#avatar-rigging
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I move my hips and the whole body moves with it
if it looks good in blender, you might just want to make small changes in unity
Why does this model look like its squatting?
@topaz dune
looks like this in blender
how do i pop up animation mode in Blender again?
select the bones and go to pose mode https://gyazo.com/609e19eb0d34d9328ce9f69a45fb3394
Please can someone help me
is it optinal in unity?
Dunno
If you want animations you need a hand with three fingers
but i think you wanna re work it tho XD
@crude vortex you only need one hand bone
took me some time but now i see what you did, haha
fingers
Niko could u help me?
yeah
alright
@fading verge what's ya problem ma friend
spine straight?
@crude vortex yep
Parented, not connected
It's good on your image @crude vortex
@fading verge the rig isn't going to work like this, probably need to fix it
Wdym @crisp tendon
@crisp tendon would it be a qick fix in blender?
The IK system needs one specific skeleton to work, I don't think gmod characters have that skeleton by default
Do I need to combine these all together somehow?
All the body parts of this model are seperate
@topaz dune With cats plugin or with mixamo from scratch sure
@crude vortex use cats plugin or Ctrl + j
Hmmm, the thing is
its only with this model
I have another gmod model
and its normal
also fingers are screwed on all of them
just to be sure, can we have a look in blender?
Ohdangit wish I'd know it was a destructive edit
Sure lemme load the model
What is this error
What the hell do I do with it
What does it mean
It's gibberish
It doesn't mean anything
How do you deal with gibberish
How does one do
@crude vortex the texture's are still on a hidden uv map
@ebon prairie first you want to make sure the paranting of the bones are right.
I tried
as in it confusing, and impossible to figre out what's what?
This happens
I've never seen that before...
does anyone know how to manualy make a jaw bone, I tried doing it with automatic weights in blender and it moves the entire face downward instead of just the lower part
I just want some expert to make this avatar in like 3 minutes for me just so I don't have to spend any more time besides the 8 hours I've spent today
I'm getting this error that is nowhere on the internet to be found
Nor a fix for it
I don't understand
oh i see @ebon prairie, i'm not sure what causes this, but i can atleast see what could be wrong....
What's wrong?
@cerulean dawn make viseme's instead, they are alot better.
are there tutorials on that
hehe, give me a sec
morph what is the model of
As in?
what is the model
https://www.youtube.com/watch?v=luYoj9FM2UM i think this was the one
Tutorial on Visemes aka lip sync for VRChat Avatars in Blender. For some reason this video was deleted? Heres the reupload :) My Twitch: https://www.twitch.t...
@fading verge can you take a pic from the side?
No
I had to do it myself
And obviously I have no clue of what the shit I'm doing
I need guidance
;-;
Skeletons are oof to do from scratch
@fading verge try and line up the kees, and feets with the hip, remember to make a save before you do so.
How do i select a singluar bone
i have the same problem with my model, but i havent gotten around to fix it.
select the bones and press tab to go to edit mode
how do i select it though
right mouse button
thank you
@topaz dune that video u sent is if they already have visemes
this one is one where I would need to make them myself
ah sry
...
Should I just start from scratch and use Mixamo instead...
Or can someone actually help me...
https://www.youtube.com/watch?v=Nlf959QT9VI @cerulean dawn
Learn Blender at https://Blender101.com In this video we start the process of creating Shape Keys for our character in Blender. These will allow us to animat...
@ebon prairie maixamo is good to use depending on the model.
is it ok that they tilt a bit niko
ghdfighdh
@fading verge sure.
@fading verge give it a try, if it didnt help try and line the hip with the rest of the skeleton
Do I fix this in Blender or in Unity?
Because if I try fix it in Unity I get this error
go to blender and take a look at the paranting
Well
Thing is
I can't fucking change the parenting in Blender for some odd fucking reason
Wait, now I can
I'll try that I guess
Still doesn't work
I get the same error
I don't know what "neck" means
There is no bone named "neck"
that can be the issue.
So what am I supposed to do then?
well a nomal body has a hip-spine-chest-neck-head paranting order. you gotta change it to that
so it looks somewhat like https://gyazo.com/2d8635735391c478e7a8e201e94e49c6
I have hip-spine-chest-NECK GOES HERE BUT APPARENTLY THERE IS NO NECK IN EXISTENCE WHAT DO I DO HELP PLS I'VE BEEN TRYING FOR SO LONG IT'S PROBABLY EASY BUT I DON'T KNOW HOW TO MAKE IT WORK CAN SOMEONE HELP ME SOMETIME IT'S OKAY IF YOU DON'T HAVE TIME RIGHT NOW, BUT PERHAPS LATER
Yeah?
