#avatar-rigging
1 messages Β· Page 36 of 1
hi is thay some one can rig up a model for me mixamo wont work or someing a can tray over than mixamo?
How do I get the avatar to keep the toe bones when using CATS in blender?
my feet go into the ground when I use it
its not though
you have shoulders parented to an un mapped bone
same with the neck
map whatever bone they're parented to to "Chest"
Does anybody know how certain model parts can be affected even if the weighting for that bone is completely black?
@pure veldt how do i do that i am new to unity
press that dot
and select the next spine bone up
the spine bone the neck and shoulders are parented to
Nvm i needed to make it not-black for some dumb reason
thank you i have it working
π
okay, i have a bone. That i've unhidden yet still can't target outside of armature list because i can't see it.
Is there a way to fix this?
The worst part is its my main parent and i need to know if its weighted
Where can I learn about prepping a model for VR? Ex avoiding twisty wrists.
anyone know how to attach a object to another like the tie so i can add cloth physics and have it stay on
@oblique latch go into blender, shift and select all bones for the tie, hit ctrl + p and hit keep offset.
it'll make a root bone parent for the tie to remedy that issue.
cool i have it working thank you lots all of you
Hey anyone wanna help me put a jawbone on kermit?
so i did the steps in blender but when i add a cloth material to it just fall on the ground am i just stupid or did a miss a step
shurg
my skirt is parented to my hips, causing the legs to go through it. is this fixable with dynamic bones, or is there something else I can parent the bones to..?
You can try bone colliders
and put them on different parts of the skirt?
Man this SDK is making no sense like wtf "Spine placement is incorret" dude its correct.
Wheres an auto program to have it map this stuff -.-
mixamo
?
upload a 3d model to it and itll map bones
@civic kayak I dm'ed you, mind checking reeeal quick?
soooo... no one knows this jawbone stuff?
No sorry
basically
So I got this Mercy model. Everything SHOULD be working and doing just fine but when I go in game, the hands are behind her back. When configuring the model in Unity it says the model is not in t-pose even though it is. The right shoulder bone is in a weird spot but yet the model is fine. Could that be causing the problem with the hands? Or is that a completely different problem?
In Blender, I'm working in a situation where I imported a character's legs and boots as separate objects, with separate armatures and everything. When I join the objects together with Ctrl+J, all the bones from both armatures are shown, but in pose mode, moving the bones of the boots no longer moves the boot mesh at all. The mesh still has its vertex groups and weight paints, but they're just not moving with the bones and I can't figure out why.
I can still move the leg bones in pose mode, and the leg mesh moves with them, but the boot mesh seems to be unaffected by any bone movement at all. Any ideas on how to fix this or join the objects properly?
@chilly remnant u have right shoulder parented to neck
@lime monolith check if they have weight in pose mode
on the correct bone
@naive tree I checked in Blender. I have both of the shoulders parented to chest
is that an sfm or mmd avatar?
Mmd
yes, that's first thing u should try
Alright. I already have it so ill see if it helps
if that's an actual mmd
@naive tree Is there a correct way to check that? I can only select Weight Painting mode when I have the mesh selected, not the bone. The mesh has vertex groups the same name as the bones, though, and the weights show up and are visible
@teal echo What error ?*
If you're talking about the arms, then you'll have to assign a rest pose in blender
or the arms aren't weight painted
@teal echo Go into the rigging, change the UpperChest bone to None
probably the former
@lime monolith can u mb send me the pmx or fbx you're working with?
@naive tree after running it through Cats its still broken
I already moved the upper chest to none
I'm getting an error saying that this model's missing the chest/spine hierarchy as well as the hand joints
Chest is unmapped
how would I go fixing that?
Do you see the little circle to the far right of the chest slot?
That little dot after the text
If you click that you can change the slot bind
ah yes I found that
Also, is there a way to change your VRChat account name? The one that you use on the site?
Hmm not sure
I'm just asking because it asked me to use an email address but now said email address is my username
.<
eh, I'll just make a new account
There we go~
Should I be concerned that the thumb, middle, and index fingers aren't mapped?
