#avatar-rigging
1 messages ยท Page 55 of 1
Okay. I've noticed this on several of my avatars now. Why is the hips or... well. the Pelvis poking out? What causes that??
Rip I removed the random second armature
I need a picture of the skeleton...
Okay, let me know if you figure something out, the only video i found on it didn't work
Uh on blender or unity
Unity.
Sorry Im bad at this, Do you want the visable bones or the armature list
then go to modifiers
Yes
it shouldve fixed it
Show me all of it.
Send the whole screen.
on just the tail mesh?
hm
all i know
im still stuck on this screen for this model ;v
is that will permananly modify your mesh for the new position
maybe thats not what you want?
because it will need to be re-armatured after so probably not
No that is, I want her to stay like I have her so that is her default when loaded
I decided to go with the regular one, maybe it was translating it that screwed it up?
Oh heck, How can I bring those up
As well as the chart of the skeleton on the right.
@gentle dock you probably didnt connect the neck from the rigging section
Probably
Go to rigging screen.
What does it mean when a box is red?
that it's selected but not active
that should work
I cant find the rigging screen :(((( sorry
Go to where your avatar model is located in your assets folder, click on your avatar, on the upper right hand side there is a "rig" button. Click on that and there is a button called "configure" from there on the upper right hand side there is a tab called "head" and you probably need to connect the neck @gentle dock
...
its basically what I said before, but there is an extra step that I missed
My dynamic bone settings have become SUPER sensitive, like the default 0.5 radius for a collider is the size of a planet. Anyone know what's up?
Anyone know how to fix this?
I wish I knew, so I could tell you
i've heard of that happening a lot lately
Yes.
oh heck thanks
Look for chest bone, drag it into the center circle closest to the spine.
On the model on the right.
Yeah you're missing the chest @gentle dock
do i need dynamtic bones if play without vr headset
No. @fading verge
@fading verge nope
@torn isle I tried again with the untranslated model
The circle wont move?
No. From the bone hierachy on the left, find chest bone. Then drag it to the circle closest to the spine on the right diagra.. @gentle dock
alright, thnx, didnt want to go through effort of trying to put an mmd in, if needed to have that
And? @balmy solstice
You have to find the chest rig on the left hand side, and drag it to the "none" section on where the chest is at on the right hand side. @gentle dock
Man you guys are smart as hell
@torn isle well it's feet aren't going back to front in unity so, progress there
Great.
@gentle dock just learned from experience man you'll get there don't give up!
Alright the chest is now in the circle
Save and apply ๐
Okay?
@fading verge that helped, I had just made a mistake when i tried it before, but now i've gone and done that and the mesh is where it should be but the armature went straight again
OH wow, Now I just need a sceen discriptor
I'll go back and try again real quick
4D it should look better in game.
well, going to test it then
I never had this problem, but there are 2 ways to solve this problem. If you can separate them in Unity thats great. If not, then you can try using blender to manually separate the polygons.
@meager kiln
not sure what i did the first time but it's fixed now
@alpine drift i mean, in T-pose they are k
I had an Avatar whose legs and feet formed a V but looked spaced out in game.
well, uploading now
Dangit, you guys have been a huge help, but now the texture is see through, do I go to avatars, or avatars mmd
Not unless someone gives out an oldee version.
i know its paid software and i'm also aware free versions exist. i don't have the money to buy it now either
Which happened to me.
@balmy solstice double check that unity didn't Auto assign limbs to the opposite side.
I found one model where the Creator misnamed left and right
@gentle dock go to your materials folder, click on the sphere looking thingys, and change the type on the top right from "transparent" to "opaque"
Thx
@mild mural are you currently on vr chat?
Nah I'm lying in bed
How do I create and assign new bones for the left leg?
Np
When I change the material and apply it swaps it to none
Helping others is a way to train myself to remember these things @gentle dock xD
Eye tracking on CATS is being funny. I need to do it manually on all my recent models because it doesn't place the new bones properly. I'd like to know if anyone else is having this issue.
Alrighty then, huge reminder time
To clarify, the old bones are placed fine, and move the eye naturally.
Click on a sphere and send me a pic of what it looks like @gentle dock
wait let me send a better pic
(Btw I keep getting the "incorrect spine hierarchy error)
@gentle dock do you have a materials folder by any chance?
