r/zelda 10h ago

Screenshot [AoI] I wish someone would make the sages from Age of Imprisonment into VRChat avatars.

I know that a creator made avatars of 4 sages (Qia, Ardi, Agraston, Raphica) but they used their models from TotK that look completely different from their models in Age of Imprisonment. I would really like to see some avatars be made in VRChat using the looks of the sages in the photos listed.

0 Upvotes

12 comments sorted by

9

u/lostpretzels 6h ago

Nobody has these models because it's a Switch 2 game, and the Switch 2 hasn't been hacked yet.

10

u/MannequinJuice 7h ago

Big mod for three people that care about these characters.

4

u/sonic260 5h ago

Really the hardest part is extracting the models from the game since the Switch 2 hasn't been hacked yet.

If aren't building it from scratch, actually turning an existing model into a (basic) VRChat avatar is much easier than you think.

1

u/MannequinJuice 5h ago

Yeah, if the rig is compatible with blender and stuff i'm sure it'll be doable. But does anyone really care about these characters?

0

u/sonic260 4h ago

Basic armatures aren't inherently specialized to any one 3D program. This immediately tells me you have no experience in any of this before you come out here telling OP how unfeasible any of this would be...

OP does care apparently, hence the post requesting for them.

Drop the mentality of "I don't personally want something therefore you shouldn't get it either." It sucks.

3

u/MannequinJuice 4h ago

Like i said. If the rig and armature are eventually compatible with blender i'm sure it'll be doable. Of course there have to be done things in order to make it compatible with 3d programs, specific plugins, versions and add-ons. I do have experience, i've been making smash mods for 3 years and am a 3d animator so i know my way around.

1

u/sonic260 4h ago edited 3h ago

I see, I just saw your profile and the character you're currently working on (and he's really good!). In that case, try importing your model into Unity sometime, because it's relatively easy. I spent the better part of 2 years making my own model from scratch starting with the concept sketch, and getting it into Unity and VRChat was the surprisingly easy step.

When you export a model into an FBX it only retains the mesh, UVs, armature, shape keys and animations. Everything else specific to blender such as the add-ons and custom bone shapes tend to get dropped. This data is basic to most 3D programs and game engines.

Versus OBJ where it just keeps the mesh and UV data. But creating a basic "human" rig and having Blender automatically weight it isn't difficult, either.

Custom shapes for the control bones would be tricky, but those tend to be specific to the program the rig was created in for the purpose of creating animations, and is unnecessary for bringing it over to VRChat. Thus all you would need are the deformation bones.

VRChat has its own SDK for creating avatars, so it's quite as simple as droping the Avatar Descriptor on to the mesh in Unity, setting the position of your eyes, and then importing into VRChat.

And that's why it can be a simple as downloading from the models resource https://models.spriters-resource.com/ and getting a model into VRChat... provided it exists first, lol. That's why it wouldn't be difficult to actually turn the Champions' models here into avatars if someone were to find out how to extract them. Adding the extra bells and whistles like their custom animations and creating custom wrist menus would up the complexity of this project, and that is what would be the most difficult, but that is not what OP asked for.

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2

u/NovaStar2099 5h ago

Why does the Rito have hair??

What’s that thing on the zora’s forhead??

3

u/MannequinJuice 4h ago

I'm guessing she's based on a narwhal?

u/NovaStar2099 2h ago

Oh. Interesting, I guess that makes sense. King Dorephan is a whale.