There's no way to change your name yet, but it' s on the to-do list.
it's fine, I simply just made a new account
Putting it through cats broke the hierarchy :c
You don't have to use Cats, its just a time saver for MMD specifically.
There was a shoulder bone that was out of place and I tried fixing it with cats but it didnt help but now in Unity its all messed up
My only question is how would I go mapping fingers to the kind of hands that Bomberman has
You'd just use a thumb and middle set
A thumb n' middle set?
Yea, have the obvious thumb set with 2 or 3 thumb bones and the rest of the boxing glove? set to 2 or 3 "middle" finger
It'll open and close when trying to grab something
Oh wait, i just googled bomberman, coulda sworn he had a thumb
You brobably wouldn't give it any bones, then. So its like power puff girls; sticky hands
So would that mean the av would be unable to crouch then?
What?
It just means that it wouldn't have any moving fingers when picking things up
It'll give a warning that no bones are set so full IK will be disabled, but everything should still work.
Or just have empty finger bones not weighed to anything
can anyone help me with a viewpoint issue? when i look down or up my viewpoint leaves my avatar
Is it set to humanoid?
yes
Is the head properly mapped?
Do yoo know how to check?
in unity?
Yes
yeah its mapped properly
TO be clear, it's tracking your head movements properly until you look up?
i can look left and right fine but up and down it goes out of viewpoint
Does it turn up and down at all or just looks straight ahead?
When you look in a mirror
well I was relatively successful with making bomberman but uhhh
those feet are lookin' a tad wonky
straight ahead @cold lichen
It's not tracking your head at all, your body will still rotate. Double checking, when you open your rig config, you are checking in the head tab at the bottom left of the green man icon, right?
I was about to suggest checking it all in blender
Is there anything I can do about that feet stitching?
@chilly remnant Click the head tab and make sure neck is mapped, too.
@weak drum Make sure it's weighted properly in blender.
Weighted Properly?
When you rotate the bones in pose mode, do the feet move properly?
lemme check
@cold lichen neck wasnt mapped but now it is. Is "character not in t pose" a bad thing?
Should still work. It's only a warning that it may look goofy if too far from a perfect T.
'Cannot change pose when rest position is enabled'
Alrighty!
Ok it mostly works but now the feet are like that π Also any way I could close the mouth? Its closed in Unity but slightly open in game
Just say that you are half goat
@weak drum selectthe armature and in the armature tab you can change from rest to pose
You'll be fine
Not a bad idea tbh
@chilly remnant If you have the lip sync set to jaw, it'll open a bit at all times.
Its set to default
@frozen widget Here. https://www.youtube.com/watch?v=LrCCl_F9XNs Watch at 25:30 on.
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...
anyone know how to fix that? in blender is ok but in unity....is like that
Any ideas on those crazy feet? They should be okay at least in Unity they are
Ok, it's set to pose, now how do I go about weighting them properly?
@trail gorge Check your Shader settings. Cutout, or Transparent rather than Opaque might be better for the material currently covering the eyes.
@naive tree Thanks, i will try that
it depends on how good/bad blush looks, if you set to transaprent i think it goes to normal
but face shadow always kinda looks bad, imo
@weak drum Theres some good guides to weight painting on yt.
@fading verge sup
yo how come when im weight painting and i click nothing happends when im zoomed in
i have to zoom out but it fucks everything
i found the hip bone, how do i make it point perfectly upwards?
@naive wharf @lucid orbit in any case:
i fix by going in the part with problem>the shader with problem> change to CubedParadox/Flat Lit Toon Distance Fade
Thanks guys!!!
How do I fix those legs? Ive tried changing my height in game aswell as rigging them again but nothing seems to help. Also the mouth just stays open all the time even tho I mapped it to the jaw flapping thing
Check the weights in blender
@chilly remnant Odds are you need to weight paint the legs properly. As for the mouth, speech visemes are better than using the jaw flap.
How do I do any of that? π
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
Any idea how I can fix the model from leaning forward in vrchat
like, the stomach sticks out
not sure why its doing that, all my other models don't do it
Soo this is what the weight painting did
@deep lynx you probably need to fix the rigging. Make sure your avatar isn't doing something like this in the configuration
ie being hunched over
@chilly remnant Make sure they aren't weighted to any other bones, just the ones you want.
