#avatar-rigging
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dynamic bones were already in
so they were resetting due to that being on the bone already
how do i add sounds to my avatar if i do like thumbs up, ect with my touch controller?
question
i'm trying to redo a model because it didn't have a bone for neck and shoulders
but i still don't get how to add them
how far've you gotten?
hi
well right now i'm redoing it and i modified some stuff
changed the right and left arm to shoulders
and well neck is there
can u guys help me i got some problems saying spine hierachy are missing
Hey I've been having some trouble getting lip sync functioning on any of my models, I've tried both a mouth flap bone which I've tested in unity and had it working and a blend shape but even though I assign them in the avatar descriptor it doesn't function in the game
oh i have the problem with my model
my hips weight was accidentally applied to the hands lol
@uneven hill did you figure it out?
@uneven hill I think I just did it again by selecting my hips in the rigging part of unity and raising the whole model up by them
alright i need a legit pro to help me with a challenging mmd willing to compensate for time.
Whats the issue
@grand drum just go into weight painting mode for the hands and select subtract near the top left and unpaint for the hips vertex group
i got this mmd
that is a bear
two people from here out of the kindness of thier hearts tried helping me but due to limited experience couldn't get it to work
@gaunt dock weird bone issues?
its like the 5th option under that image in the top left when youre weight painting
@odd mantle honestly yes and no
the first person had issues with the bones not showing up going from blender to unity
the second person was having issues wit hthe hair mesh
Oh god
I'm trying to take the parts from a specific model and add them onto another.
the model is really intricate, like there is a ton of stuff going on
How would I go about doing this?
please, I'm dying at this point man, I need help.
my mentality is drained, i'm even drinking warm water.
Like swapping parts?
I assume youโve tried a tutorial
bro
that's equivalent to telling me; have you tried turning it on and off
they expect me to be a fucking computer wizard dude
i can't do it
i need "avatar-rigging for beginners"
woops, wrong chat
yeah i tried the tut, but this goes beyond that
the model i want is far beyond my 1 night of knowledge
so i need a seasoned hand to help me try and get this fucker rolling
^^ facts dude
my mental state is deterorating
at a rapid pace
im trying to work with a 190k poly model
just because of the gas mask and the wings
guys i got this error "the angel between pelvis and thigh bones should be close to 180 degrees" should i fix that?
anyone has the guide on visemes lip sync?
@grand drum ignore it
hey uh
i'm seeing everyone else with only the green, does anyone know why i have all these extra stuff
looks like you have rigidbodies
you can remove them
an easy way to remove them is to delete the whole rigidbody hierarchy in blender
a bear? is anything complex about it?
you talking to me ?
if you are it's about 114k tris
two people tried helping to no avail
Well your first goal should be decreasing tris count since the most you can have is 19,999
I finally found a model that mixamo kinda worked with and its JIMMY NEUTRON https://i.imgur.com/TJwk9iK.gifv
his shoe and hands are kinda messed up tho
@stiff hornet What's your issue ?
...crap
Weird...that's the way they were facing when I imported the model
Is there any way to flip them?
Other than doing so manually
eh my unity uploader is stuck on uploading image
it's because of the servers, gonna have to try later
i see
i did it everybody!
the only problem i have is the feet
anyway to fix that?
do the bones not extend all the way to the bottom of your model?
im not completely sure, just a guess
i addicentally deleted a foot bone once and it looked like my guy was constanly kneeling in a program
yeah try stretching them to the bottom of your model and see what happens
i figured it out lol deleted the messge since it was a surprisingly easy fix
hey I'm just learning how to work with vertex groups. I made the left toe's vertex group blue when I didn't know what I was doing and I was wondering if there was a way I could transfer the right foot's values to the left
There is a mirror option but I don't if its capable of copying over other than completely switching the paint
No no it's just for bones
This is for weight painting right?
You ye
I haven't gotten there I just need to copy my bones over...then somehow attatch them to the mesh
There should be a video tutorial on how to join bones together, thats where I learned it.
not sure how to copy bones but attaching them to the mesh is really easy
Dang...
So fleshy you just want the other foot painted exactly as the rights?
@gaunt belfry yeah, that's correct
Is there any specific reason other than just painting the other foot manually like it deforms terrible when you apply the paint or its really finnicky with how it moves?
Im trying to get a grasp of what this is, but are you saying you weightpainted the other leg a bit on the right legs bones?
'asset bundle upload fail'?
I coppied the bones...now where do I go from here?
@gaunt belfry What I originally did was create an armature object with the mesh, I used automatic weight settings. I realized ingame the model wasn't skinned right at the joints so I started fumbling around blindly in weight paint mode and accidentally set the weight values for the foot to 0
is there a way to move the camera other than the middle mouse button?
Not that I've seen. Other than numberpad in some cases
@grand drum Numpad arrows @fading verge So you just accidentally erased the painting on it, in the paint tools, do F add and just paint it back on, unless this is something else and I cannot help you there.
thank you
I was having trouble just now, it was forever loading the preview image for me.
but did you manage to upload it ?
I'm an idiot, getting back to what I used to have was easy lol I just had to reparent mesh and the bones together
O gg, also nope, it never uploaded it.
