#avatar-rigging
1 messages · Page 53 of 1
You can select in a AvatarTPoseController into your avatar
click it in the heirarchy and select a controller
and then hit the play button and go to scene
see how it looks, keep adjusting til it looks alright. Remove the tpose controller when you're done and save.
I can't make my mesh move as a whole unit, I don't know why the hair and headband won't move with the rest of the head. (all of the same mesh)
Need to make sure the vertex groups match the bones
How do I do that?
alternatively select the non-moving pieces and slap them to your head vertex group.
or appropriate body part
Click the mesh you want to edit, go to edit mode
should be a tab called vertex groups to the right.
it's handy to use H for hiding and A for selecting all and deselecting all
shift H to hide everything other than selected and Alt H to unhide.
but yeah, find those lost verticies and pair them to some vertex group
don't pair it to whatever tho cause then if you move your leg, your hair will move etc
lmao
@molten vale The jaw is like that by default
How ?
I need to put it up ?
Rotate upwards yes, to close it
it is closed when not in game, so I don't really know what to do
Yes I know
but fucking slam it into your face already
as in close it MORe
And then you can check how it looks with what I said above
Like this ?
yes
Test how it looks by adding a controller and hitting play
if it looks good, remove the controller and save
if not, go back to rig and keep fixing.
@molten vale I think it's looking good now
well done
thanks a lot
So, I have seperated the hair and headband from the rest of the head, and it shows up as having all the same vertex groups as the main head… Still no idea what I'm supposed to do to fix the issue…
@molten vale well now it appears that my model is completely invisible when in game xD that's one way to solve the mouth problem but it doesn't suit me
@plucky fjord select your mesh in unity, go to skinned mesh renderer, go to Bounds, Extents: scale XYZ so that you have a white box around your avatar
did you change the controller back?
if you don't have the bounding box, or your avatar is outside of it, you'll be invisible
if it's there, then there's other problem
@naive tree any clue to what kind of problem it could be?
@hidden ether
hey so Im rigging in blender for the first time, how should I fix the feet? https://i.gyazo.com/bc63d7151bdcbd84738384fe97a5dd3f.png
it's normal for the bones to be below the ground?
yea
aight
I mean I kind of asked everyone...
hi, question.
i'm trying to use a humanoid model but it only have two fingers, and the IK is disabled on the model because of that.
How can i use a model without the full hand ?
@rustic fjord just move the bones to the feet?
@naive tree i had it happen again with the bound box, it was so big you couldn't even see the outlines this time :p
@light token perfect my brotha
@hidden ether hah, thanks you
Now make sure it's weight painting properly and bound
@hidden ether is it that simple? as I said it's my first time doing this so I dont wanna mess anything up
@round breach yea, that's somewhat common issue, mine was e+20++ large
im not shure that Z axis should be look it in a front of view
X on a front, Y axis on a side, right?
Like in only have this parts attached
@rustic fjord It looks like there are a few too many bones in that foot, however if you just delete the ones sticking out and rearrange one of them to be a proper, singular foot bone it should work out. However that is not the best solution, and it might mess up the foot's influences.
aight I'll see what I can do, thx c:
hi, can anyone help me ?
could you show a screenshot of the handrig itself?
ok
and if i assign the same transform on different parts, it doesnt recognize the avatar like a humanoid
so i'm stuck
yeah, that's a toughie
what is the error that it gives when you try to build the model
like, what does it say in the area wher emine are just yellow triangles
so if i doesnt have all the bones assigned: Thumb, indec and middle finger bones are not mapped, full-body IK will be disabled
And if i use the same transform on the parts: This avatar is not imported as a humaoid rig and will not play vrchats provided animation set
because the humaoind importation is broked because of the duplication
you can use the generic rig option with the SimpleAvatarController as it's animation controller
perhaps that might work
same problem, no vrchat provided animations
Been looking into this myself because I have a similar issue with a model I had Mixamo rig. Very limited experience with Unity and Blender, but I read a solution to this is to make the bones to assign to those slots, but don't weigh them to the mesh, so they are basically phantom bones. This should check off the requirement to add them. Not sure if it works because I'm not familiar with the step by step.
good idea !
thanks !
