The eyes use the Dmm eye shader, they will look blank in Blender. I've no experience with Blender 2.8x, I use 2.79. Note that the "run boost" no longer works in vrchat as of the latest update, and I've found no fixes.
It's finicky and takes practice but it can be used to run quickly forward after a jump, though in my experience a run-backwards catches the collider better at the start.
Ever since they changed the collision interpolation on avatars, it made this go wonky. To fix this (partially), change the Z coordinate on the Transform of "Accelerator" to negative.
@Animemadhatter2021 Neither Brausshows nor anybody who did edits on it own the legal intellectual property rights to the model. The model is made from assembled parts. Quoting Brausshows: "Copyright?? CRYPTON FUTURE MEDIA, INC , EA , Koei Tecmo , Team Ninja". If we are talking "ownership" we are talking legal ownership of intellectual property rights, and those companies are it (as well as Tda who made the vocaloid base stuff like the face from scratch). It's common for deviantArt MMD creators/editors to post credits and rules for use but those are unenforceable aside from them taking the download(s) down from the page. Nothing wrong with being thoughtful about usage, but it's important to keep the facts straight.
@helloiamaperson I'm not quite sure what you mean; it depends on your blender preparation of the fbx export being done proper and how you have the avatar setup in Unity. What do you mean by chest moving up? If you have any screenshots/video to help illustrate I can try to see what's up.
@PillarMann The context is calling it the German "hakenkreuz" (hook cross) and calling it German specifically. The poster gave it a fascist context on purpose.
@JapariNeko I've updated the blender links to have .blend files with the images packed, which will fix this issue. You can either re-download them, or you can reassign the textures in Blender's Texture tab and browse to the appropriate image in the included Textures folder. Thanks for pointing this out!
@Mojion Nice catch on the avatar ID, I must have overlooked it. Also restructured the folders as you suggested. I don't recommend folks have multiple avatars in one scene or project, but this should help folks keep their projects organized, as you mentioned. Thanks!
@coolfox24 You don't need the shaders linked on the bottom of the info, those are mentioned for reference/credit. You need Dynamic Bone script and the latest VRChat SDK (and add them to your project *first* before importing the avatar package). Those two things are *not* included in the unitypackage but are pretty easy to find.
@Animemadhatter2021 The model should be able to be uploaded per the instructions without issue. Could you make a fresh project for this according to the How to Use instructions and link me a screenshot of the error(s) you're getting?
@coolfox24 Two options for fixing that really. Option 1 is to just make a new project, import vrchat sdk + dynamic bone script, go to VRChat SDK menu -> Settings and make sure you are logged in, import the avatar package, then upload afresh. Option 2 is to click Detach on Pipeline Server component on the avatar (click the avatar in your scene Hierarchy tab, then on the Inspector tab, scroll down to find Pipeline Manager, and click the Detach button).
@Zevvy That is true and this model could definitely be optimized to allow for the tail/ears and still have Medium. Some editing with the blender files using Cat's bone weight merge tool can really be handy and definitely feel free to make edits!
@coolfox24 You might need to reimport the VRChat SDK (make sure you are on Unity 2017.4.15f1 and the SDK is the latest one). To do this, exit Unity, then in Explorer go to your project folder and delete "Plugins" folder, "VRCSDK" folder, "Plugins.meta", and "VRCSDK.meta" in your Assets folder. Open up Unity again, open your project, then immediately import the SDK afresh. If you still have problems you might want to check your internet connection and that there isn't anything causing problems from antivirus software/firewall/etc.
Quick guide to making it Medium rank: -Delete the dynamic bones for the wolf ears and wolf tail. -Set the "HideWolftail" and "HideWolfears" blend shapes to 100. -Remove the colliders from the Chest dynamic bone. -Add all "++hair" bones on the Head hierarchy to the Exclusions list on the Head dynamic bone.
This should result in 30 dynamic bone transforms and 0 collision checks, making it Medium rank. It will lack the wolf ears/tail but will otherwise work just fine.