#avatar-rigging
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So I've had to do the shape keys on my model myself, since it didn't come with any, except I'm having trouble setting the Basis key to have it's mouth closed. I'll go make another shape key for the other sounds but as soon as I switch back to the Basis the new mouth shape will stick on it. Does anybody have any advice on how to do shape keys on an mmd that didn't have any? I've made sure that when editing shape keys, I only have the one I want to edit selected, but it still affects the other keys.
Well then you have to change the basis
I'm not sure what you mean with the second part however
hello!
i need some help with this rigging stuff because i honestly dont understand anything ,:D
Is anyone willing to help?
What's your issue?
well, im trying to rig a model from the game Jojo, Eyes of heaven
Echoes act 3 to be exact
and since im dumb i cant really do anything with it
i found someone who was able to release the files from the game but...
Oh yikes
my simple little mind cant even comprehend what the hell to do ,:D
heres the link if you want
Sorry, but I haven't fully rigged a model myself
Its fine
i just want to see if theres someone here who can help me with it, its not a must n.n
do any of you guys have tutorials on how to make the tails on models not stick straight out and instead hang naturally
Managed to fix my issue. What I meant was, my basis was being altered by my other shape keys and vice versa
is anyone willing to help me at some point?
so anyone know how to fix
the feet in ground thing
the models feet are at 0 and above ground
but in game i sink
and i cant make him float either
@past marlin Are you already using dynamic bones? If not then that's what you need to look up. If it's sticking out even with dynamic bones, try Gravity or Force with a small negative Y value.
what do i do when unity ruins all my textures?
theyre on as materials but still not going in the right places even though on blender theyre fine
oh solved my own problem tho for anyone with simular issue
delete all existing materials
then add new ones and name it face ect
and drag it onto whatever part you need
@flat sierra That can happen if you add textures after importing the model
make sure to import textures THEN the model
@solid wagon what the deal with Eyes of Heaven models?
Rig it in mixamo
i havent even converted it yet
There is tool to convert model
Its all simple. Just follow instructions
I have quite tall model and I've noticed this problem on a few other ones I've rigged. When I turn my head down the camera seems to rotate through my body, and when I'm walking and looking down I seem to be clipping through the floor.
@wet granite how would i add gravity or force to those?
Open all links in this page
I completed adding a weapon to my avatar, and ive been having an issue where whenever i do the hand gesture, it goes into the gesture i have in the animation, but in slow motion, without the weapon. And then it goes back to normal
i did
How would I go about animating a cape? Put a Dyanmic bone on each segment?
@past marlin In the dynamic bone component, there are parameters for Gravity or Force. Experiment with the Y field. (Don't worry about that blue box, I just randomly grabbed someone else's image)
That box is super important i found out!
Ahh those settings i completely skipped over them! thank you
@proper kettle I believe you can just drag them to their appropriate parent
i've had to move wrists and arms above clothing before
@flat sierra if u still have the problem, your materials have added black colour near albedo, change it to white
@proper kettle I think I remember seeing something about this, that with a Mixamo skeleton you need to assign the spine in a strange way. I think it was you need to skip spine1 and instead specify spine2 to "Chest" (Upper Chest is never relevant for VRChat, left blank). I'm not certain.
Click Upper Chest and hit Backspace to delete it. Then for Chest click the dot on the right and choose mixamorig:Spine2 ... I think.
some of my avatar connets to the skeleton in blender but not all of it, like only the hands connect
anyone knows how to fix this issue?
@wet granite thanks! Trying to test it...
i need help can someone dm me if they can help me plz
just ask here
i need help getting a mmd model into the game
does anyone how to make your avatar weightless?
can i have help getting a model into the game?
@arctic grotto like oki in vrchat you can get avatars who have no limbs but are able to move and have animation, i asked about it and someone said its because they are weightless
im trying to make an avatar who has no limbs be able to move and have animation like its head and tail but im struggeling, could you help?
and how do i do that?
oki
oki ill see what i can do, thanks
can someone help me get a model into the game
@turbid swan have you got your model in unity?
@turbid swan have you got your model in unity?
@turbid swan have you got your model in unity?
@turbid swan have you got your model in unity?
then you cant get it into the game, in unity theres a plugin you have to use to be able to get your avatar into the game, its the only way
@turbid swan are you in blender?
and is your avatar you are working on a mmd or just a standerd model?
sure
someoen had made the model
@arctic grotto i tried and im still lost on the hole thing
heres my model im working on
@subtle moth its the rigging, every time i put it into untiy it says something like its not a humanoid and it wont animate and im trying to see why
oh well, i have no experience with that, sorry ๐ @fading verge
vrchat requires these bones to exist on the armature:
head
neck
chest
shoulder
arm
elbow
wrist
spine
hips
leg
knee
foot
oops
those
if your character doesn't have these, put them on the armature but set the weight for them to 0 so they don't influence your mesh
@fading verge damn nice
@foggy osprey idk how, could you help?
where did the armature you have come from?
did you import a model from modeler resource that came with it?
it came with the model when i downloaded it
I have some problems with the hadn rig on my model
@blissful onyx from what ive seen in vrchat it seems like every avatar has that issue
you are probably going to want to research building your own armature from scratch in blender. https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Bones
some one can help me for fix a hat to a character on blender or unity ?please :/
@blissful onyx that looks like an issue related to weight paint
@foggy osprey ok, so how can I fix it?
