#avatar-rigging
1 messages · Page 33 of 1
is it meant to stretch the spine bone to where the hips are?
There was a good video for the bones somewhere
It's in the Pinned Messages in this channel. https://youtu.be/LrCCl_F9XNs
Here's a video on extremely common issues I see with bones and rigging setups, and ways to solve them. I cover: - Leaving Upper Chest Blank - Reparenting spi...
that was easy. I just had to re-add the chest bone and that was it
something is seriously broken, if the weights are blue it means there are no effects on it, right?
moving any bone in general really fucks it up
does it have to do with the character being made out of lots of meshes, am I supposed to merge them and then the weights will work ?
need weight paint
@still lark I have no solution for this other than to reload before you did the automatic weighting and just do it yourself.
weight paint not easy task
Can also just add those polygons into vert group
Could someone help with riggin, I have no clue what im doing :/
@dire mica please don't just delete bones, use the CATS tool so nothing messes up
Ah, I just left them alone
I think it's happening without any weight paint at all
I mean, I kind of get that
But I have no clue as how to set this up, this is my first time.
Looks set
Don't really need to mess with the rig in confit if you don't get any issues
Only if you have a wild bone setup really
Don't I have to fix the gray ones?
Upper chest isn't needed
No but I mean the gray bones?
hey Neen, do I need to edit bone rigging for the head? saying that hair pieces are the eyes
Like the two in the legs and the ones in the hand
Yeah that's something you'd fix in configure, Dragon
darn...
@real cairn You have a twist bone in your hand rigging there. Unless you've used Cat's Blender Plugin to Fix Model, that's usually a bad sign.
Oh I didn't even look there lol
Did you set up your bones or did you use Cats
Those kind of error things are stuff you'd fix in blender, not the config. unless there's multiple similar named bones in the model
No clue, I just used a addon for Blender that just said "mmd tools" and then did all the parenting and then exported it
and apparently I don't have a jaw on this character... do I just disable it?
Configure is basically for selecting key bones for animations. Pop the original in
Run it through Cats MMD Plugin
Cause you've probably got the dummy bones selected or something
@real cairn You can run it through Cat's Blender Plugin, but make a save before you do so. Sometimes it messes up. https://youtu.be/0gu0kEj2xwA
Today we'll be going over Cat's Blender Plugin, an amazing Blender script that will save you TONS of time with your armature, visemes, eye tracking, and text...
It's such a nice plugin even for non mmd stuff =w=
aaand I broke unity trying to close it xD
So can I just import the unity model that I was just using or should I just redo it?
I'd start from scratch
I wouldn't click the remove zero weight bones either, can have some weird results
But yeah fix model
Then you can go to translations tab and translate all the bones and meshes if you need to
Helps for if you have issues in Unity
the eyes in unity aren't detecting the change I made in blender after re-exporting it and restarting unity...
got the parenting set up correctly in blender
and I've exported it twice now... but in unity it shows its still has neck as its parent
@fading verge @lucid orbit any help pls? also sorry to annoy you but its bugging me 😛
Click on the eye l and eye r bones
Set their parents to Head
Or just drag them in Unity under the head
Would anyone here know as to why when I export it, some things are removed?
Oh that might be one of my packages lol
and in blender its already set to have head as the parent
@junior wind If you're trying to enable eyetracking, the names and the bone arrangement is incredibly strict.
nope, I was told I had to fix the eyes
Nah Unity isn't updating his heirarchy
they were set to hair pieces
I'd say just make sure the file you're putting in is the new export
@junior wind You need to re-export and re-import your model.
Delete out any fbx you have in the project
RIP me
And import it directly in
I've been saving the exports to my backup folder xD
Lmao it's the simple things that get you
Yeah that's one of my old assets my bad about the drag and drop misinfo. Forget sometimes
Yeah not really required
Do I need to keep the key shape Basis?
yes
._.
unless you're deleting all the shapekeys in a mesh
Well Basis is the only one left
then delete it
Hmn
how do you use mouth movements? o.o
create visemes
with mmd models you can use the cats tool to easily create them
although they can also be manually made by moving vertexes
how do you trigger them in game with desktop?
you just have to set them in Unity
then the mouth moves depending on what sounds you make
😮 oh ok, makes sense
Can the model still be decimated if I want to keep the key shapes with that tool?
no but you shouldn't be decimating the face in the first place
guize me needs halps
?
the inside of the cape turns transparent
need a double sided shader for that
Do you have outline on in Cubed shader
the fingers look completly fine in blender but on unity they get distorted, the rigging lookks fine as well, any ideas on how to fix this?
yeah im all out of ideas, might just go to sleap and try again tomorrow
could fix it with rotate tool?
hi
What do you guys use for rigging up characters
im trying to use mixamo but im having some problems
Do i need to implement inverse kinematics on my rigs so they will work ?
whats the problem
Spine hierarchy incorrect. Make sure that the parent of both the Shoulders and the Neck is the Chest.