I have the skeleton ready, can anyone help me attatch it to a mesh?
i cant upload any avatars, asset bundle fail
servers are down for most things
Servers be whack last I checked
frick
@lunar trench Select the mesh and then the skeleton armature and push Ctrl+P and do automatic weights
the only somewhat-working things are vrchat.net accounts and the hub
You can try to jump worlds, but you'll be waiting.
@fading verge
The game has been a little wonky since it blew up due to de weh
the ugandan knux meme will die in like a couple days, but people will still use the avatar
I hope it does, but now it's turned into a Snapchat fliter
is it bad if I only have 3 finger bones instead of the 4 of the example rig?
I want to rig an avatar by hand
What are the requirements from a rig to be usable in VRChat?
The only advice I can give might work might not, make the thighs the upper bone, the middle segment lower leg, the lower segment the foot, and the longest bone in the foot the toes and leave the last bone just unrigged.
@tepid cloak From what I have seen, the rig must have hips, chest, spine, upperarm, forearm, hands, a neck, a head, thighs, calfs, feet, and toes
Okay
Oh and shoulders
The template you can import is just confusing though
The bones aren't all oriented correctly
I suggest using a HL2 armature
This is what I have so far, legs are just confusing me because non-human
How do I remove the rig from an imported .pmd?
Delete the armature
That crashes it tho
wot, thats not supposed to happen
@warm aspen Ye, just make the upper leg, the long bone on the thighs, the middle segment after the lower legs, and the segment after the feet, with the next being the toes, depending on how this games moving animations are, it should look pretty normal.
is there a way to test the armature without uploading it to the game?
like some kind of default stock poses or animations
@gaunt belfry Thanks!
Use the configure option in Unity when making it humanoid
My first ever time rigging myself so...
hmm any reason why https://i.imgur.com/phtEPdL.png would happen?
is a bone too short or something?
Wait what is making it do that, or was it just like that?
What were you doing before it did that orph?
Wait is this what showed as soon as you hit configure?
Its a weight painting issue most likely.
that's what happens when it's forced to tposition in configure
That chunk of mesh is probably not painted onto that bone so it just doesn't move.
Use blender weight paint mode and select the forearm bone and paint the dark blue chunk
https://gyazo.com/80d2da91f8258ec193faf7af99827ddd anyone know how to turn this bone, idk how xD
If that is configure mode, there should be a rotation category underneath all the rigging bone options to the right.
you can also try enforcing T-pose mode
it says charater is not in T-pose
Ye, that arm is outside the t-pose outline
Ya ik I got to fix it, it would not let me Rigg it, So im adding the stuff my self
Ahhh
it added a few thing but auto would not work,
things"
than got a errors as the arms when down the cap each time
so it could not go in t pose
Alternatively to rotate a bone, just select it and push E, I believe, and rotate by hand with your mouse.
Just make sure you didn't rotate it on any other axis and to fix it if you did, perception is deception.
how do i go back to the other mode?
https://gyazo.com/d347f50bcdd691a60fbcbcb153f8d0c5 this is what i got so far Does it look ok?
Looks perfect, also what other mode, if you mean translation mode, push W
thanks helps me out
So for the cap I go is there a way to make it move around?
or what bone do i use
If there is, I don't know how other than making a duplicate and having it run an animation.
And even then the bones could act differently in-game
iv seen people use bones, But i dount its too hard
Iv seen them line the cap than put 2 rows within it
or each curve of the cap
Im lost on terms here lol, what is cap?
If i were to bring this over to Unity (not done mind you), would the rig there fuk this up / make it stand up straight?
Last question sorry, how do I make my 2 hip bones 1 entity caled hips?
@main sage I feel like you have to override most of its animations like moving and idle if you want it to move like its supposed it.
@warm aspen Can you show me a picture of these two bones, because I don't know why you would have 2 hip bones unless its for a mesh thing.
@gaunt belfry wasnt gonna have the 4 tendril things move, just have the head actually look around and such when i move me mouse. the tendrils would be static / dynamic boned
Oh then it might work fine then lol, if it does make it nonstatic, make fake bone hier for assingment
just wondering cuz ik with another model that looked like that it made the bones reallign into an almost straight up and down angle
@main sage yeah for non humanoid models you have to make your own animations for walking/everything else
@warm aspen Is there no bone that is just a straight up vertical line, near those two bones?
The spine right above it. I might have messed up the lower body rigging. Looking into it
I've never merged those two bones before, so I can't recommend merging them, try the spine right above it for hips
OH, you need the dynamic bone package for that lol.
ok thank you xD
@gaunt belfry thanks, you were right, doing some additional weight-painting solved the issue
Np
@gaunt belfry the reason I asked was because all of the pre-rigged models I have are that way. There's a grouping of bones leading to the leags and the attached spine are all together known as hips
Like everything highlighted there is called hips together
that's normal
Yeah how do I do that in Blender
Do what ?
Create a grouping like that
Thats not a grouping, thats a connection to clothes, the vertical bone in the center is basically the hips.
all the bones you see on the side are the child of hips that make up the skirt
when mapping the skin to the head bone should I exclude the ones I mapped to the eyes?