How does the topology look on my model will i be able to rig this?
open it in blender, go through selecting each bone in weight paint mode and checking the weights to see if something is influencing the mesh near the hands that shouldn't be
How do I acces weight paint mode?`
Sorry posted twice
can someone tell me the easiest way to rig this model that i made into vrchat? been messing around with rigging for the past 2 days and i still cant make it work
@foggy osprey oh, so I have to slect the model and not the rig
that's right, because the mesh is what is being influenced by the weights, not the armature
but how do I then select the bones?
in pose mode, right click on the bone, then right click on the mesh, and then select weight paint mode
you need to have the armature selected first in object mode to right click the bones on the armature
Now it's showing up like this
I'm guessing the yellow parts are what's causing the problem
the way they are bent i thought maybe it was getting warped because weight was applied there from a bone somewhere completely different on the body
hey guys, im having a problem where when i put the character into an enforced t pose, his feet are backwards, and when i put them the right way, it says that its not a t pose anymore
it's just a warning that the model might look weird when you use it, you can still upload it and check it yourself
if it isn't right you can adjust the pelvis or thigh bones on the armature in blender
@turbid tinsel i have never had that issue. i have had the warning about the t-pose and i ignored it and my model uploaded fine. maybe you don't need to do anything
@foggy osprey I've now cheked all the bones and I din't see anything; except one small spot on the back of the hand
@blissful onyx that's really weird. the hands look fine in blender, right? if you rotate the bones of the fingers in pose mode, does the hand look okay? if it does, i guess the issue is in unity somewhere. i can't think of what that could be though.
Yeah everything works just fine in blender and even shows fine in unity, except for the rig editor or ingame
I'll just try another pilot model then. But thanks for your help! ๐
np, sorry we couldn't fix it. i hope you figure it out
np, sorry we couldn't fix it. i hope you figure it out
how would I go about giving my avatar an animated mouth? can't really find anything online
@deep tusk if you are using blender, you are going to want to research shape keys
hey ive tried everything i know but i cant get the avatar im working on to work in game (not able to get the body to move) can someone tell me the best way to get the avatar im working on to work in game please
this is the model ^
there's a thing in unity that says jaw flap bone, I think I need that
Did you make that model yourself?
btw, is there a way to move bones in blender with out moving the mesh?
looks like it's from sun/moon to me
nope i got it online
@turbid tinsel move the bones in edit mode
thx
I'm talking about like lip sync right, I don't want custom anims or anything
what kind of mouth is it?
human?
human might look weird if you just use a jaw bone on the armature but i guess it's possible
Unity support shape keys?
yes
yes human
oh I see there are different ways to do it
oh I see there are different ways to do it
My unity crashes every time I try to import the SDK package
Anyone else have issues with it?
yeah it happened to me the first time
are you using 32 bits unity on a 64 bits system?
@slow hearth
if that's so, get the 64 bits version, that solved the issue for me.
I got the 64 bit unity
yo guys, any ideas as to what the question mark is doing there? @foggy osprey
It works fine otherwise but if I open the SDK package it crashes while importing
any of you how to fix this
@fading verge rename it chest
@turbid tinsel that's not your fault, that's the generated thumbnail for the avatar. you can ignore that if you aren't planning on sharing it. otherwise try to upload it again later.
i could yes but the arms are linked to the spine and not the chest and for some reason i get this
and plus for it to work i need both chest and spine
@topaz dune
From what i can see on your pic, you have the bone order of a hip-spine-chest-neck, if you name them in that order and paraent the shoulder bones to the chest, it's fixed.
how do i parent them to the chest?
select the shoulder bones then the chest and press ctrl + p and choose the keep offset option
when you say select, how? cus its not doing it
nvm i got it
i have a similar problem, my model has upper chest. I select none for it but then it says the spine hierarcy is wrong
@tawny zephyr did you set chest to what upper chest was before you set it to none?
@foggy osprey I managed to get shape keys etc but I can't open my mouth because the upper and lower lip are 1 mesh/have connected polygons, any idea what I have to do?
https://gyazo.com/b61af22efb6de686abe80b942402139e, i have this but how can i fix this in blender ?
@topaz dune do i do this in unity or blender cus it didnt work in unity
blender
oki
but how @deep tusk i do not know how xd
hey guys, my character in unity is much more glossy than in blender, ill show the difference with pics in just a sec
select the skeleton, click the tab with the little bone as a symbol, and under "relations" there's a parent selection
@turbid tinsel use another shader?
