#avatar-rigging
1 messages · Page 40 of 1
right one sec, ill try
@outer python can you screenshot the rig setup from the inspector?
Guys a quick question, I have a model of a wolf that I want to use in vrchat.
I just want to know what do I need to choose in unity to make it walk dog like aside from "Humanoid" .
I tried "Generic" but it does not walk, but it slides instead. ( like when models are in T pose)
So, what do I do? The model has bones in every 4 feets and legs.
you would need to create a walk cycle for it, I dont think VRchat has a quadruped animation library yet
Ah I see. Thank you then. @sterile ruin @silk kestrel
im trying to figure out how to get my skirt to flow properly
i have it bound to dynamic bone to it but now it just bounces like a rubberband anyone have a good number to set dynamic bone at?
@sterile ruin How do I delete the blushes and stuff like that, on my Avatar, it keeps happening to me with some MMD models, but Idk how to get rid of them. https://gyazo.com/c4e31031101c4767cdb15f9e47a49801
select the model then in MMD_tools select seperate by materials
select the blush then hit delete
@reef maple you need to create a custom walking animation
oh also, I'm having this weird issue:
for some reason while I'm in object mode, the scarf is detached. But when I'm in edit mode, the scarf IS attached
should be fine
@wispy iron @sterile ruin Thanks a lot for the help, seems fine now!
@sterile ruin it worked thx alot now need to fix donut and gun 😉
has anyone been working on dynamic bones?
ive been trying to get it to work on a skirt
i got it all bound around the whole entire skirt only problem is the skirt acts like a rubber band now
@wispy iron https://youtu.be/GXrllGsGlFI
Dynamic Bones - 20 USD on the Unity Asset Store! http://u3d.as/7fH VRChat Community Discord: https://vrchat.net/discord Download VRChat! http://store.steampo...
Damping=0.1
Elasticity=0.1
Stiffness=0.1
inert=0
i havent messed with the settings yet i was hoping someone had a pretty decent number for it
because unfortunetly my skirt is divided into 30+ parts so i have 30+ dynamic bone scripts i have to edit
just create a common root
i cant
so you have it set like that ayaka?/
whats colliders??
boobs, skirts and hair respectively
ohhhhhhhhhhhhhh
what about the legs though
i dont want the legs clipping through woulding i collide them?
gotcha
its more for hair hitting shoulders and what not?
dynamic bones on legs and using skirt is possible but barely works
it depends lots on the size but yeah its glitchy at best
so is their a way to add one dynamic bone script to one part of the skirt that will use the other parts as well?
you could use cloth from unity but selecting verts with it is such a pain
i spent an hour adding scripts
but not hip, unless u want ur character to be jello
when i did that the skirt was coming out of my body
i usually just clone hipbone andrename it to skirtroot
But ayaka, cant it cause some hip issues if the hips is dynamic. Thats why i always make a skirt root bone
Same with hair
live n learn
@sterile ruin that's a good one, thanks for that
i can never live after knowing what just happened
so bind it to hips
then root it too the whole skirt folder then add exclusions for the legs
its skirt for me
i have hips parented to skirt
wait no
Also make sure that the skirt root bone is parented to the hip bone
now for boobs
For boobs, put inert to .5 or something
And put the rest of the settings to your liking
Trust me
so can you bind both breasts to one script as well?
Yes
so how do i do that?
do i root it to chest then add exclusion to hair neck and shoulder?
You can do that, but since there are only two boobs, you just as well give each one its own script (it does only have two, right?)
yes
Just be careful because making the chest dynamic can cause the chest itself to move weirdly when you walk
ya i noticed
In which case, it would be better to make each get its own script
ive also noticed when i add the physics i get weird texture glitches
Dag nabbit, it's doing the weird leg glitch thing again
ya i think thats what it is
how do you make them more stiff is it less damping or more?
My one char's boob bones were weighted to the actual boob and the clothes covering it. I gave each boob their own dynamic bone script and i never had a clipping problem
@weak drum your leg looks broken, might wanna get that checked out at tge doctor
right or left?
@uneven hill tge doctor?
The*
damn i was just about to ask if i could screenshare just to make sure i had it right lol
@safe bluff I see. Thanks!
Hi, I'm having a slight problem with the titan I converted from SFM: it always moved the hatch instead of just turning the actual head of the titan
I've tried using the 'camera' as head but then it can't be used with the humanoid rig
How can I make it work with the humanoid rig?
now my skirt is clipping through my body and i cant figure out how to fix it
im guessing the eyeball isnt rigged as the head ???
@blissful onyx can I see the bone hierarchy of your titan?
most likely you need to parent the camera bone under the neck bone to trick unity into thinking that is the head
@silk kestrel sure
is spine_upper mapped to the neck in unity?
@silk kestrel no it's currently mapped to the chest
which bone did you map to the neck?