What do you mean mapping?
@tawny silo there is no bone called neck on Morph's model
ah
is what i think is the problem
that could be it
you shouldn't have upper chest defined
what does it say about head when you click it open
Empty
@fading verge it goes -neck then head
his screenshot doesn't show that
her* :P
yeah, there is no neck, that the problem
yeah
is there more than one jaw bone?
if i had that model, i would delete all the bones, get maixamo to rebone my model or make a new skeleton in blender
i'll take that..
when I set the automatic weights on a model, do I need it to be one entire mesh
or will the bones meant for other meshes work fine
well, I need help in blender. The arms are somehow wierd and make the shoulder broken
@topaz dune
Pictures would help @dreamy zinc
@dreamy zinc that'd be the weights
well, it's my first rigging and I dont know what to do, one sec
The Left Arm
The Chest too?
these are the IK bones
Why are your bones outside of your body and you hips between your knees ?
I followed this video https://www.youtube.com/watch?v=cGvalWG8HBU
Hey guys. This is a quick tutorial on creating a simple, but rather effective character rig in blender. Hope it helps some of you out! Read FAQ below: Follow...
these are basicly the IK bones for moving them
They are in the body
right right
go into object mode
select the armature
go into pose mode on the armature
then shift + select the mesh
then in the mesh, goto "Weight Paint"
right click a bone
if it's blue, it's got 0 influence on that vert
if it's red, it's got 100% influence on that vert
you need to make it not pull stuff that it is pulling
also, if all you see is either Pink, Black, or Blue
you haven't set any weights yet
hey guys, I have a finished avatar rig based off of mixamo, i imported it with VRCSDK, but my model is stuck in a T-pose ingame. what2do?
ok, trying it
you didn't set the actual bones in unity
in the sdk
it should've been automatic for the most part
The parenting is incorrect and there's bones missing still
everything is fine, right?
in game ?
yes
Can you zoom in on the model on the left
is this what you mean?
Could you be missing the head bone ,
I have it on the model in Blender though
woa
it's kinda wierd but this is how mixamo exported
So the problem might be the head bone?
if somethin is purple in weightpaint mode
what does that mean
Do shoulders work better angled down (coming from high on the chest bone) or angled up (coming from low on the chest bone) in yall's experience?
I get weird shoulder deflections
like i select a bone and instead of being like
when you do automatic weights, it also creates automatic vertex groups
is the face a seperate mesh?
then again this is on the dummy bones i made
I got the problem, but not the solution. I tried to manually attach the weight like you said, but the two arm bones are fully rotated because of the Inverse Kinematics
holy fuckamoloy @dreamy zinc
๐
@dreamy zinc Your bones are simple bones in blender
They have rotation if you gave them rotation
Do not do any sort of IK setup in blender unless you intend to do all your own animations from scratch
IK setups will apply rotations to your pose
which will do very bad things
k thx for the help ^^
I uploaded my first model (had to make a new VR Chat account etc) Everything was uploaded right, but I don't even have personal models in the game
so I just made some visemes to test out and my mouth isn't moving in game
I have the right mesh selected too
@river kraken use your vrchat account not steam
Should finger bones be set as keep offset or connected?
@crisp tendon does it just take time to update it?
There are 18007 users in VRChat currently
Yeah lots of people
okay thanks
just thought it odd that my VR chat account wouldn't have the personal tab
they shouldn't be no
If that's your first model and it doesn't show up, the app probably sees it as you don't have a personal tab
It'll show up
@cerulean dawn I heard you cant reuse visemes
You will need to duplicate them in blender to make each viseme
they can be duplicates, but they need to be duplicated in blender, not just assigned all to the same shape in Unity
(this is a rumor, so maybe wrong)
despite putting the viewball in the head on this static / generic rigged avi, it defaults my view to the middle
Still the same issue ?
@neon shard u confused me with that
naw i tried with a version that actually had dummy bones
Have you tried resetting your user preference in the sdk ?
had more problems then i solved
Sorry, ill rephrase
@cerulean dawn You have the same blendshapes assigned to all sorts of visemes
They all say the same blendshape
You will need 19 unique blendshapes
They dont have to all necissarily be different sculpts, but you will have to make 19 blendshapes in blender to use visemes
you don't need the eye ones if your model doesn't have eye tracking
but if you have pupils that move, you need those 4
sooo
something i want to be static starts moving around as if attached to my body. i made dummy bones so i can still have a humanoid rig, yet have the actual model itself be static
and i THINK its because the model itself is a child of Hips
tho idk
would that be something that causes it?