@deep tusk select the edges for the mouth and hit v
@turbid tinsel you have to use the shades in unity. blender and unity use very driffent shades.
@foggy osprey and that does what?
and how do i do that, can i call you again @topaz dune ?
itll "rip" a hole for a mouth in the mesh
@turbid tinsel i'm bad at unity, i know that there are shades. but i dont know how to use them
alright I'll try thanks
yet
@deep tusk alternatively if you have no mouth on the mesh you could look into animating a mouth with textures instead
@deep tusk i cna't change the relation, https://gyazo.com/870c1f7a8af6730e3edd68973acf26b6
it's ok I only started a few days ago as well
no idea
@fading verge it means that they are allready paraneted
but didnt you just choose your spine and not the chest?
@foggy osprey https://puu.sh/z0IhD/39d2ad861f.png
so what's this
ikr
maybe there's a more detailed log somewhere
unless i can switch them
I'm trying to use mixamo but i'm having an error where it thinks i'm not putting the markers on my model
@deep tusk do you have any modifiers active? maybe that would cause it. just an idea
do I need to create like a circle of faces to rip
@fading verge swith their names.
uh yeah I have a decimation modifier
how?
there's another one called armature but that was there by default
if you press n you get a new tool box on the right https://gyazo.com/b90c79917b7268c3ab4f63e82a68f399 @fading verge
that wouldn't cause it for sure, i just tested it on an avatar i have open
it's has the name of your selected bone.
oki thanks
I can use y to disconnect faces from the rest of the mesh, but that's not it, is it
is atlassing important ?
help, I'm using mixamo to rig a boneless model but i'm having an error where it thinks i'm not putting the markers on my model
I can press v with single vertices.
@deep tusk what ya think https://gyazo.com/f02090c07b0b66603f124669ce7963d4
looks amaising ๐ฒ
i fixed my perant bones of arms now, but now when i try i get the character is not in T pose
@topaz dune you know how to fix ?
it doesn't work if you force him into a t pose in unity?
yeah. does it become green if you pull the chets up a littel?
it does but
my neck will enlarge up and fingers will be fucked
or in blender i should change ?
try can change the bone poitions and their seize in blender. it seem's like a little position issue
if the chest in unity is optional, can i leave it blank or must it be chest ?
there must be a chest
anyone know of any auto rigging alternatives to mixamo?
@topaz dune i got it to work, thank you
Yw
thank you
hey my avatar's eyes are pretty messed up ingame, sometimes when i look to the side the pupils will kind of disappear into the white of the eye, making only like half of the pupil showing
is there anyway to fix this through unity or blender?
i can try to screenshot an example of this ingame
too high eye tracking range?
hmm could be
lemme check what i left it at in blender, i think it was pretty low though
i left it at 0.55
im messing around with the rendering modes for the eye materials in unity
Any help with the colliders? I'm getting triggered
is there a way to move the bones as well when I rescale part of a model via sculpt mode
can't seem to figure out how to fix this issue with my eyes
alright smart people.. got a puzzle for you. found a model, rigging was absolute shit, started from scratch, rigged up the whole thing correctly (bone wise). created the vertext group for each bone and did the weight painting for each vertex. and yet when i go in pose mode and try and move a bone, nothing moves.. what am i missing/skip?
if you can see the weights painted on the mesh i have no idea
doesn't make sense
you parented the armature to the mesh right? you must have, i don't think you can do anything else without doing that first
Good day everyone, im having this problem where my custom made avatar keeps leaning back and forward when its in idle position. I tried that trick of raising the spine a bit but it didnt work >.< i also removed any rotation between the diferent level of spines.. still the same. any help? Thanks!
in unity after you set the rig type to humanoid and hit configure set toes to none for both feet
@fading verge
oh oki, gonna try ๐ ty
@foggy osprey you are amazing โค thank you so much! worked ๐
np, glad to help
^^
@proud dome I'm fairly sure non-humanoid rigs don't map to the default anims at all
also your rig has no shoulders or neck
i was going to make it walk on two legs
and it doesn't have a neck and shoulders?
i did one bone for neck and one for head
what did you use to make this?
okay it's just displaying very, very weirdly
ah but it got the required bones?
I honestly couldn't say
don't wanna mess up
How experienced are you with this?
have you weighted the model?
you can change the way blender displays bones and make them those black lines instead
i use the small sticks because its at least easier for me
yeah i googled it, i thought maybe he was using a super outdated version of blender lol
and i haven't weight painted it yet
im trying to put it into a good t-pose atm
since unity is strict
yeah
Couldn't tell you, anyway, man
that second set of legs might end up vestigial
no idea how you'd get those to move and if they don't move no point to rigging them
idk
Does anyone know where I can get Y-Bot or X-Bot for reference in blender?
is there a way to add a limbless mmd avatar to vrchat and make it work
I think I found one, I'll let you know if it has the armature which is the main thing I'm looking for
just make the weight paint for all the unused bones 0 and vrchat won't care. they have to be present in the armature to upload.