And it's the same way for the hands, all of the bones in the hands are all together known as the wrist. Just assumed that was something you had to do in blender
Sorry lol my bad
the parts* I mapped to the eyes
Fellas, are there any tutorials how to rig a skelly with an inanimate object like a car or something
Prob. just make a bunch of fake bones with a hier using CTRL + A or Shift + A, can't remember which and see if that works.
there a way to mirror bones in blender? i got the dummy arms and such done, but they arn't symmetrical with one another.
or does that not matter
@main sage shift + d then r + y -1 i think
@crisp tendon nope found out. select the thing you wanna mirror and dupe it, then press Ctrl M + [axis]
nice
Any idea why that single bone is all the way out there?
or at least how to fix it
@native egret if its anything like the Godzillas ive worked on, there are some extra things that get their own bones, like firing rays and such
guys anyone know if it's possible to attach GUI texture objects to a rigged mesh and make them move alongside the mesh?
It's part of the hair
I just moved the bone to inside the head where it looks like it belongs
hopefully that'll fix it
should
set of dummy bones all set up~ and no, its not NSFW stuff, its a giant monster that has jiggle bones for its stomach and such
haha nice
and it didn't fix it sadly
it's a dynamic bones issue
see the hair in front of her face?
Really confused why people are giving the advice in tutorial videos of deleting toe/metatarsal bones and then wondering why they have foot problems especially when they are applying mocap/anim data from rigs [eg. mixamo ] which does have that data. Boots and shoes do bend btw. ๐ค
Anyone know how id bend / reshape this?
mainly to fit in the length/width/height limit imposed by the SDK
cuz i dont wanna have my avi be only 2-3 feet tall, lol
My character's head apparently disappears to others when I'm looking in certain angles, what could be the cause of this?
I dont have a picture atm but some of my models in game when resting their arms are in he body? i tried moving the arms in unity in a more t-pose position but changed nothing
maybe the shoulders?
even worse on this one
This bone is to a part of the hair, and because it's out here like this whenever I move with dynamic bones on that specific part of the hair spazzes out. Any idea how I would fix this?
mix weights?
@main sage if you go to object mode, the select the bones and go back into edit mode you should be able to change to legs into a s shape.
maybe
...? whenever i move the bones around it just moves the bones not the mesh. unless im just stupid =U
ill try that in a sec
the mesh will follow as soon as you go to pose mode
o
Was the mix weights message to me?
yeah
well you have 2 options, try and move that bone to were the paint is
but i wouldnt try that hard and just mix the weights if its parent is another hair bone
if its the head then prob not
ok thanks โค
plus if you are using dynamic bones thats a lot of bones, might want to optimize it a little more anyway (:
is it possible that it's just a bone to control all of the hair?
gah, sadly it's a parent
because undoing the weight made the model constantly like this
yeah dont undo the weight
i would try and just click that bone and mix weight and wee what happens
did it. this happened
probably not that bad
yeah it's a parent
try and go to pose mode
"i would try and just click that bone and mix weight and wee what happens"
what does that mean
oh nvm
lmao
sadly doing that spazzed out other parts of the body
i think im doing it wrong. x3
weird why does a hair bone mess with other parts of the body?
can you take a pickture of the weight paint?
whatever that means, sure.
it might be the weight paint is weak. it determens how much the bone will move the mesh
I asusme this is what you mean. and i also assume blue is super weak
its not weight paint^
make sure you have the right bones selected
doesnt look like you did @main sage
right click one of the tail bones
...? pressing control tab when a bone is selected in edit mode just puts it in pose mode .3.
when i right click it deselects the paint thing and just selects the whole armature...idk
hmm
well the ohter option is to go to you tool box all the way to the right and selcet the triangel
im prob doin it wrong x3 idk
first time ive ever fully rigged somethin. till now ive only renamed and moved bones
there you get can see all your bones, if you press them you can see which bone is fixed to where
um...wut.
im legit a super noob at blender besides the stuff they make you do in the MMD import vid
so idk what you mean by triangle or toolbox or such.
this i assume you want.
allright so it's not the weight thats the problem...
you'll have to move the mesh to fit your desired position
Hi, I need help exporting a model from league of legends... Could someone help me please?
depends, where you are exporting it to.
Anyone here know how to fix a spine on a model? This model I want to use apperently has no spine and I have no clue how to add one in, just @ me or somethin if you know anythin
anyone here got any experience using Maya for rigging?
Well, to be fast, I need the Rhaast model in xps/xna format... But nobody uploaded it on internet
Sorry i have no experince with those formats
or like, any experience with building a skeleton for a model from scratch?
sadly no for me
i have some experience making a skeleton head and hands.
I have no idea what I'm doing lmao
the easy way would be to make it in driffent parts.
and slowly fit them to each ohter.