Finger Mappings
Thumb, Index, and Middle finger bones are not mapped, Full-Body IK will be disabled.
In order to have full IK (allowing crouching and automatic foot placement) you need to have these three finger bones mapped. If you ignore this warning, your avatar will not be able to crouch, and it's feet will not automatically step (unless you use controller locomotion).
It will also prevent custom animation overrides on hand gestures from being played back. (This is not currently mentioned by the warning in the SDK.)
i think there is no other solutions
my model doesnt appear in game when i publish
all it does is that it makes my >personal appear for 1 sec
Use your vrchat account, not steam account
im using vrchat acc
Are you using latest sdk
yes
Vrchat account in game?
The ingame account is the steam account
Logout and use vrchat account
I play with my VRchat acc
When you uplaod an Avatar it's on your VRchat acc and not ur Steam acc it's differente
dont want to switch acc
Steam account can't use personal avatars right now
How would I parent (if you look to the right in the screenshot) like how to i turn this into a mesh
Where's your armature?
Again I am about to Rig it up
I mean can i have the same account in vrchat as steam?
but i wanted to put the eyes and the body in one
@woven pulsar nope
parent
@woven pulsar No
damn
like before i want to rig this is there a way to convert it into a mesh or something
as i got eyes and body not parent to each other
anyone able to help?
but you cant launch game without steam acc
Not true
therefore creating a new acc on their website is only for downloading the SDK
Why do you think you created an account in vrchat.net
It wasn't just for sdk, it's also to be used ingame
personal avatar via steam, will it ever be possible?
Maybe when they add steam workshop
i went in to animate my model and this is what it looked like https://gyazo.com/b0f9a2cdd71b9ea8aef84137e0e5a4c0
why
okay i need a little help
can someone fix a rig for me?
I just need the groin moved down
so i had to creat a eye bone how would i bind the eye texture to it
my character has a satchel (which is a seperate model) and I want to make it move/wiggle a bit when i move. Any idea on how I can do that?
$20
^
So I'm looking to rig up a model of kirby.
And the one I have doesn't have enough bones.
So is there a way I can make "dummy bones" that are there only to satisfy the requirement?
In Blender you can make the bones
Well yeah but is there a way to make some of the bones correlate to mesh but some not?
I just want the head, hands, and feet to go with the mesh.
I also run into an issue where I want to put a hat on him, but I don't know how to do that without parenting the entire armature.
Hey guys, I'm trying to rig an avatar and I get the 'Bone heat weighting failed to find solution to one or more bones' error
anyone have an idea?
Is there a way to change the point of view in blender? I dont like to always look at 0 0 0
middle mouse?
No not that i know i can change it like that but for example that i like not down more in the center of my avatar
oh, no that's just unity
rip .-.
hey how do i get the head working? im new to unity
https://i.imgur.com/cTHry3V.png
you mean eye position right?
like the head
unity is saying i can't use humanoid animation because i don't have a 'head'
sorry, meant for death
oh
xD chronubis i mean on blender but its k i maybe just make the avatar small and make it bigger on unity
@fading verge click the button by the green man, and assign the head bone to the head entry
what head bone
this?
so like can i make a headbone in unity or do i have to go back to blender
if there isn't a head you'll have to add it in blender
that bone in your last picture looks like the spine bone
ok so i figured out, for some reason unity is treating the entire head as a head bone?
but it wont let me assign it
like the head Is the head bone
but it wont let me assign it
click the little dots on the far right in that last pic
also it looks like the model has no neck, or it's out of order
the order you'll have to change in blender
but the right hand is the gun
silent screaming
and i cant assign something to the whole hand
theres a button called 'optional bone' but clicking it does nothing
hm
you can keep the gunhand fingers empty, however without bones your model will slide when you turn in game, instead of moving each foot
wait so i need to go back to blender to add bones?
hm
so there is a hand bone
its just not transferring to unity
so how can i edit bones?
