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    Pavlov VR Modding: Custom Avatar Helmet Tutorial

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    Introduction

    In this tutorial, we will explore the advanced Avatar system in Pavlov and demonstrate how to create a custom avatar with a dynamic helmet feature. This guide assumes you have already created an avatar and are familiar with the basic setup. If you're just getting started, refer to the existing mod.io tutorial linked in the description.

    Getting Started with Your Avatar

    For today's example, we will use a character named Walta, who is wearing a hat and glasses. Using the advanced Avatar system, we will make it so that these accessories disappear when a helmet is present on the player.

    Preparing the Model

    1. Separate the Accessories: Ensure that the hat and glasses are separated from the main body model but are still influenced by the skeleton.

    2. Exporting Components:

      • Shift-click the skeleton and select the body model. Go to File > Export > FBX. Name the file something like Walt_body, limit it to selected objects, and untick the "Add Leaf Bones" option before exporting.
      • Repeat this process for the hat and name it Walt_hat.

    Importing into the Pavlov Project

    • Head over to your Pavlov project. Search for the skeleton by typing "UE4" in the import dialog and choose the SK_Mannequin_Mesh for in-game character movement animations.
    • For the physics asset, search for Mannequin_Physics_Asset and select the appropriate one from the same folder.
    • Import both the body and hat files into your project. You can create materials if necessary.

    Setting Up the Avatar

    1. Navigate to your project’s plugins folder, followed by Custom Map Tool > Content > Path > Examples > Avatar Skins.
    2. Select the imported body and hat, then drag them into your character folder.
    3. Rename the files: for example, Walt_vitar for the main avatar and Walt_hat_Gibb for the hat.

    Creating the Flying Helmet Effect

    1. Open your Blender tool and make a duplicate of the helmet. Press Shift + D, then Z twice to move it along the vertical axis.
    2. Position it near the origin of your project and export it as Hat_Gibb.
    3. Import this static mesh into your Pavlov project without any skeleton.

    Configuring the Avatar Settings

    1. Open your Walt_vitar blueprint. Make sure to untick the option for combined player mesh, set the vest to none (as it does not change), and set the base mesh to use Walt.
    2. Open your Walt_hat_Gibb blueprint and assign the static mesh you just imported.
    3. Make sure to compile and save all necessary files.

    Finalizing the Blueprint

    1. Create a child blueprint of the Pavlov mod initializer blueprint class.
    2. Link the necessary variables and ensure that the Skin Class matches the avatar you created.
    3. Your avatar with a dynamic helmet effect is now ready for use in Pavlov!

    Conclusion

    If you have any questions or run into issues, feel free to ask in the VR Massive Discord community. Happy modding!


    Keywords

    • Pavlov
    • Avatar
    • Modding
    • Helmet
    • Blender
    • FBX
    • Blueprint
    • Static Mesh

    FAQ

    Q: Do I need any prior experience to follow this tutorial?
    A: It's helpful to have some prior knowledge of creating avatars and using Blender, but the tutorial provides step-by-step instructions.

    Q: What if I encounter issues while importing the models?
    A: Ensure that you follow the exporting and importing guidelines carefully, and check that you are using the correct skeleton and physics assets.

    Q: Can I customize the settings further for different avatars?
    A: Yes, you can edit various parameters in the blueprint to tweak the appearance and behavior of each avatar.

    Q: Where can I find support if I have questions? A: You can ask questions in the VR Massive Discord community for assistance.

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