The model should be parented to the armature base I believe
the hips will move around when it is animating
k
Or to the base object in unity
But I think it might need to be the armature base to correctly orient
tho how would i move it out of the hips?
cuz Shift-clicking on the Armature in the hiearchy in blender just selects the whole thing / enters object mode
@neon shard so is there an easy way to duplicate them without remaking them
Yep
Drag the one you want to copy from to full power
So it shows on the model
then click the down arrow on the right of the blendshapes and choose "create new from mix"
It will make a duplicate
You can also actually make mixes with that tool, its a great technique
@crisp tendon i used VRCat's blender plugin and it fixed everything ๐
@oblique cloud do you mean enforce t-pose?
yes
@still lark Nice !
anyone run into issues where the entire avatar turns with the head?
@fading verge One of the feet bone isn't connected, IK might not work
@crisp tendon thoes two?
on the left
im going to hope for the best
if it dont work ill ask for help but right now ill just do everything i normally
the size of my avatar bounding box is screwing me over for the size limit
is there any assets alternative for dynamic bones?
@hallow bay Dynamic Bone is the only physics asset beyond cloth physics I believe
Cloth physics is default in Unity
Hey all! I've got an object alligned with my avatar model, in this case, it's a collar of sorts. When I export to VRChat, the collar ends up moving seperately from the rest of the model, lagging behind movements a bit. Any suggestions for how I might fix this?
join it with the mesh what it parent is, get a backup before you do though
whenever i try to move / resize the bounding box in Unity, it like makes my model vanish
The arm slips out of the sleeve
So place it within the same model in unity, then join it? Can you join within unity?
Not in unity, this is blender
ah
No no, @crude vortex I'm talking to someone else
No no, @dry marsh I'm talking to @little inlet
Yeah, problem is I figured this out when I got as far as using the model in game
o
does anyone how to make the head separate from the body? so i got 2 big meshes? body and head? i want to make my head invisible ingame
@vocal quiver Maybe you there? o:
@mild heart So place it within the same model in unity, then join it? Can you join within unity?
why does setting my lip syncing to jaw flap blend shape NEVER work?
no, gotta be blender
I did try that, but then my texture mapping broke
HMMM
oh, that is why
ok, get the model where it isnt joined
then get a bone connecting the arm and bracelet
It's not joined to begin with, it's a piece from another model
->
Here, I'll send a pic
now i get it, had the same problem with my leon that used the ISE guns
get both being seperate fbx files
then get both in unity
move the bracelet where its supposed to be and connect it to like your neck/ make it the parent
Okay, it's under the hierarchy
test it (you dont even have to be in the game itself)
How so?
Okay, I'm in the test, but it's just standing in a t-pose
Yup yup
then select your entire avatar and move it around
see if it is delayed
then press the play button again when finished
Doesn't seem to be so far?
No, but if I move them together without the hierarchy stuff, that's still the same case
yeah, but when you did the hierachy stuff. it is stuck right?
when i rigged this static model to some dummy bones
whenever i start to walk / move
it like slightly lifts the model up abit
not supposed to do that x3
hm, it is supposed to move WITH the neck while having done the hierachy like that
you sure you connected it to the RIG NECK and not the MESH?
In this case, it moves with the whole body as it should
And it's not really connected by anything
In unity, it's just on top of the model
And within the primary hierarchy of the model
can i get a screenie of your hierachy list?
then i can tell you where you can put it so it moves with your neck or chest
Sure, one moment
=U
Untitled is the Collar
How can I fix this? Its my first time adding things to a model so I probably havent done a very good job. The helmet doesnt show up at all and the shoes are screwed in game
urgh, mixamo bones
go into the mixamo hierachy and look for upperbody 2 or neck
then put it in that hierachy
upperbody 2 being the chest
and it depends on you where you wanna have it
how many spines you got?
Spine 1 is unused because of how VRChat handle upperchest bones
It is essentially skipped
Got it. Testing now! May take some time. Thank you for all the help! I'll let you know the result
whys it do that.
how do you go about giving a character a hunchback?
how would you position the spine
try flipping the hip bone/lowerbody in blender
in blender?
yes
i don't know if that'd create a hunchback or jerk him forward
anyone know my eyes sometimes go crosseyed with cat's eyetracking?