And, where are your arms?
Behind my back x) I have no clue how or why but they got stuck there again after I changed the weight paint
I have to start over I messed up so it doesnt work at all now
Now that I put it in Unity there are no bones
π ±oneless
someone knows why my avatar disappears when someone see me by peripheral vision in game?
for me is 100% ok
anyone else having issues with jittery dynamic bones?
you entire avatar or just part of you
entire avatar, sometimes only hand, sometimes the head, sometimes everything, depend from what angle you see me
have you checked in unity if it happens for you too?
using the Scene, everything is seems normal, i make a tour around my avatar and nothing disappears
I am having a painful problem
I want to create models for King Crimson and Xavier from X:RA
however
when I press the rigging button
I get the following error
:
Invalid Avatar Rig Configuration. Missing or invalid transform:
Required human bone 'Hips' not found
This is likely preventing me from correctly rigging
somejuan please help
how do I redefine the root as hips?
Ok
I'm not sure if this breaks any rules or not
but can you please just take the obj and textures
and just directly do them
Because I have negative knowledge when it comes to modeling and rigging
It is 4:30 am for me so no sorry
The age of information has many benefits
like making customized models for your favorite punch ghost from your favorite chinese cartoon
requesting help, VRchat avatar support channel
getting these errors
problem is, all of the parts specified ARE rigged
not really sure what the hell it wants from me
you are missing head and arms
but I'm not
did you select the correct bones?
Nah like
Lemme take a screenshot
Obscure sanic don't judge
So as you can see, everything is mapped on the model
I am following the correct structure for the model
Hips->Spine->Chest->Neck->Head
and Chest->Shoulder->Arm->Forearm->Hand
and it's not pictured but the legs are mapped according to mecanim standard too
and yet it's still saying I don't have all these parts
just in VRChat's build thingy not unity, unity's cool with it
so spine1 is in the chest slot?
indeed
maybe the name is throwing it off, not sure
nah i've tried that, same error
oh in your pic i see the neck is greyed out
oh shit
I need some help if anyone is available
im getting an ANNOYING error lemme screenshot it
just realized i wasnt zoomed in, idk if it would help or not
don't use head neck twist as a neck
ok fuck me it works now, but his feet have instantly flipped upside down
and his legs have bumped up 364mm
So im trying to get the bone mapping right in Unity and all the stuff is mapped except chest and upper chest and apparently without those it wont work. What should I do?
@mild mural what would i use
it's often called lower neck or something similar
@chilly remnant upper chest has to stay blank, but yes you need a chest
i see head neck upper and head neck lower
head neck lower = neck, head neck upper = head
and make sure chest is the parent of neck and both shoulders
it's okay to leave the neck twist on it's own
Theres not any bones I can make the chest or there will be problems with the hierarchy
resolved weird ass foot flip issue by doing sample bind pose then enforcing a t-pose, avatar is now working fine and uploadable, thanks bunches chronubis
cool, yeah I always reset then force tpose when rigging
i set spine upper as chest and it gave me the same error
however i didnt change anything else besides that
Anyone know to make a four legged avatar with animations?
I was able to set a chest now and left upper chest blank. But now its saying that the hierarchy is incorrect
both @vast jackal and @chilly remnant you might have to reassign parents in blender chest > neck+shoulders without anything between them
when you click on a named bone (under armature) and then the little bone under properties (square grey buttons) you can change the Parent field while in edit mode
I'm not sure what those two vertical bones in the chest are
not being in T-pose shouldnt keep you from uploading
so it should work
i dont see why not
are you getting a red message saying that the model isnt humanoid and wont being using the standard animations from the SDK?
@mild mural I feel like im close but this is currently stopping me
hit tab while your cursor is in the model area... can't think of the name
So Unity is now saying "Parent for right shoulder p differs from one found in humandescrpition. Waist 3 was found instead of upper waist 2" but right shoulder p is parented to waist 3
@chilly remnant I've only looked at one Overwatch model and it was a bit messy, but you may have to use cats tools and consolidate (mix weights) some spine bones
lots of trial and error honestly
sometimes you'll want to scream
i saw a good widow avi the other day
Yea ive noticed π¦ Ive tried cats but that only deletes the leg bones and does pretty much nothing to help. Ill keep messing around with this tho. Thanks for the help!