the pinned videos up top should help if you haven't watched em
so for dynamically boned things that defy gravity in their idle pose, is there any way to set them up to obey it with dynamic bones or is the best approach to just change the idle pose in blender? https://i.imgur.com/WPYE1gS.png
that's Kolin's scarf, isn't it. 😋
Can anyone help me with adding textures to my model from blender to unity i dont know what im doing if so Dm me please
I converted it just this week
anyway, performance-wise it might be best to just pose it down
you can also play with the force setting for dynamic bones
and turning the elasticity down
alright, thanks bud
force Y -0.01 should be a good starting point if you want to try that way
make sure your new bone went into the existing armature, it may have created its own
that's the yellow figure in the hierarchy
Can someone explain why it says my feet aren't specified even though the only rigging things not marked are toes?
I'm trying to upload it now
@fading verge is that the elbow/forearm bone or a long upper arm?
so it's supposed to be the forearm?
set the parent of the forearm to whatever the upper arm is named, it might have a weird name like shoulder2 or upperarm2
ok thats better
wait
theres a yellow forearm coming out of the broken forearm
and theres a sclaer that affects upper arm and broken forearm
jesus blender is wierd
ok nvm
shoulder was broken for some reason
@mild mural it fully works now, thanks!
So, silly question. but how do you change the scaleing of something in unity? My little greminoid thingy is positivly miniscule
nervermind, I clicked around and saw the option.
what does this mean?
https://i.imgur.com/R5MyVsF.png
there may be double vertex groups for each of those
click your mesh, then go to the Object Data tab (bottom right pane, the tab that is a grey triangle)
wait in unity or blender
blender. then scroll down to vertex groups and check for duplicate entries
must be a unity thing then... honestly I'm not familiar with the error. is your cannon assigned twice in the humanoid rig?
idk lemme check
oh it is
thx
JESUS CHRISt
IMMA KMS
atleast i only have 2 erros now
does manual texture atlasing usually result in higher res faces? cause i noticed even though my texture is 4k, stuff gets really low quality in some areas
ok this is my last error, does anyone know what this means?
https://i.imgur.com/j1yUoDr.png
make sure hips is the parent of spine
uh for some reason in blender whtever i select the right thumb is always in the right bar?
god this is so annoying
My avatar has all the bones needed but vrchat says my avatar is humanoid but no upper arms, head or feed are mapped
Pretty sure i mapped those correctly
ok nvm
ok @mild mural hips are the parent of the spine, and spine has no parents, is that right?
Hey guys, I made a rig and it was working perfectly fine in Blender, but when I go to pose mode to test it out, the limbs no longer rotate like they're supposed to, what do i do?
They're completely stiff and move the entire model with it, instead of rotating
@fading verge you just said conflicting things there
sorry to keep asking questions this is just INCREDIBLY CONFUSING ANd BORDERLINE IRRITATING
under hips, the parent should be empty. under spine, parent should be hips
Why is this a t-pose.
And why don't his arms or legs move in Unity when they move in Blender?
Seriously, All I did was add bones to the ones he already had.
But apparently now the bones that do move the mesh don't actually move it and this is now a t-pose.
the only explaination i can think of is that the bone weights are off
but if they work in blender, then they should be fine
i actually don't know what's wrong
Oh shoot.
The Bone weights.
So when I put in the bones I just placed them in.
And I tried to do automatic weights.
But most of them don't do anything.
So I have no idea what to do.
how do i make atlasing not look like complete shit
cause i need to do it yet it makes my model look like it went through a dishwasher
How are people bypassing the size limit?
I have a similar question: following the megatutorial, I atlased, then I set z transparancy alpha to 0. this fixed the mouth problem, but when I put it into unity the mouth is wrong again.