@foggy osprey how do i do that?
right click armature in object mode, go into edit mode, right click the bone you want to change, go into pose mode, right click the mesh, and go into weight paint mode
and remove all the bone heat from the mesh by painting it with 0 weight
Is this arm position normal for a proper rig
i can't tell if this is my fault
or VRchat's
in 3ds max what's the method to set up dynamic bones?
@small zinc looks okay to me
well shit, these animations are pretty awful then xD
i just compared to one of the default models
every female rig stands like c3po
yeah they aren't great. everyone looks weird
There are animation overrides, yeah?
yeah
Might need to see if I can track down some better packs somewhere
Well then, I guess this model is finally finished
@hearty yoke go in blender then move vertex of the white part as shape oval in head
huzzah
what i tried doing was moving the white part a bit back in the y coordinates @fleet echo
it looks like it worked
when i test eye tracking
but im not sure if this will affect anything else
I need these bows to be affected by gravity (Idol dropping a little) i set the gravity point in dyn bones but it just goes back to normal.
Anyone know what i can do to fix this?
Yeeee boi
guys, any tips on how to rig the hips?
in unity you can only choose one bone as the hip
@proud dome make it look like this in blender https://gyazo.com/d2012628830f323d6d9133f585cb63cc
the order of parenting?
you have to go into the bone menu and type in the parent and it'll connect them
if you select the bones and go to edit mode. you first select the leg bones, then the hip and press ctrl+p and choose keep offset.
ah and how do you remove subdivisions and bones?
how does your rigging look?
in edit mode you can just select a bone and press x to delete it
Yw
@topaz dune btw. is there any specific number of required spine bones for vrchat?
mine has 4
should i decrease the amount?
yeah, you can use alt + m to merge the bones. it'll remap the weight paint to the bones that were merged togehter
what's the recommended amount? and thanks for the tip
hip-spine-chest-neck-head are the only bones that should be in the mid line. more bones just makes it confusing.
Yw
Any websites to find rigged characters?
thnx
How can I get it so her arms don't hand inside her when she's standing still? Will I have to manually override the idle animation?
modelled and rigged in T-position btw
I'm not giving her man shoulders
I rigged my avatar in blender (couldn't upload it to mixamo for some reason). How do I export my model with the custom rig? Everytime I upload it to Unity as a .fbx, I get the standard .fbx rig
Can someone help me fix these bones
the thumb in game is always giving a thumbs uo
up
@lyric current whats wrong with it?
can someone send me dynamic bone script?
@fading verge you most likely mapped it wrong in unity or you have a twist bone. play around with option 1 for a while
@fading verge What would I have to do in unity?
lol, click on the model in your assets, go to rig, map the thumb bone to a different bone
thank you โค
I keep getting the error "this avatar is not imported as a humanoid rig" i dont know how to fix this, i followed the instructions but at the end i always get this same error, i will post anything that is needed to fix this.
on the rig page where you set it as humanoid you should have an error listed, whats the error say?
The error says
"Avatar creation failed:
parent for "mixamorig_Neck" differs from
one found in HumanDescription.
"mixamorig_Spine2" was found instead of "mixamorig_Spine1".
How do i fix this ?
This questions sounds a little dumb maybe I don't know, but does anyone know to rig like a 4 legged model in vrchat? Like animal like scooby do or something. If you know you can just DM or whatever. Thanks in advance.
Also, you could try rigging the fingers on the hand like setting the fingers as fingers..
does anyone know how to make a limbless avatar work in vrchat
@rocky mesa check your rigs set up to see if they're all in the right places and unity is referencing the right bones, thats a new one for me but I've only been doing this since last saturday
This is my current rig for the model, what would I need to add and change for the feathers to move and mouth to work, this is just a render in Unity btw
Its probably the fact that the Chest is still at chest spot , while its supposed to be at upper chest spot but idk how to do that
Since if i connect the chest to upper chest spot , i cant have 2 chests at once
Do you know how to properly connect the chest to upper chest spot ? @pastel cypress
The upper chest spot should be empty since VRchat doesn't use it, the spine bone before the neck should be in the chest spot
okay so spine on chest and chest on upper chest
Uhhhhhhh lol no. Don't do that.
No upper chest.
Spine on Spine, Chest on Chest.