I think its the way mixamo is auto rigging up my character
omg thank you so much dude
@fading verge Also, since it seems to be a rig related issue, maybe someone lurking here might be able to help
@hazy gazelle God I hope so because I have no idea what I'm doing here
XD
What tab is the muscles one anyways, I'm lost in this program's tabs
It's in the bone configure
Ah, okay
puts the model into a crouching posture
and then there's a bunch of sliders and toggles you can fiddle with to see how the stuff bends
Possibly the shoulders are too close and/or rotated to inward
It's about the legs
oof
But in the muscles tab she's doing a normal looking crouch
hi I'm trying to adjust my avatar's height in the Unity. having issues while following the tutorials.
added the VRC_Avatar_Descriptor, changing View Position doesn't display the gray dot
@hazy gazelle yoooooo i found your avs the other day youre super good
Oh hai \o
I can appreciate someone with a fine taste for yeens
\o/
@pseudo python what is the right scale for making my characther like lets say 1.10m
because I saw people adjusting "view position" in the tutorials
Ok
that doesnt work
What I do for seeing how big my character is
I import a 3D cube, they’re 1 meter/ ~3 feet
So you can just stack two to get the ~average model height
I guess find like some kind of height chart you can slap onto a cube and then size it up properly in unity and rescale the avatar to match?
I have no goddamn idea how to fix these stanced out legs 😂
theres a sample avatar in sdk
the view postion thing is basically where the avatars "camera" is at
Yeah thats what i used to see how tall mine would be in comparison to the average
my avatars are short by default
@hazy gazelle I see, that should be important. But as I said, there's not gray dot that I can adjust and see if its in correct positition :\
Theyre perfect i just like em ok
their 1. would prboably be like .5 the example model
Did you add the avatar descriptor?
The lil dot can be a bit of a pain to see since it's well.. basically the same color as everything else in unity
yes I have.
The gray dot also may be stuck inside the model if its added
and being transparent and grey can kind of disappear when it's inside a model
look from the side and set the position to 0,0,0 then slowly increase it
Yeah
lmao you're right. I saw the dot now.
Average height for viewpoint is 1.6 meters so you can keep it there and adjust the x y z scale if you want
is there a easy way how to add that 1m³ cube
that I am missing or
do I need to import that via downloading
GameObject, 3D models, cube
thanks, this is 1m³ by default right ?
Yes
What I usually do for adjusting the character view is I'll change to the flat view from the side and zoom into the head
I think I actually got it
I had to bring the legs in to a T, not out like the vitruvian man, that's where I was going wrong in blender
That’s genius! why didn’t I think of doing that
The gray dot makes it look like the hyenas tiny eye
ya
Hella, awesome.
Now I just have one more question
Why does part of her hair disappear in Unity but display in Blender
😂
have ya checked in the materials folder for her textures to see how those look?
They seem to be only appearing from one angle actually...
The materials are set as usual
@hardy sonnet the one about the arms
The polygon one might be an issue but none of them are errors so it should still import
Or that
@fading verge Use cubed shader and set outline mode to tinted
That just makes the face look weird
Then reduce the line width
I dont know what wrong in that. hierarchy seems right to me :\
im a total newbie about this but still..
Is dynamic bones what you need for hair flow?
it says first child, the torsions are the first child, swap those@hardy sonnet
@fading verge OH, I think I might know
it's the normals
ya know how you can see through the models from the inside out?
i dont know much about modelling either so dont worry
that string of hair is facing inward
@hardy sonnet Go back to Blender and use cats for that
so, you instead see through it from outside in
That makes sense though
different type of normal
I should learn how to 3d model
Back on blender, scroll down through the side bar in 3d view and looking for shading, and toggle backface culling
it will reveal all
@fading verge Doesn't add outline mode fix your problem?
Yeah, backface culling reveals that my hairs are invisible
Okay I have no clue how to set this up. How would I set up dummy bones? Got a model with no actual hands
So I guess I'm gonna have to rebuild her from the ground up because I deleted "extra" hair not realizing some were culled and some weren't
At least now I know how to fix all the shit 😄
@fading verge How is she supposed to look like?
@crystal vector like this
Dang how do you even learn to model like that
But with backface culling I can see how her hair is invisible like unity displays it
Was that question for me or ziy?
You haha
Those shoulders seem oddly high up
@fading verge One thing you can try it's to set the rendering mode to opaque or cutout
Ziy did you model yours?
Hahaha i figured
Stronk*
yis
I used this for a visual reference when I started getting into making the body
oh, the link doesn't work in here
And dang i should log on so i can bookmark it
@@fading verge One thing you can try it's to set the rendering mode to opaque or cutout
I did Hotox
I think redoing her with an eye on the backface culling is my only solution
So using Blender is a lot of bringing out blocks?
Mh ok try that then.
I said I would go to bed 2 hours ago but now I'm going to redo an entire model import XD
Well, there's different ways to build models, I just seem to do well with the "blocking out" style
Ahh i get ya
Thanks so much for the help on this guys
Another method is making a high poly scuplt, and then rebuilding a lowpoly model over it
If/when i make something itll be very blocky
aka, retopology
I really really appreciate it
Sounds complicated
Question. If I only want to keep and use visemes, do I still need to keep the wireframe form of the face(animation override?)
Then they use the high poly scuplt to make stuff like the fancy bump map detail stuff that you often see
Ahh. Ill probably start with the one you linked first. May try some today.
@dire mica Do you mean in Unity?