Hi guys. why does the mesh only move half of the bone that i moved?
@mild mural THANKS IT WORKS
@earnest blaze in blender, make sure the feet are on the 0 line, you might have to change the origin of the model afterwords
@vast jackal π
sometimes you'll notice little errors after the fact, like some of my avatars looked like they belonged in JoJo with their junk thrust out in front of them
yeah it's a pain that more of these things can't just be tweaked in unity
click view in the bottom left and change to isometric and hit front
can you'll see if the feet are below 0
ermm ?
"view persp/ortho"
ah
toggles between the two
the idle standing animation may be the culprit, a lot of my models have their feet an inch in the ground in game even when they're flat to the ground in blender
See my firend has the same model but his dosent do this but he not answering me atmo
it might be something I'm overlooking in general too, the animation is the only thing I could think of
okie ty for help
np
So I was able to get everything set but now its saying that the neck and shoulders have to be parented to chest and thats how its set right now. I dont understand this
are there any other bones that are between? something like ' chest > wrongbone > neck ' or same for shoulders
Nope
Neck is going straight to chest same with shoulders
No wait actually... are these "Right shoulder P" and "Left shoulder P" necessary?
how many parts have shoulder in the name?
This is how they look
Those are the C and P shoulders
The "real" ones are the ones where shoulders should be
it's hard to tell, are they involved with the wings at all?
As far as I can tell not at all. The wings are already parented to the chest
you might be able to ignore them and just change the normal shoulders's parent to whichever is your chest bone
honestly I'm not sure, the blizzard rigs are pretty strange
Darn. Only thing thats not working are the shoulders haha. So damn close
one of the tracers had cloned geometry instead of a specular texture, then again I'm no gamedev
http://prntscr.com/hsqok6 @mild mural i fixed it
nice
π
any of you guys know what these red spheres are for?
they might be where items go when you grab them... not sure
this model was also having problems where the chest area would be completely disfigured in-game
According to Unity the model had no problems but in game there were no animations
I have something like that too
I'd have the idle animation playing normally in Unity but in game it gets all messed up
make sure the controller is set to none when you upload
is that what's been causing that?
How can I see the animations in Unity?
Oh my character still doesnt have any animations
"Transfrom 'Hips' not found in HumanDescription"
sometimes the bones I use for hips are either just root hips or the lowest part of the spine
and make sure it has no parent for best results
Theres no parent for the hips so that should be fine... this is so weird
Theres a bone called waist and its parent is Groove but I dont think its doing anything
yeah the names make it hard sometimes
This is what I dont understand... When I get rid of the "avatar not created" error, I get the "Spine hierarchy incorrect" one
can someone explain me real quick why xps bones look always so weird? are those fake bones?
all my xps bones look normal
might have been an import error
i use a xps plugin to import mine however
yea nvm im just retarded lol
π
do u know the difference tho between going for generic item ascii, mesh or just the xps?
I usually import whichever generic mesh is bigger if there's no "xps" file
has anybody got like an example picture or list of requirements for a rig?
ok thanks
So uhm... this happened
Pretty stumped trying to get eye tracking working. I worked out dynamic bones and mouth tracking pretty easily but haven't got eye tracking succesfully yet. When using CATS in blender is there a specific order to things that I might be doing incorrectly? IE Fix Model > Translate > Visemes > Eye Tracking > Seperate by Materials > Decimate.
the names of the heirarchy have to be exact until the eyes
they have to be Captialized
that stumped me for a time
Can someone help me firgure out why this model imports facing backwards every time?
https://www.models-resource.com/pc_computer/leagueoflegends/model/19238/
I can't rotate it either, it doen't change
Hierarchy seems correct ect. Would there be an issues by having 2 meshes? Head / Body for decimation purposes/
Can someone help me with a rigging issue?
how would i rig the chibi lion saber?
Anyone know why it shows Armature as a bone in the rigging? This hasnt happened before and now any model i try do rig does the same thing
Can I ask how to fix my "spine hierarchy"? Do I need to find a way to add a bone so there is one for the chest? also, what is wrong with the thumbs? I can't figure it out.