@charred sorrel try to make his spine straight. vrchat doesnt like bended spines
make his spine a bit bended forwards, vrchat will force it backwards and thus create it
oh god scraze
i did that with my goku model and it gave him a funky pose
you will have alot of fun with that
hahahah
you gotta flip ALL the bones back in place
fuck me
select the arm/rig, go to the bone symbol below
https://cdn.discordapp.com/attachments/378761490599116800/401176468429733888/unknown.png that's what it did when i curved the spine a certain way
then select edit mode instead of object mode
@charred sorrel that is a upside down lowerbody bone
cats didnt even fix it
wait so im confused
how do i get the hunchback effect? curve his spine backwards?
aaregon
no, make it so it goes a bit forwards. but just a tiny bit
select the arm rig?
yes
right click on the bone?
should i show you it via screenshare?
why are they transparant
?
now use the tools to rotate it back in place @oblique cloud
ty
cause it is blender being wierd
@charred sorrel that is nearly good, try to make the bend in the middle of the back
im trying to do the unity part but its kinda hard if someone could help me (i screenshare) i would be very happy
no, just rotate it back in place
and remember its name, you will need it for the unity humanoid part
oaky and should i lower it into the mesh more?
each part of the body can only have 1 being as "active"
no, just rotate it
_>
dafuq
that is the wrong bone for the shoulder
you see the one that is lower and actually in the shoulder?
that is the right one
wanna just screenshare? it is easier that way
ye, then i will show you how i mean it through my blender
ok
so I have a problem...legs are fused together...how do I fix this?
sdk might have selected the wrong leg bones in the humanoid config
If I have a non humanoid model how do I make it so the head moves when i look up and down
either custom animations or make it humanoid regardless
im having a very strange problem
i imported this model from dA and it has a flapping mouth but it's like halfway down his beard
all bones work fine and everything it's just... that random mouth wtf
how do i move it up?
i feel like the problem with my thingy is the feet and such may or may not be in the floor
idk how that would affect it abit considering the model is in the Armature / not connected to the hips or any part of the skeleton
but meh
can i rip the skeleton / armature from a different model and put it in another?
HUZZAH may have just found out the reason for my probs
...ok maybe not
why'd unity like
lengthen the bone
or thats what it looks like atleast
hey guys, im having some problems with differences from what i see in game and what i see in unity, is anyone able to screenshare and help?
try posting screenshots of each
heres the prob, or atleast what i think it is
see how unity made the Tank bone like clip under the scene
owait thats apparently the whole armature
So my arms are really streched, im floating, and the walking animation is really messed up, it looks really wierd
also my fingers are really messed up
and this is what sitting looks like xD
any ideas?
may be a rig issue or such
let me try to make another character
one that is simpler
now vr chat wont even load, its in a constand loop
yep
so i made a character who is one handed
his right hand is a drill but the left hand is fully mapped
however, it says they arent mapped so its disabled, does anyone know if there is way to enable the left hand
@fading verge did you get the rig like that
I really not sure why people are deleting the toe/metarsil bones in rigs..
feet/shoes/boots do bend unless you want to rig everyone with skiboots.
@tropic roost make bones that do nothing
that's the best way to do it from what ive heard
can someone help me rig up mimikyu here, i've tried and failed
i can normally do it but because its not a human it makes it difficult and would like some help
There aren't legs.
So I don't think you'll be able to rig it properly without legs
there are people who have added fish into the game and they dont have legs so i imagine there is a way
Yeah but there are likely weightless bones or something
I doubt you can just add invisible legs
well iver way, if theres anyone who can help with my problem please do
just remove them
i imagine
yea you can still do that and have it humanoid i think, unless you've tried
clade is right
oh! clade, as long as you have leg bones, make it so that they have no weight assigned to them
someone knows how to make the sleeve to follow the arm? I've tried using the weight paint but it's hard, it has 3 layers that sleeve and I don't know how to make it work, any idea,? or send me a link to a video where they explain that correctly and for noobs? or maybe, could a really generous person do it for me?
I just uploaded my first avatar and backwards and sunken into the floor. What do?
post a pic of the mapping in unity. i wonder if something went wrong there.
ok
@cerulean dawn The selected mesh has no shape keys
I've tried rotating the model 180 degrees since the avatar camera starts out rotated but that didn't help.
I can post blender screenshots as well
@unkempt dome you have a number in the Z axis
make it 0
and that WILL fix it, trust me
hmmm my models foot isnt moving with the bone even when weight painted
ohai @crystal vector
so no one is familiar with why an entire model would turn with the head? :<
@fading verge what's ya problem?