It's usually mapped to nothing
so i have dynamic bones but none of my bones are moving i guess you can say?
I usually map it to unused def_c_intBase
cool, in that case move the camera bone into your spine_upper
sry, move it into def_c_intBase
from what I understand unity requires a clean parent-child hierarchy between the hips all the way to the head
So chect_eye should be a child of def_c_intBase and not hatch top?
Apparently Unity didn't like that... (I used drag and drop to set chest_eye as a child of def_c_intBase)
Oh ok I#ll try that
how do i use those ingame ?
@silk kestrel I did it but since def_c_intBase is still the parent of the hatch the hatch still moves when moving the head
parent the hatch bone under your chest bone
It worked, but the eye now moves upwards and sideways when moving the head
which part is the eye?
never played titanfall, so not sure which part is which
If it is that blue sphere, move it under the chest bone
yea parent the eye under the chest if you do not want it to move
but if you want the eye to follow your head movements, you might have to look into re-positioning your bones
In that case; can I leave the neck empty?
I have never left the neck empty, you could try it out
It seems to be working now. Thanks a lot! 😄 👍
Hello, i do have a problem with rigging my avatar
"Spine hierarchy incorrect. Make sure that the parent of both shoulders and the neck is the chest"
The problem is that the parent of those elements is the chest
And it still doesnt work
can you screenshot your bone hierarchy?
btw @blissful onyx will your titan have a little dummy soldier you can take out from the hatch and wiggle around 😄 ?
Sure, 1 sec, gotta rename those japanese characters so you can actually see the hierarchy
Are gyazos allowed?
not sure, but I see some people using them
@silk kestrel Sadly not. The SFM model I converted doesn't have any interior
your left and right shoulder should be under the chest
Use cat's to translatepls
Oh i see, let me try again
And will do, i tried using the pmx editor thingy but im new to this
@silk kestrel It works now, thank you!
nͫiͤcͫeͤ
can someone help me with the avatar rigging in unity? I've been trying for about a day now to import my avatar into VRChat but I keep getting one of 3 errors. The first one is the one about the upperchest causing problems with IK, when i fix that one i get another error saying "Spine hierarchy missing elements, make sure that the Pelvis, Spine, Chest,Neck and Shoulders are mapped". If i somehow manage to fix that one i get some error that i can't make the humanoid animation type because (bonename)transform parent/ancestor differs from one found in HumanDescription
change upperchest to none
yep that gives me the second error
hey i got my avatar in game but my fingertips are all bent in like claws is there an easy fix for that? im assuming its something related to finger bones?
I have the same issue but my fingers are kinda uh
probably not mapped correctly
Then again I’m using a model from a game made in like 1999
I didn’t for mine but I think it’s due to mapping and I have no idea how to fix it
@chilly ridge just that my thing was 18k poly and might be running bad
nothing related to bones or hierarchy
decimating shouldnt make your fingers look like claws
unless you decimated them all the way down
for some reason
thats why you dont decimate hands or face
is there a better way to decimate other than blenders decimate thing?
but i dont think thats a decimation problem
your fingers dont just randomly bend down from decimation
you can use unity'd mantis lod
did you use cats tools to fix the armature?
but once you use mantis lod you cant bring it back to blender
anyone know how to turn my model around?
@silk kestrel i used fix model in the cats plugin if thats what u mean
in unity? press e and rotate it
I've tried rotating and re-rigging, nothing works
the guy who taught me how to do this was kind of inexperienced himself so i feel like i missed some steps in decimating
like it's backwards when i import into vrchat
i usually just add the decimate tool to the mesh in blender and go from there
so after using the fix model, did your fingers bent inwards? I vaguely recall a video talking about it
not that i recall in blender
do you have a screenshot of the claw hand?
i dont, but i could launch and try to get one
decimation doesnt fuck up finger bones
my dude
thats just to lower poly and tris count
rotate the joints back was the fix
your unity
they dotn appear like that in unity
where and how i only use unity to do avatars for this game so idk how to do that lol
and this is the first time i had this problem rly but im also kinda newb
@torn heron this guy covers your issue I think https://youtu.be/URvV4DoOr1I?t=20m32s
As the title states, this is a full guide on how to get the basic model port into VRChat! We used the MMD model of Mei for this basic tutorial. If you have a...
his model also has something similar to your claw hands
my model is backwards when i import my character into vrchat 😐
@silk kestrel ah youre right theyre bent in the rigging menu, thanks man
so when thats done just reupload/
thanks again
now i dont look like a freak
lol
lmao
it was weird
i was giving people scratchie @chilly ridge
i was like hey i got claws come get a scratchie
so i have a spine hierarchy incorrect. Make sure that the parent of both shoulders and the neck is the chest https://i.imgur.com/31Du043.png
why, even tho it is all green in rig
it is filled up too apart for the optional upper chest thing
ok wait if I make the bones myself in blender will it work when i put it into unity
@noble belfry weight paint issue?
