#avatar-rigging
1 messages Β· Page 62 of 1
Not necessarily. Just make sure to line up the shoulder joint with the ball joints on your mesh and it should look great
Firstly select your middle section
Just that one bone in particular
press W
and it should subdivide
In the left menu, set subdivide sections from 1 to 2
And you should have 3
o cool
I'm assuming you know how to extend from a bone tip for the head/feet?
extrude?
Yes
ye
im guessing there might be a join command so i can join the arms to the rest of the skeleton
As for the shoulder
Kind of
Basically extend the shoulders out as you usually would
im newbie-ish/bordering on intermediate for blender
Oh dont worry
It did not solve the problem, but I think we are on the right track, now it is twisted to the other side.
I gave myself a crash course in a week and i'm already teaching everyone here :S
So for the shoulder bones
I just need to find the number that makes it right.
@limpid oak if that's the case just keep trying at 90 degree angles until you find the right one
Right, I'll try.
As for the shoulders
Extend off of the tip of the 3rd chest bone as you would for normal shoulders
And then set the arms to be child bones of the shoulder bones
Do you know how to do that?
is there any way of knowing the damn angle on the pelvis and thigh crap in blender?
That's easily fix'd
https://gyazo.com/d10221fe24b0a7bd36ce6a129e6fb9ae arent these sliders supposed to make my modle move?
@modest tusk I noticed something, I just need to turn it around half of the body, not the whole body.
In the same area you set the parent/child you can also connect them. Make sure to connect shoulder bones to arms and then you should have a fully functioning skeltal inside your mesh. Spoopy.
You mean rotate it around the z axis Umbryel?
Yes, I need to turn from the waist up.
Then do the same thing but on the bone where it gets borked
Treat that as the new origin
That'll look weird as hell in Unity but if it works it works I guess
how can i tell what angle the damn pelvis and thigh are at in blender?
How do I put it as the new origin?
Oddly enough @dry thunder there isn't really an easy way. Look at the coordinates of the tips of the bones and adjust from there would probably be the easiest solution for already existing bones
That looks good and actually no, you can keep legs detached
Dont forget your feet bones as well
@limpid oak find the dot in the center of the model
Should be one of the 3 spines
there we go
Looks good! Just weight paint and test
before i do that are the hands good https://i.imgur.com/UpcbqxL.png
might need to realign thum
The thumb actually uses 3 bones as well
oh
You can actually just put another one right behind your closest one to the hand
Most people place the 3rd into the hand as it really doesn't make sense for the thumb to have it
Looks good
Highly reccomended in case unity doesn't get it right the first time
Yes
If you name the center 3 from bottom to top Hips Spine Chest it should realign from there
Not dumb at all
And just use reasonable names for yourself for the rest
i.e neck, rshoulder lshoulder larm lhand etc
For the fingers I would do li1 li2 li3
Short for left index 1 left index 2 etc
It should if you want the pivot point to be lower
ok
I usually end it right where the neck meets the head but that could work too
Whats up Eren
thanks
alrighty
is it going to be hard to replace the hand
is there anything else similar to mixamo?
kk
im guessing the weight painting stuff, Blue = move, Red = Not Move
Opposite way around
yup
oh
think of it like a weather forecast
Except instead of weather your adding intensity of the mesh reacting to the bone movement
you're*
it seems to be worse now
Show?
Check to see that no other bone anywhere else has paint in that area
inside of the characters sleeve has a weird invis thing happening I know i can just cap the hole but is there a way to make the texture not invis on the inside?
Click through them all and make sure that area is blue everywhere else
In unity under the textures if you add an outline I hear that helps with really thin textures @willow nymph
That weight painting is Incorrect Eren
Think of weight painting as muscle groups bound to a bone
ya i seen that seemed inefficient
@modest tusk I managed to fix it on Unity, but it goes invisible when I zoom in, I need to do this in Blender, I need to rotate Z of spine1 by 180 degrees.