@topaz dune i have a few models in which when i turn my head the torso/hips turn too
@fading verge Not a 3D modelling expert but I think that'd happen if you placed the head bone first
the bone structure seems fine though which is weird, i'm thinking the root for the model is off but i dont see any way to adjust that
oooh
hmm
you found the problem?
when you reopen it in unity, does it reset the Z coord or is it still 0? tetra
anyone know how i could remove these trident arm things
@fading verge make a quick chek of every thing, weight paint and parenting.
@ tetra you did the reupload and everything, yeah?
maybe? I reuploaded but I'm honestly not sure if It went through
probably should check that
@fading verge select the bones, and go to edit mode. choose a bone and press x to delete.
Anyone know good values for gravity in dynamic bones?ยจ
ah you're making an artorias model too my dude
yeah
cool
i think i just realized that i wont be able to use my model without re-opening blender and dealing with bones again
mhmm
@tawny silo are there leg bones? I can't see any
makes 3 bones in each leg
I heard that you can add props to your avatar for custom emote purposes, even if your avatar itself is at the poly limit, is this true?
Whoops. Meant to ask that in #avatars-2-general , but I'll just leave it here.
AHAH. found out some info
guys i have a question, i rigged my character, tested it, saved it, then exported to unity where i found a couple of problems, when i went back to fix said problems, i noticed that my mesh wouldnt move anymore in pose mode, only the bones, already checked the parenting and paint weights and everything seems to be ok
the model only rlly lifts up and such when i look around
like if i look up it pushes it into the ground abit
same with looking down, raises it up kinda
idk why it does that
https://gyazo.com/be9d87b677c864d510efe83668a1c4b7 and my meshes refuses to move along with the bones
@meager fern did you applay the amarture?
so, what can i do to fix it without destroying what i already have? ๐
you know how to parant the skeleton to the mesh using the armature tool?
you mean, select the vertex that you want in the mesh and assign it to a bone?
im kinda new to blender, started messing around with it 2 days ago
no, just when you have made the armature tool, you select the mesh then the bone. ctrl+p and there should be an options to parant to the mesh with the exsisting weight paint
where did the other button go? https://gyazo.com/a1a58e77955eaa0d0236ff78bc075075
you've been hacked
@fading verge mabye update?
update?
im at 5.6.3p1
no idea just guessing
im having a problem where my jacket does not move with the arm. it does move with the shoulders tho. i know you have to do some mix weight stuff but im not sure exactally how it works.
@meager fern how does it wiggel around?
i mean, its a box, when i apply the humanoid animations in unity wouldnt it start wiggling around if i went with automatic weights?
i guess ill just delete the armature and start over
no, if you apply the weight correctly it'll be stiff. you can try and weight paint the hip to the intire mesh's body, then make dummy object inside the mesh for the ohter bones to follow.
@bitter ridge https://www.youtube.com/watch?v=G3gIN4dJYw4&t=
Learn Blender at https://Blender101.com In this video we begin the process of binding the character mesh to the rig. We touch on weight painting and point we...
this one contains how to weight paint
@meager fern make a save, and try to make some driffent test with the weight paint.
blender and unity really want's the bones to be mapped, and right now i dont think there is a way around it.
Hello. When I use root of avatar for creation animation, they always stucking in the mantis pose. But if I use sub root, animation is creating fine. Can I some how use subroot animations for emotes?
Ok so it turns out if I flip the model around the armiture so it's backwards then it faces forward, so I somehow placed the armiture backwards. obviously flipping it fucks up the weighting. how the hell do I fix this
use the animation channel, i'm sure they know more about it.
I know how to rig, but I just have a quick question, is there a limit to how many joints you can have in one model? Do they have to be set up in a very specific way?
Like, there are more advanced models out there with more controls, wondering if it needs to stay basic for it to work in-game
keep your bones to a minimum if you can, too meany bones make our pc's angry.
can some one just guide me thru bones, it been 3-4 das now, haven't upload a single char
@fading verge have you tried mixamo and CATS?
no matter wut i do, it just always wrong spine, or missing elements
and i never touched modeling before, so idk how to bones
did you try mixamo and CATS?
yeah
what you wanna learn is how to rig it all your self. https://www.youtube.com/watch?v=Q2MGttB1E7U this way you'll only need half a day to rig a model
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 ...
okay and did you get a good skeleton from mixamo? animated properly in the window?
@fading verge
https://docs.vrchat.com/v1.0/docs/rig-requirements Ah, this is useful for the requirements ;p
Unity will flag your humanoid rig configuration if it does not meet the Mecanim requirements for a humanoid. Please read and be familiar with this part of the Unity Manual when setting up your avatar: https://docs.unity3d.com/Manual/ConfiguringtheAvatar.html There are sp...
nice @signal ravine this is great, when ppl ask we can make quik trouble shooting and help them faster.