@fading verge You should be able to upload it without anything assigned to arms or legs I think?
but that is the current 1 i have , and its still broken. I really dont know what i'm doing wrong.
yeah you can but the avatar doesnt move correctly like you can use the head to look up or the tail moves or anything
@fallow lake
@rocky mesa send us an image of what you've got in each spot and the rig, might help a bit
yus
yeah
k
Soo umm, totally noob question, but the menu is so short, how would i make it taller so i can screenshot more of it?
how do i merge the vertex group assignments from one mesh to another mesh exactly like it? i have a morrigan model but one has wings assigned to wing bones, and i wanted to hack those off and put it in my morrigan model which has working body bones lol
idk if i should literally frankenstein chop her up
Does anyone have any tutorials on how I could make the mouth and feathers on this guy move?
is that a chocobo
i use feather bones and ass bones to make those sway and move, from the Dynamic Bone thing
mouth is diff story
@rocky mesa I'll be honest I have no idea since I literally started doing this last weekend and thats been bugging me the entire time
oh. well i guess you could just go into Blender after mixamo?
it spat out your fbx, right?
well for feathers i have Dynamic Bone and i added feather bones, with vertexes of feather areas assigned to those specific bones
then in unity upon import you can play with settings there for that
mouth is ofc different story and you need a tut for that, or at least go make a jaw bone for now, then assign the jaw vertices to it
I have no idea how to do that
get learning
https://www.youtube.com/watch?v=ars__r731LE&ab_channel=FALprofessional
This a good start?
Viseme recreation in Blender to viseme application in Unity. Cats Blender Plugin: https://vrcat.club/threads/cats-blender-plugin-0-0-9.6/
okay bit by bit is then
visemes is hardmode for some but you could try that if you want
however that's for people with actual lips
So I'm trying to add a mask to my character, but when I upload the model to VRchat, the mask isnt mapped to the head
oh
if i have a bird i just have a beak that goes up and down
i might as well just have a jaw bone
How could I add a jaw bone
the mouth lipsync thing in unity with our vrchat sdk seems to let us just use a jawbone, we don't necessarily need the visemes option
Cause thats what I am looking for
in blender you have to
usually i go press the joint of my head bone up top and i press E to make a new bone
and i disconnect that bone entirely (it's still parented to the head bone though)
Let me load up Maya first to fix something then 'll port in in blender
also upper torso is deleted
okay set upper chest to none and set chest to spine 2
@lone hearth did you check in Blender or whatever to see if the mask mesh is actually following your head bone?
cause i would go do that
it would be a simple matter to add the vertex group assignment of the head bone to your mask in the settings to the right, with that triangle icon, then i would weight paint it or assign weight of 1 full
then in pose mode it should theoretically start moving with your head
thank ya
kk done , now i get the error of same joint assigned to 2 same spots @pastel cypress
if you have a mask anywhere else on your character like on your ass, then assign your mask mesh to follow your ass
don't want it to follow the wrong bone lol
which joints?
guys, this model says it has a blade, but appears as a dot. Do you believe this will have any effect on the final model? https://i.imgur.com/wmHLLDi.png
Chest
Chest is also assigned to upper chest and upper chest is also assigned at chest
unassign upper chest
why it appears as a dot?
set it to none
yea
there should be nothing in upper chest
assign it like hips, spine, chest only
yaes
nothing in upper
I've got a question, I've got a model almost completely working, except for one thing. The hands are each about 45-90 degrees off from where they should be. Does anyone know how to alter the rotation of hands to match the controllers properly?
that kinda sounds like a bone issue that i would go back into blender for and check the wrist bone rotation or something
maybe there is a better easier way not sure
So only upper chest is set to none, is that all i need to do in rig section before putting it in for it to be imported as humanoid
OK, i'll check that out, everything looks fine but i'll double check that. Thanks.
idk if i can check rotation of hands in unity, unity doesnt lemme do much lol
as long as the chest spot is set to spine 2 you should be set
hit apply and see if it worked
Hey, I asked this in #avatars-mmd , but I'm not sure if that was the right place to ask
I've encountered a problem with eye tracking with an MMD model
Basically, when I try to create eye tracking with everything set, it says that I don't have a vertex group assigned to the bones
Even though they're there.
Okay i think i figured out my problem @pastel cypress i got no SampleAvatarController
that'll cause some other problems but the humanoid bit should have only been affected by the rig
then again I have a very basic idea of how this works so god knows
My avatar seems to be fine in unity but when I get into vr chat she looks like
anyone know what's up
beautiful
Is there anyone knows how to fix the not imported as humanoid error ;-;
whats up is she's asceding to vallhalla
I guess so
she's praising the sun
at all times
as she should be
XPS models are much more easier than mmd models
I tried rotating the bones in blender and re-importing it into unity, going to see if my wrists are properly alligned now.
