#avatar-rigging
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and some textures
Then place it even higher!
side Veiw for good meassure
and this is the Format or whatever xD
Anyone got any nice values for hair dynamic bones?
Been fiddling for a while but can't get it to look nice.
Anyone got any experience with shoulders pads? how do I avoid this?
Do i need to weight the shoulder pad to the arm, or shoulder?
do humanoid models have to be in a t-pose?
is there a way to fix this hole ๐ญ
Caster are u good at Fixing avatars
nope i am still learning
guys
my avatar keeps puffing his chest out
even though everything is rigged in Unity correctly, haven't changed anything except for using Mixamo instead of rigging in Blender.
Will heirarchy do something like that?
check the hierarchy just in case
Mixamo sometimes messes up when the humanoid has an unusual shape or armor (so I've heard)
Yeah cause it added an unneccesarry spine parent it seems, which I have to skip and add the child of (Spine 2) to the chest in order for the avatar to work
Should I be able to manually change heirarchy in Blender?
and reimport?
Or should I make Spine1 the spine rig?
yep, it is
it looks like mixamo rigged it okay tbh. I was expecting weird orientations or something but I see none
Nope
Are avatars working now?
That's how I had it originally @languid plaza
changing to spine 1 would be the different one
I dont know whats wrong
@warm pecan you have no shoulders mapped they're needed
Anyone?
the rig doesnt have shoulders
https://puu.sh/z1sCn/1523404b59.jpg having this problem on a model in blender (the vertices aren't moving with the bones i added), i've probably just missed some obvious step: where can i change that?
Are they weighted to the bones?
oh I dont know how. the model was given to me
@warm pecan Either use Mixamo to auto-rig or Tupper should have a video on rigging models
i don't think so, how do i get to the weight painting dealy?
If you're in blender it's in the drop down menu where it says Object Mode
ah, thanks
oh i fixed that hole ๐ญ
is tupper a youtube channel?
okay, I see how the weight painting works now! thanks!
Yeah @granite lava its tedious but if you make use of vertex groups it can be less so.
๐
how do i assign it to a vertex group?
@twin grail yeah you gotta move the right and left shoulders parents to be whatever your chest bone is assigned as
Dynamic bones can be made to collide against the floor right?
@crude crag How
have any experience with rigging?
Eh not really
actually, where'd you get the model from?
Devient
hm, what kind of file was it?
pmx
ah, in that case post a picture of the armature in blender
i mean in the actual blender model
lol k
guys
when i import my mmd into blender, the internal dictionary doesn't translate the meshes
:/
its all in japanese
that just turned all the upside down triangles into the texture icon
they're all still japanese
o
To change the walk animation on a humanoid, do I just put a walk animation on the custom override over walk?
my model's arms are more forward than they should be when i use hand tracking even when my hands are at my sides
how could i fix this?
Is there a way for me to change pic related so that the bones moves with the highlighted leg bone? In unity when the character walks, the hem of her pants don't move with her legs creating awful clipping.
Are avatars working now?
@orchid shale you can try dynamic bones with dynamic bone collider
it will still clip, but not as bad
I will give it a shot. Thanks!
Help?
Is uploads disabled?
wdym?
works for me but I get errors
No erros and i still cant upload
nobody's helping me to rip
ah fuck the X-mirror thing wont work right for me for weight painting xD
MANUALLY PAINTING IT IS
Did you check the box for upload? @fading verge
Try logging back in again?
Hmnm
No erros https://i.imgur.com/NX6RC5j.png
Just warnings
which are not supposed to stop me
from uploading every character i have in my unity
Very strange
https://i.imgur.com/Nwo9mTu.gifv
Why dont i get the proper page :notlikethis:
Clear cache maybe?
You didn't click on your model... @south quartz
It keeps defaulting to the wooden one.
Redrag your model into unity.
Then try again.
So yeah, this seems to be the place where I talk about models. I am just wondering, what do I do with a Source model to get it to be compatible with VRChat? Do I simply convert the Source model into an obj. and send it through the autorigger before I try to make it my personal avatar or what?
