Collection 'Roustan Beast Mode' created by Roustan is ready for review!

Roustan Beast Mode

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Wearables

Roustan Beast Mode

The collection has been assigned to theankou

Hi @Roustan!
Sorry, but head should be inside of limitations area

Please avoid intersections with thumbnail corners
image

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Updated. for some reason, the jacket did not change size appropriately in builder preview (a glitch), but it all works correctly scaled in world. Please check. thumbnail updated as well. @theankou

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@Roustan try to bake animation before exporting, also make sure to not apply pos/rot/scale to armature
if it looks weird in builder and good in-world, there still might be issues with blending between your emote and emotes created by others

it’s better to avoid any visual bugs

@theankou baked the animation, but still has the same result. works in world, just glitching in the builder.

@Roustan for now i can’t approve collection, sorry

I checked your version in-world and there are some blending issues. For example if you use your emote and then use any of default emotes, avatar will be smaller than it is.

Also, i tried to apply (import) your emote in blender, and as i see, armature is just moved below grid.

Actually, builder never gives any bugs, unless there is a bug that was in blender export stage, so, i believe, it’s possible to fix that issue and it’s not a bug of builder.

Here is example of blending issue
avatar size after i used your emote


default avatar size


Will try to build it from scratch @theankou

Should be good to go now, @theankou :slight_smile: please check.

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@Roustan, there is still an issue with scaling, i recommend you to add scale keyframe at first and at last frame of your animation, for all bones

that way blending issues will gone

LOL that’s hilarious! do you think it would work if I add it to the 0 frame only @theankou ? Would hate to see the loop shrink and expand in two frames.

yeah, sorry @Roustan
docs says that it should be done for first and last frame, i agree with docs, because when i was doing emotes for other projects (not only DCL) that was a common blending issue

as i know, there was a trick to get seamless loop, you will need to copy / move your last frame to next frame (for example timeline range is 0-60 or 1-61, and last frame should be next frame outside this range)

that way you will get seamless loop, but i think sampling setting do the same?

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@Roustan collection is approved, btw
just let me know when you will push fix. I will re-approve when i’ll get back to pc