@zenith plank you gotta weight paint the model next, unless that's a already done
Then export to unity
ok so how tf do I do that? i'm new to this entire thing
How do i fix that @fading verge
You can yt how to weight paint
In blender
Trust me
You'll need to know it
Im just gonna slide this message here instead of in the public lobby bc this looks like the better place to do such
[9:24 AM] Dogg: So I found a bunch of Halo Combat Evolved models that I’m 120% in love with here https://www.models-resource.com/pc_computer/halocombatevolved/ but I’m facing MAJOR issues. The only one I have worked on so far and put into the game is the Pilot but even then her fingers look like they’ve been amputated and become 2 dimensional when I close them. I have no real experience making skeletons and used the one that the VRchat guide says to. I’m so lost and confused. I also have no clue as to how I can set up the custom animations to display weapons. Can anyone help?
[9:25 AM] Dogg: I’m also having problems with making models from the Armored and regular marines because when I put the folder in they just appear as floating heads
Have you checked the models in blender? Or any other program that lets you view 3d models
I have not
I am -10% experienced with this
Is it the same as Unity?
Well it's a 3d modeling program
Ah
In this episode I go over the user interface of Blender, as well as some important user preferences. Playlist: https://www.youtube.com/playlist?list=PLrgQj91...
So I can make / alter skeletons in there?
Ye
👍
❤ 🤔
Good knowledge to have when you're going to create 3d stuff
So is there any major difference between Blender and Unity then?
Unity is a game engine right? I don't think it has the same stuff of what blender has
Like creating skeletons for one
Can't do that in unity
Ah ok
Blender plz save muh sufferin
Good luck!
So I got unity and the model ready, how do I get the model into unity itself?
does anyone know how to get rid of the stuff colored in red? they're not needed for what I'm trying to do
@fading verge blender is much more aimed at editing models
it's necessary to import most models
Anyone know how to get a model from blender into unity?
@hard vapor click on the small circle with a dot on the right and in the pop up window scroll up and select "none"
@pallid lion https://www.youtube.com/watch?v=3wCQCQuWfpk&t=2s&index=10&list=PLr3PniLAJRbKh_W5X9bYUpqrTApjHYbLD
VRChat Custom Avatar tutorial: .pmx files / MMD files. Links: Blender: https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.79 Cats: https://vrcat.club...
@pallid lion Export as an FBX file in Blender, and once you've exported it, you can drag an drop it into your assets in Unity
hey anybody with dynamic bones mind pming me it c:?
so question, when you do eyes and for a custom head, do you need to mesh and rigg the eyelids?
i think you make visemes for the eyelids if you want them to blink
okie dokies
when i upload my mesh to the server, me feet are in the ground, is there something to fix that?
have you set your character to be at origin in unity? the transform values should be x 0 y 0 z 0
i do that automatically
and his feet are on the ground, but ingame they are lower for some reason
what about player height in vrchat
hey, does someone whos good with blender mind helping me?
that changes the feet?
it sets your height to match the avatar. i dunno if it will fix the feet thing
could it be about where your feet bones are placed?
@edgy ginkgo this error usually happens with female avatar animation, so one possible fix is to use male animation
Not sure why though
Make your avatar hover over the origin axis in Blender, that fixes the foot issue
Anyone know how to add eyes to the model in unity?
Well I should say color instead of the acutal eyes themselves
okies, will try, thanks
Yo, I'm trying to rig this with barely any knowledge of how this works, and it looks ok, but it gives me an error that says "Spine hierarchy missing elements (pelvis, spine, chest, neck and shoulders)" plz help :s
@real roostprobably a parenting error
Worth checking the mappings too. Just from a quick glance at the side bar, it seems like the naming scheme is weird.
you're also missing chest
could someone explain it a bit more, maybe dm me to walk me through a fix?
the body needs a hip, spine, and chest bone. it looks like you're missing one of those in the screenshot.
So is the rig too simple to begin with, because I cant find more than 2 main bones in the torso...
im trying to upload this but everytime i upload it it wont show up in game and my personal wont show up either
did you simplify the bone structure yourself or did the model come like that?
just came like this.
help please
you might need to insert a bone and paint weights to it in blender then
me?
no whitemaskedhero
i dont know what your problem is
ok
i upload my character
but it wont show up in game
and my personal tab wont show up either
how do i fix this?
i dont know, sorry.
oh ok
@ivory sage your view position and scale look absurd. Haven't looked at anything else.
ive never had this problem
Center it on 0,0,0 tho
oh are you literally too small to see yourself?
no my personal tab wont show up
all the items i do wont show up
whats the normal size for a normal character like niko?
first set the avatar descriptor to x 0 y 1.6 z 0.02
you have it at y 4.7 which is like 4.7 meters tall
now my character looks like a stick
then scale niko's head to be level with the small gray sphere that represents the player origin
you need to scale to every dimension
the same
Ok, yeah, I probably need to go through another tutorial for my stuff. Thanks Timiku.
np, but imo i would get another mmd model of the same character with more bones
I retextured this one already ;-;
a
i think rigging bones and painting weights is more work than retexturing lol
I spent a few days to get to this point, are you sure just one bone would be too much?