No in blender
I've been told that you don;t want to decimate the face if you want to keep the key shapes and that the wireframe form(or however it's called) is for animation overriding
Ahh this tutorials for Maya. The same principals apply to Blender i assume? Ive only messed around a bit in it
Ya, roughly
Do I need the animation override for visemes?
like I said, mostly just used it for the visual reference of building up the body
you don't @dire mica
You can see the option for it in the avatar descriptor
@dire mica If you want visemes never decimate the face
Ya, blendshapes are very fragile
But I like mauling faces 😛
whats visemes im new to this stuff
Aight thanks
@low river It's lip syncing
Ooooh thats what it is
question, if the hair on my model has bones, will it affect how it works for vrchat? like is it making unity not register it as humanoid?
[or shape keys as their named in blender]
Visemes works even on desktop right?
I mean, yeah
But ya, atleast in blender, if a model your tinkering with already has blendshapes, you gotta keep an eye on them if your altering the model otherwise they'll spike out [litertally]
@@dire mica yes
do i need to delete the bones in the hair ;w;'''
@gilded barn No, keep them
okok thankyou!
@gilded barn Why would you want to delete them 😄
If you aren't using the bones for anything, no harm in getting rid of the bones, makes the rig a bit more tidier \o/
idk, im having a problem where unity is saying my model isnt set to humanoid
Debone em
thought maybe the extra bones were the problem
Just keep in mind, you'll need to redo weights to fill in for the now deleted bones
@gilded barn You have click on your model and in the upper right in the inspector set generic to humanoid
i did that but when i go to upload it, it still says its not set to humanoid
someone told me i needed to rename the bones to be more clear so im trying that rn
@gilded barn Is this a mmd model?
@gilded barn Simply renaming the bones won't do much
yeah its mmd
Mmm try using the cats plugin then
Then use cats to rename all the bones
not sure what that is ;w;''
Hm are key shapes attached to the entire mesh/object?
i just started all this like 3 days ago, not completely sure what im doing
That thumbnail icon
ty!!
Ya, mmd models have bones jammed into every nook and cranny considering it's made for animation stuff
a normal game won't need anything close to that many
Yea wont a normal one only need.. like a good dozen?
Ya, and then a few extra for some simple dynamic bone stuff
Honestly, probably like 90% of the MMD models running about could probably easily cut down half of the bones in their hair and there wouldn't really be much difference in how they wiggle about
Debone your scalp today
I used to have two different strands of bones for one of the hairdoes on my hyenas
then later on when I was sprucing them up, I got of one and moved the other to be more inbetween and weighted them both to it
They don't move independtly of each other anymore, but it's pretty much still the same
So thats why they wiggle?
ya, dynamic bones
I got them in the ears, and tail, and then on the hair if they got that
I ouggta learn how to rig, just been usimg Maximo
the rig for my yeens started out as mixamo back when I first spruced it up to work in High Fidelity \o/
course, mostly just to get a new set of bones shaped to it, cause I didn't really know a thing about making a rig at the time
automatic weights are very hit and miss, so I fixed that up afterwards
and then steadily tinkered with and added onto the bones over time to what it is now
Oh yeah, i saw on your blog you making them also for SL?
Is there any way I can convince my avatar not to twist it's spine when looking over my shoulder with full body tracking
The original one, the Toy maker, I made as a SL thing, hence why I wanted to give it a new rig cause the SL one is a mess
And now, I'm porting them back over onto SL \o/
Link me once ya put em for sale i need some good avs
Managed to figure out the art of "rig deform" and made myself a custom rig shaped to the hyena model
It's been pretty easy to do for the most part afterwards, mostly just renaming the vertex groups to match the SL bones and a bit of touch ups to the weights
the skeleton one kind of broke on me since I had to do further alterations to its bones
I love that one too
the upper body kind of became detached and shifted upward fro mthe rest of the spine
Sorry if im gushing i just love these yeeens
I did a quick fix by duplicating the spine bone on the lower side and then redid the weights to favor the upper body and it pulled it up into place
Nice
didya see the fancy hud for the knight?
I think i did! The gif one right? The changing armor? Thats for SL right?
ye
I wish I could have it set up that way in VRChat, then I wouldn't need so many pedestals
God thatd be fun but i dont think its possible yet
I mean in VRChat you cant even bookmark avs you get from pedestals... yet
It should be possible to keep blender key shapes if I dont decimate the face right?
Heck you cant even bookmark places yet
Hi guys can i get around that?
is that an mmd avatar? @lunar comet
yes it is
i'd suggest trying out cats plugin first, most hierarchy issues should go away
ok ,thank you i'm now to that stuff
ppl spend 20h on their first avatar sometimes to just understand the basics, or if they follow correct tutorial it's much faster
Maybe its a philosophical question
if you need help with everything, then you need to watch tutorials
if you have a q for specific issues - ask them here or whatever other related channel
@lavish stream I'll give you 1 tip that'll possibly save you a ton of headache, if you follow a tutorial and it says to use pmxeditor to translate bones - don't to that, you can watch tuppers cats tutorial video
with that plugin it's very easy to get just working avatars in vrchat
ok
I am done with unity, but cant see my avatar in the VR avatars section. :\
any ideas ?
what do you guys use to rig?
im starting the game through steam, I think I am supposed to logging in with VRchat account, couldn't figure it out
I've been weight painting, suddenly it stops working and I cant paint anymore?
Anyone know why?