Is there a premade human armature that i could download and then bind to my character model?
@fading verge Look in your VRCSDK in Unity. In Examples > Sample Assets there is a Tutorial Avatar that you can reference for an ideal armature.
what do i do i tried to do a wolf but it stands on 2 legs instead of on all 4s
I need some help rigging
Does anybody have any sort of bone Structure and Heirarchy example?
I need some help
Would anyone be willing to answer some noob questions in DMs?
How can i fix this issue? I see the bone and the length doesn't look zero at all.
ok thanks
π
Hey so for people that know unity. How the #### am I suppose to fix the legs as the hierarchy keeps changing because unity decided to make the skirt as legs... I try forcing to change then everything looks green then apply and done complains again that there no in the same list as I did force it but checking again it automatically goes back to the default. Fml (dm me for more info because this is annoying)
Mk hold up
So its all green right
Wait take a screenshot of the bones in the right @midnight arch
Need to see the bones
oh
That shows the name of the bones too @midnight arch
I said
Oh Lord
Drag the green dots with names up
So that u could see which bones it's rigged to
@.@
Gah
This thing is stupid af
when my avatar is imported, its imported as a generic and does not get provided with vrchat's animation set
how can i fix that
if its imported as humanoid it gets all distorted
Click on the generic tab
Change to humanoid
yeah but then it gets distorted
Enforce t pose?
Then its not rigged correctly like my feet
if i enforce t-pose it gets distorted
the base avatar isn't a humanoid
Ohh
Well I'm not sure
what is your avatar?
^
@midnight arch Did you have much issues with decimating the vanilla model? I tried getting the chocolat one under 20k and had to destroy almost all of the accessories
Yeah.. I feel your pain
Hmm damn. I found one ingame with most of the meshes intact
VanillaH is my final but THE F FEET IS MISPLACE THANKS UNITY!
no clue how they did it
Unity thinks the skirt is feet....
So im trying fix it
but no give me some stupid error
π€ That can't be right
Yeah i tried that i cant move them
Unless you know how to work blender
I have to reparent some of my avatars
Reparent
Did you remove the stockings? D:
^
I removed the feet and legs under it
Then i removed the pants then some stuff on the shirt
@fading verge dont know how to reparent them
when i parent a mesh to a bone for weightpaint etc, it imports as generic instead of humanoid which means i dont get animations
I think I may have done something wrong here
@fading verge Everything imports as generic in unity. Click on the model in assets and hit rig, then drop down box to humanoid and apply.
@wind tide It looks like your hip bone isn't the first on the list. Other then that it probably didn't auto map corectly.
@fading verge Did it have any warnings under it when you uploaded it?
hold on, im gonna get the message again
What are y'alls usual reasons for Auto weights not working in Blender?
Even when I change it to humanoid I still don't get the animation set because it wasn't imported as human. It only imports as generic when I parent a mesh to a bone to give the mesh weight paint.
Are all the bones parented to each other starting with Hips as the base?
yeagh
Try setting it to humanoid and go to configure. The auto rigging might have messed up and been unable to apply
Also go to pose under the rig map and enforce tpose to be sure.
What does Arm Stretch actually affect?
@stark bronze I'm afraid I'm not familiar with auto weights in blender. You could try mixamo.
the thing is, my avatar isnt a humanoid so i dont want it to be in t-pose
otherwise it gets distorted
What kind of avatar is it?
@daring flare What is Mixamo?
mixamo is for custom animations
It's a rigging and animation site. www.mixamo.com.
It can auto rig and weight paint fbx and obj files.
i prefer doing that manually
i had one of my models hips not even move from the floor with mixamo
I don't usually rig anything from scratch. I fix existing rigs and meshes.
