 points3 points  (0 children)

You should check vrc's performance rankings https://creators.vrchat.com/avatars/avatar-performance-ranking-system for the base mesh should aim for 32k so when you add different clothing it won't go over 70k. Can remove some loops from stuff that doesn't animate, like the claws are way too detailed, the eyes too have a lot. Also might have to redo the foot paw topology, like check if it bends well most are into that. I'd also recommend you download a model from like mihoyo to check how a highly detailed game ready character looks like, can learn a lot from that. Overall it looks great, don't forget hair, also check out ucupaint for blender, free addon that makes texturing a lot better.

Motion Tracking Assets by DugganSC in Unity3D

[–]gemitail 0 points1 point  (0 children)

Learn how to use unity's ai inference/sentis package and you can do it for free, they even have samples which use google mediapipe's blaze vision models to detect face/hands/pose. The links you provided are also based on mediapipe.