I see
also if you are displeased with how something looks, you can just delete it without messing with the ohter parts
How do i get it to link to the lower joint? And not the upper?
thats how it's supposed to look
is anyone here really good with 3d model skins? cause the one i have isnt working for a custom model i want to use. I have the model, but i need the skin
The dotted line isn't meant to go to the lower end of the bone?
how dafuq do i create a new bone? xD first time 100% making my own model
no, i dont even think it would make a driffence.
did do some mmds before, but i dont know shit xD
are you using blender?
ye
have a armature?
ye
press shift + a
oh, xD
to make a bone and e to extend the line of bones
how do i get it into my current armature?
ctrl + p?
ok it didn't work
I imported the model into unity and there's no model
whats weird is that the preview seems to work
even has the texture applied
you have to pull the avatar up to the hierarchy window to see it
hey I'm a total blender noob, what can cause automatic heat weighting to fail?
I did?
too meany driffent object
how can i create a new bone in blender=
?
someone told my a shortcut for it with a combination of keys
but i forgot it ๐
i have no clue what to do with that explanation ๐
shift + a for a new bone
having problems with removing an already existing skeleton from a model with blender
can anyone help? been searching but most are pretty complicated or just doesn't work anymore lol
what part of the bones do you need to delete?
the whole thing
im trying to port a pokemon and its one on all fours
so its already existing skeleton won't obviously work with vrchat
you should be able to select the bones and press x to delete all of them in object mode
thx dude
np
despite NONE of the tendrils being assigned to anything like legs, it does this.
force a t pose helps
it's just so it can assign the bones the the right postions before you move on
yes t-pose is a must need
btw niko
know an easy way to put a model into t-pose in blender?
because i kinda screwed myself up
press ctrl + z to un*uck or the hard way would be to move the mesh to be a t pose.
it wont hurt to not have it in a t pose tho. unless it makes it difficult to make the skelet
well it makes it really hard for me and how can i move it like manually into a t-pose?
i gotta change this model a bit anyway
...how do i FORCE a t-pose tho
how do I rig the mouth of my avatar to move when I speak?
in the bone catagory there is a pose option at the botton left
AH
also nikke you have to go to edit mode and move the mesh around, i dont know any faster way atm
eh, may make a dummy head and such, bends the neck back abit much otherwise
how do i rig the jaw to move when I speak?
you go to the traiangel in you tool box on the right
where you can see all your bones
ok then what @Niko INC.#8367
there is a shape key window
what do i attach the jaw to?
to make it move when i talk
So the rigging was a success but unity is showing my bones outside of the mesh
press + to make a basic shape key
ANy reason this could be?
I merged Knuckles to a kart in Blender, but in game its above my head. What did I do wrong and how to I fix
just attach the kart to it's hip in the hiearchy
the kart has no bones so is that still possible?
if you apply the amature it can seperate the bone from the mesh. or you have moved the bones so they dont align with the mesh
or the other way around
@prime dagger The first mistake was making a knuckles avatar, then it snowballed
yes you can @Butchimus#5643
Oh my god hold on I may have skipped a step in blender like a dolt
@tulip wadi dont do anything with the baisc key
Didn't join the bones to the mesh i think lmfao
huh
a new what
candycrow is going to help me
ok
...ye know, i think i found somethin out maybe
are the ankle / dummy leg bones supposed to touch the ground in Blender?
@crisp tendon What can stop me from eyetracking? when i look in the bone assignments in unity it sees the eye bone and i made sure the bone is fixed to the eye, do i need an animation or what else?
it will show your legs flying above ground, i'm 70 % sure that all the legs need to be on ground when making your avatar
well considering the legs are inside a big blob of plant flesh, think thats fine x3
naw seems ok. i put an avatarcontroller into it and pressed play / tested
seems fineish
tho id like to be able to look ingame and move the giant plant head
but meh, one step at a time
@topaz dune Check tupper's tutorial in the pinned messages of #avatars-2-general
thanks
eh, got too few bones to make the tendrils an s shape now. might just curl them upwards
HELP I'm added a shader to my model now its flying in the air and i cant change out of it , D: when i open the menu its REALLLLLLLLLLLLLLLLLLLLLLY far away and nearly impossible to do anything on it
please someone D:
HELP I'm added a shader to my model now its flying in the air and i cant change out of it , D: when i open the menu its REALLLLLLLLLLLLLLLLLLLLLLY far away and nearly impossible to do anything on it
@molten rock i need more info before i can help you. what program are you using?
can someone help me
it was working 100% before i put a shader on it
open the content menu window for the sdk in unity and delete the avatar that's causing the issue
it will still keep it in your unity scene. Just deletes from the server
i suggest you first delete the avatar off the hierarchy. and see if that shader does more that just adding a shade
how do i know that?
a shader as you know, is only texture related. right click on the avatar name and delete
i'll change my question, is the avatar unselected?
Anyone know why some of my Valve rig models are so fuckin thicc? Seriously tho I need to fix it idk what bones I need to fix so they will stop stickin their asses out like that
if you havent aready done it force a t pose, under the bone window
Could be bones for the layers of clothing maybe?
It's her skirt...
Or something like that.
Is there any way I can fix her bone structure?
@static iris looks like the hip bone is off line with the upper part of the skeleton
@torn isle you can ofc change everything in blender.
Her bones in blender appear normal.
the butt sticking seems to be normal in vrchat lol @static iris
about 50% of the anime girls i have seen were twerking the hell out of their ass
Any clues as to what causes this? First time encountering it.
could be because of how it was rigged
or just the model
better go check the model for errors
Guess I post this here instead? https://gyazo.com/a44457b7e1f3062fe277910fabb76590
@torn isle i cant see any problems with your model.