Need some help on this issue, what do I need to do to fix this? @vocal quiver. I'm following the steps from your updated tut
yep
click fix model
Done that
just put the bones in their correct places
the problem I'm having is with this Left Eye bone
is it not working?
yeah, it's not working for the eye tracking part of Tupper's tutorial
combine the meshes
in cats tool theres aneye tracking option
make sure the mesh is set to body the main bone is the head
k pull up the dropdown
see if you have LeftEye and Eye_L
or L_Eye
dont remember which
how do i get free dynamic bones
the tutorial im using want me to buy a 20$ thing for dynamic bones? help
k try creating eye tracking
if that dosnt work use the LeftEye and RightEye bones instead
ive had this issue several times and its always one of the sets that works
@fading verge we cant discuss pirateing here
plus samus shouldnt need any dynamic bones
unless its zero suit
DISAPPEARING BONES
I need help with them TvT
k...u mean u make bones and they disappear in cats tool?
I make a model in blender and bring it into unity but I have bones that simply disappear
oh thats normal
:/
So they're still there but just invisible?
yeah like if theyre on a dress or hair
Ah so how do I revert this to get back something like fingertips?
you cant
oh golly how do I prevent it?
fingertips are already part of the config
Yeah but the bones are gone
Ohh they make all the bones on the ends very tiny?
So all I have to do is add an extra bone to the ends in blender?
do avatars need finger bones for vr gestures to work? (by that I mean can I still trigger overides and grab things without finger bones?)
mine also has fingertims but they arent essential to the model so theyre hidden
Thank you very much @lucid isle , joining meshes fixed the problem 👍
they need finger bones yes but they dont need tips
To this
saved the day
thanks 😃
My finger bones are gone
what do the errors say
They're complaining because I got rid of the neck
because the head bone disappeared too
post a full screen shot
in unity....
ok...
It's only upset because I got rid of the neck bone. It didn't have a problem when I had it because it used it as the head
you should have a bone list on the bottom
like this
show a full screen of unity ples
wait
you removed the neck bone entirely>
Yeah because it was trying to use the neck as the head
I didn't really get into naming ...
unity need all of the bones listed except upper chest
Listed?
this includes head and neck
yeah
see the list below the skeleton in unity?
they should all be filled in except upper chest
Oh on the right?
You talking about having things assigned? Yeah that's the thing
I can't assign everything because the bones are gone
did you guys know how to put this together?
the neck is an optional bone but by removing it in blender it messed up the parenting of the other bones
I used the disolve deletion method to reparent the head to the chest
@tardy lily pmx editor
Quick Q guys- Anyone know why a mesh/texture would disappear based off distance, Ingame a few friends noted that my head kept disappearing when up close and in unity I can also replicate this behaviour
yeah...dont touch the skeleton at all unless u need to add
@lucid isle uhm okay i'll try, ty
Oh, it's my own skeleton
@south lagoon thats from fading its a shader option in unity
oh well yeah u need to have a neck bone in the hirearchy
Odd as they are all set to cubed paradox shaders :/
Ah okay. I couldn't find the specifics in the documentation if I could just get that I can take care of the rest
does anyone know what to do when you have "too many polygons"? im new to this and not sure what it means and it seems it says that with every avatar i make
descimate
^^
Don't auto decimate from cat
alright ill try that, thank you!!!
Auto decimate from cat removes shape keys
Hello there 😃
Is it absolutely necessary to add fingers to a fingerless avatar to get the arms to move?
Yeah
save option has no shapekey loss
heck
I'm new into 3D modeling and stuff and i'm trying to create my own avatar (like everybody i think) but i've got a problem with my Rig.
I'm doing it on mixamo, i upload the Prof Layton model but when i upload it, he has 4 hands <.<, any idea why ?
That's freaking creepy ._.
Does anyone know how to do 4 legged avatars as i need some guidence on it @~@
maybe it's an error with the model
eh, ok i'll try with another model :/
go look at it in blender
4 legged ones need dynamic bones for the 4 legs and a normal skeleton
Ok brb
unless theres some kinda work around
(im not an expert on rigging ive just had a ton of issues and learned how to resolve some)
hmm can try to set it as humanoid...but it may turn into a creeper
it will, I've seen people humanoid rig horses and the result is not pleasant
What kind of file i should open on blender ? Dae or obj ?
pmx or psc @glad drum
eh
i just made it do sample t-pose
why are the ribbons like that
its not gonna look pretty in game
yep nightmare fuel
best choice is to find a humanized sylveon
that isnt lewd
theres plenty
Hey Araedi have you got any reference model I can download to peak at?