So it should be red and fading away into blue as you get further and further away from a bone
do i join my entire robot before parenting the aperture with the body, its still a bunch of objects
It is invisible when I zoom.
I'm sure it will not look like this if I can rotate the spine1 on Blender.
@charred bay if you leave it all unparented it is easier to highlight individual parts for weight painting but I hear parenting em all helps with performance
does anyone know how to fix the "unable to map existing skeleton" error in mixamo?
Parent them all to the armature first
And when you're happy with the weight painting parent them all into one mesh
I am not versed at all in Mixamo, sorry @solid hull
the guide i'm using for uploading avatars involves that site. are there any similar ones that tend to work better?
that you know of
? I thought you could only upload avatars through Unity?
I think I'm going to give up.
What's wrong with the model?
I'll try one more thing and I'll show you.
Looking better
it seems to do it to both the upper legs, knees, and foot
but
it gets better the closer you are to the problem
Try weight binding only the shoes to those vertical bones sticking out from the tip of your feet there
kk
No matter how many times I spin it on Blender, it always stays that way on Unity.
I think this model has some black magic.
Hang on, im getting Unity on this rig rn and i'll try my hand at it
tried what you suggested, same thing occured
@modest tusk All right...
@modest tusk There is no weight paint on the back end of the character. How do I open the weight paint
Or well.. get to it
When I try it says
It's locked
Aborting
? Show pic
@brisk bane Also while keeping it red for the tip there make it blue for everywhere else for the shoes
Including the feet
@fading verge does that leg even have bones?
yep
Double check and be certain again that nothing else is weighted on the shoes
they disappear when moved into unity
Picture posted for ya
Hm...
Rukio, try right clicking the mesh in question and see if there's an unlock option
In the side panel
Can you post the bone hiarecry? @fading verge
Ah, hello everyone. I'm so sorry to bother, but i could really use some help rigging a mesh X-X
Ask away @steep tinsel
also sidenote, the little metal thing on his pegleg has a bone. is that messing it up?
ill show you it
Well, i'll be honest. I've never used anything like this before so i have no idea what i'm doing. What i have is a MMD model i found online i have made into something Unity can use, along with textures and animations...but i just have no idea how to rig it
not animations, physics, sorry
Shouldn't there be an auto rigging tool for Blender for MMD models?
Blender?
@fading verge That might be it
should i delete it or just rename it?
also...do .spa files work in unity?
1 second Conny
o7
One was secretly locked
@steep tinsel this will give you the basics
Very useful tut https://www.youtube.com/watch?v=Gf1BusE6q-E
Extra stuff https://www.youtube.com/user/Kayla98CS/videos
How much paint should be added to the back end? @modest tusk
or even more than the basics
Its not a question of how much
also https://www.youtube.com/watch?v=IZPqxADetWE fixed most of my issues of weight paint but not my shoe one
Add and test
In the armature pose mode
Press r
And rotate the bone in reasonable ways
And fix any outstanding issues you see
@fading verge I don't know at this point you should that
Was that for me?
So i put a animation on my charecter but its not showing up in emotes unless thats a vr only thing
@steep tinsel https://www.youtube.com/watch?v=7P0ljQ6hU0A&t=5000s
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
Have you seen that bad boy?
very useful^
no
Take a look
That man is a hero
Should get you through step by step
i alrady have the mesh, i just don't know how to rig it
you should watch youtube tuts before you come here for the complex stuff
all the rigging video in the pins show me is that i should learn how to make organic characters rather than robots
:v
right now it's just one big body part
Watch the vid regardless
He breaks it down, you an also skip around
So you could skip to rigging
@reef flare add paint in weight paint, and then fool around with the bone moving it in posture mode
Basically, if you have armatures on pose mode, and the mesh on weight paint, you can seamlessly click from one to the other
And edit at the same time
I'm answering avatar questions and providing help via reddit. For longer stuff too. https://www.reddit.com/r/VRchat/comments/7p6j1h/help_will_help_with_any_avatar_issues_you_comment/?utm_source=reddit-android
A robot should still work with that system
...Yeah, i'm at a complete loss
Specifically Conny?