@ivory sage in the transform panel Set your position to X 0 Y 0 Z 0, Scale x 1 y 1 z 1.
In VRC_Avatar_Descriptor panel set view position to X 0 Y 1.6 Z 0.04
You should see a gray sphere floating around somewhere. Set the Scale of Niko until the gray sphere floats infront of his eyes.
@real roost its up to you then. look up on how to rig bones and try it. im not the best at it so i don't bother.
so i have a model that when the vrc avatar discriptor is applied, the line showing where the ground is in relation to a character's feet would be goes straight through the model so half of it goes through teh floor no matter how i position it in blender to fix the height. this model is suppose to be floating slightly too regardless
could someone help me with an audio trigger?
Does anyone know how to make a model float?
Trying to make a ufo
it just glides on the floor
I'm getting this issue
"spine transform "spine" has bone length of zero"
Does that have anything to do with my hip thrustig forward when I stop moving and my skirt messing up when sitting?
Hey guys, total newb here to Blender and Unity. I'm having some bad luck with some models that I'm wanting to use for avatars. I've gotten a few in which the chest is undefined when I try to rig them in Unity, I'll add a screencap for a good example. Is this something which I can fix on the spot while rigging, or do I need to add bones in Blender to accomplish this?
Wheres the function that forces your avatar to T-pose?
I currently have a small issue with my rig
When I try to adjust the cape bones, it makes my character's torso stretch back
Cape straightend out
Cape rotated down
So i can do the animation by first going into blender and then making 2 different items then animating it in unity, but then when i try to upload the hierarchy is incorrect. The only way I personally can fix that is by using CATS in Blender, but when i use the fix tool in blender it merges the 2 items together and then I cant animate them in unity . Hopefully that was clear but can i have some help , sorry for dupe postts i dont knowwhere to put it
@acoustic pilot Adjust the Cape bones so they don't have weight over the torso than?
@lament smelt You can set up a animation in Unity directly if you want, using the Unity Animation system.
How do I set up fingers correctly? Mine currently squish and compact in to nothing
rather then bend
@wary wave Makes sure you have all bones set up with the appropiate weight mapping?
im using the animation tab but because of the fix with CATS i dont have 2 pieces (my character and weapon)
What counts as appropriate?
You can export them seperatly and than re-attach the weapon in Unity to the model
@naive zinc How do I go about adjusting the weight?
@acoustic pilot In blender or maya?
Blender
@wary wave And their all set up in the Unity human config? What happens in game than?
That does not look like the bones are properly skinned to the mesh o.0
Can you send it over, I'l take a look
Sure, give me a moment
@naive zinc I assume from what that link is telling me, the red in weight painting i means it will have no influence to being stretched by bones, and blue means it will have influence
I knew about weight painting I just didn't understand what the colors exactly did
Extreme, are you using blender?
If so, not sure what emania meant about white, blue is 0, no weight, isnt it?
I've never seen a white?
Nope, still blue
Hmm, maybe my memory is just off
Sorry to confuse you guys
Deleted that 'advice' of mine, so as to not confuse more people
:p
Hello, does anyone know how to make your character eyes follow others when they move? I've seen that a lot
does anybody know if we can use rigid bodies from mmd models in unity now
Eye tracking in CATS does that for you. Results will vary depending on how well made your model is
@fathom geode as far as I know, it is still unsupported
@fading verge Thanks!
i have heard its workign now, but there is no info about it anywhere
so i guess ur right
How can these be a problem at the same time?
That's, a unique problem @olive ivy
🤷
Easy
it happend on the short stuff as well
I was sure the model was higher than 20cm so I enlarged it to be sure lol
place a cube in the scene to see how big it really is
I did
a cube is 1x1x1 meter
it was like 1.60
Yet somehow some people can get a wierdly rigged bastion into the game
hold on lemme do it again
Seems legit
I really hope that mine won't give me that size issue
Cuz intially, my rig had a problem with it being too big
And not having enough bones in the torso
The size issue is probably fixable in unity without having to edit anything in blender
I fixed the bone issue today, I havn't got to seeing if it will pass the SDK though
shit
huh
didnt update
hold on
here we go
btw the sdk ''update'' (unity downgrade) doesn't fix, tried it
don't ask my why it still gives the error lmao
Your avatar descriptor is on the rinbones5 object right?
yep
huh
i don't know how that's possible
maybe trying updating the sdk? idk that's crazy
the only other thing i can think of is your shoulder bones are actually close to the ground or something. Since it says "The minimum is 20cm shoudler height" maybe theres 2 bones at the origin of the object that are mapped to the shoudler
h e y t h e r e !