@south bear check dm
i do have a whole bunch of pokemon x and y raw model and animation files
ah ok!
id say use pmx editor to merge the skeleton to yer mesh but yeah
thats actually how i got my clothes on my model
anyone know how to fix this without having to redo basically everything from the start? ;-; https://i.gyazo.com/f1417e5f7901c7739b059d585ba3b1ae.png
omg what did u do to her feet
apparently I was not supposed to remove the toes unlike what someone told me to do here when I asked for help earlier ;_;
help
yeah load up the old one with toes
I have to redo it all then? D:
cats plugin has auto descimate
just use the save option and you'll keep all the shape keys
or do it by hand
unity will hide the toes by default someh
anyone here know how to fix this? https://ibb.co/hXEwew
how would I do it by hand?
find the foot bones and right click one og the balls on the end
-w-
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\Blender\2.79\scripts\addons_contrib\curve_tools\add_curve_simple.py", line 1298, in poll
when ever i try to install a plugin
then hit E
?
ok I'll try that
what plugin are u trying to install?
mmd
oh
import tools
anyone know how to fix this? i tried to parent the breast bones to the mesh and it duplicated a part of the head and if i delete it deletes the original but it still moves when i pose the model http://prntscr.com/hwzito
reimport the model?
every version of it does that
how do i make an custom iddle pose?
were the bones pre parented?
no
mmdsusually are
yeah
@pulsar mortar hmm
its all due to my audio set up that fucks with everything
for some reason
idk why but realtek drivers mess up alot of stuff if moddifyed
Anyone know how to add blinking to a avatar?
Can someone help me with rigging my avatar. I have a model already but I've never used 3d tools like maya, blender, or unity before
Anyone know of a good manual rigging tut?
soo i had a look in blenders appdata files and saw that it did install the scripts but it wont show up in blender
How would someone go about attaching Knuckles to a tank and then importing it into VRChat ? in Blender of course
i have a quick question
ive got everything done but it keeps uploading the avatar as a world how do i change that?
nvm i figured it out
i had a scene descripter not avi descripter
@south bear Are you trying to install a plugin/addon?
ok new question my "custom idle" and "custom sitting" animations dont show up as applicable to the model how do i configure that?
If so you have to enable it in preferences
yepp
no
i know how to use blender
im trying out the lateist branch to see if that fixes it
Can somebody show me what the bone structure is supposed to look like or whatever works best before exporting over into Unity?
so im getting traceback errors for different addons
that are built with the app
WHAT!?
If I were to stick a model inside a car in Blender, what would I be needing to do in order to import it into Unity and then VRChat ?
FIXED
to make it all stick together
it would be better just to have both models seperate and stick them together in unity
how long would it take for a newb like me to rig the arms, legs, spine and wings of a bahamut model?
A long time.
the car you can just rig as nothing
heya trying to rig dr. robotnik and I can't find the descriptor component for the camera
wtf is that?
so it's as easy as putting the two models in Unity , putting them in a order that seems best then importing ?
it's best to rig both as none and make one model parent the other
ahhh ok
It says they're not mapped but they are, anyone know what the problem might be? https://i.gyazo.com/a9bee5f82ef5d281a259a38945e5358e.png
@quiet river Unity 5.6.3p1?
did that model come as an xps?
ye @shadow shoal it's the one I had installed so it's what I went with
do I need a specific unity build?
any 5.6.3 build
@quiet river you have to add the descriptor as a component
ah
really the only thing the version affects is the uploading of the avatar
So I separated the bones on this leg to avoid having extras that mess up unity rigging. will this work as long as they're parented?
this could be a huge help based on the rig I'm working on
so you had that problem too?
so I used cats to fix my arms on my charater but in game my charater arms are like this help https://ibb.co/cDpnKw
sort of. i still need to apply bones and merge them wit hthe mesh correctly
or i have fun stuff like this
mesh merging should be easy, right?
yeah, i guess. i don't know how, considering the armature is outside the main body Rig
like this.
