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MasterPuppet

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A member registered Sep 03, 2022 · View creator page →

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Jack and Jill are stand alone characters, if you're looking for Anima, she should be free  to download under the demo clips. Jack and Jill were made to give people generic adult models to use in their game projects.

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The Root is the root bone.

You're Welcome!

I just Updated the Anima files,  I removed the twist bones and changed the "root_x" to "pelvis".

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Yes, the Anima Model is supposed to be for retargeting the Animations to the model.

Yes, "Unity Sex Animation Pack Anima Mesh[FBX]" is the correct one, I'll update them to remove the extra bones and see if that helps.

I can see if I can remove the extra bones, but from what I'm seeing in Blender  the extra bones are also in the Animation files. Which Animation FBX zip are you using?

Ok, From what I see, the problem might be "root_x" not being named "Hip" or "Pelvis" as "Root" is the Root bone for both the character and the Animations rigs, so try renaming "root_x" to "Hip" , "Pelvis" or something else and see if that helps.

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I don't know how that's possible as the bones are both the same in Blender when I imported both  the Animation FBX and the Character's FBX, and I also Exported  them from the same file and have not touched the bone names. Can you show me an error or something?

I added the model, it should be "Anima" in the download files.

Ok, I should be able to do that, I can't really test it in Unreal because I don't use it .

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So do you think adding the character's FBX without animations will help? because all of the tutorials I've seen on importing say you need the unanimated  character to import them.

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Thank you for letting me know, I don't know how much this will help, but the bone "root_x" is more like the Hips or Pelvis, "Root" is the root of the character, I don't know if or how this can be adjusted in Unreal, but if you can this may help fix the issue, let me know if this helps.

I added a mesh to the FBX Animations.

I added a mesh to the FBX Animations.

I added a mesh to the FBX Animations.

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Currently, the FBX files probably won't work in Unreal(unless you give them a skeletal mesh) which I'm working on fixing soon, I don't have plans to release a demo for the FBX files or to make a Female Masturbation Pack, but I'll think about it in the future.

Thanks for the explanation, I think this will really help me fix the problem with the FBX files, you don't need to provide the files, I think I can fix the problem now. 

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Thank You! I am curious as to how you got it to work but it's up to you if you want to explain or not. Thanks for your support!

You're Welcome!

Yes, you're free to use the demo clips in your game if you want.

No, I plan on Updating the FBX or FBX Alt files to be compatible with Unreal, someone said adding a skeletal mesh should fix the problems, so that's what I plan on trying next, so additional purchases shouldn't be necessary, I don't use Unreal, so I can't promise the fix will work, but I'm willing to keep trying until it's fixed.

I'll see if I can add a skeletal mesh in the future, and hopefully fix the problem.

So adding a base mesh should fix the problem?

Can you tell me what the problem is?

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If half of the bones are flipped vertically, there isn't anything you can do(beside try rotating them), that's just how the animations got exported from Unity, assuming you're talking about the FBX[Alt] files. The animations should still work even though they look weird, if not I'll see if I could fix that.

I appreciate your offer, but I have to decline. If you're not distributing the raw animation clips, you're free to use them in your VRChat addon.

What kind of product? As long as you're not Re-selling the animations you're free to use them any way you want.

Hello and Thanks, You don't have to credit me if you don't want to, but if you do, you could use Master Puppet. I do have an Idea for another Pack, but that probably won't be out any time soon.

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You'd have to have Unity installed to unpack a Unitypackage, with Unity installed have a Project open and double click on the package and it should import the files to Unity.  I don't know if there's Unitypackage converter for Cinema4d, I've heard there's one for Godot, but I don't know much more than that.

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Yes, you would have to purchase the pack to access the FBX files, I don't know anything about Cinema4d, so I don't know how well this pack will work, as it's intended for Unity and Exported from Unity, and I don't know how the FBX files will be read in Cinema4d. I made the FBX files mostly for people that use Unreal Engine, and from what I heard from people that tried it, some got it to work, while others haven't.

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I don't use Unreal Engine, but it seems some people get it to work while others don't, so I'm not really sure, but that's what the FBX and FBX Alt files are intended to be for.

If that's the case you probably have to check the settings of your models as that can effect the animations, if that doesn't work you might have to do some searching online for a fix, because usually ticking the Foot IK box fixes these types of issues.

Ok, if you're using Unity I recommend the Unity Asset pack instead of the FBX files as the pack was built for Unity and hopefully that should fix the jittering. On a side note, sometimes FBX Animations in general takes some tinkering in Unity to get them to act right.

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Did you check the Foot IK for the guy's animation? Also did you use the Unity Pack or the FBX animations?

In the animation controller, on the animation clip, try checking the Foot IK box and see if that fixes it.

If you mean the legs and body are shaking than, no, check to see if you have root motion turned on, if so try turning it off and see if that helps.

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As of right now, the Bones are not read as an Armature, but as Empty objects. However, I have found a method that allows them to be read as an Armature in Blender, but I haven't released it yet.

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The animation does have FK bones, but No IK, but the problem is It's not an Armature. If you're using Unity then just use the package and Not the FBX Files.

Thank you for that explanation, I didn't notice Blender wasn't reading the bones as an Armature, I hope I can fix this problem, but it might just be the way the animations get exported, so I can't promise that I can.