Custom Avatars Not Orienting Properly During Motion. #3874
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Our custom avatar, literally just happy blobs with faces, enter a Room facing one direction (the direction they were facing in Blender) but never rotate or orient themselves to the direction of travel one would expect when moving. Should I expect them to? Non-custom avatars seem to orient themselves toward the direction of travel. CAVEAT: I only know this because I'm placing a camera and can tell that I'm not oriented the way I should be facing after moving. |
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Replies: 3 comments
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Good to know. I gave up using custom avatars since I didn't have time to
troubleshoot but I'll visit this again later. I don't have any rigging in
my model, it's literally just a deformed sphere with a texture map on it
to make a "blobby"-like character.
…On Thu, Feb 11, 2021 at 4:00 PM Evelyn Eastmond ***@***.***> wrote:
Hello! Thank you for this reply! I tried it and it still wasn't working,
and @CrimsonZA <https://github.com/CrimsonZA> on Discord was able to help
me by also removing all rigging elements from the Blender model file I
believe. Thanks again!
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Thanks for this! CrimsonZA on Discord was able to help me and told me the model has to be at 0,0,0 (not just applied there) in order to rotate correctly |
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When you create an avatar using Blender, you'll need the avatar's 'front' to face toward the negative Y direction. This will ensure that it will face the 'right' way in Hubs. In Blender, negative Y is designated by the viewport gizmo's green dot with no line.
The other thing to make sure of before you export to .glb is that your model's transformations (position/rotation/scale) are all reset. In other words, Position should read 0,0,0, Rotation 0,0,0, and Scale 1,1,1.
If they are not, you can select the offending meshes and type
CTRL+a
, then select whichever items need resetting.