Alright boys. Ben trying for 4 hours to get this rigging right. https://gyazo.com/f8701393c34617b7364a5cecbef2c30b i get this everytime
your model's right arm joint looks broken
there should be a bone called spine, I don't think upper body is your spine :p
CATS uses google translate as well, and it usually translate θζ€ to spine and θζ€ means spine
i need assistance, my model has no hip bone and i dont know how to connect the spine to the legs without breaking something
https://gyazo.com/353d097613ad91615bae9ef30b8182b4 looks to be the spine for me
hm thats wierd
so im going to rename them right now so that you can see properly and its not backa nd forth
where is that waist upper 2 located?
ah ok
http://prntscr.com/hsux97 you need to make them the parent of the chest
or the neck
and shoulders if it's further down
Can i do that in unity or back to blender?
yea move neck and the shoulders to be the children of the chest
blender
let me show you how
so, you know how bones are like a triangle, does it matter the direction they're facing?
you click on neck, left shoulder and right should and then you go into Bone Data and find the Parent: option and type Chest there
Okay i will try that
I think it does Brutarii
hm
but I can't say for certain since I'm still new to modelling π
also in unity the hip bones is like 3 bones as one, is that important to know
because this model has no hip bone and im not sure how to go about making one
I had to make a new hip cause mine was like 10 bones, so my model was messed up and half it's body was in the ground
how did you make one
like
did you just put a bone where it should be, and then somehow parent it to the spine and such with the tools on the sidebar
in blender
yes
you go into edit mode and click the lower spine point like this http://prntscr.com/hsv07b
https://gyazo.com/9e89a00b291796dc944babffbc0f8afc its grayed an i cannot edit it
2sec lessgently
okay
brutarii then you click E to make a new bone
ye but wont that mess up the heirarchy
nono we fix that
ah
then palce it like this http://prntscr.com/hsv0kb
ofc straight when looking from the back
then you just have to parent the legs and spine to this new hip
like this http://prntscr.com/hsv1a9
then save tpx and use that new hip in unity
@little coral lessgently you have to go into Edit mode to change the parent
okay.
So i have a clavical bones
will that mess up if i use ths houlder to the chest
Shoulder C on both is the actual shoulder
I think that's fine
ok so this is what im starting with
all you can do is test it and see if that messes up ingame
yes then click E to create a new bone
and place it like I did above
np π
I just did this yesterday as well to this model π
my model was messed up tho so my legs doesn't move xD
but you know how in unity the hip bone is like this
she had so many wierd bones that it just wouldn't work probably π
do i need to have a 3 way bone as a hip
thats the tutorial one in unity
like i said im working with a hole where the hip is
and this model works just fine
will that mess with which end is connected to where
you can create a total new bone as well instead of doing a connection to the spine
no, if you just remember to parent the spine to it then it should work
hey i need help, when i try to build and publish my model it says the feet, head and other stuff arent mapped yet they are
mapped as in atlas?
is the parent location important
when i parent the leg to the hip, it parents to the top part instead of on the bottom where it would be more anatomically corect
each one of the names for the bones are exact and when i go in to configure the rig, all of the specified bones are correct and mapped
like yours dalle
https://gyazo.com/2861810c0ebe905d63b8498de6e2dbf7 it looks better now
so how can i make a 3 way bone like how it shows in unity
then you have to create 2 bones instead of 1
IT'S UPLOADING
lets hope your legs move LEssgently π
IT says i need to straighten them out to 180 more but i just wanna see it in game
never used 3 way bones brutarii so I can't really help much
in your avatar menu
mement of truth
it should be there right away if you restart the game
moment*
not even
i uploaded an avatar with my game running and it was there
it just hiccupped for a second
never done that for me :/
only if it was a totally new model
and not a replacement
to a current model
h m
nice
https://i.gyazo.com/3c42db1bda3eb4a1213295b3b735e7e1.png
https://i.gyazo.com/a6e7ff0205f92a69f253c9032be50f5f.png
So, this avatar came out well, besides his hands and spine being a little broken. Can anyone identify any possible problems I've got with this rig?
As you can see, his fingers default to this weird double-jointed position.