Hey guys. is there a way to move the skeleton i have rigged for my avatar without fucking up the "Avatar model"?
click your avatar in the asset tray, on the right go to rig, set to humanoid, click configure and make sure upper chest is set to the bone None @slate dock
Got it thank you @weak notch
this is prolly a stupid question but how do I delete bones they won't go away got like a hundered .shadow bones
@static iris i can see that the bones want to be in a straight line and to do so it looks like it rorates te hips.
I got a question.
How do you rig up an avatar with out any moving parts?
Like, if you were to upload an avatar of a car, would you just forgo rigging it and upload it?
I tried uploading an avatar of a pickup I got online and all I had when I logged in was that red transparent texture
allright so it's says that the chest is the problem..
Show the skeleton.
and it happens when you force a t pose?
You're missing a bone in the right place probably. @Lynk_Wyland#1317
It happens whenever I put the chest bone in the right place. But I think I know how to fix it. I'll ask you if I need any more help.
I had to remove the upper chest and now thats happening
this is prolly a stupid question but how do I delete bones they won't go away got like a hundered .shadow bones
the parenting of the bones are wrong. the shoulders parent to the chest and the chest has to be parent to the neck.
Alright how would one fix this?
@unique canopy you can select all the bones and press x in object mode.
@slate dock go to blender and see how the bones are paranted
Anyone know how to select multiple bones with a drag tool in blender?
you can shift + press to select more bones at the same time
Alright so what would I wanna do to fix it? @topaz dune
you can go to blender, choose the bones and go to edit mode. that way you can line the hips with the spine and chest
Alright I'll try thta
yw
Right I'm still sorta new to blender how do I move the bone without moving the Mesh
They just won't go away what am I doing wrong I have all the bones selected on the right but when I hit X I get an option to delete but they dont go!!!!
@frosty carbon it helps alot to go to blender to see what you have downloaded before moving to unity. that way you can see if the texture is right and that the vehicle is without problems. there can be a problem with the texture nodes that are applyed to the model havent been made correctly
Ah.
Thanks.
can anyone help me try to seperate his legs? I think they're too close.
@unique canopy strange.... A to select everything and X to delete and press the delete window. if that dosent work....
@stuck vault do you have him in a fbx or dae file?
Ay how do I move a bone without moving the entire mesh with it
@topaz dune FBX
@static iris you are in pose mode, go to edit to move the bones with out the mesh
@stuck vault pm me with the file.
Oh fuck swear I was in edit lmao sorry
i dunno if this is the right channel btw
np there's a lot of stuff in blender i used 3 mounth trying to get it all, but i only know like 40 % mabye
when you export your fbx, u need to check that for mixamo
what u use, blender?
unity
no idea then, havent gotten there yet
also my avatar didn't upload to mixamo, it complained about the rig
u alrdy had rigged it then?
yes
ye XD
i just wanna take the animations from mixamo
then u prob cant since u rigged it alrdy
:x
anybody know how to rig animal models in unity?
same question
I got a warg model, wanna rig it too in the future
I need this model FeelsBadMan
MonkaS
@KrypTarch#2215 the mesh is eighter not fixed to the bone or there's something wrong with the weight paint on the model
would love to help you but i havent worked with dynamic bones yet.
@scarlet summit How is it ordered?
i just went over a clip about dynamic bones. you can parent them them to Ex. the chest bone and they will be go into a nice order under that bone.
So after reparenting the hair, it looks better. But there's a part still attached to the hips.https://gyazo.com/b587541c24fdb633d608ceebc065694a
Her head bone is huge.
it looks strange but it'll still work, and you should change the parenting of the hair to the head
Which I did.
Spine hierarchy issues up the ass.
Because the chest isn't connected.
And connecting it results in that same red.
I can only help you with the most simpel steps, like is the parenting is right and that the hip-spine-chest is in right order. just better safe than sorry, go though everything again. look at their positions and if ther's anything that's not in order.
Already did.
There's no more hair lingering in the hips.
Just the head.
Also, the chest issue is affecting all persona mmds from second mmd.
It's unfortunate.
It's such a headache.
Anyone have any idea why putting a chest bone in the appropriate area results in a model is not in t pose error?
is it being used for another bone?
the bone sizes themselves actually
dont matter
OH
@torn isle are your shoulders connected RIGHT to the chest?
Pls Donate to the "Gib a Better Rigging" for Smough Foundation. 1 Help with the Rigging: Better looks for the Dark Souls Fat Boi
it's all done right.
the chest bone isnt assigned to anything else right?
Yep. ^^
how can i fix spine hierarchy nincorrect errors?