Uh no its my texture folder
Because it worked that way for everything else
Im a mess
I just went and made one
Inserted all the materals
"Spine hierarchy incorrect" Not sure if I'm missing any bones or not, this error has been bugging me for so long
Make all the spheres opaque
Uh ok
@ancient jackal give me a sec
Gotcha
All opaque
Yup all of the spheres opaque
@ancient jackal do all the main bones follow a hierarchy?
Dang
Hip <- Spine <- Chest <- Neck (<- Head), Both Shoulders (Both Arms <- Hands)
@ancient jackal from the picture that you showed me, on the top right where you see the green person, click on the "head" button and check to see if a neck is connected
Yeah see if the head isn't replaced with Eyes or something. Got that a couple times before.
So after opaque what could I fix
@gentle dock you might have to click on your avatar in your assets folder, click on model on the top right, and send me s picture of what shows up there
A*
i have a question on unity
will vrchat sdk let me upload with scripts on my skeleton
https://www.assetstore.unity3d.com/en/#!/content/90743 this one specifically
Yeah the neck is connected to the chest
Oh, alright
so when I move the neck it always stays connected with the chest
but the shoulders aren't
@ancient jackal follow what whuping suggested then ๐
Hmm, what about in rig? @gentle dock
whats comes after shoulder?
Damn this would be 10x easier for me to help if I wasnt on my phone
and how do I make armature show
@alpine drift
Should be shoulder, below that should be elbow, then wrist @blazing hornet
and why is armature invisible
@gentle dock by any chance do you remember a materials folder being made when you first imported the model?
Well I readded it after, This is iteration like 15 of this model
@blazing hornet was Armature invisible when you imported the model?
yes
So I have the materials, but they were not present in the begining
should I just take armature bone structure from another character?
@blazing hornet did you modify anything with the model through blender or something before importing it to unity?
Shoulder_L is the actual shoulder, while the one above it just shows it's the arm i guess
It came as an fbx already
how would I be able to take out ShoulderP_L and make it Shoulder_L if possible
or if that would fix anything
(Same thing with right, ShoulderP_L is above Shoulder_R, which is the actual shoulder)
Hey how can I fix some of my bones? I need hips to be the parent of the spine bones but I don't know how to do that
@gentle dock under the materials tab when you click on your model, where it says locations, what are your options?
@blazing hornet you can try tossing the model in blender to see if it has bones
thats why I asked why are they invisible but nvm Ill just use another characters armature
hi i need help like i wanna add wings to my knuckles
but whenver i try to add the files to the assets
it doesnt work
https://gyazo.com/efe9c756513d4dc7f5d74d099af426e6
GET THAT KNUCKLES OUTTA HERE
hek u its beautiful
ok
but idk how
that*
Add it as part of the mesh
unless you want to mess with it
as dynamic bones
@gentle dock it's odd that your hair is pink, you probably had a materials folder but deleted it or something. You can always try to start from the beginning (importing the model through unity) and the Materials folder should be there and you should drag all the material images in that folder. Something must've happened that messed up your spheres lol you have the rigging down though so that won't be an issue for you ๐
can someone tell me what the new sdk did?
ah heck'
Thanks bandit
Real deal
The best
amazing
++++++-+++--++-+
SO helpful
Is there upper arm and lower arm?
I got l shoulder
upper arm
lower arm
hand
quess not okthen
@hot lynx what extension is the files for the wings?
How do I parent the bones in blender?
@gentle dock You'd be surprised how well you can perform by starting from the importing part especially if you are a little more familiar with what you are doing.
For the wings in the rar file, is it an .fbx extension?
@hot lynx
fbx
@cooper are you trying to figure out the hierarchies?
@blazing hornet
Sounds solid
Hey, does anyone know how to parent the bones in blender?
@hot lynx drag the fbx inside the asset folder, and the textures inside the materials folder
@blazing hornet can you show me a pic?
there is also a .fae file?
@ancient jackal do you have mmd tools installed for blender?
yeah
Uploading takes a long time huh
Oo, Infinite
@hot lynx it looks like the. System cannot find the file specified, meaning the .rar is not extracted to your desktop or somethin
How long does it take usually to upload the model
@ancient jackal wait are you still having problems with your shoulders?