@torn isle It keeps doing it ๐คท
Even if you reimport the fbx? @south quartz
Jup
sending you a pm @halcyon patrol
Eh
To be fair i pretty much set up things the proper way now so im 99% sure its fine without having to check it
Its just annoying
Did you do it?
The rigging?
The reimport of the fbx.
Start a new project?
I also got it on older project so its not just this project
It's supposed to tell you to save a file when you click configure.
It does that normally
3rd error is bullshit
1st and 2nd i'm confusing
but the 3rd is the worst of them
everything is there
So you didn't enable fix model?
i did fix it
clicked on the "fix model" button like usual
then i exported the model as an fbx file
I figured out why the eyes arent appearing on the nico model and its because the owner of the player model forgot to open up the eyelids, any way i can open them in unity?
Anyone have a tutorial on how to make bones for an unrigged model? I'm trying to put a general grevious model in vrchat but it has no bones.
@torn isle Well this is funny
I just went to making my mouth and blinking animations and would find out later what was wrong with my unity
Things froze for a second
all the missing assests i wanted returned and now i can also use the menu's and stuff right again ๐ค
Might have been one of my background programs or something like that
didnt read channels completely ๐
check what it has mapped in those places, make sure all those bones are properly parented.
And you should get used to do your own skeletons lul
Check both body/head tabs
Yeah, i learned by doing manual mmd rigs before cats blender was made. I can tell you, that crap was not fun. Mind numbingly painful.
please hold one sec
Also you need a neck mapped
^
@blazing niche click the head tab and see what is mapped
if everything in body is correct, check head/hands
all of those tabs matter
everything "seems correct"
ctrl+s it if you haven't to save the scene if you rearranged bone parenting
Yep, it does that unfortunately. You gotta remap the bones first then do all that
<-- also learned that the hard way
โฐ
If you have the old scene saved, you can copy script settings
to your new one
nope
welp, sorry bud
@blazing niche welcome to making models work, enjoy the ride. Theres worse stuff than this. ๐
good thing i still have a back up on google...
then you can do all the dynamic bones/scripts
see i basicly was given to avatar by some one how already had it working
some how broke it by opening it
.-.
or so he says
Hmm
@rich merlin you have to select the mesh and reset its cords
trying to move the bones will in hand move the mesh
alright thanks @drifting tulip
i only have unity sadly my pc doesnt have the space for blender
@rich merlin fixing that can be tricky too if your model or bones are not directly centered on the x/y/z axis so i hope it is for a safer fix. best of luck.
Do bone constraints not transfer over into Unity?
Artoras, good choice
it does not move
i feel like i missed a step
I created the bones myself
did i miss a step when i did
does it do that in pose mode in blender?
found it?
that's no good
weight painting
none of the bones work
welp
can anyone explain why cant i configure?
sorry to ask again but how do you reset the position of the mesh o_o;; @drifting tulip
yes
alright i got back to where i was @drifting tulip
i can't select all and do that :S?
still getting the error
make sure your bones are set to the middle here like this, if not when bones or mesh is selected.
and modify "location" to 0/0/0
@rich merlin
did the bones work to begin with Aman?
ive been tring to upload for 4 days...
Make sure you have the armature set here
best case that's your issue
if that's not there, click add modifier - armature
then set the objet to your armature
me or aman
aman
THe Mat_skirt 2 is the mesh
yes
I clicked on it now what?
click the modifiers tab (wrench)
and anyone help on why dynamic bone is not working?
ok
what do you have there
nothing
i'll get it eventually xD
show me
anyone know how to raise the model above this orange dot, it makes me walk in the ground when i import it into vrchat https://gyazo.com/a7a5aa136bb666e25d592429d1a44082
yep
Does anyone know a fix for this?
and i quote this is the world of magic where two people do the same thing and get two different results
same
https://youtu.be/6EDSS5GKhrI
@fading verge
Quick tutorial on how to fix the issue: LowerArm is the not the first child of UpperArm or Hand is not first child of Lower Arm: You may have problems with F...
Thanks
feel silly for still not being able to do this :\
๐๐ป
You dragged the character out from the bone structure?