Hey I'm trying to put some cloth physics to my skirt but it's attached to the spine. When I set spine as an exception, so I don't turn into a bobble doll, the physics in the skirt stop completely. Anyone know how to fix this?
you dont need a upperchest
do you have a picture?
anybody have any ideas as to why my visemes arent doing anything in game, I have them set in the avatar descriptor and the blendshapes all work in unity
the shoulders are supposed to be parent to the chest, but they are rigged to the neck
you use blender to change the parent to the chest
it can never be easy and straight forward
nope
how can i do that?
this is a great help for rigging https://www.youtube.com/watch?v=Q2MGttB1E7U
Learn Blender at https://Blender101.com It's time to start rigging our character! In this video we clean up the scene a bit to prepare for rigging, and then ...
how can i change parent to chest?
the fast way to parent the shoulders to the chest is to select the the shoulder bone first and then the chest, then you press ctrl + p and choose the keep offset tap.
that looks right.
then back to unity and see if it worked
So other ppl say they cant see my avatar, i dont understand ๐ฆ
Any ideas on why exporting a model to fbx would suddenly make the bones in the head huge?
@Khilgorod#8024 what did you do when you published you avatar. from having the finished file to publishing it?
Hmm i dont quite understand that , i just did my tweaks and what not then published
@gusty silo It shouldnt fbx files are supposed to conserver bone structure, have you tried exporting again
Like I followed a tutorial and everything step by step, and other ppl say they cant see me
Yeah, tried exporting is several times and always the same result.
did you try and find a mirro to see yourself?
Yes u can see myself just fine in the mirror
then its server issues
if they cant see you
your model is queued to load and just hasnt yet
and sometimes when the servers are super strained just wont
So essentially always
yeah or somthing like they are taking a loong time for their pc to load you avatar
It just seems that everyone else loads in just fine for me , but im the only one not loaded in apprently
could my poly count be too high? its 14000. but i had a 16000 one that loaded just fine for others
no the poly count is fine.
Anyone have any suggestions on how to fix these thumbs?
it sound's like it's server related tho
Well shit , feelsbad
use edit mode to move the bones to your desired position
do any of you know how to fix the whole avatar sinking into the ground. Or atleast how to raise them up higher so that they dont appear to have sunk?
@crisp tendon is there a way to fix the moustache, viewball, tearing hands, and remove spines?
Uh
in unity the model has to be above the grid
if it's in front of your viewpoint i think you'll always see it
i moved my model higher on the Y axis in unity, it didnt help for in-game
there's a way to hide that stuff but i seems a bit complicated and i haven't bothered with it
The moustache moves with the left arm
i can be that you applyed the armature. then it releases the grib on the bones
Thats a rigging issue
Like the arm acting like a parent to the moustache
Rhino
you need to take that into blender and attatch it to the head bone
because if its going that its attatched to the arm bone
ohh yeah
the mesh that is
so
in unity I moved the whole model as a whole though
Youput it into pose mode and did control p and selected bone with the mustache and head bone selected?
@Gentle Rhinoceros#2655 maybe a weighting issue?
Have you fixed the model with CATS
is there a way to make dynamic bones without the asset?
Indeed alot
dosent that depend if you make it yourself or export?
Ok so tell me how i put cats in blender
for some reason my avatar's feet are in the ground like in the picture shown. i've tried readjusting in game height and i've tested the walk animation in unity which seemed to work fine. the weight paint in blender also seemed perfect. is there an easy answer i'm not seeing?
is it a problem if my legs arent weighted to anything?
Cause downloading it and installing it to blender does not work
I have that avatar!
kurisu?
fuck yes do you know why it's doing that?
vn colour scheme
Oh wait cats does work but mmd_tools don't show up so cats is useless
no idea, mine didnt do that
crap x.x
my tie clips in the same way :p
also saw someone with the lab coat ver on vrchat
also had tie clipping :p
gdi i didn't even notice the tie clipping >.<
easy fix, I was just lazy
do you have to weight paint it slightly to her waist?
it has a bone
you can raise the model in blender over the grid.
if i raise the model like that is it going to break anything else like scaling?
no
will i have to lower the view position in unity? it appears above my head in game with her partially underground
i have to use a mmd or a mixamo model
and i rigged it in blender
fuck me
cats is useless there
if you want to do it right, put the veiw point at the middel of the eyes. it will only change where you look from nothing else
So, I keep having issues with vrchat complaining about the bone hierarchy. Is there like a picture somewhere that'll tell me what bones should be children of what? D:
Say, is there a way to add more bones beyond the ones mixamo creates? VRChat won't accept my model because it doesn't have the right amount of bones (missing three head bones and most of the fingers)
the best way would be to make sure the origin of the model is at the grid 0:X 0:Y and 0:z
https://www.twitch.tv/graelyth Having trouble rigging some bones to a character. If anyone could stop by that would be great.
Do I have to use blender to add weight onto the bone so the hair drops? Sorry, i'm new to rigging, just trying to learn the basics. :]
wait, will set origin do anything to help with my feet?
Yeah, but I mean how would you exactly add more bones? I'm really confused about that. The mixamo rigging did not add the right amount I need
anyone willing to help me do @tame swan
@lyric current you do have to add bones along the hair and rig it to them
they are bones.
That's Dyn view
can someone help me with this? the colliders aren't working
my linked dyn bones.
ahh
when you are in blender. pull your avatar over the grid so your feet just touch the grid and then press shift + c to put the 3D cursor to the middel point and then shift + ctrl + alt+ c to open a window where to select origen to 3D cursor @Squirrelanna#8941
I need the end to have weight so it doesn't just float.