@gentle dock not long, like 2 minutes
ehhhh this is taking a bit
I'm pretty sure I found the solution, I just don't know how to
cenz is your knuckles rig fine?
I'd have to parent the shoulders to the chest bone, but I'm not sure how to on blender
I get to re-rig yay
has anyone had problems with the CATS plugin not creating eye tracking? Whenever i create eye trracking it seems to work in Blender but when i asign the eye bones in Unity they dont work in game ...i tried the Old eyes and the New one and none of them work
Oh man
I fugged it
Uh
uh
Whats it mean when it says no camaras rendering
While on display 1
nvm
im dumb
This is all so complicated
im trying to import CATS and MMD into Blender but the file is showing different than the tutrotial download... it just opens the folder not importing the file
@worthy citrus that's because you unzipped it
@gentle dock that's just the SDK doing its job, but yes you should use the latest always
makes sense lol
I mean running build and publish should take 2 minutes and the upload another minute
@frozen hare try exporting with apply modifiers disabled in geometries
@naive tree that worked! tyvm for the help Ive been trying to rig this avatar for like 2 hours now, thanks again XD
save as preset
@balmy solstice did you configure your muscle settings?
???? @pseudo silo what's that
click on your fbx in the asset browser, in the upper right under the rig tab press "Configure"
then in the upper right click Muscles and settings
then use the sliders to test the limits of your model
and the drop downs to adjust the limits
it's possible that your neck and head bones have 360 degrees of freedom
Proabably
it'd be good to know what your eye bones are attached to also
vrchat likes to just rotate them directly at objects
if you need info on how the eyes work
check this out
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 wonโt enable eye tracking at all unless two requirements are met: The bone hierarchy H...
anyone had this problem with FLAT ELBOW? https://i.imgur.com/hidgSxq.jpg
in unity and avatar preview it looks normal
aka like this
and this
https://i.imgur.com/GHvcMN2.png
Okay so if you make an atlas with cats and are slow to realize that doesn't look too great in spots is there a way to load the old textures back to manually atlas?
saved after the cats atlas so rip eyes if it's irreversible
@meager kiln Never miss arm day
I hope I've fixed the arresterdramon head issue
If i have, PRAISE BE
@balmy solstice :c
FINALLY I CAN SAY "Gumdramon digivolve too Arresterdramon!"
@meager kiln Seriously though, Check the settings on the other arm, it looks fine yes?
they both have similar settings ๐ค
I tried to add dynamic bones to a model that I threw in to mixamo, but they don't seem to be attached to my meshes. Did I miss something? https://i.gyazo.com/b421bd9ff686decbbdbc10e023ac4008.mp4
mixamo doesn't bind arbitrary bones
if you want that you'd have to do your own rigging
what degree did you put your fingers?
Okay let me rephrase then. How do I attach my meshes to bones? When I try to follow most "skinning" guides, my model just gets all distorted and the bones don't even seem to move anything in pose mode
@pseudo silo I'm still getting the backwards head thing even though things look fine on my end
click tthe armature area and select xray
I got rid of the eye bind too
@knotty mantle I don't have any tutorials on hand, though the general idea is that you position bones in the center of joints, then create vertex groups that correspond to the skin the bone would move
hmmm
if you want to toss the fbx/blender file at me in a pm i'll take a look
it's odd that it's only broken for other people and not you
Can someone help me with a hierarchy problem? x.x Apparently it's out of order but every time I try to fix it I just mess it up more...
@pseudo silo are you currently on VR chat?
nah, but i can launch it real quick
@pseudo silo please do, this might make things easier
I am in Old Hub #52
@pseudo silo you should have received a fr from kagejason
I am currently a digimon avatar
@meager kiln Select the bone in the outliner whilst in edit mode then hit delete.
Is there a method for allowing others with dynamic bone colliders to affect your avatar's dynamic bones?
For example, if I wanted my friend to be able to play with my avatars hair.
If another player has colliders on their avatar, I believe they can interact with others' dynamic bones.
Ah. I have two people with dyanmic bones and dynamic bone colliders on their hands and neither of them can interact with the other's bones.
I feel like there should be a way to apply my friend's collider to another friends avatar, but I assume they'd have to have their avatars in one account.
I cant figure out how to change the bones so that the guns stay up, I can move them in pose mode but when I exit it they return to pointing down, do I change the bones to sit up in unity or something ;o?