loptr. bottom left force tpose
@fading verge did you try adding weight paint? Unity ingores "unused bones" (bones without weight) so thats why the leg is missing
Everything. I've never used any of this stuff before, i somehow disabled parts of my unity, and the tutorials linked do not work with my mesh
https://www.youtube.com/watch?v=IZPqxADetWE if you're missing bones this will help you as well with painting
as supreme said, in the bottom right corner click "point" then "force T-pose"
ohhhh okay. I know nothing about weights so i didn't even check them.
@brisk bane i'll @ you after investigating
Still no luck with the shoe issue?
the painting seems to be perfectly fine, i also painted with x-ray to make sure everything was working
yeah
same thing
hold on ill send one more gif
it just slowly "drifts" i guess?https://gyazo.com/c7a217166cbec96dab60da1d58d175c0
i triple checked all the paints
That still looks like it's got some other bone higher up influencing it with weight paint
Are you certain you checked all?
unfortunately I dont think so
Just quickly clicking across all the bones and staring at the foot
well its on both feet and the exact same way
I also somehow disabled the selection thing that was up here...
so its either auto-done it or theres some other issue
Actually try un-weighting it with the feet
Un weight it from the legs down and it should become more obvious what is influencing it
Anyone know how i can get it back? X_X
Because if it's truly all blue it will not move at all due to bone movements
@brisk bane there's a checkmark on CATS that allows you to delete 0 weight bones, which I had checked this whole time. I'm guessing that means the leg actually has a weight of some kind?
@fading verge it means that the leg had 0 weight on it, so you need to give it weight so it wont be removed
Are the shoes by any chance a separate mesh from the socks/feet?
they are, indeed, if i seperate them. but i joined them
okay, thanks.
<3
Next to the weight paint setting
Keep highlighting the buttons to the right of it
Until you find the one that says
Limit Selection to Visible
Uncheck that
and try binding it to the foot again
yeah
thats what i've been using
:p
i've also tried turning it on and painting it but it just ended up with terrible things
so i am making sure i'm getting the whole mesh
can i assign the weight of vertex group left leg to the right leg?
So are these bones or something else? I'm shooting blind here
@fading verge honestly i let Blender take care of the vertex groups for me, i just follow the fixing tutorial and it will auto assign those
wait...
Those don't quite look like bones
@modest tusk could the vertex groups be the problem
select the mesh instead of the armature
And it should just select into the mesh's last used mode which should be weight paint
If they are not bones, how do i add some?
I'm not Sure Eren
1 sec again Conny
In this video I show you how to add bones to create a skeleton (armature), and how to make that skeleton influence a character mesh.
linking videos isn't going to help, but thanks xwx
Unfortunately it's a lot of explaining otherwise
Do you have any basic understanding of blender?
What's blender?
Ho boy
Blender is a 3D modling program.
i had to take a whole simester of classes to understand blender, im just having a refresher and tapping into a few things im not familiar with
LOL
(is this a troll?)
I swallowed tons of video tutorials in the spawn of 4 days and just got everything I needed to know to setup models for vrchat in my mind
If I were in your shoes, I would look up some blender tutorials to start off
I know a great guy for it
so im watching a video thats telling me i need dynamic bones but i dont have that
But you will definitley want to know blender at least at an intermediate level to continue model porting
Or you could ask someone to do it for you
looks good!
it finally just werksβ’ https://i.imgur.com/XLy9olu.png
That's way too much effort for something so small...i think i'll just try and look for a friend who knows how to do it. Thanks anyway
No problem. Sorry I couldn't help more in depth.
why are some of my bones grey?