Oh nevermind, somehow weight went to 0
Hey everyone. I don't know how to actually google it so i'll ask here. I am trying to fix the Armature of my model but it says the angle between the pelvis and thighs should be 180 degrees, can someone send me an exemple of a good skeleton ?
does that error matter to you?
like, you use VR and you getting in-game issues with it?
Honestly i'm just trying to make sure my avatar has less issues as possible, so im trying to fix them one at a time
and yes I use VR
I got other stuff but i'd rather try and fix them myself first
I mean, if you do not experience in-game issues with errors, then you shouldn't probably bother, but I mean.. understanding what the cause is and how to fix it is better than ignoring them
im just lazy and don't care if it doesn't affect my ingame avatar
I still couldn't solve my issue. I think i'm doing something missing. I didn't do anything like associating my VRC account to Steam or adding the custom avatars to steam folders or anything. How can the steam acc by its own reach to the custom avatar.
I see that there's no client of the game. there's only Steam download link and SDK file.
I used SDK file for avatar making, am I supposed to do something else with it ?
Check the Manage Uploaded Content to see if its actually there
Could I get some help with this?
@hardy sonnet log out in game through systems option
Then log into your vrchat account in game
While it's running, it's weird
Is your model a humanoid rig or generic, @amber wadi
@fading verge Nevermind, The model is humanoid, but I forgot to rig the animations so they were generic, now I rigged them into humanoid and everything's good now, thanks
Actually I didn't know that you had to do this xD
No worries, it's the simple things we forget ^^
Ok so everything is working in unity but when i log into vrchat i get the stock animations, any help?
are you logging in via steam
because you have to use your vrchat login details
i found that the hard way
when you first launch vrchat they should be a option to log out
then use vrchat details
I already log in with vrchat account
Is anybody able to link me a video that can show me how to make stuff like the bag of Memes that I want?😁
and its not under avatars?
reupload it and see if there is any issues
see if there is any errors
No, I mean, these are ported animations
I'm able to get the idle animation setting the idle animation as custom in vrc avatar descriptor but i don't get any of the others i have
And the controller is set to the custom one
im not 100% i had problems with getting a sword to appear but then all of a sudden it worked
anyone here use animation override in desktop mode?
@civic kayak I'm trying to lol
@silent lake It's my first time trying to override the animations, but it's a pain in the head xD
yeah i hated it
@amber wadi alright. let me know if you can see your animations in the mirror
i did it yesterday spent like 2 hours
SUBSCRIBE, LIKE AND ALL THAT GOOD STUFF!! :D DISCORD ► https://discord.gg/vNyJgCX PATREON ► https://www.patreon.com/kunoleo
don't know if this will help
its super simple but might be some assistance
I've literally just watched this video lol, i've done everything right
I'll try to publish again the avatar and see if somehow it works
my problem right now is that my character doesn't even show a simple animation like a happy face
This is what I wanna make. Just need a link or something to show me how to do it.
https://img00.deviantart.net/994c/i/2016/044/a/5/bag_of_memes_by_rexon01-d9rlts5.jpg
i have no idea on actually making models sorry
Not a prob. Thanks though.😁
wait i might have a idea
so you can use a thing called inkspace to create 2d images to 3d
might be able to make a 2d one and just make it to 3d
Oh Shweet.😃 So inkspace is self explanatory or does it need some getting used to?
Ngl
For a model as simple as that
You might have the best luck using SketchUp.
It's insanely simple to learn, but offers nothing in the way of actually rigging animations.
Though I have no idea if you actually need to map the bones out for the avatar itself for VRChat to accept the upload.
anyone know how to check what bone specific verts are weighted too?
I have a few on my legs that move when I rotate the chest, but selecting the chest and subtracting weight from legs doesnt get rid of it. Not sure what bone is causing the issue
Ok so i managed to make my custom animations work, but my avatar is like half under the ground, how can I fix that?
did you do the animation on a cloned model?
becuase if you did it on the same model as the one you want to upload it fucks it
@amber wadi
I just ported them, and rigged them as humanoid
did it come with the animations?
No, i uploaded the avatar into mixamo and downloaded from there
I set the avatar Y position to 0,7 and the animations work fine in unity, will they work fine in vrchat too?
possibly
I'm going to test this, if it doesn't work, i'll come back xD
Ooooh i got it!
The root transform position was set to center of the mass
nice
I changed to original and now it's ok
Okay I finally taken care of that dumb hip[s pelvis problem
Wrt visemes, do you need the face mesh to be separte or can everything be joined?
@amber wadi I don't know if someone answered you, but if you're on desktop
The animation needs to overwrite one of the emote 1-8
@dire mica everthing can be joined
No
Daw
what's it doing?
did you use viceme blend shape?
Yeah
I don't think so, but it's a minor issue
Mouth seems to be slightly open when not talking however
Oh nevermind , now it's closed
The mouth shape tends to not update to the silent shape if you're making noise when you let go of the talk key, usually just tapping the mic key again closes the mouth
@dire mica Yea if the mouth is open when you stop talking just tap the mic and it wil close
Hm, in that case I'll have to figure out where the mic is on my laptop 😛
But thanks anyways
@dire mica No just tap the button
Oh the voice talk button
Don't physically tap the mic itself XD
Does anyone here know of a Unity addon called "Cats", or maybe something with a similar sounding or spelled name? I had a conversation with someone in the avatar test world who recommended it. I can't seem to find anything on it.