Don't edit them in pose mode. (pose mode is for animating) You can try moving them in Unity, though I'm not sure how to do that in Blender.
Its Mutsu ^^ Le nagato would be awesome to find next ^^
@hidden ether okay thank you ^^
Mhm maybe I should try and animate them to rest, then stand up, that would be a nice thing to learn ^^.
I dont mind as long as I gain knoweldge from it ๐
https://puu.sh/yW7Bw.png will my wrist being stood up like this be a problem?
I think it's only a problem if you have VR but I'm not sure
Silly question, but how do I change my Unity's gret background back to the default sky and ground?
after separating by materials my blush ended up like this, how can I restore it?
stayed broken after joining meshes
@patent hemlock Thank you! Worked.
separating and rejoining worked, thx
aaa
@patent hemlock
so when I try to add eye tracking, it removes my cat ears (which are there by setting a shape key), and the eyes don't move in testing (but blinking does work)
I got the ears back by editing the shape key again, but is there a way to fix eye track for this model?
is there any way to rig a model in unity or do I have to use a different program?
@solid mortar are you the one with _Touhou name?
Yes ๐
Does anyone know why dynamic bone starts twitching like crazy ?
I honestly think it might be a cpu thing, what is your cpu?
Other people have said about this problem as well and been trying to figure out if it could be something to do with the processor people have.
The dynamic bone thing?
Yeah ;o Does it happen with all your models?
Mhm, maybe it has something to do with how the bones are done in the hair has been done ;o Honestly nobody really knows the cause for that issue.
I'll try messing around with the update rate
There's a hotkey for it too which i believe is E
I'll keep that in mind for my next issues
Hey guys! I have an issue with a model..... the bicep part of the mesh isnt moving with the shoulder/arm in pose mode. Any suggestions?
I'm making my friend an avatar and for some reason the hair comes out messed up in Unity but it looks fine in Blender. I feel like it might be the bones doing that but I'm honestly not sure. If anyone can help me out here.
Left is Unity right is Blender
https://imgur.com/a/tjP76 is my error; any suggestions would be great!
did you rotate the selected bone?
Did I rotate the bone from stock importation? No, but I'll play around with rotation and see what's up
i asked because the other arm is in a V form, and this arm is in T form
soooo
the bone i highlited is the shoulder, and the under arm is beeing ripped up of that
let me reload the model/image, I think I was tinkering with it to see if I could get it to work any way possible
I'm a server admin, not a animator >.<
It can be stressful managing 1000's of nodes, but this bone/rigging stuff is stressful too ๐
@fading verge hey man, It looks like a few vertices at the end of the hair are in the wrong vertex group.
@mild mural I'm going to keep running in to you aren't I lol
Probably
Gonna have to explain to me a little better, i have 0 knowledge on how to model
I think it might be a bone problem since they are in place when i remove the bones they are attached to
https://imgur.com/a/jZ744 is the .pmd loaded in, immediately fixed/meshes split, and translated
but then once you move the arm, it tears
@fading verge Select one of the vertices slightly higher in the hair strand to find out what vertex group they should belong to
Yeah, in the info panel in the 3D view, it should list a bone or two with a weight value.
yeah i see it
near the top like
It's set to both head and fronthair bone
right above that is only head
right under is only front hair
Even the tips? What's the value in them?
shoulda pulled it out a little bit
my b
tips are fronthair1 1.0
im assuming the fronthair number should be higher than head
but i have no clue how these things work
Hmm, if the tips were changed to that fronthair_r it might fix it
i'll mess around with numbers and see what happens
i actually didnt know this setting existed
thanks again
Np, didn't even have to get out of bed. ๐
separate the face from the main body
so you'll have a body mesh and a face mesh
might have to do the whole head so you don't get ugly seams
so i cant decimate the face?
decimating changes the tris, so all the shapekeys are destroyed
the yellow triangles in the hierarchy list are meshes
my body is not a hierarchy is all in 1 mesh how can i only take the face off?
do the name of the Bones matter when you make them in blender?
https://imgur.com/a/tjP76 any advice?