(i also have an error saying "make sure that the parents of both shoulders and the neck is the chest" but i'll probs deal with that later >w>)
Grey bones aren't mapped and need to be
some of the bones dont have to if they're not needed
Your shoulder bones (if you have them) are not mapped
everything's green though, does that mean i need to mess around with what's already there?
it means that it accepts whats there, it doesnt always mean its correct
but most of the time its fine
doesnt hurt to double check
oh okay e.e
guess i'll mess around until the error disappears
@small solstice Common occurence. You accidentally nicked that corner there with weight paint on a bone somewhere on that arm. Find which one and just set it back to 0
Mhm
does anyone know what could cause my avatar's arms to always be at least about a foot in front of my avatar's chest in game and how I could fix it?
@modest tusk Do I need to weight paint the entire model? because only doing the legs seems to make it worse
Do you know how to properly weight paint?
Nope
Weight paint basically dictates how "sensitive" a part of a mesh is to movements in the bone
The more intense the color for a specific bone, the more the mesh will contort in response to that bone being manipulated
You can basically think of it as attaching "muscle" from the bone to the skin
or the mesh
ok, i'll try a little more. How do a drop a mesh into blender?
So I don't need to paint the surrounding stuff also?
What filetype is your model?
pmd
You only need to paint whatever the bone should normally influence
For example
If you're weight painting a foot
The only real thing that should have any coloration is the foot up to maybe the ankle
And it should stop there
Because the foot bone is not responsible for any other part of the mesh
@brisk bane i know this is a noob thing to say, but is there an.. easier way to assign weights? I'm not sure what the autoweighting is doing and I can't paint on the foot's bone in the manual paint mode (there's no model to paint on there) so I'm kind of at a loss.
there is either manual or auto.. auto just paints the area around the bone
and estimates
Install that for Blender to import mmd models Conny
each bone has its own weight @fading verge
so do i only select one bone at a time?
okay so when i use full body tracking this happens. was told it's a rigging issue. how exactly do i fix this?
can i parent an armature to a mesh that has different pieces or do i have to join the mesh pieces together into one first?
You can parent pieces to an armature @odd musk , just make sure you select the mesh(es) 1st and the armature 2nd
@modest tusk Don't recommend people the old mmd_tools version :<
Whoops, could you link the newest one?
i'll take that as a yes...
@modest tusk I think i got it now, thanks!
my eyes keep going off my model
@modest tusk https://github.com/powroupi/blender_mmd_tools
Conny, get this version instead
To install it, open Blender
Save it somewhere first
Then go to File -> User Preferences -> addons
And in the bottom import from file
And just select said file
alright so im trying to import a mew avatar, and it says it needs the shoulders mapped
but it doesnt have any shoulders
what happened to her eyes lol
Alright then, please take him through it, as I have no experience generally with MMD models or tools or anything of the sort
@modest tusk im in bed, so I can't do that right now
Do you at least know if Tupper's MMD megatutorial is still up to date then?
fuck it. How much would i have to pay one of you to do this shit for me? I really can't be bothered
@steep tinsel You have to extract the "mmd_tools" folder from that downloaded zip and manually place it in the blender addons foldet
@modest tusk it definitely is
Conny, you'll have to go through that video I posted earlier for you
It will literally hold your hand and take you through importing that model step by step better than I could
what's the difference between the humanoid and generic animation type?
@steep tinsel You really should watch Tuppers megatutorial π
hmm
No offence, but fuck that. I just wanted a simple model i already downloaded from the internet, not wasting two days of my life and taking a course in 3D modeling
Thanks for trying to help though
this avatar im trying to add doesnt have shoulders, so its basically not letting me upload it lol
@steep tinsel Yup though the same thing when I started. Then I said fuck it and watched tutorials
Revert it to what it was before you started tweaking and send me the file, i'll take a look
leg's there, wondering what happened to some of the model though. π
Send you everything before the weight paint, yeah?