What would be a reason why my avatars chest is in its pelvis? it has 2 spine bones which are both mapped correctly, but in game his chest is in his ass
who can gibe me sum advice about lip sync?
trying to use shape keys as described on the website's tutorial, but it just ends up fucking my model up
Just map the correct bone into place then?
I did, its mapped just fine, in 3ds max the bones are fine
All my other 20 or so avatars have never had this issue
😮
Maybe you should pour holy water on it, switch it off and on again, or give it a real good kick
heh
Either might, or might not (probably won't), fix the problem
@pure veldt Send over the FBX, will take a quick look
I think i know what the problem is
The hip and lower pelvis bone are in the same place
lol
One of my avatars had the same thing but I had fixed it before importing it into unity
alright somebody can tell me what is wrong with those feets o 3o https://i.imgur.com/AGR2ylT.jpg
probably your feet are bound to your hips
May I have some help with rigging? "Spine Hierarchy incorrect. Make sure that the parent of both Shoulders and the Neck is the Chest."
you know where you set your rig to humanoid?
https://i.imgur.com/mCwWR9K.png @olive ivy
huh
can you try to move in there?
see if it does the same thign?
like, rotate the hips or something
in unity?
yeah just use the arrows
lul
anyone know why when i play my custom animation my body flies into the air
its really weird
no, like
the thing you're in
in your screenshot, you see the arrow move thingies right?
oh
oh e
ye
it does it
the same thing
that happens in game
@olive ivy https://i.imgur.com/rFLPMDR.png
oh
to clean up
I haven't used cat before, if you rigged this yourself I'd tell you to check the weight paints
May I have some help with rigging? "Spine Hierarchy incorrect. Make sure that the parent of both Shoulders and the Neck is the Chest." I don't understand what could be going wrong. This is my first time doing this fyi..
When I click on "create eye tracking" i get the message "The bone "Eye_L" has no existing vertex group or no vertices assigned to it." How do I fix that? The eye bone is a child of the head bone.
@warm gazelle I have a shitty way of fixing this, but it worked for me; Go to your model (get out of the bone screen) and manually drag the bones assigned to the neck and shoulders ONTO the bone assigned to the chest
how to I manually drag them? @olive ivy
click on them and drag
out or in the Bone Screen?
in the object hierarchy
is there a way to throw this to you real quick. I have been doing this for 6 hours today and I am going crazy.. being this is the last step
Let me call you
aight
so I have a problem where when doing animations the head will be "stuck"
here is my current rigging, but I cannot figure out a solution
https://i.imgur.com/O4YS4BV.png could i get some help here
the other models I have done in the past can flip their heads while doing the backflip animation, but this one cannot
avatar stuck in a Tpose
When trying to create eye tracking i get this: https://imgur.com/a/iGqyP. How do I fix that.
@signal cairn are you using blender to make sure the bones are weighted with the model?
yeah, most of the times, they aren't connected so nothing will happen to the model
how do i fix that tho
easier to be on a call, mind if I call you?
sure
@zinc urchin check the head bones
Anyone able to help me with this: https://imgur.com/a/iGqyP. I get that when clicking the create eye tracking button in blender.
any idea whats causing the skeleton to come out like this?
Should my model's center of origin be at my feet?
I think it is easier to manuever in blender if it is at the feet
@cinder iris is that your own created amature or an imported one?
imported
I think sometimes files just get messed up and you prob just have to manually fix it
to me it looks like you have all the right bones, but their position got messed up while importing
that is my guess
this only occured to me when i export it out of unity
when i open the original it comes out like this
@cinder iris I can take a look at the file with the broken bones if you dont mind sending it to me
@silk kestrel Sure give me a sec
@drifting raven most likely your eye mesh is not weighted to the eye bone
can you select your eye bone and go into pose mode
next select your mesh and go into weight mode, screenshot what you see
I'll check.
@silk kestrel Sorry new to this. I've selected the eye bone and entered pose mode. When you say select mesh, is that from the armature? Or do I need to separate by materials first.
just right click on the mes h in the 3d view
Hey all - Pleasure to be apart of the avatar community! did my first avatar rig this morning of Kaneki from Tokyo ghoul (Model by Hzeo) Now - having an interesting thing in game where for some reason, he likes to run a bit like a hunched over gremlin.
Im assuming this is something to do with the bones of the model perhaps being misaligned?
How hunched over? Almost everyone does.
Could you also show us what it looks like in the configure menu?