OH DAMN i didn't actually expect that to work
Sweet, if anyone ever has problems with hands rotated the wrong way, just rotate them in blender using the posing mode.
mine imported into unity with the tpose having rotated hands and it fixed it in game. Thanks @brisk mesa
okay i got rid of my not imported as humanoid error
now i got a this avatar does not contain an animator error
This is my XPS models that I got from Star Wars battlefront 2015 game
It come out really good in vrchat
So I tried rigging Mickey from Epic Mickey into VRChat, everything works except the chin does not seem to stay in place
Is your model mmd or XPS
@shut scroll but is the chin actually assigned to the jaw bone or whatever bone?
meshwise
cause if it isn't it'll try to drag itself back to tpose and stretch hilariously and be weird
if it is the 'my mouth hangs open after i did up some lipsync stuff' idk, there's a bug and there's also tuts
Apparently in the original rig a lot of bones were conjoined into one bone
the jaw is its own but eh
It seems I kind of solved the problem, but there's another question now with blennder
when i was having that problem i had to unassign the jaw bone
How do I connect Vertex group to a bone
You have to weight paint it
Go into pose mode, edit mode then select the bone you want then press tab
then go to weight paint mode and paint the entire region you want to assing
okay, I'll try
Cause like these are the bones and they came with the MMD, but for some reason
It says that bones are unassigned to vertex groups for the blink animations
(I highlighted the bones)
i've never had vertex groups attached to a bone for blinking
This is what it says when I try to create eye tracking
and now I can't go to weight paint mode
i might have told you wrong
hold on
you're trying to get a blink animation set up?
or keyshape?
Blink and eye tracking
yeah i don't know
well, yeah, Blink
anytime I've done
blinking
it's been a vertex group and I just edited the actual verticies to move rather than using a bone.
The heck is a tri
This is the weird part on my side
Vertex group and shape key (the blink)
how much better is mixamo to rig when compared to blender?
tri-triangle aka. polygon
Oh
also what the
after decimating my character suddenly turned back to 86k polys
HK ive seen a pair of boots with 60k tris
Delete the arms and legs and hips under the clothes you don't need it
wouldn't it make it weird looking inside my character?
Keep the wrists and the chest area
and the neck obviously
everything else can go though if it isn't visible.
wait that's a tie
you can get rid of the chest even
Okay so, how do I choose them seperately
Lol
Do I just choose the body parts in decimation and just remove them?.
No, are there vertex groups for the arms, rather than the sleeves?
see if there are vertex groups for the actual body parts rather than the clothes
If i have an armature alread bound to a mesh and i add bones to it... do i need to rebind any of the mesh to those bones?
So your model is broken down into seperate groups
Find the vertex groups for the actual body
Keep the forearms, neck, wrists and hands and head
Where do I go exactly like
Anything hidden behind clothes
yes
however
if you have vertex groups already assigned it makes cleaning it up a lot easier
You could also decimate the entire model to 19,999 polys but
?
Me too man lol
Don't remove the vertex group
Oh wait, I have to click the -?
Click the vertex group, then select, then go into the scene and press X and delete
No
don't click the minus
Make sure when you "select" that it isn't selecting your shirt and everything else
Well, I already did
And seems like ctrl+z doesn't bring the group back
I've been doing this for 2 hours and got 0 progress, heh
I'm sorry man ๐
You lost that vertex group now. Don't click "-" ever unless you want to remove the actual vertex group. To delete the actual polys you have to select and then delete them in the scene.
Do you have to wait for avatars to upload or is it instant?
It should be shortly after Unity says it's uploaded.
Meh, I got back to the original state just by reimporting
:/
to where I was
Mine says uploaded but it isnt on VR Chat
I dunno man
alrite ill retry
ok wait
been trying to set up a silly flappy mouth for this dod but I just saw that the jaw bone is like the tounge. Can I set this up myself somehow? https://gyazo.com/f8e209dedba0df0969f3c60d75f6f23e
I'm hella confused
I clicked select
what do I do now
I wanna see how much would decimating affect my character's face
Dont decimate the face it will ruin so many things
Pretty much the same after decimating it till 0.23
No like
I joined the meshes
and decimated it on 0.23 ratio
with 86k polys
with 19.8k polys
Like, to be honest, I just wish I could ask someone else to do this
and prepare it for importing
But I have nobody to ask for that
Lol, I feel that
cause I literally wasted 2 hours on blender and achieved 0 progress
There's also another problem that came with that, when I tried to import this model without blinking and stuff into unity
for some reason it appeared lying on the ground yet appeared as a proper standing T-Bone in the scene
I'm getting this error in unity and i have no idea what's wrong with my model. I rigged it properly and all that yet it still gives me a heirarchy error that says this:
and in the game it was a pretty much crashed avatar
I spent about 12hrs yesterday and all I have is a Textured model so far. This is tough if you have no experience.
@pastel quest screenshot this https://gyazo.com/0d821d0486aa67606cc4d52616c03137
you had one job
shhhhh
yee
ah alright thank you
Np
GOOD DEED O DA DAY
reposting my old question.
been trying to set up a silly flappy mouth for this dod but I just saw that the jaw bone is like the tounge. Can I set this up myself somehow? https://gyazo.com/f8e209dedba0df0969f3c60d75f6f23e
Cant find any toturials on it
Guys what i do when the avatar has shoulders set to none
@fading verge no promises itll work but try this https://www.mixamo.com/#/
wait
does it have bones there or is it empty
Aight
what should i do if the model i import into blender is like
half in the ground
just drag it up and out?
ye
@vocal quiver Sorry if I'm bothering you. Probably not a good idea to tag you as you might be busy. But I am really desperate rn to try and get this to work. Ok so you know how a model has shape keys that range from 0.0 - 1.0? How would I set it to 1.0 without it resetting? Cause there's cat ears in this model but when I apply 1 to the shape key and export, it's not there.