Hmm, then that's not the issue Aman
That's what it looks like.
i think accidentally
If that's not there the bones don't move the mesh
Ctrl-z
Well.
so still getting the error ive got a fresh scene and everything is up messed with
Starting over wouldn't hurt.
๐
isnt*
@mystic sluice I wonder if it is because all my bones are in Pose?
well if there is a way to get it out i assume there is a way to put it back
wouldn't think so
ctrl + z is undo i think
so for some reason dynamic bone isnt lineing up and is messing up, can anyone help?
to try and figure this out
I can't be too much help, I'm not that experienced yet
i guess i'll have to start over then....
do you know of someone better? @mystic sluice
any one here think they can fix my unity eror?
unfortunately not, sorry
congrates!
@vocal quiver i heard from a friend of mine you are super at avatars any idea why im getting this error if the bones are all mapped?
looks like they could be bones
so for example
if I wanted to apply these to my avatar at one point
I'd have to add bones, right
is that a hard process?
For a beginner
firstly I'd need to find where are all the tris
Hi guys. 2 quick questions with some common issues if I may. Avatar's fingers are curled in after import on unity - rotating them to correct position takes it out of t-pose. Quick fix? or is the t-pose thing not an issue. Angle between leg's and hips is no where near 180, is this an issue?
any one know any one on discord i should ask for help?
can someone help me line up dynamic bone with the body please
Make the bones in blender
@shadow shoal i have
Select the root of those bones
?
Put the root in dynamic bones
thats not how it works...
i need help with that exact same problem and model
What's a good platform to download 3d models?
Cause there's a model I like on sketchfab but I can't download it
how can i attach a item to my avatar?
oh god...
how do I connect the eye bones to the neck bone? They arent in the same armature group
to the hands? how do I do that?
*head
how do you make a dummy rig?
I made the eyes
cause you oughta make them while editing the main armature
not the rest of it
oooh ok
anyone know why all of my armature is hidden untill I go into edit mode? I've pressed alt+h and it does nothing
delete those two armatures
and then select the armature and go into edit
select the end of the "head bone" and extend it sTRAIGHT up [hold control]
can anyone tell me how you make a dummy rig?
then select the new bone, alt-p
https://i.imgur.com/L3z7eBU.png and chose disconnect bone
then you want to move it so the tail [large ball] is in the CENTER of the eyebal
won't deleting the eye armitures delete the bones?
you gotta remake the eye bones
orrr
actually
are they already rigged for the eyes?
like if you rotate them
I rigged it by making the texture move, im not sure if thats ok or not though
Hrrm
@fading verge How did you managed to import and properly rig a Pokemon model? I want to do Rowlet next but I think he might be missing some joints in the armture
the bones make a uv warp move
I
huh
I dont know if that will work, and i dont know enough to figure otu ahha sorry
the eyes move correctly I think, ill post a screenshot
@fading verge i got help, im not good at this so just asked around
ECH
@low river is that how its supposed to be?
OH
Eye bones
have to be upright
like, big end bottom
firstly
and But you can actually parent it to the head
@fading verge Well damn. That's not gonna work for me
you mean the head and the eyes or both eyes?
the armature
the eyes can be their own mesh/object
the armature has to be one
also, did you make the blink/lowerlid shapekeys?
@fading verge i can look into it once ive got mimikyu done
I had a separate animation to make them blink, idk if it works yet
Ok well
@fading verge Alright then. I really want to try using some Pokemon avatars.
you dont need to make these as the actual blink but
its verrry complicated
you need the first 4 shapekeys on the main body mesh to be IN THIS ORDER [after basis]:
can anyone tell me how you make a dummy rig?
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right
you dont have to actually make the shapekeys blink or have the lower lid [but could make it look better]
but there has to be some difference between those and the basis
btw I pressed join and they turned into lines, is that normal?
show?
go into edit?
hey i'm just getting into rigging, so i wanted to start off by rigging a default human model, is there any videos you guys recommend to start?
would dyamic bones cause this error
uh can you post a picture of your unity screen with the bones mapped?
I just opened an old save lol
maybe I didnt select it correctly?
maybe?