Im talking - looks like squatting at a table too small for someone standard but too tall for a small person. If you catch my drift, a little quasimodo if you will 😛
@silk kestrel Is this what you're talking about https://imgur.com/a/Tv1kY
yup, there is no skin weight on that eye
if you select other bones, the surrounding area should be red
From what I could tell, Its the run animation more so than anything, theres a slight hunch to the standing form but nothing too drastic there.
thats pretty normal. If you look, almost everyone runs hunched over a bit
but yeah, show us what it looks like in unity
with the config menu
No problemo, Loading unity now
@silk kestrel I get different colors when selecting other bones. Some reddish, bluish, etc. But I think I see what your talking about. Is there a video for adding weight to the eyes?
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
Apologies, im being as thick as a doorknob @wary wave, Where abouts am I grabbing this config menu from?
@drifting raven Because you are using an anime model, there is a chance you have to weight the iris only.
https://i.imgur.com/2nDQ5Nc.png anyone able to shed some knowledge on this and what i can do to solve it? model stuck in a T-pose when ingame
yea
Ah apologies! That menu!
try removing / unsetting the jaw bone in configuration menu
alright
guys
i weight painted the shoes
but when i move them
it does this
anyone can help? '-'
is your shoe completely red when you weight paint it?
in your brush tool there is auto normalize, do you have it turned on?
lets say you have an arm and a hand bone
my avatar doesnt have a jaw bone
the arm controls parts of the hand mesh, thereform the arm bone weight = 1.0
do i really need a jaw bone
ohh
if you paint the hand mesh with the hand bone without normalizing, the hand mesh will see its weight value as 2.0
@south lagoon Side too please?
@signal cairn no, jaw is optional / not required
so it will divide the weights between the bones. normalize fixes this by saying the mesh value can be no greater than 1.0
@silk kestrel Thanks. I'm giving that a try now with just the pupil.
Fair comment! Thanks @wary wave appreciate your time!
!
Command not recognised
I have this .mdl file but it wont go into mixamo
it says ''problem while uploading your file''
@silk kestrel naruhodo
what...?
@teal cloud Afaik Mixamo is fbx or obj
blender you'd need an addon/plugin, unity i have no idea, you can try
this is so frustrating for me, cause you see
I just want one model
but its rocket science to get one in the game
I have no idea how this stuff works, and any video I watch is just so confusing
its unclear, I can't get any info out of it
I have all the plugins and addons I need, I have the SDK, the Cats plugin
but I don't know what to do with them :/
Can someone help me fix a problem with my model? It won't rig properly.
@teal cloud Have you tried to find this avatar in a different file type ?
@void dust MMD ?
PMD. I was able to export it with Blender, but I can't configure it right.
@void dust try using mixamo, it works really well for humanoid
this is the model want
@teal cloud obj is easy
well when I put it in mixamo it says error
Did you check if it already had an armature ?
Is there a way of having something aim where I'm looking, but not be the head bone?
Idk what I did wrong in blender but
@crisp tendon Are you sure PMD works with Mixamo?
how do I check that ruuubick
Jesus christ
@void dust Export it or import it ? If you can get it in blender, export it as an fbx
@pallid lion That is bad hierarchy or weird weight paint
@crisp tendon Okay yeah. I already exported it as an fbx
It be a source model by the way, just to get this straightened out first
How do you get rid of the extra weight bones in blender?
@spaghettiarms
@crisp tendon I'll try that.
@pallid lion You mean the bone or the weight ?
I don't know
🤔
I really don't know what to do to fix this
@pallid lion Send us a picture of your armature first, then we'll see
This is their first model, it's a source model at that, we both know how the bones on those are
yep ...
Best of luck
oh god
It doesn't win the prize of overall worst, but it definitely get the prize of worst arms ever
Try using cat's plugin in blender
Or remove the skeleton completely and put it in mixamo
click on "fix model" ?
I don't even know where that option is, I just got this today eariler so I still haven't found out where everything is
nevermind
Found it
and looks much more

clean
brb
still trying to find my download
fuck
😩 HOW
I put the obj on my desktop and its invisible to blender
what am I doing wrong
Ruuubick
Its still got noodle arms after the clean up
How do I give it a whole new skeleton instead?
What would having toes do?
what
@low river In VR, lets you stand on your tippie toes
pretty much
Well, I uploaded the model to MIxamo, but it won't let me rig it like it has done with most of my models.
I guess you can only rig .obj on Mixamo?
@crisp tendon I converted the model to .obj and threw it into Mixamo, but the model's off-center so I cant rig it properly.
so i imported a model into blender and created all the bones correctly. but when i go into unity to veryify bones, the model wont move with the bones. help?
Here's what I'm talking about.
@void dust You'll need to remove the guitar first for the rigging process, and you can set her correctly in the middle in blender
@silk kestrel Thanks for the Eye Tracking info. I got it working.