Anyone know how to add Hair bones?
Hey anybody know's if dynamic hair, is made from regular bones?
Can I some how edit bones weight in Unity?
Could anyone help with this predicament?
@timid ether i think you have to do it blender
fixes spine hierarchy issue
:thonk:
mfw
Dont hate on blender. blender is great. hate on ppl who make too complicated rigging
@low tinsel It's easy, you just have to move the arms and every part in red so it looks like a T, go to the rotate section
theres also a button under the pose drop-down that enforces T-pose
and start moving the bones for the model to look like a T
anybody know how to move the point of origin where the feet stand?
its at knee level for some reason
there were a girl some time ago who had the same problem @fading verge she rerigged, removed unnessary bones and renamed the bones.
@ashen perch try and move her hips up in unity, that works for some ppl.
@tardy schooner in blender?
as a sidenote i just noticed but your username moves up and down a little bit (next to settings button) whenever a message is sent in a channel
oh so that's what it does
whats the dynamic bone limit?
non, but dont be an ass.
well every time i add dynamic bones they disapear upon uploading
are they asseigned to the mesh?
no they're assigned to the bones.
i go back to the avatar after uploading and they're gone in the inspector
its like the uploader just removed them from my rig
yeah but did you map them onto the mesh with weight paint?
the dynamic bones work
but they got removed upon uploading it
i go back to unity and they're gone from the inspector
the dynamic bone component i added to the bones is just gone
its happened to me before, there must be some limit to dynamic bones
the bones can dissapear if they aint weight painted onto the mesh. ohter than that i dont know.
@low tinsel in unity
This, then select the bones in red and start rotating them till they are green (it may take some time
alright
is there anyone who can help me rig up the avatar im working on?
question- if i use custom animations, i don't need to follow vrchat's armature guideline, right?
@fading verge this is all the help i can give you right now. but if you are here tomorrow, i can somewhat guide you. 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 ...
@topaz dune thanks but its not a human its a pokemon that has no lags and ive been trying so hours to get the animations to work
In blender, how do I turn a .blend file into a .pmx? I click the option but I never received a .pmx file
Can someone tell me why my hip is like this ? And if there is a fix?
what's wrong with it?
@near gull blender can export fbx, dae, abc, 3ds, ply, obj, x3d and stl.
dang, alright
guessing i have to use blender to change bone parenting?
allright, i'm off. i hope you guys fixes your problem. and yes, i havent heard if you cloud do it any ohter way.
k
@topaz dune โ
!online
There are 17303 users in VRChat currently
@unkempt dome the hip pops out lolll
oh right i see it
im not sure what to do
hey guys i have a question about dynamic bones, does dynamic bones require weight painted area?
https://gyazo.com/e6104ae3ba0aec13e0d45721674a0e4b tfw when you cant finish your model because of this..... any solution?
its perfectly aligned when closed, but when i open the cover with the bone, it rotates for no reason
ok so i had to redo my leg bones
they map in blender
but they don't move in the muscles & settings
what did i do wrong?
also he is in the floor
in Vrchat
up to his hips
just a little under
and i don't know what to do
Does anyone got any idea on what to do?
if i was to make a non humanoid avatar that has arms, would they still track with my VR controllers by default?
i know for non humanoid avatars you need baked animations, do i need that for my arms too?
Well chances are they would not
dang, ok
Pupils are clipping into my character's scleras help
guys
i have question
if i want to upload an avatar for a frienjd
how can i go about doing that?
Compress it
make sure you have the .unity
get him to unpack it
and click on the .unity
will it have all the shaders and everything?
do i compress the project file or what?
got a picture of evidence / source what happens
export package?
nobody answered my question...do i need to weight paint for dynamic bone?
im prertty sure dynamic bone is all automatic
so i just put the bone and thats it?
ye
oh im not sure about that
do i need to put a bone and weight paint it and put dynamic bone on unity?
sorry i dont mean to be annoying
ok its in my documents
the assets and project
i ask him to go into unity
and open the project?
hey! I dont have the money for dynamic bones, so I was hoping to use cloth which comes with unity to allow the hair to move with the root, but i heard someone mention that cloth isnt really vrchat supported? is that true? My main issue though is that i cant find any tutorials on how to use cloth in unity ;-;
The tutorial I used was great for teaching me how to do eveything in blender, but I feel stuck just because i dont have 20 bucks to make things simpler(god i wish i had 20 bucks ive been working on this for days i just want a cute anime girl blease)
@tawny silo I ran into the same issue, make sure your avatar is at scale 1 in blender and then move them so their feet are at the origin
Where is that?