either a bone isn't parented properly or there's a vertex weight issue
Anyone willing to take 2 seconds to do something for me in blender
I know its an easy job i just can't figure it out myself
how do I access the weights area? every time I tried to do anything regarding weights (what I feel is the issue) I'd get told it was locked
And you can NEVER decimate the fact anyway
when I pivot the arm up-down in pose mode, I see the shoulder moving to align with the fingertips, but it seems like its not moving at the same rate
when i separate my meshes the shape keys stop working
"You can rejoin them later"
help, im using cats blender, it seems to think that the left eye (trying to create eye tracking) is connected to the wrong bone
what is it connected to ?
oh so you didn't assign a vertex group to your eye bone
You also need to create blink shapekeys
so assign the blink shapekeys to this menu and make sure the vertex group of the left eye exists
uh, howd i do that
you told me they already exist so just use vrc.blink_left and vrc.blink_right to the cats menu for the blinking
Name the armature โArmatureโ. Name the mesh containing both eyeballs โBodyโ. If possible, make the whole head or avatar a single mesh. Name the bone hierarchy like this. Bones not mentioned can be named whatever.IMPORTANT: You cannot have any bones interrupting the hierarchy. For example, you ca...
so i just... do it in unity later?
no you have to do everything in blender for eye tracking
ok, i literally just assumed without reading o o p s
thanks for helping >< ill come back if i encounter some stuff again
you might be missing an end bone
I have end bones at the tips, but they are not assigned.
the 3 bones I have assigned are the joints.
for each finger that is
Assign the end bones then
as the tips in unity?
yes
Last call before I pass out; any idea how to adjust this or where to look guide-wise to fix this? https://giphy.com/gifs/err-3ohc1ddEc9tnwMCNxK/fullscreen
weight paint
when I try to weight paint it says its locked
which program do you skin in?
thanks ruubick, I'll tinker some more
I knew I was missing something stupidly small
aagh, i checked for more than three times and everything was the same way as instructed
@crisp tendon, my end bones seem to have been automatically generated by unity, but they're in the same place as the distal joints. Is it ok to move the generated bones in Unity or do I have to create them manually in Blender?
nothings working out
Ruuubick, you remind me so much of the senior devs at my company in that its a one-liner that solves an hour of frustration. I think I got it now, thanks!
@deep tusk try moving them in your hierarchy first, if it doesn't fix it then yes you can create your own in blender
@rancid jolt So what are you current eye bones connected to ? Usually they are parented to the head bone but not directly connected
it seems to be connected to the head bone
Disconnect it then
then..?
That was the other kind of "then" lol
If you have them not connected it should work properly
unless there's still no vertex group on the left eye
Well, keep the only left eye bone that has the correct vertex group
rename it Eye_L
Sure
e y e s
Yeah there's a few things to fix
Cross legged it looks like how do i fix?
@rancid jolt https://youtu.be/gCPcg9y4ZBM
Creating Eye tracking for your Avatar in VRChat Links: Download Unity MMD rigging: https://www.mediafire.com/file/7awm878q43c1m7q/MMD_EYETRACKING.ht Eyetrack...
hey quick question, in Unity it looks like my char has nipples but they don't show in blender? Any way I can get rid of them in Unity without having to redo all of the unity work I've done?
@green iris Rotate hip bone in blender by 180ยฐ
@green iris Actually try to use cat's plugin first, your skeleton has other problems
@opaque marlin nipples on texture ?
That would be fixed in blender
check the vertices in blender
can I just delte them?
probably not, but you can normalize or dissolve the zone
how do I go about that
might make it rounder and remove that tiny bump
into edit mode, right click on of the vertices, then you can shift click all the ones you need, once that's selected press ctrl + X and dissolve
its just really messing up the texture
@crisp tendon Well its fixed sorta it actually just made a bunch of other problems
Its not cross legged anymore
Hey I have this weird eye tracking bug. Anyone got any idea what might be causing it?
https://youtu.be/G7_13nsPpQA
Maybe remove eyelids shape keys?
did you add lower eyelid visemes in blender?
because you can just leave those on basis
I have them on basis but the same problem
and it's even more noticeable because of huge eyes
I left the lower eyelids on basis
hey guys, question: When i was about to upload my character in Unity it said: "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped" I looked through it and apparently something is not right with the shoulders... my problem is, that I am completely new to blender and rigging in general, if anyone could help me out i'd be very greatful!