@thorny ginkgo Does the bones move the body in Blender? Aka when you move the hip bone it moves the mesh?
@crisp tendon How do you rig the character with mixamo
kinda, it will move some what, but parts of the "skin" stays in place
Than your weight paint is broke
The hips should move the entire body as if you were moving the mesh on it's own
easiest way to remove the weight paint?
i havnt done anything to texture it or anything
@pallid lion You upload your character and follow the instructions
Select the body mesh > Click the object (orange cube) in the tool pannel and unparent it > select wrench (Modifiers) and click X on the Amrchair mod
alright
That will unlink your mesh from your bones
To Re-link with auto-weights > Object Mode > Click mesh > Shift-click bones > ctrl+P > Auto weights
I uplaoded it but it didn't give me an option to auto rig it
Wait on
no
It did rig it but I guess I put in the already rigged model
@crisp tendon I guess I should show you the problem in Unity before I try that. The spine hierarchy is messed up, so I can't have the chest be the child of the spine.
Thank you very much Slub. bones now are attached to model,
@void dust The one you made with mixamo ?
So, I'm trying to assign the UpperBody bone to the Chest, and the LowerBody bone to the Spine. However, this doesn't work, since the upperbody bone is not a child of the lowerbody bone; they are both children of the center bone. How do I fix this?
@crisp tendon No; the original I exported from Blender.
@crisp tendon The model's new skeleton works fine now, now how do I put it with the model in unity?
@pallid lion It's already in the model, just put the model as humanoid and map the bones
@void dust
enforce t-pose
Soo I have working eye bnes but ni eye tracking in game
Did you apply the material ?
Sorry, typing in VR so spelling is bad.
in unity
@crisp tendon That doesn't fix the problem with the spine hierarchy. What do I do about that?
Does anyone have any idea why my eye tracking is not working?
Do I have to do something or is it as simple as importing a skeleton with working eye bones?
Yeah the spine bones aren't good, use cat's plugin in blender to fix that
What do I do from here?
fix model
That's it?
@void dust You want to get rid of the guitar for mixamo right?
@crisp tendon I'll see what that does. I've gotta leave for 10-20 minutes.
okay so
@crisp tendon Alright, so how do I now copy the material over to the new model
you click on your mesh in the hierarchy and you apply the mesh to it on the right
I've pressed next three times
It says its rigging but
It brings me back to this screen every time
with no error messages at all
quick question, how do i get this to flow more natural than like this, used to be fine before but idk why it's like this now
it just, acts like it didnt do anything
@teal cloud what shader are you using ?
what shader?
Ah, so nothing, gotcha
@crisp tendon Is it possible you could quickly show me where I click to convert the mesh from the first model to the new one?
Idk what ur talking about
i'll try mixamo give me a sec
what do you mean shader
@pallid lion Convert the mesh ?
@acoustic pilot import it into blender,scale it down then export it then import back to unity
You can scale it in unity
o
And some bones are unmapped in your rig it seems
@crisp tendon I don't see that option if it is one
@pallid lion What step are you at ? What are you trying to do ?
You just have to apply the texture
Yeah but how
It doesn't let me drag over the other mesh
and I can't find an option to convert it over
i told you above
click on the mesh, and then on the right window apply the texture to it
or material if you prefer technical terms
This is all I see on the right
@crisp tendon Can you send a screenshot of where I do this exactly cause I can't find that option
Nevermind
@acoustic pilot can you screenshot your rig menu in unity?
Hierarchy is wrong. If you go back to the main scene window and go into your model's armature
Neck and shoulders both have to be under chest
You can left click and drag them into position
You can't do that in the rig menu, it has to be on the scene window.
ty 😊 sounds easy
Nps
@crisp tendon Thanks my guy.
👌
I accidentally uploaded a unity file to my current project and now the dynamic bones component won't let me add them. I'm not sure what I did
All of my assets that I added Including the SDK don't work properly anymore....Do I have to reinstall them?
It probably edited the config to match some shit, easier to start a new project and just re-import stuff
any way to add your own shoulders into a model? i want this avatar so badly but no shoulders in it http://prntscr.com/hu1x1y
Add bones
how do you add bones in
Blender
Or Mixamo
how do you unassign a bone to a position in rigging?
Because it had no shoulders to begin with
ugh, i never did bone adding before soo rip me lol.
Check the hierarchy on the left and make sure there is no shoulders first
Does anyone have a full walkthrough of model rigging and importing? I'd like to just go step by step somewhere. Thanks
i think something mighta fucked up in mixamo's autorig, just a lil bit http://puu.sh/yQwpa/209b98d7bf.png
you think i can still bring this through unity into vrc lmao
that is a work of art
anyone knows why the scarf does this when i rig it with dynamic bones and moving it around? it's not flowing correctly sadly
just the tip where i circled doesn't move fluidly like the rest of the part
fuck it, does anyone have a tyrantrum ready to go?