I think you mean the blender plugin
Here's a video on it
Today we'll be going over Cat's Blender Plugin, an amazing Blender script that will save you TONS of time with your armature, visemes, eye tracking, and text...
@dire mica That's probably it; I suppose I misheard them. I really appreciate it duder.
Hi guys ! Just got a model but it's not rigged. I planned to use Mixamo to auto rig it but the model has his arms down on the side, colliding with the hips. I'm currently tring to rotate the arms in a T position, but they are linked and the shirt dosn't follow. How can I achieve what I want ?
No one ?
hey everyone
im trying to mirror weights on my model but i have no clue how. please send help and make sure to @ me if you know a way to help
I've rigged a 3d model but it seems that the armature is separate from the mesh since when I load in-game, the mesh wobbles around in T-pose. Any way specifically to link the armature to the mesh or should it just be linked automatically?
I have a fully rigged avatar, and made the chest the upperchest bone, but it tells me the spine hierarchy is incorrect. How do I fix this
Just change the chest to the lower part
Anyone know what would cause my hip bone to become my right and left upper leg bones upon importing to Unity?
Hip no longer there, but right and left leg are gray and in the hip's spot.
Can someone help me with dynamic bones, I've been trying to get my hair to have a nice slow flowing feeling :/
@real cairn More flowy, huh? Try a higher dampening.
Hip bone>Right leg upper>Right leg lower, Hip Bone>Left leg upper>Left leg Lower, Hip bone>Spine>etc.. but Unity is turning my right/left upper leg into a hip bone despite there being one. Anyone have any idea why?
Unity's auto-rigger is easily confused. Just set the bones yourself.
Yeaaah I'm not even sure what you mean.
Are you talking about after selecting humanoid and hitting apply, in the configure screen and changing names? Or are you tralking about something outside selecting humanoid and hitting apply
@flat crescent Yes, in the configure screen. Remember that what the bones are actually named doesn't really matter except it makes things easier for you, the user.
Could anyone help me? when i try and press eye tracking it says hips was not found in the hierarchy.
but when i press fix model it doesnt show anything for blink, blink, lower and lower
The problem happens before I can get to the config screen. Unity is not giving me a hip bone. It gives a rig error that says I am missing my upper legs, because it thinks my upper legs are my hip bone.
I've already named the bones to match their names in blender in config, Unity just does not bring them in.
Wrong window o.o;
@fading verge : Eye tracking requires a VERY precise naming and bone order scheme. Your armature MUST be named Armature and it must have hips as it's root and the bones must be named: Hips > Spine > Chest > Neck > Head > LeftEye and RightEye. No deviations are allowed.
Here's a very simplified picture of how your bones should look and their heirarchy
@acoustic pilot
I didn't add in eye bones, on the chart cause.. As long as they're parented to the head
They could be anywhere
Oh that's why my tracking is wonky
I have it Eye_L @lucid orbit
Doh
@lucid orbit how would i fix this?
Include a picture, and possibly your heirarchy
@fading verge Just name everything properly and use @fading verge 's picture as a reference.
Alaylle, you know who could pin that
would answer a lot of simple questions
Also, you mentioned the hip direction
Didn't you?
@fading verge (Yeah, but the picture is a bit wrong since it should be RightEye and LeftEye )
Ah yeah, that's just basics tho
This is what it looks like
That also has root as the root armature
So it wouldn't work for tracking anyways
Just a basic structure to get things working
You need to rename the bones
Click on them and find what it highlights, use my picture
And name them as you see
But use EyeRight and EyeLeft instead
how can i extractly know which one im on?
@fading verge Okay, I can already tell you have bone structure issues. Watch this, please. https://youtu.be/LrCCl_F9XNs
Here's a video on extremely common issues I see with bones and rigging setups, and ways to solve them. I cover: - Leaving Upper Chest Blank - Reparenting spi...
Could probably use the remove zero weight bone option as well, I see some dummy bones that could confuse you
@lucid orbit Do you angle your hips like in the image, or reverse
Blender
Pretty sure it was you who said something about my earlier comment
I structured mine off of that video
Yeah looks good
I'm not seeing anythign wrong, but unity sure is.
@fading verge I actually do it like in the image.
my upper legs are turning into my hip bone in unity
I didn't know if you were saying there'd be issues doing it this way (It was how I was taught in school lmao)
Did you go into configure when setting up humanoid animation?
yep, changed the names to how they are named in blender T^T
Unity
@fading verge So I just scale the current bones so they fit with the legs propperly now?
I thought I just had to fix a spine bone?
You need to add in your feet
And it should be okay
Uhh, Extreme, yours is a different issue
Your bone structure is a little wild, try to match the image I posted above
Or here
BoneTutorial
They should have proportions similar to that
@fading verge I'll give you one suggestion that'll save a ton of headache. Don't use pmxeditor to translate bones, import with cats and right away press Fix model
That as well
pmxeditor translation breaks armature fixing
LMAO
easy fix thx
As long as you have the basic structure in that image
You can have tons of wonky stuff
But the core bones are very important to specify
Thank you for helping guys! Been asking quite a few questions..
Good news is I think the hip thing is fixed now too.
