Been doing a lot of work in Unity learning about animations and how they work for VR Chat, and was able to tweak and even fix a broken one for a collar tag position, and edit a blendshape animation to better look 'puffy'!
Even added toggles for my gay bracelet, the glow of it, and a new glow on my collar tag itself! Next up is to fix the shape animations to be less broken or janky and start adding more features ^^ may try to polyreduce the FBX too.
More Unity VR Chat rambling
Polyreduce is because it's like 69k poly right now with the collar, tag, bracelet (low poly) and valve (unsure).
May also, with a lot of help from friends AAA, be able to fix how material slots work on it. The collar, D-ring, and tag and I think both tag links have their own material slots. If I can reduce that to use the parent mesh that'd be awesome, or even just the collar itself mesh to collapse that down!
Would be even cooler if I could merge valve onto belly!
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More Unity VR Chat rambling
But valve on belly if merged into body mesh would require retexturing to avoid adding a material slot and there's probably too many as-is :/ really I just need my hair separate, and if I can mask that off so that the Poiyomi latex matcap won't apply to it I'd be happy with a single mesh and material! Would make it way easier to then turn that into a Quest-compatible one rather than re-painting an existing Quest variant.