My name is Rukio in game in case you wanna check it out live when I put the full body trackers on
@modest tusk
my avatars keep coming out slightly opaque or transparent
Change alpha in Materials
its fine in blender but once i export to unity it goes see-through
where at exactly?
Sent @modest tusk
Anyone know why an avatar floats up when it walks
@modest tusk i dont see where i can adjust this setting
Under the materials folder, there should be textures
If you select a texture, to the right you can change its alpha value
In Unity
I really need to get to work on a quarian
I tried rigging my avatar but it seems after uploading all I'm getting is this red hologram. Anyone by chance know what the problem is?
Just reminds me of Canti tbh
who
After 10,000 years I think I finally fixed my avatar
oh the flcl person
nah
i kinda aimed for retro 90s computer look
with modernism
tho i see similarities
ball jointz
not textured or anything yet so the colors are temp
for ball joints should joint move with the moving part like this
or bend to keep it inside the robot body
thanks fam! @modest tusk
@small solstice looking very nice so far π
Am working on my own oc as well
lmao
@solid hull re-parent the bones
I have a question regarding adding important missing bones in MMD before I port it over to Unity
ye i have old concept art that was way more 90s oriented color/shape wise
drawing
i installed unity today and honestly have no idea what that means
i looked at a reddit post with the same problem, and i did everything the solution said to
I believe in most ball joint cases realistically speaking the ball doesnt move, it's just the joint, but it's a game at the end of the day so it's up to personal taste
Uhmm its in the hierarchy if you know what that is
Does anyone know how to add a spine/chest to a model that does not currently have one?
Find spine and see if chest is below it
@solid hull Message me and I'll get tp you with an explained solution as soon as I get home
And aquatos I don't know about adding/removing bones sadly I'm sorry
hrm, I'll keep digging on youtube and see what I can find
quick question, when weight painting, how can i remove the weight from multiple bones at once?
@odd musk I think just delete their vertex groups
thank to ak person who helped me today (im bad at names)
want to make sure i said that
will putting the foot pad on my boot to the foot bone
screw up my walking animation
or should i take it off and keep the entire bottom of that foot static
@faint cliff post a pic of the t_pose
weird, that looks set up properly. there's two bones in between the neck and hips right?
oh! one second
your hierarchy looks like the bottom right here, yes?
post a screenshot of that if you feel like it
sure
yep
it may not like that the head is above the clavicals. Don't take my word for that though.
oh!
you need a head bone AND a neck bone!
@faint cliff You are missing the Neck
lol we figured it out at the same time
it is necesarry cause yesturday i was told it wasnt
neck is mandatory, head isn't
@faint cliff Then they lied, it's necessary π
it might be as simple as remapping them...but if you want a jaw i think you need the head bone
anyone know if you need a head bone to have a jaw bone?
or can you just connect it to the neck
@crude crag I think you still need the head, but try it out
smiley should try it π
once im basically done with rigging, do i just throw it into unity from blenderor
??
Can someone help me with weapons? Apparently no one can see mine (or my model, even though I personally see both just fine)
@ Bluejay try reuploading
@small solstice Yup, export it as fbx
@crude crag Kinda already have, but I'll try again
oh, when you mean "people can't see" do they just see "queued" above your head?