If I wanted to have an avatar with a tail like the Alaskan Bull Worm one, where it flows freely, what would I do?
pay for the dynamic bones asset in the store like everybody else
Well I have the dynamic bones asset.
I've already used it to make tails that move around, but they have a somewhat firm shape that goes into place.
The Bull Worm one just moves around at will and has no resting position.
Something akin to how Sly Cooper's Tail moves.
there are a lot of settings in dynamic bones it's going to be in there
i have a question, do i want finger tips in the end or no?
is it supposed to be just joints?
Working on a weird model
there are three bones per finger
Just two apparently
The thumb has one
Its weird to rig
The one before all connects and makes the wrist
I have no clue how to add bones also
With what?
I seem to be having an issue where if I move a part of the model, that part disappears.
Like, when I turn the head it shrinks and turns 2D.
I have no idea why this happens, this is the first I've ever seen it.
Hmmm, trying to merge 3-4 separate models into one with bones doesnt work very well ๐ค
anyone know why even though i have the bones, in unity jiggle bones does nothing at all?
Merging models is just a little extra work
i think its the mesh not getting attached to the bone
but i dunno what to do about it though im trying
all i know is that my bones are positioned correctly
You've been using Weight paints, right?
probably not as i have no idea what that is, or atleast what it does
Weight paints decides what part of a mesh each bone will move.
i guess its a process of clicking each bone, and then the spot of where that bone will move something on the mesh?
or something like that
How it works is that you right click the mesh in blender.
Then go into Weight paint mode.
Same process as pose mode and edit mode.
Then you create a new "layer" so to speak.
And name it the same as the bone that will move it.
hmm
You then paint the area that you want the bone to control.
i c
the "layers" are in the relations right?
They're the vertex groups.
You don't need to click each vertex.
When you paint you can just go over the area of the model.
Are the weights the same name as the bone?
well im not looking in the right area then because all i see are the vertexes, and when i click on each it highlights an area
That's the painted areas for each vertex group.
then where should i be looking?
On the right side of the screen, with the vertex groups, you click on each one, and they change the color of a certain area to red.
Create a new one that has the same name as the bones that don't move anything.
Then you are able to click over the area that you want.
thanks, i guess this is going to be a tedious process, so i can just google if i need any more help i guess
Is there a guide anywhere on jaw bones? I see a lot for visemes but I'm not looking to do anything fancy, the model I'm working with just has two intersecting half-spheres. with some eyes for a head. Just want it to flap around
You just add a bone then set it as the jaw bone
But as far as where to paint the weight, controlling how it moves, theres gotta be a guide somewhere. I'm pretty new to all this. I modelled and rigged the rest of it myself, and it works for the most part.
They;re normal in unity. but turned in in game
I'm getting told the LowerArm and LowerLeg are not the first Child of UpperArm (or Hand), or UpperLeg (or Foot), respectively. This is post-CATS fixing. Will this be an actual problem, or is this just a quirk of whatever?
lmfao, so i decimated a model from 86k to 22k. removed extra or unwanted materials and what not. then went to use cats decimation tool to get the last bit down to 20k. on "save" and "half" it literally didnt do anything xD
hey does anyone know how to fix turned in feet?
they're straight in unity
@barren meteor That's not an issue. Everything should work fine.
Cool beans.
can someone help
Can you show me that it looks OK in blender
Unity rather
yeah it got deleted in my project so i have to redo it real quick
one minute
@fading verge It's likely a bone rotation issue. make sure you enforce tpose when you convert to humanoid and it should show in unity.
how do i force the tpose?
I accidentally deleted my eyes bones, how do I add them back?
i was thinking that it was a humanoid issue
I deleted them like a billion steps ago and just realized
restart i'd say
I figured out how to make my own shape keys from the ones I accidentally deleted
why?
@fading verge You would just have to re add new bones and parent the eye meshes to them.
can someone explain how they got knuckles avatar mouth to move if its only 1 mesh?
There's a drop down in the rig configuration menu to enforce tpose
Mouth moving is a mesh deformation and not a seperate mesh
sok0 you want to see the tpose?