Does anyone have any experience using blendshapes as the jaw flap blend shape?
vs a joint
the shape keys in blender?
Maya but same thing yeah. The shape is working and everything, but when I bring it into VR chat and speak the jaw just seems to vibrate rather than opening.
Like it's not sensitive enough and going to 100?
and then i can save and see if that works?
Say you're working with a fully rigged model. But the mouth is open. Is there a way to close the mouth in Blender? (Blender noob.)
Anyone? :[
anyone willing to do free rigging on a cool model lol
yeah try that.
@hoary torrent Dynamic Bone colliders isn't really for stopping cliping like that, its to allow you to move bones with things like your hand so you can for example move your skirt using VR.
o
@Senpai in order to apply physics to a model youll need the dynamic bones addon for unity.
@Yawns#7718 i'm not found of the jaw flab. making shape keys in blender seems to be alot easyier.
I need to add weighted values so the hair drops.
how would I assign a weight paint to a bone? Do I just select the bone I want the weight assign to and then just start painting? Also is there a way to enable symetry or will I just have to copy one side of the mesh and then mirror it?
This is using just one shape key for the entire jaw rather than individual visimes yeah
im not sure on thse, but i guess, or you pose the hair down to its flopped down position and add collision to the back
Either way the jaw doesn't really move.
i still need to learn myeelf some rigging
@lyric current oof, you are new to rigging and took zoroark. rip you dude
@Graelyth#4188 you have to choose a bone you want to weight paint, and mirroing it will only *uck up.
ah weight painting. was it like more red = more weight?
yeah
ok good
@Yawns#7718 i would advice you to make key shapes, that moves the mouth queit nicely
say like a character has cigarettes
Ok thanks
is something i need enabled for me to select the bones while weight painting?
that is a question for the animations or devlopment-advanced channel @CandyCrow#6631
gotcha
you can choose the traiangel on you right side in the tool bar @Graelyth#4188
there you can select the bones
Can someone help me with cats rigging?
ctrl+right click will also allow you to select different bones IIRC
Thanks, i never learned that trick
this happens when i reexport a model from blender, can someone help?
all i did was add two empty bones and its a dae
been doing some stuff, I cant get my current avater to stop falling waist deep into the ground
@topaz dune should i try making the origin point even lower?
no, what did you do in unity? did you pull it into the hierarchy. that way it stand's on the grid
uhh, i don't think so, but i did make sure her position was 0,0,0
oh, i see what you're asking. she is on the hierarchy
you can allway pull an avatar to the hierarchy to start at 0,0,0
noted ๐ฎ
anyone able to assist me with attaching new arms to a model? I got them sized properly and such just dont know how to do this in blender
that way you can also see if the model goes under the grid and if it's a littel offset
it shouldn't be offset like this though right?
@Sir Vown#4322 In edit mode you choose two vertex you want to merge with eachohter and press alt + m
my model looks fine when at 0 0 0, but when animated, sinks down
yeap
excuse me, any way of fixing that sharp edge via unity? https://imgur.com/q7Y1ASz
also in bone configuration it sinks into the grid
Anyone know anything about the amature scaling down or shrinking when i import a FBX to blender?
@Awoo~#9932 You my friend want to use blender to fix it.
So some ppl can see my avatar now but only the breast have p;hyics for ppl, i have dynaminc bones in hair and dress
can i import the unity model into blender and back to unity without losing anything? @topaz dune
anyone have advice? i uploaded a junkrat model, but because he has a pegleg I guess the foot bone isnt registering right. he constantly clips through the ground to his ankle in VRChat.
im so confused with this shit lol
it's a strange how you sink down into the ground
can someone help me with these texture issues
@Awoo~#9932 yeah it easy.
in blender the bones are there, but once transfered into unity the pegleg bones get deleted.
(but the configured bones still say there's a bone registered.)
dm me if you can help pls
It sucks when you follow step by step on a tutorial, with the same avavtar and everything but no one can see it
am i running out of options? i really don't want to have to start over because of this x.x
The armature sizes right in unity but it makes it a pain to do anything in blender
nah you can try and move the bones around a littel bit make sure the mesh i fixed to their asseigned bones and so on
what do i do, export package? @topaz dune
if i want my model to have a weapon does the weapon need to be in the same blender file?
soo why does my avatar not show up for some ppl they say, but the ppl who do see my dont see all my physics
are you talking weight painting niko? i looked through almost all the bones and they seem weighted correctly, so i don't know what i'd change
@Khilgorod#8024 Re-upload
you can pull your avatar into your blender file
okay ill try that
shall try, thank you @topaz dune
@zenith dagger Do you have malwarebytes?
Yes, is that actually the problem?
It seems to be a theme
im rigging in blender. my character has glasses and they just do not follow the character's head as i turn it, anyone know how to fix it?
did you try to move the bones a little bit? ohterwise you might have to look for an answar at google.
hold up, do the glasses also need bones?
it's a freequent problem that the model goes throug the ground
oh, yeah. the bones move fine. i'll see if i can find answers on google x.x
glasses just need to be weight painted to the head to follow with your model.