@slate bronze
Isnβt uploading iffy right now? Or was at least.
its been off and on
@crude crag No, like I can see myself just fine, but apparently Im invisible (and so is my weapon)?
oh hm idk then if reupping will fix that
Could just be the servers, id try again when the servers are at a lighter load
Servers arenβt meant to handle this massive influx of people since the knuckles became a meme and people like pewdiepie and jacksepticeye both recently uploaded vids of vrchat
why is this so hard T_T
@miya that's an issue with the bone not being mapped properly in unity
Make sure you selected the right thing
is it possible to import a model that just isn't made right and cant be fixed ?
mine has no options for eyes they're all set to hairs o.O
the jaw too
@crude crag i tried to use the model for vr chat but i looked at the arms and one of the sides of my back and they were teared apart
The fingers do work and i got the viewball almost just the way i wanted
You should put Foot.L
/shrug I don't know about fixing that. Good that the fingers and view work
Kk
so apparently my model has no chest or upper chest ? how would
I give the chest circle
OH ID ID IT π
so uhh, anyone know how to rig dynamic bones? I got a rampent end to a long string of them and i dont know how to fix it
could this be the source of my rig issues?
they are parented to that spine
part
nah
Where r the hips
that didnt fix it
the third bone is the hips
someone told me i could keep the legs detatched
but parented
Yeah parent them to hips
thats not parented
if it was parented legs would be under the + of hips
its the main on mine
so why cant my legs parent, thats really weird
If you click on the legs, on the right side you can select the bone menu. in there is a drop down called Relationship, you can easily change parenting there
yeah, from what i've seen it needs to all connect to the hip
you might also want to check the config for the rig in unity
oh thats a thing
you can manually set the foot into the right slot
i didnt even know this menu existed
is possible to have an extra bone in the legs?
Uhh.....i dont think so, only in the body and sorta side bones used for dynamic
Possible, yes, recommended, no, and this is only via parenting not unity rigging
so what does it mean when it thinks this bone is here but in red
but green
on the hand menu
huh, maybe its to close to the hand bones for it to read. config will also give errors saying what is wrong
they should be off of those red lines, or in the bottom left.
anyone got suggestions for my havoc flail?
when ur probably responsible for ddosing the vrchat servers because you forgot your password for the 4th time
that wont do that
if i fixed the skeleton in unity, does it fix it in the fbx file?
because it wouldnt upload in Mixamo
but now that i got the avatar fixed up in unity it could work
ok
i dont have a build and publish button
i feel really dumb goin step by step over this
:v
How can I fix this in blender? Ingame the fingers snap back like that. and everythings off
2 things, current sdk version date is 2018.01.03.12.06 and you need to patch unity to 5.6.3p1
anyone know how I can join these together? Its a common problem with most models you try and import
or for me at least
I ive tried reorganising the family but it kicks you out
@torpid sundial in blender you need to rotate the proper end, via the right menu. just select the bone you want to change, clight the bone icon on the right and change the position of it in transform till its aligned
ye the bones are stickin out fo the finger
so push the bones outside the finger back in basically
hey i was wondering does anyone know if i take a model that is already fully rigged, add an object onto it in blender and then send it thru mixamo, will it just add weight to the new object for me without messing up the other weights? provided it is able to work with the original skeleton
@fading verge from how it looks just set your chest to what your upper body is, and clear upper body
Anyone know how to increase the range on a shape key? I have an emote shapekey, but the emote doesn't extend past the face far enough
I tend to have 1 extra bone in the torso due to how i'm used to rigging bones
if it doesnt stop you from pressing build and publish, then good chance it wont effect in a big way
lol does anyone know the best dynamic bone settings for skirts? i keep getting this with all my avatars when i move and it's a lil annoying.
when you push it to the game, you can check to make sure it did nothing.
you could look for a youtube video for the skirt thats what i did one time and it turned out pretty well
@opal citrus whats your numbers for the dynamic bones?
i would def have less elasticity on cloth
also you have no colliders set to the skirt from the body
those are too small and not enough tbh. it needs to be a bit bigger then the size of what you are stopping it from going into. also to try to add some lower if you can so it doesnt bend around the colliders
increase radius from 0
Hi I have a quick question about meshes and animations if someone could help,I'm new to blender. So I have a skeleton with an animation,I've played the animation through the skeleton and it works fine,I then added the meshes that I wanted,but the meshes go invisible unless in edit mode,is that normal?