Torles the shoulder and arms seem to have been mixed up somehow
click this https://gyazo.com/08aa60c36ab4110b033e86b8fe35e603 and search for the correct part and set it
and see if it works
k
above Basis
this is how mine looks https://gyazo.com/4869fd81e8034bfe9f30dd376cb0c3d6
might not be the same for your model but it should be similar
omg pressing M in blender after i selected like 20 bones, really helps with visibility
for using layers and shit like photoshop
aaa
then I suggest trying the website I linked earlier
its pretty fastยจ
give it a try
gah, im weight painting in blender
but the weight paint i apply doesnt show up in unity
i import my newly exported fbx with my custom weight paints
and in unity it shows up as the old weights
im so confused
Hi.
Is there some reason that a Character Controller wont actually Control a Character? I keep trying to use the FPSController.prefab and the controller walks off without the body...
so like this? @main sage https://i.imgur.com/jKc225C.png
Maybe that's a stupid question, but when i make the weight painting
I don't find the legs
Someone know why ?
@fading verge mhmm
and that's it?
Any ideas why the texture upon being applied to the mesh is so soft? How would I make it brighter in blender? https://puu.sh/z0VBC/c2e26cc9d7.png
https://puu.sh/z0Vec/a1f4d0762b.png
if you did so and the ears stay put / stay visible
seems too easy\
it works
o
well thank you very much for telling me. I really appreciate it
you are the best
np
Does anybody know how to add dynamic bones to a model without a skeleton? I'm making a slime (like from terraria) and want it to jiggle when it moves, but dynamic bones doesnt seem to be working
... i thought you absolutely needed bones for that ๐
is there a reason why you didn't shove any inside?
lol
idk how id do it
but i need to make a custom rig for a like
whale / fish
swimming animation when moving
Didnt realize I needed bones for it to work haha, any idea how many would be enough?
depends.
all it really does is like
instead of the bones being rigged
it makes it sway
so 1 bone would look like a pendulum on a grand father clock
I'm getting the "Spine hierarchy missing elements" error message but I'm failing to see the issue.
i think if i had like.. a circular slimeball, i would make a root bone on the ground as a center point, then a hip bone kinda in the middle, then 3 or 4 outward bones
its like a half circle so yeah that sounds about right
then i can set my hip bone as a root bone in the dynamic bone options, and the other ones will jiggle, all four outward that i set would need that added
then i can tweak settings
it would not be a humanoid so it would need the generic controller.
maybe if i made a humanoid skelly stuck in a slime i could do it anyway though?
but less weight influence if i dont want it to warp
ogod
So Iโm tryna rig some models I have for VRChat and mixamo decided to remove the feature of choosing where the joints are and now when i upload my models it fucks them up and makes them look like they have scoliosis help?
@full cairn what is your bone hierarchy like, is it perfect already?
i had to actually connect some bones in blender before it would let me, idk why
even if it was parented i think i had to connect some leg bones o_O
other than that idk
I'm having the exact same problem on a really simple model with the simple default humanoid rig on blender
every single part of this robot whale moves perfectly
like a robot like it should
EXCEPT the tail
which stretches like its organic
check the weight assignment for that
paint it red with a clear stop point
i'd do that
no inbetween influence colors
ye its connected to other parts
problem is i cant paint this part of it without getting some on the part below
what does weightpaint even paint onto anyway, faces?
https://i.imgur.com/hrd3TNv.png it doesn't show the cat ears in unity ;-; @main sage
Uh nevermind about what I said, I just removed an unused bone, joined the previous with the next, and it ended up working
@fading verge also PFFFT, cat keyhole? ;3
: D
i'm scared of the Join Meshes shit in Cat's Plugin. If I do that, why does it seem to fuck my ability up to texture stuff ?
idk like later in unity it won't let me so idk if i have to texture it in blender then. but if i do, i'm guessing unity will be like 'hey so these are missing'
Hey guys, do you have to have 5 fingers rigged or can you do fine with 3?
to get around that i just didn't weight assign to two of those fingers
so unity is like 'hey okay you have a whole hand' when i dont
I tried to use the Cats thing but it messed up my mesh
The Right shoulder isn't the child of chest but the left is?
Do that yourself
guys my avatar does not stand straight when I'm using it but in the avatar menu preview he does. anyone knows whats wrong?