I imported the humanoid rig, if you'Re wondering, and using its bones
but I still don't know what armature bones is meant that I need to delete
I hate how I have to limit my height because shoulder length is a thing
I'm curious why you're making your own Lugia model when there's already one in the game?
i know there is one, I'm actually using it. It's a bit of a personal touch since its my fursone i guess x3
plus i'd love to learn this. since I want to add other friends characters later.
which are hybrids.
Is this a common way of rigging fingers? I'm using this as reference for my own avatar but I'm not sure if it will work.
Are joints or rigid bodies (not sure which is applicable) usable in VRChat? Ex, setting the max rotation on a skirt to prevent clipping with the legs.
Hey how would you add bones that are missing from a skeleton?
Or would you have to make an entirely new skeleton?
if it's something like hips, you'd might as well just rig your own entire model
It's apparently feet. Someone else asked in another chat
Figured it would be easiest for them to add bones via blender
Just curious as to if anyone has ran into this. I have the spine hierarchy as, Hips>Spine>Chest>shoulders/neck. And yet when atempting to upload it, I am geting the spine Hierarchy is incorrect error.
@fast rover So to add bones for the feet so they'd actually animate is that a re-rig or is it possible to add them?
you can add those because they're outer bones
How would you go about that, I doubt this person has lots of experience
And I don't either
but can someone confirm the validity of this rigging process?
you just put it back into blender and extrude the bones from the lower leg
So I used cats to fix my arms on my charater but in game my charater arms are like this anyway to fix this? https://ibb.co/cDpnKw
does anyone have a voucher coupon for dynamic bones?
Alrighty, how do you go about sticking to models together in Unity ?
So that they move as one
put one model where the camera and light source are
yep
then put the other model inside the first
yep
now move the second model around in the scene until it's sitting to your liking
@pulsar mortar it probably has to do with your muscle settings
Hey can anyone help me? My unity is saying my models head, hands, and feet bones aren't mapped even though they are and it wont let me upload. Any fixes?
in unity under configure rig, the settings are a bit hidden. They are double sided sliders that designate how much your limbs can move
really?
@bright grail you gotta specify the bones under configure rig
you probably have a non-humanoid rig so the auto-detection didn't work
sometimes you don't even get all the bones so the model is useless
https://gyazo.com/9191848e43a1500985a4aa559db51eae i mean this is the model im using
And i went in and checked, all of them are specified
https://gyazo.com/5fa850cc78dafae70cd74900fd29b28b so like this then
looks like you have a couple in-between bones
wait. I already started rigging at the hips. how do I set down the root?
if you specify the wrong ones as chest
it won't work
you actually have a bone between your chest and shoulders too
it should be fine as long as you specify the correct bones within the rig config
What is when theres a waist ?
I think that's for advanced rigging
my sephiroth model has that and it attatches to the hips
but I don't think waist is necessary if you have hips
Can it cause the bug that your hips bend forward and the upper body kind of backwards ?
You mean this bone? @pseudo silo https://gyazo.com/337dce2e2d01f841e856de75a523a6be
and no upper chest to worry about
lemme see the whole tiddy though
Yea its already set, as are all the others, but its stll yelling at me for the head feet and hands
how do I rig an arched back?
in the config, did you click on the Head section of the bone settings?
the spine has to be specifically hips->spine->chest->neck->head
no upper chest
Is there any known cause for the Characters Hips bending forwards ingame when standing still ?
looks good to me
Or just weird bending in general
https://gyazo.com/bb358e07741821c8608fc8ab43e5ab0a alright what about all that then?
@latent mortar It's normal
looks good to me still
i'm curious if your scene avatar is different
you can delete bones in the avatar scene
Well it doesnt look normal to me xD
sorry i was talking to extractor
I think i might have just found my problem. My neck bone in the hierarchy was below the head bone
if my 3d model has an arched back, how do I go about rigging that? should I place the bones in a curve or have them stick out the back and back in to keep that curve?