o @hexed sandal increasing the radius of the dynamic bones themselves fixed it for the most part, now only time it actually clips is if i throw my character back and forth pretty fast
yeah, more helps with that
cool π
thanks xD never knew that was a thing
So anyone know why a part of a model would go rampent when given dynamic bones?
i'd assume if the colliders touch the bones or go through it?
maybe its being forced against a collider
nope
no colliders
well whats happening lol
is it a tail or something?
i did
I cut the number in half and upped damping
it happens if there is just 1 bone
change the root to where the hair starts?
i'll try
put the dynamic bone itself on the bone where the hair starts, and have the root as that same bone
well, if i go that high up with them, the hair fully unwraps which i dont want
oh ok yeah just where u want the hair to start moving then
yeah
how do i upgrade to Unity 5.6.3p1, i can only get f1 or the latest version π€
try adding the bone for that ball as an exclusion
i think that happens because bones are too close to eachother
not sure
miya im sure u can find it if u google it
i tihnk i got it from a link off the wiki
they shouldnt be too close, my fingers have less of a gap
@small solstice https://unity3d.com/unity/qa/patch-releases/5.6.3p1
ah
yeah im not really sure what causes it but i had the same problem with a drifloon's feet going spazzy at the end of its legs which are basically strings
so its a similar situation
yeah im trying to figure out how to upload to vrchat and it told me to get that ver of unity
What exactly is avatar rigging?
giving it bones
its just rotating for some reason
Basically your 3d models you use in the game have a skeleton
Bones is eye tracking?
this is about telling the avatars you use "Hey this is your hand,eye,foot etc."
XD
I have a model i need the eye tracking and mouth movement
idk how to ask for that would it be rigging?
im pretty sure yea
i don't know much about eye tracking i've only done it on 2 avatars
XD could ya help me then? i have the files for my model but they need eye racking
*tracking
reason I love this website π π π
have you been using blender? @fading verge
I dont do 3d modeling of any kind..or art programs in general
Id rather pay someone to do it for me xD
well to set up eye tracking you need to do it in blender unless the files you have are already set up for it
shrugs idk i just have the files xD
you need blender and the CATS addon, and mmd tools addon if it's an mmd
idk what it is xD sorry im clueless on this stuff lol
well it is a lot of work if you want to get it working.. if u want to id suggest looking for a youtube tutorial, like just search "vrchat eye tracking" or something
finally on the final step
the last hurdle
im guessing they mean this
i just noticed this
thru the skeleton editor?
i think you can just in the main editor
idk u can try it, press play and see if it worked
@hexed sandal You tellin me to do somethin i rather pay someone else to do if they know how to do it n get it over with....cries
@fading verge probably if you arent interested in learning a lot of junk lol
whaaat weird
@hexed sandal Nope not interested in that...ever xD
its a componet
try removing and adding the avatardescriptor again i guess
Are you on p3?
i moved to p1
because it HAS to be the exact version
I meant p1
i readded the vrcdescriptor
after deleting
trying again
maybe i should just
redo the VRChatSDK
π€
i fixed it i think
killyyyy
it's fixed in unity but clips when going left, right, and forwards
going backwards does not clip me so confussseeeddd xD
I added more bones to the ball to hold it in place about to rig the full braid to see if it worked
well look at where it clips and mess with the radiuses there
i have the some problem with things acting differently in unity and vrchat
what i would try is making the collider a little bigger and maybe the skirt radius slightly smaller just so they dont clip
dunno if it would work but thats what id try
wait, is it just her legs clipping?
Not sure if this link fits here or if I should be posting in another room (I'm a noob and suck at terminology), but I found this tutorial that I've not yet tried but i feel that it may save some people $20 while giving them better results... https://www.polygon-treehouse.com/blog/2017/8/4/howtoponcho for ponchos, skirts and probably other cloth types.