it says his scale is all one
yep
everything looks right
is it because nothing is weighted?
if that is the case then why do my arms work
Is "BustN" Bone okay to use for the chest? Or do I have to use "Spine_2" like most guides recommend? Pretty sure my model doesn't have a Spine_2
so im tryna make an animation for my avatars fingers but everytime i click off the keyframe, it reverts back
Whelp, now my mouth is stuck opoen
not even using the jaw, mapped or no
always open
using visemes
closed in unity
open always in game
thats so weird .o.
you didnt mess with any of the face keyframes?
These all share the "main texture," but is there any way to make these 3 have seperate colors of their own?
this is in unity btw
When I change one's color, it changes the other two
this is going to sound ridiculous, but for some reason my avatar is backwards and the only way to fix it is to make the model and it's armiture face 180 degrees in opposite directions, but i've already weighted it and stuff, is there any way to sort of flip the armiture horizontally without redoing everything?
does anybody know how to make your avatar go past the hieght or scale limit
like i see people with giant avatars and when i try it says too tall on one axis
maybe try scaling it up in unity?
are you doing that, or just changing its height in game
anyone know how to fix this? The bones look fine in blender, but that one leg is really messed up for some reason in unity
Alright, finally a place where I can directly ask a few people.
I'm trying to learn how to get a custom avatar into this game, however I keep running into problems I'm unable to fix without someone who knows how to actually model and rig properly. For now I'd like help with two models, an N64 one and a Non-Humanoid one. I wanna start with the N64 one, as it being Humanoid somewhat I feel would be easier to do. So with that being said, I was following this tutorial: https://www.youtube.com/watch?v=BQG_a8AW1CI with the N64 Model of Mario. I came across the problem of the sides of his body would stick to and be stretched by his arms, and the bottom of his head would stick to his body. Can someone help me out with this?
Links: Unity โบ https://unity3d.com/unity/qa/patch-releases/5.6.3p1 VRChat SDK โบ https://vrchat.com/ Skins โบ https://www.models-resource.com Mixamo โบ https://...
guys
I can't find the vr c script
not sure if it belongs here
wait nevermind
im dumb
I didn't even import the sdk
lmao
Can someone help me understand why Unity is saying Spine Hierarchy missing elements? when everything is mapped on the model except "Upper chest", because there's no bone for it anyway?
is your bone hierarchy in Hips>Spine>Chest? Because it's really easy to overlook that
I'm guessing it's bad that there is no bone labeled Chest?
it helps for the convenience, but you don't necessarily need it named that
Hey guys, are there any alternative similar to Dynamic Bone that add physics to the model but is free??
There's one labeled Spine2 that is the spiky looking bone in the middle of the chest
my avatar works fine but is floating 20 feet off the ground, is it because i stretched the bones a bit?
does anyone have experience of using a single bone for lip syncing?
Not sure if this is a question to ask here. I opened the VRChat SDK build control panel and these 3 errors pop up. I checked the mapping and it looks fine. Any idea what's up?
@fading verge Probably rename your bones
What bones need to be renamed & to what?
Is it a really tiny bone ?
i can see the long foot bone, not the end one
and you shouldn't map the toe bone btw
The end one is what's selected (Looking at the hierachy it says left ankle_end)
it'll cause problems in app
Ah, okay
Same with jaw
Jaw is front hair 2, with the back one being head
Yeah if you don't have a proper usable jaw bone you want to unmap it
On all of my models it's been that. What should it be mapped to?
to nothing
been messing around with this for a bit in both blender and unity and still can't really figure out how to fix this
looks like weight paint issue
that's what I thought too but
Hey how would I get valve rig models to blink and have lip syncing?
there arent any hidden bones?
The eyes and mouth arent bones
there aren't any hidden bones to my knowledge, considering I rigged the model myself
it didn't have any bones like an hour ago
since its manually rigged, that is odd
yeah, I know; that's why I'm really confused as to how the leg ended up getting so twisted and deformed
My model is missing the neck, l-shoulder and r-shoulder bones but everything else is there
How should I go in getting them?
Is it possible to change textures to parts that are already attached with a main texture? For example these 3 parts share the main texture and when I change one of them, it changes the rest. can I stop this?
hmm, odd thought, is the dress getting picked up as a leg part?