Yeah, everything looked good, you just needed to go into configure and place the right bones
the only thing is now under blink, blink, lower and lower nothing shows up
I keep forgetting that I had to reimport the armature for this file, so the bone names got changed, what they were rigged to was changed, etc...
so I keep getting stuck because I've had to do everything like 3 times now and I dont remember what I have and have not done over again.
and i cant press create eye tracking
Is your mesh all one piece
Or do you have head/body
Make sure the correct mesh is selected in the top box
the top box only has Head and Mesh
i can only press Body
Alright, I'll try
@fading verge How do I attach the bones from end-to-end?
They are all seperated as you already have seen
You can click the connected button in the bone options, but it'll skew things
Then untick the box
And fix it
It'll attach it to its parent
Does your model have the key states @fading verge
you move to fast for me lol what?
The first stuff was for Ninja, sorry
Check and see if the model has keystates, those are basically the expressions
Blink, closed eyes, smiles, tongue out, etc
wheres that under?
nvm i found where it is
i dont see anything thats says that
i got it to work thanks
Cool, np!
@fading verge So click the bone in edit mode, go to bone options, check the "Connected" box, then uncheck the box
(For all bones)
?
Not all bones but yeah it's a good way to get bones you need close, close
Gunna be at Christmas dinner so will be absent for questions for a bit
Alright, hope you have a good time!
can i make a skirt not go through my legs without dynamicbones
Without using dynamic bone colliders?
yeah no $ to buy it
cloth physics + unity colliders POSSIBLY
Truth
Its going to look horrible either way. Cloth works best if you use it with Dynamic Bones. Which is kind of ironic.
there's also spring joints
in blender i cant enter edit mode to delete bones. I put my cursor in the 3D view and hit tab and it never switches to edit mode. Any ideas?
hello, How can i bind an existing bone to a mesh?
object view
press tab
select any bone
press delet
i dont know why that wouldnt work, in any case you can manually switch between modes
yo any one know how to rerig lichking by 3dregenerator?
@dire vortex what do u want to do
I got this head which is 1 mesh, but i need to split the hair to add shader to it. Im wondering if it affect the bones?
@naive tree I already split the helm from the hair by a selection.
and my bone are reparented for dynamic bones
to a dupe head bone
K nvm the bone, might just be a material issu
@real cairn You may have to set them yourself in the rigging in Unity.
so for some reason in unity when i apply shaders, it will make it where people with vr see two of me. Know of any fixes?
for cubed and rainbow. pretty much shaders ive installed
what would you need to make a tail on an avatar move?
dynamic bone
Or being really good with the cloth component
looks like im gonna have to learn cloth component then
Depends on how you want it to move.
I've heard of successes by treating it like a humanoid leg during movement, but that comes with other problems
Could try to relate it to the arm movement, but that may fuck with hierarchy in a way VRChat doesn't like.
so my hood auto connected to my head bone
first time ever using bones in blender
Well. That's terrifying.
just trying to show off that problem to the fullest extent :p
I can't seem to get a model working in mixamo or in Unity, I am lost about what to do now
hey, so I downloaded a model from sketchfab and it didn't have .mtl file to go with .obj and .jpg of textures with it for some reason. I imported it into a blender and extracted it back just to get the .mtl file for it, but how do I embed the correct textures with it now intead of default grey ones?
Drag the texture onto the model in blender?
Any of you guys know a good, low-tri method on hair>
@low river You could select the hair mesh in editmode in blender, CTRL + F and choose tris to quads, then select unessesary loopcuts and press X and dissolve edge
I
Manually decimate the hair
DOES ANYONE KNOW HOW TO M I R R O R W E I G H T S ON MODELS BECAUSE NOTHING IS WORKING
shit wait i think im interrupting something
my b
Does anybody here know how to fix an XPS model whose feet are in the floor? moving her in unity and blender didn't work, her feet stay in the floor. I'm having this issue with two separate XPS models and they both seem to be stuck the same amount in the floor
@fading verge Try moving the avatar up a bit in the avatar configuration scene.
Moving the hip bone upwards should be enough
Oh yeah? Like where you set the bones to be map to the chest and all that?
Yup
Cool, I'll give that a shot. Thanks so much
?
do you know where i can get a no fuck up riged lich king ;c
nope
Anyone else get a weird bug with their rig being fine one moment
And apparently the feet/head/hands are unmapped
Or well, the SDK says it's unmapped
if they're unmapped you should be able to assign them manually
Yeah, they're mapped
But the SDK is saying they aren't
That's the bug
Nothing has changed in the rigging in the past 15 uploads
Just popped out of nowhere after adjusting an animation
Quick question. If you change something in the Avatar Skeleton Configuration menu, but your avatar is already placed in the hierarchy and has dynamic bones and everything, do you have to place it again and redo your bones, or will whatever you did in the config apply to that model which has already been placed?
you should be able to change your rigging without any problems
the first thing i do with avatars is place them and then i set the rigging
We not doing DMs anymore Neen? Just curious
I hope so, I don't want to have to redo the bones on this XD
you shouldn't have to
so im assuming everyone is too busy to help me out here with mirroring weights on my shitty-ass model because nothing im doing is working rip
I've got a lot of DMs atm, but dealing with an issue on my end atm
I'll get to yours soon haha
Gotcha, well I'll wait then
😛
I think I got the rig to work though, just trying to figure out the cloth stuff
@zarniwoop that fixed it, thank you so much
👌
did i miss a step for materials cause the model is just white 🤔
don't know if this is the right channel for the question for this step lol
Just a question, but how do I make jigglebones/dynamic bones?