A few weeks ago we shared a GIF of Lars' amazing physics-driven poncho that you can see above. The response was pretty mega (seems that everyone loves Pom Poms!)Β and we had multiple requests for a tutorial showing how we set it up in Unity. We're more than happy to help, so this week's blog-post w
lol, nope! I still had a chaos ball
this is agrivating
indeed
pogchamp
@hexed sandal the poncho thing?
yea looks interesting
uhh
If you get it working before me let me know. It's my first time with all of this but I'm pretty happy that I was able to port a model in without any bugs on my first try. :D I just wish my skirt animated because it looks weird when it clips.
i accidentally somehow moved my camera in unity and lost my character, was there a shortcut key to reset the camera angle?
on the bar on the left double click your character
miya u sure u got an avatar descriptor?
vrc_avatar descriptor is in ye
and the pipeline was added automatically this time
did u add the descriptor then try to build really fast
look at build control panel instead of settings?
sometimes that page doesnt update right away for me
π€ π€ π€
VRChat is secretly training an army of riggers (people who rig models) and they don't even know!
yeah i basically learned rigging asap
Oh
was that settings
π€
im dumb
its 4:35am
Well, i am already a rigger xD
rigging is the one thing i avoid as much as possible but still end up spending a lot of my time with
I have calmed my ball quite considerablely
lul
ill texture my avatar tomorrow
i just wanna see what it looks like now before i slep
he still moves, but its not destroy the world mode
sadly the hair doesnt move as much as i'd like now
I'm going to be messing around with the tutorial I linked and my characters skirt. Then once that's done I want to make a custom textured version. Then I'll need to figure out how I can put it in a private world.
ava i bet someone smart can help u if u ask for help again at a more normal time lol
5 AM is a normal time
yea u can delete
cool cause i have only temporary textures
i have tons of different versions of the same models
how do i get it out of the ground
@hexed sandal i just reduced the number of dynamic bones and excluded the ball on all of them. i'm slowly adding back till i get the flow i want and the ball doesnt rampage
Try raising him up in Unity?
tried
first proper model i made finally in a game
no avail ;;
try raising the origin bone
not the whole model itself
but idk
that worked for me one time
but it didnt another time
@hexed sandal i learned to detach the id from the model and delete the old one. updating to the same one does not work for me lmao, this whole time it just wasn't updating it
Ask your parents and make sure you're not grounded? (I'll show myself out...)
tis now 100% clipfree π
nu nu i'm ingame
it should if you restart the game tho
u can add new ones but not update yeah
ahhhh
thats why i have tons of the same model
im lazy with deleting the old ones
once you get a ton of models it starts to bug when you scroll through though
I FIXED IT, OMG
!!!
Command not recognised
wat
Hi bot xD
lol
The ball now only moves extremely when she does, which is how it should be!
also you can delete avatars
yea i know im just lazy
actually right now is the perfect time to do it since i dont have vrchat open
i usually dont because the avatar list gets laggy when i have unity and vrchat open
guess i can live with it for now
I went from 30 bones down to 7, and looks like that worked. the ball was also excluded from everything.
its not like its upto his knees just the whites of his sneakers are going in for some reason
god, i hope this works in game
all the klonoas are rigged completely of models resource weirdly
i just had to add a chest
and hope it works too
its sideways?
ye
in the rigger in unity you can turn it
and the fingers are fucky but i can figure that out later
but its rotation is at 0
some models are rotated by default, or just their skeletons are
all of my wow models are
or like half
league of legends models are comepletely backwards
is it facing forward right when you open up the rigger
or do u have to move your camera
That error is weird saying it's not in T pose when it is...
it loads depending on the way youre facing in the main editor
when i go to muscles and settings in the rig editor
it does this pose like it freeze framed in a 80s sitcom
oh
mine says x on the left
LOL, i forgot to do the eye position
not Z
you mean the XYZ stuff
i think your model is turned 90 degrees
Rotato Potato?