I did not get a good enough picture of it, but his chest puffs out whenever he's in a default position. Whenever there's an animation playing he's completely fine.
thats an easy fix
whatsa fix
the left hand is the fixed version
you need to make the ends of the fingers looksl ike this http://prntscr.com/hsvjbk
your ends is probably standing up straight
getting these even though the feet and stuff are specified
can't see the full error
rest arent errors dont worry
the rest of the stuff is the poly count, build and publish, and the link
https://gyazo.com/7686611c93f27c0164211bf3c3223e3e @fading verge Mine are only coming up as dots, though I recall seeing them like that before. What didn't I click on?
ehhh that I got no idea about
also if my model has no hands, do i still need to have at least one bone on each side and mark them as hands in unity
same with feet
@hidden ether
darn
not sure why it does that tbh
do i need to have all 5 fingers or is just one bone named hand enough
They're just really fucking small
I also had them set to "stick"
instead of octahedral
@civic kayak Thanks pal
https://imgur.com/a/wE6Q2
Does anyone know why my character looks like he has to take a piss when crouching and why the legs are moving like this as soon as i look down
whew
@hidden ether no prob, may I know where's the option for your problem?
IΒ΄m getting no answers everywhere and feel helpless haha
https://gyazo.com/4c5300f93fa5ccfc7b32bca41e2cd67b @civic kayak
oh
he's asking why his character looks weird when he crouches
i dunno man, my model doesnt have any parenting on my toes
yeah but he seems to have some sort of parenting on his feet
they look like this for now
ahhh your bones are not tragiht
straight
your leg bones is a little off
in what kind smaller? im a total newb with bones, iΒ΄ve never touched them at all
forget the smaller for now
try and make the bones straight first
woah how did you even see that
yeah they're on a tiny bit of an angle
you can see it here
you need to make them completely straight
i try it,
can i see somewhere when theyΒ΄re straight?
or just by eye?
I think you have to do it by eye
since when you change the angle of it in settings it messes up a bit π
https://gyazo.com/c074610353491b8ca3ba27bffb7fb49e
hahaha
I HAVE TO EDIT SO MANY BONS
christ i think i finally done it
When i edit the bone in edit mode they are strange, but when i switch back to object mode they are like before?
Why is it like that
edit mode lets you edit 1 bone at a time
where the object mode is different
it selects all the bones at once
ah does that mean i have to work with edit mode so much it looks good in object mode?
because i see a change now in object mode
yea you need to use edit mode to edit the leg bones to be straight
wtf
all the required bones are mapped but when i click the build button it says they arnt
hmm
o h
im getting these errors even though the bones are specified
like i had to actually click on the head so that it zoomed in
@eager fossil check that your bones is set up correctly when clicking configure
how 2 fix
that means you have a rotation on your thighs
unless you use a vrheadset
i do
I'm not sure how to fix it either XD
the thigh bone is the upper leg one right
yes
lol now i see why you didnt want to send a pic initially
how do i check its rotation in blender
um
@eager fossil first of all that rig is so misaligned you should probably fix that first
other than that that's really strange, everything is clearly assigned so perhaps you selected the wrong model when you went to build/publish?
you may not have exited the rigging area when you went to build/publish, remember to hit apply and done when you're finished
yea this might work better
when i dont exit the rigging area then it just says i dont have an avatar descriptor
strange. I'm not sure then, sorry.
@hidden ether So i re-exported the model as fbx mapped the bones and did all that and now its working with just minor problems
that are all to do with having vr
hm flipping the hip around didnt fix it
wait what
the error went away by itself with the build menu open
ok
thanks unity
do you guys know why my head completly disapears when iΒ΄m proning?
not even google can help and nobody answers in the other help room, im crying here π
i wish i knew what you meant
im gonna hop on to test my model now
what world are you in
floppiii
alright cool
seems like i have to do everything from scratch
oh f u c k
I'm trying to figure out why my avatar does this http://prntscr.com/hsw20a xD
not sure why π
π
hello anyone know how to import non human rig?
i think something b r o k e
i can import it as generic but then there would be no animation
does anyone know what to do about this?
the hip needs to be straight down and the upper legs need to be straight up
it was more a question of "how?"
bone editing like that is done in blender i think
unless you can do it in unity
idk
i can import this as generic rigging but i wouldn't be able to do humanoid since it doesnt have the bones for it so what can i do to have a bit of movement https://i.imgur.com/7J7YIzB.png
put it in blender and add all the bones needed :`
Real skeleton
eh
With hierarchy
just name the bones right
Real skeleton
@hard zenith you might need to manually animate and rig it if you don't want to make it work with a human rig.