i have my avatar rig made but in blender the bones don't move the mesh at all, what did i do wrong lmao
@gentle silo you do that in unity using the dynamic bones plugin
Can't afford it
atm that's the only way to do it sadly
@dry minnow Did you try to move them in pose mode?
yeah
i asked someone and it's not weighted properly
so i need to go and do that since automatic weights doesn't wanna work
time to die
How do I use Viseme's or make eyetracking, never done it before?
will mixamo keep dynamic bones?
Ya im at Cats rn
@dry minnow No
@real cairn Translate the shapekeys first
yeah i'll just do it manually then
both would be an equal pain in the ass and this teaches me something so
?
@real cairn cats translate the shape keys.
For eye tracking just hit create eye tracking and then switch to testing to see if it works
I'm inexperienced with this but how can I make this work
Same here, but I'll just wait until you get a response from the helpers.
I was wondering... What does arm stretch affect, anyway?
Do you guys know a good tutorial for adding a hat to a finished model? (was trying to add a santa hat but it was all messed up)
That's pretty easy. Just put the hat onto the head bone
By making it the head bone's child, it'll move relative to the head bone. So putting the hat on the head and as the child of the head will mean it moves in sync with the head.
What do you need to do after creating visemes to make the mouth move?
Did you assign them to the Avatar Descriptor in Unity?
^
should look like this if you added the avatar desc in
also
im not sure what this error wants me to do
dumb question, sorry, but does anyone know how to get into vertex groups to assign weight?
Not sure I understand but I assigned the V shaped bone to the head and the rest as close as I could but I get this message and the head doesn't move in game (which is basically my goal)
anyone know why a model floats up when it starts walking but sinks back down when its standing?
having some issues with blender.. and can't get the bones to show
odd
ah nvm found it
'only render' was the issue
alright so the next thing is.. I wanna make it so when i gesture, i remove a helmet on the character's head, and the ears pop out
but.. first i need to put bones into the ears..
is there a way to select a bone without.. like selecting them all?
everytime i go into edit mode it just goes to the center
wait wrong channel
this is before tab
(object mode)
and then the above is edit mode
https://gyazo.com/618e8c74c0ce5b1068b50bf5a9c7be23 and yes there are multiple bones
Anyone got any idea why when in VR my avatar's hand go up inside the body but animate perfectly normally in desktop?
Could anyone tell me what could be giving this errors?
try to enforce the T-pose, usually fixes it on my end
That did work, thanks a lot!
oh may i ask
how does one switch to rotate? like you click on a bone and it shows the sphere to rotate
Look in the upper left corner for buttons.
Anyone know which bones I should move to prevent my avatar from having it's arms so far out to the side? https://i.gyazo.com/1ddd22cab9b83f1a870aad6c3b3fb923.gif
walking like a dude that came home from day1 gym
lol
doesnt look like rigging issue, more like default mecanim issue
id say modify the animation
That's what I was going to try. Thanks
is there a way to fix the wrist twist?
I followed this tutorial for adding a blink animation https://www.youtube.com/watch?v=p0txtOuZtx0&t=335s
Importing model - 0:37 Toe Removal - 1:37 Applying Shader - 2:29 Blinking Animation - 3:09 Animation Override (Facial) - 7:24 Avatar Descriptor & Viseme - 18...
Do you still need to keep the blink model after you are done?
Uh, if you are still here guy with tail issues?
Aight
I didn't look into it properly 😛
You can also check whether they are attached with shift G iirc
And then selecting children
Yeah I forgot to do that first time so I thought it wasn't working
Do you know if there's any way to make the tail sway?
That's what I'm using currently just curious as to how to do it
No worries, i think i found a tutorial that will help me 😮
How do I stop hair from waving in my avatars face?
Anyone got any ideas on why in VR my avatar's hands go in towards his body but in Desktop mode he animates fine? It's not controller calibration, any other avatar I grab works fine.
Anyone explain how to fix this issue?
Sounds like one of your bones is upside down.
@noble portal You usually don't need to worry about that particular warning. Hip tracking tends to work regardless. Usually. Not always.
@real cairn You click on the little dot in the lower right corner of that very screenshot you posted. Keep in mind, if you're doing this, you should have the right bone set in the Jaw Bone of your Rigging Configuration.
What if there is no jawbone @lucid orbit
@real cairn Then you can't use the Jaw Flap for speaking.
@real cairn I mean... if you want to be silly you could set the Jaw Bone in the Rigging Configuration to a part of your hair so your hair flaps when you talk.
@real cairn I think there was someone that actually set it to their hat so their hat wiggled when they talked.
lol
So it looks like this model doesnt have a chest bone. Can i use the neck as a substitue?
does anyone have dynamic bones that they can send me?
@noble portal If it's generic, i don't think you need IK bones ?
I'm having the problem of the spine hierarchy but I can't find anything wrong. It only happen after I added finger bones
what problem ?