Nope, didnt change anything
OMG
I think iv done it
0w0
fully got a ported and neatly rigged botw link
its now one thing
not a bunch
@south bear ive been working on one too
mine looks like this so far though ... https://imgur.com/a/iSCC9
Oof
i might completely realese this
as
the rigging for botw models is a fucking pain
for unity
hmm
uv editing
so I see this blender tutorial on rigging bones and I'm seeing this step that involves adding controller bones or something like that. bones that aren't attatched to the actuall rig. Is this required for vrchat
keep it that way
no
If you don't know what I mean, skip to 3:16 on this https://www.youtube.com/watch?v=cGvalWG8HBU&t=561s
Hey guys. This is a quick tutorial on creating a simple, but rather effective character rig in blender. Hope it helps some of you out! Read FAQ below: Follow...
itll scare people
are pole targets necessary for vrchat models?
nope
ok good
which means that if knees are inverted, it automatically bends back?
So im still having the problem that the Avatars Hips are bending forward and the upper body bends backward, does somebody know a fix to that, moving the spine or hips didnt help 🤔
hey guys, quick question, whenever i pull a model into blender it goes solid purple, anyone know why?
well arent i stupid
and blender chosses a random color
how do i obtain said textures
The root isn't really needed that seems to be coming carried over from some game rips and mmd but not needed for vrchat/mixamo
although it could be handy to have it there as a parent for some future effect [eg you wanted to do a ground based effect attached to that point]
that little bone at the pelvis?..... srry i'm new to this...
Is Pelvis and Hips the same thing?
i.e. VRChat documentation uses Pelvis but Mexanim uses hips?
But Hips still need to be ancestor of all bones?
so two different names for the same bone in the docs?
i dont regret
Is there something special i need to know when you conect bones?
Because when i tell Unity what bone the spine is it says
Spine Transfrom Spine is not child of Hips Transform Hips
hierarchy needs to be changed so that it's the parent of shoulders
how do i change that
ok.. thanks
yeah i see it.... i need that translator addon... it's all in japanese
Does anyone know what's up with this and how to fix it?
what's the problem?
It thinks the base of my model is like all the way down there when it's not
the base doesnt move in edit mode
so you moved your thing in edit mode
when you came out it was off
move it back in edit mode then when you go back to object mode it should be ok
Well that screen shot if from unity I didn't see anything out of place in blender
the base of your object is set in blender
It looks correct here?
its the tiny orange dot that is usually in the middle of your object while in object mode
in your case it will be way off
what are you selecting in unity?
Just the model
Can bone lengths be made to change depending one parents?
and if you add a normal box or something, it works?
Huh?
How to you make invisible models
like the ones that are a bunch of dots
create>3d object>box
"cube"
One min
I need some help with eye tracking
I have no experience with blender or 3d modelling so sorry
maybe this is silly, but you're 100% the model in unity is the same one in blender? i.e. you deleted the old one and imported the updated one?
I can create a cube and yeh I'm almost 100% sure
you deleted the asset then imported the asset?
not just deleted the object in the scene
Yeh I did that
Thats a big model
I haven't scaled it yet
to edit a model what better to dounload it in OBJ or GLTF?
I just tried to fully import the model again and nothing changed and yeh I exported my model through blender as a fbx
What happens if I don't put a root bone down?
did you export JUST the object though
or did you also export the camera and light for example
Just the model
by slection?
I think? I have never had this issue before so I dunno what's up
what happens when you press f in unity on your object
It zooms out?
there is an artifacto or something man there has to be
artifact
like a loose vertex floating in space somewhere
I have a very bizarre issue. When I hold an object, the hand moves and the arm doesn't. Not sure what to do. https://media.discordapp.net/attachments/361742235525709825/399360632899633152/unknown.png
screencap after you pressed f
f puts your object in the center
so there is something out there that is making the center between your object and that thing
@unreal current I got you dude
hold on a sec
Overview VRChat has two eye tracking facilities, and they both interfere with each other. This document attempts to describe them, and a basic solution to implementing proper tracking eyes. Requirements VRChat won’t enable eye tracking at all unless two requirements are met: The bone hierarchy H...