@blazing hornet They probably just used a jaw bone linked to the mesh
how would I do that
Add a jaw bone in blender then set it as the jaw bone in unity
officer, in unity select an animator controller then press play
so that I can see what it looks like in unity
If it has a jaw bone then just link it as a jaw flap bone in unity.
doesnt look like knuckles has a jaw
ok
hold on soko it's giving me an error i need to fix
it keeps saying i have a bone length of 0 yet i fixed that
now it's turned in in unity
idk what to do. might just get a different model
If it auto detected a jaw flap blend shape then he should. Check the armature and if it asks you to link a mesh then add his full mesh. Most likely it's labeled body if you used cats plugin.
https://gyazo.com/e9f0bbd479c31b23fb8083f7dacdbd38 how do i add this all to vrchat it only adds the knuckles not the wings
idk inever talk lol
ok officer, if it's turned in unity then your bones are messed up in blender
;-;
so whatever is easier for you
I need help with that
heh ok
cenz it looks like you added a wing asset to unity
VRchat will not capture that
you need to add the wings in blender then join the meshes
nvm i not downloading blender rip thanks
dont I have an avatar descriptor or did I do it wrong
I cant fingure out why it isnt working
click on the console
do you need a picture of consol?
no im just making sure that you refrshed the console after making the descriptor
by clicking on it
Try Mixamo
@restive falcon
I think I finally figured out how to custom add bones for eye tracking
Anybody know of any good tutorials on adding a jawbone to an already rigged model?
Does anyone know why when in edit mode, my bones in the hand are perfect
But in object mode they go out of place?
Because you are posed
go in to pose mode
does anyone know of an alternative to Muscle Animation Editor? or is it completely unnecessary for characters
press alt+r and alt+g
sorry
select all your bones then press those keys
you moved your bones in pose mode by accident when they should have been moved in edit mode
Ok so
The avatar was done by Mixamo. I had to repair the fingers in Blender considering they we're terrible.
Anyone having their avatar not update when you upload?
when I try to do it, for some reason mine isnt changing
The bones I added sok0
Are not staying in place
When I added them and went to object mode
so I fixed that problem now im getting spine hierarchy incorrect...
candy what "update" are you talking about
ug my custom avatars still wont show up
doomish so fix the heirarchy
uh
https://i.imgur.com/xbNbE9y.png
what do i do
coffee uninstall
Nah I mean, im changing my avatar
and get the right version
i have to spend 660 dollars on vr because i need a gtx 1060
and nothings showing up when I load in
I dont see any problems tho ;-; this is my first time
im still messing... as I have an online test due today :v
my character models won't load
if they are not in the correct order you will get that error
Crispy then you must be doing something wrong
I dont know what you did so not sure
I am having some really annoying problems in that my model has a fully functioning rig and the joints and everything work in pose mode yet when I put the model into vrchat its stuck in tpose and none of the animations work
Zoe your bone mappings were done incorrectly in Unity or Blender
as an example if you dont map your fingers correctly in unity
then VRChat will disable all animations
you should have got a warning in Unity
about what you did wrong
Except the are and VRCSDK warns you if tis wrong and it didnt warn me
because its right
Obviously there is something wrong but that doesnt inatly mean your stance that its with mapping is whats wrong
where is the vr chat console
?
vrc descriptor
what happens if you pick a controller and run it
sok0 does it have to be 5.6 can't be a later version?
5.6.3p1
only that
only that
Wtf... it didn't show the mmd junk this time
Sok0 how to I picka controller and run it
ug
hopefully my models saved in unity will transfer over
simpleavatarcontroller
Ive never done this so where do I select that
animator controller
says none
click the little dot to the right
and select simple
turn play off
Okay
sok0 will my current models transfer over when I have to download that version?
then also position your camera so you can see your model
Crispy it wont delete it but you may have to reimport not sure
lately a lot of my avatars have been showing up with invisible parts of their body... i cant figure out whats causing this, it started happening randomly
and it doesnt look like that in VRChat?
sok0 can you help me try to model please? like how I can attach models together as one?
clansad just select the texture and hit opaqu
Crispy thats what I have been struggling with its really annoying I found the easiest way was to use a pmx editor but that only helps for mmd stuff
thank you
mmd?
oh
If you wanna find them search mmd tag on deviatn art
i'm trying to put the uganda knuckles in a hot air balloon
but they won't upload as one
Oh thats not hard okay
so how would I
oh so the balloon first?
does the hot air balloon/knuckles have any bones
knuckles yes, balloon i don't think so
so do i have to uninstall unity to get the 5.6.3p1 version
show the knuckles bone structure
or is there a quicker way
select it so it glows orange
then in the bottem where it says object mode change it to pose mode
one that is done shift click a bone to highlight it as blue
im not in the correct version
i have to download the correct one
which will take forever
No need to uninstall
oh ok
Also the boen stuff is done in blender
but the install takes forever
Yeah
@fading verge Any clue as to what I can do about my aniamtion problem?