@zenith dagger I have no idea if it works yet because my internet is fucking up but trying both then reinstalling it if it doesnt work may be worth a shot?
ah lol
Okay ill try , thanks
But someone else had this issue and said it helped fixed it by removing it
seems a bit odd how thats an issue tho
servers are weird recently
the amout of ppl make the servers slow and overburden
do I seperate the material and move the polygons to fix it? @topaz dune
no just go into edit mode and move the vertex around so it looks nice
use the axis, it makes it easyer to move the vertex around
shall try, thank you kind sir 
yw
Why are my bones moved when I import them into Unity?
they seem fine in blender
did I fuck something up
@topaz dune I FIGURED IT OUT
Great!! what was the problem?
when you're in rigging mode in unity, you have to raise the hip bones up
after I'm done editing, do i export it to fbx and put it back where it came from in unity? @topaz dune
Guys, i have a avatar that i want to float in the air, so i know how to do that, but i dont want it to walk in the air, i want it to sway side to side like its floating and not stepping on air, can anybody give me a answer to that?
Alright
and then it's just trial and error from there
you can save it as a blender file, when you put it into unity it will auto convert the file to fbx
my avatar's face and long hair are separated meshes, how do i fix them popping in and out of each other weirdly when I move the head bone? lol
is it the same uploadedavatar you were using Hbz
Yes
I've been working on it and havent' touched the hair bones
their parented to the head and were working before
I've been working on the eyes last night and tested things were fine
is there a way to uniformly reduce weight paint on something?
now I did visemes and now when I go to import, something seems wrong
well i know just assigning the same weight over and over to groups would make that uniform but idk about that for paint
@Squirrelanna#8941 only the hips?
only the hips
because my character sinks down to the hips :p
going to have to raise her hips into the face
going to try that anyway!
Guys, i have a avatar that i want to float in the air, so i know how to do that, but i dont want it to walk in the air, i want it to sway side to side like its floating and not stepping on air, can anybody give me a answer to that?
@Squirrelanna#8941 Genius
it worked!
you just saved me from eventually scrapping this avatar!
congrats : D
thank you man
np! there was literally only one post with that answer too
now whenever I see someone with this problem, I will echo your wisdom to them
yes, please spread the word to those who need it ^_^
anyone know why mixamo is doing this?
what it's supposto look:
even stranger, it's the exact same copy as on the other side which looks perfect after rigging
mixamo chooses whatever object it thinks needs to be weight painted to the most stranges places.
you can fix it in blender
@Squirrelanna#8941 you can choose the weight paint tool to subtract instead of add paint
i tried fixing it by merging the entire model into a single mesh but idk how that's done
yo can someone help me with unity my hair bones i rotated down but when i press upload to unity it goes back to normal position
in blender press a to choose all of the objects, and then ctrl + j to add all of them to one object
i'll try that thanks
yw
@odd mantle yo thank you very much , unistalling malywarebytes worked perfectly
Seriously? Good to know
yeah just unistalled restarted my pc and reuploading and ppl see me now
all the hand gestures, face expressions, colliders and all that stuff dissapeard when i took the model back to unity ๐ @topaz dune
i think i need to add some of these fixes to a fix book or something for future problem
i think i know the problem, i need some time to think tho...
the only thing you did was to edit the one vertex that made a sharp egde?
yes
is their a way to change the child of a parent bone so that the second child bone is the first child bone
Because my arms and legs are all werid
blehhh
to make my visemes work i have to delete the jaw bone?
ellooo
no.
no?
If you dont delete the jawbone, whatever is assigned to it will jiggle when you talk
i just uploaded an avatar to VR but in game it's planking on the ground XD, suggestions?
if you have vismes you can ignore the jaw.
viseme blend shape
anyone here have experience joining 2 objects from separate models?
guys do i need to weight paint the hat so the dynamic bone work?
i think the body is where you have you visemes
@radiant palm select the objects and press Ctrl + J
no that will remove all the visemes
when i do that i seem to lose bone weights
well to be more precise, ive done that but when i combine meshes at the end i lose bone weights and i cant edit the weights for the object im trying to bring in
@Awoo~#9932 that might be a problem if you merged all of the object or changed their ''nature''
hmm, all that's left is https://imgur.com/K62zZcO , seems like the dynamic bones i added there are still on it, could i possibly join my model with it? @topaz dune
Which mech should I choose to make the viseme work? I separated the materials in the blender because I was having a texture problem.
if your face is called body then thats where you start
@Awoo~#9932 those are old non exsisting objects
that's where all of the viseme are if there has been made any
yeah
guess i'll just redo everything from the beginning, rip 4h i spent on this as a newbie >< neverlucky
shape keys are added to a choosen mesh for the disired- whatever it's used for-
@Awoo~#9932 if you send a fbx file to me with a working model, i can edit the mesh for you.
tho i might just fall in the same trap as you >XO
the editing itself ain't a problem but thanks ๐
Does anyone know if Tupper's videos consult remapping relevant bones
For an MMD ?
I'm just hoping there is an easier solution than remaking all of the bones, as I am unaware of how to set parenting in blender.
I wonder if I should continue searching for help with those knees ๐ค
you can try.
dang it's not working as I thought