Spine hierarchy missing elements, make sure pelvis, spine, chest, neck, and shoulders are mapped
you have no neck
I need a neck to have fingers?
If you want the body to move you'll need a neck bone yes afaik
So strange. I need fingers to bend my knees, and a neck to have fingers. Alright. I will give it a shot
It's a whole system
Looks like that did it. Time to test it out. Thanks
What's the use for Envelop Weighting in Blender?
Does anyone has any idea why when I export a fbx file via Blender I cant turn it to humanoid in Unity? it happend on a couple of models now...
Are your bones set up properly?
@stark bronze https://www.youtube.com/watch?v=KrTG-fjh1TI
In this tutorial for Blender, we take a look at different ways to set vertex group weights when working with bones and armatures.
If I only use it in unity i can turn the mmd file into humanoid but if i decimate it in Blender and export it as FBX file and then try to turn it into humanoid in Unity it doesnt let me
What's the error message
Did you use an mmd model?
yeah
Did you do anything with the bones in blender?
no
Right
I would recommend getting the cats blender tool to automatically fix all the bones
It should result in a working set most of the time
it allway base on the mmd creator of the model some time creator mess up
so catplugin wont be able fix all the time lol
Yeah hence most
Ok thanks for the help !
For me it worked except for the toes which I had to fix myself
Here's the link
And tutorial https://www.youtube.com/watch?v=0gu0kEj2xwA&t=590s
Today we'll be going over Cat's Blender Plugin, an amazing Blender script that will save you TONS of time with your armature, visemes, eye tracking, and text...
yea it tool to help out not use as crotch
Yeah I first got mine working without
So I kinda had to learn how the bones and such work
The experience is useful altho it might be more difficult
i know some people convert xps into mmd
dont label all the bone right
the eye tracking , visime and mix weight very useful for non mmd models
dont need to spend hour get your eye bone to work lol
it has test tool
cats blender tool fixed it, thanks!
At least translating will help
so uh
i used mixamo for rigging... now how do i add the bones for the tail, whiskers and pony tail?
and then rig it in blender?
you add the bones in blender too
tail bones seem to already be there
ponytail will only require one
whiskers one for each
and then unity will take care of the bones to rig , yes?
no
rip
you have to do it manually every time
my character walks around in tippy toes i probably messed up somewhere huh 🤔
don't map toes
foot need to be ankle
Well, if you want to keep tip-toeing, keep the toes mapped
if you don't want to keep tip-toeing, unmap the toes
how can i remove something from the list in inspector
so thati can remove the toes
im right clicking and trying to drag it out, doesnt work 😖
you have to set it to none
Tiptoes are caused by improper calibration of your height or floor. If this is set right, you can keep toes mapped, and it will make the auto footstepping look better
You want ankle in the Foot slot and toe in the Toes slot. toe_end does not go in a slot
Run the humanoid rig Config. Choose left hand, you'll probably see red bones and more detailed errors there. Looks like it's confused about which finger goes where.
ok so i followed some tutorials, and i get this message when i click show build control panel
Spine hierarchy missing elements, make sure that pelvis, spine, chest, neck and shoulders are mapped. 🤔
Oh!
You had my problem
Here, go to configure
On your rigged model
On your right, you see the humanoid icon right?
Now do you see four grey dots around the neck, shoulder and spine?
Fix em with the bones
i got this
oh 😅 yea hehe
You can put the neck as the head
If the chara doesn't uses those eye tracking things
I'm not sure though
You're gonna have to mess around with the bones
thx will try something 😄
wheres the enforce t pose setting
yea
I assume you don't need to remove it
Just click on it and check if the other bones would parent to it
At least
its rigged to the right one
but the other one is pulling the model
or does that not matter
Are they both connected to it at least?
yea
Should be no problems
🤔
🤔
somebody please help i've been googling and asking on reddit and here for days and i've only been ignored
im so desperate. im literally going to scream
i'll just post what i did on r/blender
"basically, i weighted the one side of my model, and when i try to do the copy vert. group method, even WITH topology, it fails to correctly mirror.
i've googled around for a bit, and there's so many methods flying around and i've tried so many. i can't just manually copy the weights because i don't remember all of what i set my weights to on each part
i tried getting help in a modeling-esque discord and all, but i've only been ignored. i feel like there's a simple solution to this but i'm somehow completely avoiding it."
somebody help im gonna scream
i hate being a complete jackwagon but it's also like
its just so frustrating because this should be sO sImPlE but its NOT
As long as the bones are correctly named and symmetrical it should be easy
iii'll look
but im 100% sure its symmetrical
thanks for trying to help, i really appreciate it so much
Good luck!
thanks!!
wait, so
ive read into about the "X Mirror" option
i already have one side's weights painted, uhh
does it mirror once i check that oorrrr
I'LL try
yeah dont worry i did
sadly.... it does not do anything
ive read about deleting one half of the model and then mirroring it
but, im worried that if i do that the bones wont be connected, and shape keys and stuff
should i try that?
good place to find mmd?
@fading verge i got my char working! thx 😄 now i want to add a pumpkin mask. you know any tutorials on how to do that? Want it over my head xD
@modest thicket Deviantart is where I get most of mine
what could cause this?
fingers are bending really really weirdly.
its not weightpainting
How do I bind animations to HTC Vive controller? Is there something in Unity I need to know?