I don't believe it is
when you make changes the bones, are you overriding the old export or making a new file?
if you are overwriting, have you tried setting it back to generic and then humanoid again? i know i have to do that if i alter the bones of my models
I don't really overwrite it unless I noticed I messed up after saving it
hey how do you make the triple bone thingy that is in default rigs as the chest bone?
@near gull create a new material, drag texture to albedo of new material, drag material with albedo to single mesh you want to change in 3d viewer
alternatively you can open up the body in inspector and assign textures through albedo by gonig through the different meshes
Deionxick scroll through all weigh tpaints
make sure no righ tleg paints are on the elft
@silent marlin
so uh, how do you set up dynamic bone addon for Unity so that it only jiggles that one body part and not the whole body? lol
i've tried different 'root bones' and they seem to have the same effect >_>
u need the $20 script
does anyone know how to make the triple bone?
yeah; there's no right leg paints on the left
quick question from me if anyone can help. in unity, when i configure the rig, apply and click 'done', the changes aren't saving. ;-;
if i go back into configure, it's back to how it was before i made any changes.
maybe try reseting it entirely, i had to a few times
ah okay, will do.
like for the animation type, hit none and then apply
and then go back to humanoid, apply, then configure
i'll restart unity while i'm at it. sometimes that irons out weird stuff. i'll try what you said. thank you!
np
So i've successfully setup my dynamic bones and they look fine in unity, but when i go in game it seems like the physics are all different and they look like they stutter when i walk sideways (hair specifically)? Any ideas?
i've noticed that with mine as well, had to tweak it a bit. what's your inert value at
ooh, try setting it to 0.2-0.4 ish and see if that helps.
will do, if i can get my avatar to not show up red :/
Anyone know a good way to rig avatars without uploading to mixamo? My model won't upload, despite exporting it as .fbx in blender, 3ds, etc.
so, apparently somehow the bone itself got twisted in rotation
@lament pulsar just gotta rig em urself
@chilly brook Is it possible to do it in Unity? The only bone missing is "Spine_2"
i do it in blender
Sounds good, thanks
Can anyone help me ๐ฆ got all the steps right, and then i get here:
and it gives me that weird error
when i click publish
it says upload, but it never brings up the area to enter description after i click upload
Click on game tab.
You're saying that build publish doesn't do anything?
yeah, it lets me click it and then it fills the green bar and finishes with that "mouse down error"
I have no idea then. Haven't run into something like that.
๐ฆ and ive tried downloading, redownloading unity, all the files, and doing everything from scratch too
and i still get the same error
x.X
i get it too occasionally, but it shouldn't stop you from uploading. mine didn't, anyhow
make sure you're set to Scene before clicking build+publish
i never get the option to like add name or description so it won;t me upload it fully to vr chat ๐ฆ
Hey everyone,
I'm getting a message saying "LowerArm is not first child of UpperArm or Hand is not first child of LowerArm: you may have problems with forearm rotations"
Despite using CATS for that step it seemingly did something wrong I think, any ideas?
yeah you just need to arrange the tree there so that Left elbow is the first thing under Left arm, and so on.
the armor's bumping it down to second place and that'll confuse it
Alright thanks I'll try that
no worries. i'm still learning myself so if that didn't help feel free to call me out on it lol
Seems like it got rid of the error message, cheers
๐
Anyone know a good tutorial for adding bones in blender? I can't rig my avatar in mixamo since it won't upload
Or if anyone has the patience to step me through it, I would gladly appreciate it :x
My avatar is half crouching on Idle. I seen this before on other avatars. How can I fix this?
gf is having an error where the SDK is saying that it cant edit the data while unity is running when she tries to publish/upload the avatar any idea how to fix this?
I've got a question about a playermodel i had to fix up a bit, I was able to get the model in game and tracking my body, but my feet go through the ground for one, and more importantly, my hands are tilted off by like 50 degrees, Like my hands are flat when i have my controllers IRL sitting up like my hands irl are sideways. Anybody know how to fix that?
So the entirity of my model is working except arm movements, The shoulders/upperarms move however the forearm and hands are basically locked in a straight position at all times.
I used CATS for the rigging.
Previously when prepping for upload I recieved the warning that since "LowerArm wasn't the first child of UpperArm and that since Hand wasn't the first child of LowerArm there may be problems with rotation." I moved the Elbow armor which had previously come before the Left/Right Elbows down out of the way and the error went away but the problem seemingly presists.
They seem to be mapped properly
Hey guys. I'm having an issue with my character stuck in t-pose despite having the armature setup correctly.
Its Humanoid.
I'm at a loss.
any help would be appreciated
quick question - the dot on my avatar descriptr isnt visible, i cant tell where it is what do i do?