Most of the time no its a tedious pain but I know how to
get the windows dowload assistant
Whenever I watched the tutorial on how to do all this thats where it told me to put it
never was told otherwise
and never had a problem because of it
thx
the sdk works with the newest version of unity asfaik
do i only need to install the unity editor since I already have another version installed?
So testing a jaw bone, when you're in unity in the area where you map bones and you can check things in the muscles & settings, all the bars are midway so the jaw is partially open. I'm assuming the default on the jaw position is fully closed until you talk right?
is this all i need to download?
muscles and settings is different than how it looks in game
freaking 2.7gb
@fading verge I am a fucking idiot
It works
I had the wrong one slected in game
I have like 3 of them
Its fine haha thanks for the help though
hopefully this install wont take forever
knowing the way to test the animation is helpful
did you install an older version of unity at first?
should i uninstall the other version since I won't need it
it was a more recent version
So is there a better way to see how its going to look ingame without having to upload and load in every time? I just want to check how the weighting on the jaw bone looks so it isn't deformed when fully open, is the bar in muscles & settings not a good indicator?
so another thing is when i upload my models, they seem to be gigantic. is the way to fix this just scaling them shorter with transform?
how i wish there was a way to delete every file (that is not required to run windows) you haven't used in a year
Jerot the bar in muscles is an indicator of the extent of movement
it will at least show you if it looks broken or not
That's all I needed to know, thanks ๐
Its aliiive
Anyone know how to do bones? Need this bone to be redone and same thing happened to the other hand
there is a transform modifier right there
and the heirarchy is on the left side of the screen
you need to take it in to blender if your vertex groups are off though
how would i go about adding a jawbone to my already rigged model?
Guys.
from the videos that ive been able to find on the subject i need to add a animation controller, do i need to do that for vrchat?
How would you weight-paint without destroying the mesh?
My middle and ring finger are weightpainted together.
@fading verge The bone is off, I tried resizing and rotating it
Weight paint does not change the mesh at all
Then I have the wrong term
Wafflesz you need blender
@fading verge I have it and i put it in there
use the brush to remove the color from the area you do not want to move
anyone know what to do about a hand that does this?
then you didnt do it right
everything is properly rigged, also no problems in blender ๐คท
rotate the bone ahams
How didn't I though, I removed it on each bone
Ahams the tips of your fingers are not mapped correctly
that was weightpainted on this finger
how do i do that exactly?
it looks just fine to me
@viral lily just use the rotate one on the bone
I dont understand
it should fix it
show me the weight paint of the finger bone
weight paint? (im still new to this sorry :/ )
This is happens
when I even attempt
to remove the paint from the middle finger on the ring finger
The brush is on smooth
One second
dan how is it in armature edit mode
@odd fable i cant rotate the bones...whenever i try it tells me that the character is no longer in t-pose
I could be wrong but i think that doesn't matter in this case
you can ignore that warning if you know it's correct
furthermore i cant really rotate it so it will be straight
try all the axiis
Does it not affect it?
did you pick the right bone?
Could be the next bone ahead of it
or whatever is ahead of it
there is no bone ahead of it
Nothing thats the end of it? not even a tip?
It looks like the hands were clasped then when you force T position is spread the fingers out but you dont have the tips mapped properly to the bones so they dont extend
you need to take it in to blender and look at the weight painting
ok the correct unity version is installed
and my previous model files are there
hopefully the models are
good
oh i think you got something there wafflez
its the finger 3 i think
but its kinda tricky to do on the thumb
sok0
How do you save a weight paint, because whenever I remove the paint on a finger and move to another bone
is adds paint back
If a bone is made of multiple pieces, is there a way to break them up in Unity? Without having to go through all of Blender and doing all the work over again? I have a rig that has two arm bones, one that is just the Humerus, but the other that is considered the same bone goes from shoulder to wrist.
how do i import textures for a .blend model