There genuninly nothing I can send you the model to look at if you want
i can take a look
how do you select both the mesh and armature to attatch them together
i'm trying to decimate my model in blender and it keeps saying it cant be modified
something to do with mesh and shape keys idk
Pretty sure it's Generations
only at your pizza hut
lol
@pine smelt i see 4 loose verticies
Does anyone have a Dynamic Bone torrent that's clean?
in blender
ok. so I just selected everything in my model, pressed ctrl p, and it was supposed to give a large list of options but only gave me two
maybe there are more
do I need a plugin?
but i just saw 4 right away
@fast rover What kind of options?
Where? I didn't see any
the video showed one that said automatically attatch mesh to armature
mine didn't have that
did I select them the wrong way?
I did it in object mode and selected the model with border select
but the video showed selecting them both individually
@fading verge Well you where right I guess, how do I get rid of them, can I just take the model apart and delete them?
in edit mode
vertex select mode
delete vertex
carcino let me see a snapshot of your hierarchy
in windows 10 open the start menu and type snipping tool
@hoary torrent yes that is correct
@fading verge sorry to bug you but by delete do you mean just press delete then vertices or some other way?
?
here it is
@pine smelt are you in edit mode?
Yeh
@fast rover why do you have two armatures?
I think it had something to do with when I copied the left side over
ok at the bottom there you have three options, vertex mode, edge mode and face mode
you need to be in vertex mode
make sure everything is deselected by pressing a
then press b
then use the mouse to select all the verticies
I'm on vertex select
then press x
then select verticies
@fast rover you need to join the halves together
how do I do that
ok. I think I know what one problem is
I think I duplicated the armature 3 times
I'll just delete those two duplicates then
@fading verge I keep deleting the vertices but nothing happens they remain there
Lmao
the button next to the verticies mode
looks like a grey square
just to the right of the select by faces
Yeh
good luck
you need to finish adding bones
i meant after putting the bones in
ok well the term animate can mean a lot of things
so i can only tell you what your next step is
based on what you posted
so in general i meant. after i finsihing the bones. do i need to animate into blender or unity? or i dont need to
which bones do i use for mixamo rigs
animate is not a term used to describe what needs to be done for you, maybe english is not your first language?
about half way down
tells you which bones need to be changed from the mixamo export
so my armature tab is parenting a pose and armature.001 and it seems to be interfering with merging to the mesh. do I need to delete one of them?
armature 001 usually
ok
meaning that it usually happens when you copy over bones?
@fading verge Yep, but we use hips
documentation uses Pelvis actually
thanks haha
oh alright
ur good
does it matter if i leave top or bottom bone out?
so how do I delete the extra armature. it doesn't seem to let me delete child assets
alright lol
or if you want to pull it in to blender and resize the bone and delete the extra one
getting kind of nit-picky
@high mango
can any one help with this bullshit https://puu.sh/yVSdy/9155cf12f1.gif
make sure your arms are in exclusions https://puu.sh/yVSfZ/2f6ec43dd7.png
yea but this happened when i was trying to do skirt physics
melody it looks like your eyes are clipping
no
yes it does look like
so I have the entire skeleton for my bahamut mapped out but but when I go to fix the model, it deletes my thighs, and spine and says that it can't find them.
how do I prevent cats from doing that
Could someone help me out with rigging? I don’t know the first thing... I managed to get a skeleton on a skeleton-less model but his tail has no bones/physics and I’m pretty confused by it all haha. Not rn but later?
you need the dynamic bone plug in for unity ($20) if you want tail bone physics
otherwise it will just be fixed
Damn :/
why does the CATS delete my legs and spine and claim it can't find them
I've manually created an armature for my model. How do I bind the bones to the mesh in blender?