@fading verge try setting both left and right toes to nothing in unity editor
Unity is being wierd with my avatar rig
Here is how the character looks like with T pose enforced https://i.imgur.com/P33QJFP.png (first image)
Here's how the character looks like with pose resetted https://i.imgur.com/oT7oGGu.png (second image)
for some reason it's either that the head looks up or the arms are stuck inside of the body
absolutely no idea what to do from here
If the model isn't in a T-Pose when you first put it in Blender, at least in my experience, something is going to go wrong. Mostly the fingers and hands go wack.
There's a couple solutions for this, though both are time extensive.
hey is anyone having an issue with the new CATS update?
when i exported my model and atlas bake into unity the textures aren't showing up
if i want a model to be like, floating abit when i use it in VRchat
@sly pelican please elaborate
do i just move the model off of the ground in Unity?
you need to change the origin of it too.
not just move it up.
i only know how to do -that- in blender
1st - Remove the entire skeleton and put the file in Maximo and have it rig it - T Pose it. Then put it in Blender - Reweight every bone to your liking - Adjust what is necessary. (Or just Rig it and Reweight the Bones or create new bones etc etc)
2nd - Readjust the body manually through Unity by configuring the humanoid model. This may take a lot of trial and errors.
(Do note that these are by far the solutions I have found to at least work with a partial degree of success myself. I'm still an amateur and I'm sure there is a FAR easier option, but have yet to find it or be told of it.)
cause the game is like 'oh where's your origin, okay gonna use that then'
To elaborate - let me get pics up.
Ahh you don't have to
mmk
Thank you very much @sly pelican for the hints ๐
Hey anyone got a easy fix for the weird finger positioning after putting a character into Humanoid rig in unity?
Like the thumbs are all bent
@still lark
This model I'm having problems with because it isn't in a T-pose
Fingers get all screwy
However
https://i.imgur.com/0CYAtiD.png for some reason the t-pose pushes in the thumbs?
I asked this earlier but forgot to check for a reply. Do I have to rig 5 fingers or can I do with 4, 3 or maybe 2? Or will that mess up IK?
@low river Most likely the bones are placed incorrectly. Unity likes effing things up. it's a minor fix, but just gotta reposition them.
@sly pelican Zaku boyz
Yaaaaaaaaaaaaaaa boi
Zeig Zeon
In blender the model is fine yes.
But in Unity it thinks the bones are positioned like that so it effs it up
So all you gotta do is extend it outwards and its fixed.
Via Model Configuration menu in Unity.
how would i even move the whole model up in Blender anyway? usually whenever i try to move somethin i either move only the skeleton or the mesh
Do note that you have to probably re-do it everytime you fix something to the model via Blender when you upload it back.
You right click the Mesh (Object) and shift right click the Skeleton and then move it up.
you mean the rig configuration?
Ya that one.
when i do it says its not in t-pose
...lol im having trouble doing so x3
Though if something is Really really bad then you might have to keep retrying to fix it. It's quite tedious. VRChat and then back into Unity and repeat over and over.
If anyone has a better solution/technique. Please share lmfao.
ugh i wish mixamo would take all .fbx cause it rejects way more than it takes
size too
sometimes you just wanna go edit what it does
how the hell is something like moving a model up so annoying to me x3
if you have a .pmx or .pmd but it isn't an MMD model can you still mess with it using cat's plugin? or would that break it
cause i can see the bones are all weird
they point up and shit and aren't connected
Not sure. I don't touch MMD models. I plan on learning it for the sake of helping others out.
yea same
We're polar opposites. I mess with mostly SMD files.
idk, Rigify also seems to fuck up for me
SFM models are all properly rigged and what not.
does that whole traceback error, python is turned on so it's not that
So they're enticing.
i can't be an anime girl unless they have huge tiddy
Small frame huge tiddy
i'm already flat as fuck so i don't wanna be that lmfao
i usually only do MMD cuz they already have bones and textures and such rigged
unlike stuff like OBJ
Same with SMD
so far the only successful things i've done are a morrigan missing her bat purple tights, i literally sculpted a clitoris as .obj then rigged it, and a weird knuckles for somebody else
can someone help me with lipsync?
They also have everything. Problem is some models are not in T-Pose.
visemes is not working properly
did you set up all the mouth shapes for your visemes?
@hallow bay define not working properly. did you follow the megatutorial vid?
yes
I have created the animation with visemes but the mouth isn't working at all, however, a jawbone does exists
what if your jawbone is pulling on it
i see one problem already
the things set for the visemes arnt supposed to be the VRC stuff
supposed to be keys like
it's on pose mode because I was testing the movement
so, I need to create the open mouth animation?
Ok
there was nothing on the model besides what viseme created https://i.imgur.com/OuluiE5.png
When I put it back
the open/close makes the thumb go the wrong way
actually no
I know what it is
so fare, is there a guide to create that?
because I couldn't follow that step on tupper's guide because there wasn't the visemes for that
xD
@hallow bay if the char doesnt have the basic shapekeys for stuff like Ah, Your, There