@cobalt bear You should translate the bones and fix the bone hierarchy. You can use cats for that
Hey guys, quick question. So I imported a Maximo model but after mapping all the bones correctly, the SDK says the Feet/Upper Arms are not mapped. Any idea?
@tawny temple you should weight paint the rest of the scarf to its last bone
@feral loom Can you show how you mapped them?
Certainly, give me 2 seconds to pull it back up
@crystal vector thanks
@crystal vector https://i.gyazo.com/003658a825cdfb8666a8a8fb24f1311e.png
These are the errors I get: https://i.gyazo.com/8442d568aebf8a1428c5a14f0f2adc68.png
@feral loom Mmh, looks good to me. Can you show the upper half of the mapped bones?
Mh I don't see any errors there. But are there two armatures there in the rig?
I could imagine that two armatures can cause that problem
As far as I can see, there is only one set of bones
I'm on phone so I don't remember how this normally looks like, but this seems suspicious
Oh, those are animations
Ah ok, that makes sense
Yeah, I'm just going to re-import it and verify the bones in blender
Yeah do that, I don't know what else the problem could be. Maybe run it through cats
Cats?
Cats Blender Plugin
Hi guys, just a little assist for my first attempt at rigging
It fixes mmd and Mixamo models
Is there a specific option for it?
I'm not really sure what the problem is here, could you guys take a brief look?
@feral loom No, just click fix model and it should be ready to go
@sleek nest You should go back to blender and fix your armature. You can use cats for that too
It's really bizarre cuz it became a problem when I started fiddling with the hierarchy so that the Chest was the parent for the neck and the shoulders, which it is now
Anyone else has texture problem with mixamo?
@sleek nest That problem is typical for mmd models. You have to fix your armature in blender for it to work
Is that just redoing the process? Not sure what that means
I am new to this whole thing and I "finished" my first avatar today. I got in game and the shoes are not on my feet, but instead to the side leaving my textureless toes exposed. Can someone help me figure out how to get my shoes to a normal position? When I view it in Unity the shoes are in the right place, just not when in-game.
@sleek nest No, you have to reparent the bones, so they are in the correct order. You can just click fix model in cats and it does that for you
Ah, alright, thank you very much
@warm gazelle The shoes are probably not weight painted or parented to the feet
@crystal vector how does one "weight paint"?
@warm gazelle There are tutorials about that. I'm on phone, so I can't show it right now
alright
@feral loom Your skeleton is not correct
@feral loom If cat doesn't fix it and you're wondering why, there's one too many spine bone for the rigging, and that's why it wasn't working before
Hey guys, i would need help with an avatar is have worked on for around 6 hours today. My rigging knowledge is complete none and it is the last step i need to finnally port it in.
yep ?
So, i've been told my model's rig should not have 2 spine bones
correct
Is anyone versed in converting from obj to pmx?
I don't know why
I have no Red errors
But the SDK still won't let me publish??
Then this is what the Camera sdk is showing
What am I supposed to do Please help?
@crisp tendon Yeah, I just noticed and it's working now
Excuse me, is there anyone who can help me with a problem regarding my avatar's bones/structure
Not sure if this is the right channel to ask but
I mean
is there a way to limit my weight painting to only vertices that I have selected from Edit mode?
His is about his rig
I just want to know why the SDK won't let me publish my model at all
There's only one red error and it's just something with the camera
😒 i dunno what to do, appearently the skeleton of my character is bigger than the actualy model or something
@acoustic pilot None of those errors look like they should refuse to let you publish
The default camera object comes with an audiolistener
that's not allowed, so the sdk will automatically remove it for you
that won't change anything else
What happens if you click 'build and publish'? Any errors in the console?
It won't let me click it in general
It's greyed out
I have the correct unity version (5.6.3p1)
Why?
Is there a way to easily fuse two model's rigs?
can someone tell me why ingame my avatars arms are bent backward?
@pulsar hearth Your mesh is too small and your legs are not spread enough
I honestly don't know what to do
My avatar is 100% complete
But the SDK is just shutting me out from uploading
If I’m bein a sugar daddy I can
I saved
And closed and reopend unity
Same issue
Do I have to uninstall and reinstall unity?
@oblique heron
No idea >.< Wouldn't hurt to try I guess
I swear
I get all of the most complex issues that barely anyone knows how to fix
You would think more people would run into these issues
nope
Just me
how would one go about merging 2 spine bones in blender?
Fingers take SO LONG TO RIG augh
so many bones
Also Carrot it looks like you're missing the chest
judging by the green picture
Left Shoulder and Right Shoulder and Neck need to be children of Chest, and Upper Chest needs to be empty
Is there a default skeleton somewhere? I've been looking for a some time and it's eluded me.
Hips -> Left leg, Right leg, Spine