^
so i can create bone on top? xD
You can very easily make the bones there but inconsequential.
However, the in-game animations aren't going to look great.
well ye
You gotta see it as a jigsaw puzzle
Just try too fit the pieces
Then glue them together
but well i'm kinda a beginner to blender
a very malleable jigsaw puzzle
i just know how to import existing model in the game but they are humanoid XD
@hard zenith @proud wolf go into edit mode in blender, click on your hip and edit Roll: to 180 http://prntscr.com/hsw8tj
oh
it is brutarii and another guy
werent you asking how to rotate it? xD
ohhh by bad I meant @viral lily
thanks dale
nani?
oh shit you can do that?
so i should add the bones here? https://i.imgur.com/U2ui4e5.png
@fading verge why did you do this
how do you cut a bone into two?
lol what
o 3o
with a bonesaw usually
supra create another bone and place it inbetween the two bones
How would you guys go about rigging a Big Daddy from Bioshock? Normal human skeleton or a skeleton that matches the model (Which so far has not given me a good result, because it tries to assume the idle position of a normal skeleton)?
bit advanced
ehhh
hmm
Aka this https://i.imgur.com/rDPjwzK.png
Jordo i'd go for a custom set however you should be able to use a regular humanoid rig proportional to his body size
The thing though is that the body parts are far more spread than a human, shoulder and hips are wide af (and also the spine & head are basically the same thing but that'd doable with weight painting)
cant you just move the joints
This is what I tried to do basically https://i.imgur.com/OLJwp6u.png
yeah i know, you should be able to align them up though
That's what i'd do
Althougj
His clavicles are a bit weird
or wait
is that the chest
them two bits that make the "W" shape
I've tried to match how Mixamo does it and I think I forgot to move that one up yeah
First time rigging errors
ok so now in a few of my avatars, when i look up or down, the bottom half of my head stretches and squishes
is that because of bad weight painting
or what
i would assume so
But yeah when I try importing it in Unity without doing any of the weight painting yet he gets squished like https://i.imgur.com/rDPjwzK.png
i'm not sure
the game might get a bit pissed that theres only one hand
especially since their right hands are the drills and you pick up stuff with yoyr right hand in game
by default without VR controllers
I have VR so that won't be a problem
And I was thinking of adding an invisible hand (no weight painting but bones exist) and parenting the drill to the forearm/hand
Or you can just add a weapon bone to the wrist and put the prop on that, unless you specifically don't want the heand to move
well humanoid want the hands
but i actually dont care
i have to put something in
:/
oh you were talking to jordo
but i have the same problem
so i need to add one more bone to the arm
i think
Well, the drill does not act like an hand in game, it's an extension of the forearm, so no need for the weapon bone
But thanks for the suggestion though
now it is saying that "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped. "
but i have everything except pelvis which i think no one needs it right o 3o
i checked my hierarchy, i have everything and the rigging was right
but it is saying i'm missing something
Pelvis is important. If you don't want it on your model just make one and don't weight paint it to any vertices?
I had the same issue, turns out unity didn't automap the chest. I did have one so I just needed to map it manually in configure.
Idk what to do about this, but the spine hierarchy seems to be off and I can't figure out how to fix the thumbs.
How do I add bones? I just need a chest I think.
you need to add bones in blender
and me too, i don't get why it doesnt wanna build it now XD
What if I am a total noob at blender and didn't put in the bones myself when I got the model?
T-T
This has been my grief for like 2 weeks
I really didn't think it would be this hard
ye ikr
some works fine
but for things that doesnt really have a humanoid structure
it is hard
Any thoughts on why the thumbs won't be fixed?
I matched the bones to the proper place I'm pretty sure and that usually made the other bones green
Idk why they and the hip won't.
i had my guy working but i go back to add it and i have this
scale
what is the scale on unity
.85
can you show a screenshot of your character scaling and the location of your avatar descriptor?
ok i fixed my wait paint issue on one model
and i went from 19k polygons to 16k
n ea t
n i c e
any ideas on how to fix full body arms not being fully extended when they are irl?
changeing height just ruins view model position
like if i lie down i can see my chest waaaay too easily
Omg it is working
Coordinates of the model?
i did but it did not help