Hey guys is there a tutorial on how to add a bone to a model that can be used for dynamic bones?
im trying to think haaha
Im not 100% on it unfortunately
https://www.youtube.com/watch?v=HoddeRRXaOs @modest harness
Small tutorial on how to use Dynamic bones with force, and colliders. My Twitch: https://www.twitch.tv/kaylajayde
[im not calling you dumb this is the thumbnail they chose :v]
can someone help me by telling me how to attach the mesh to the rig
alright will check it out. thx^^
Howdy folks. I've been experimenting with an avatar that is probably pushing the limits of the humanoid animation set, but which 90% works aside from idle refusing to work properly. https://i.imgur.com/FwWbvVD.jpg In this image the left shows it animating fine, but the right happens after about 1 second of standing still. The legs IK decides to ignore the muscle setup and go way beyond their limits to have the legs scoot so far forward that they touch the elbows, and they often also cross / clip through each other. Is this just a limitation of IK, or is there something that can be done to force IK into line?
@low river i got some help but yes
ahh ok
just realised they arent on the head in the heirachy
OH soprry thought I hit enterr
Is Mixamo the only "I'm too lazy to actually do rigging on this 3d model myself" software?
anyone have an okay rigging tutorial, im at a loss
i thought mixamo was for animations
I should make a rigging tutorial
Cause i do it relatively easy [for bodies]
Mixamo can also be used for rigging
do that, id watch
id watch
I wonder if I can try and make it move the texture again now
I just need to find a recording software
Sometimes has some funny results.
obs, nvidia
Though itd be more like
does are good
@proud carbon 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 ...
that works too
thx nico
though why 10 parts
want to go bowling?
best rigging tutorial i can think of.
Unless they literally go STEP by STEP on "What this does"
well thank you ill check it out
he doesnt even start until 5 minutes IN
just need to say, im glad for this community, im done with toxic online gaming
VRChat can be ruthless
This Discord is good
But I go in with a slightly off model, about 50 people will comment going "WTF IS WRONG WITH YOUR FAAAAAAAACE"
tho he know his stuff and you learn a lit
they mean it funny doh
"I put it together myself whered you get yours"
And he does
I just feel like this can be condensed
ALSO
well what're u witing for, download obs and make it lit af fam
TRue
@low river btw crow the reason it stopped working was because the UV warp has to have an armature selected and joining them deleted the old one, it works fine now and thanks ๐
Ahh okkk
I really want to get dynamic bones for my avatars but I don't have the money for that addon.
there is no other way than paying m8
any one an expect on unity rigging?
what do you need?
so my avatar in unity is giving me head, hands, and feet need to be mapped and im 60% sure they are
im basicly a noob at this
send me the model on PM
so i dont know what to look for
Rigging is giving me an absolute headache
Even with super dumb instructions I'm overwhelmed
rigging is a total pain in the pinfeathers
I got an auto rigger
I don't even know how to use it
There's no option to select it
Is someone experienced in dynamic bones in conjunction with adding the bone yourself in Blender?
What are some good dynamic bone settings for hair?
Does the order of a bone's children matter?
I need to know
What are some good dynamic bone settings for hair?
Does the order of a bone's children matter?
I need to know
What are some good dynamic bone settings for hair?
When I import my character, I get this instead of the eyes. Any solutions?
Hey I need some help
so i got a model here (rigged myself)
I am having issues with the bones
i cannot get them to heat map
auto heat map
it keeps giving me a error
in unity it looks like this
and in pose mode in blender
it does not move with the bones
so what on earth do i do
i have spend 3 hours on this
with little to no progress
Is your model even rigged?
you can see the bones right there
But are they attached to mesh?
if you see my blender hierarchy
they are how they should be
i cant seem to get the heat map to apply
it keeps giving me a error
I'm trying everything
but nothing
Bone heat error?
Select all faces and then select remove doubles
Did you try selecting by loose parts
no?
how would i remove doubles again
might as well do it again
i have forgotten how
Mesj
mesh edit
Can you send me your blend file?
the mesh does not got bones though
If you export as an fbx it will save none data
why did my Tris go up?!
Bone data
im at 174.9 Tris?!
wtf
i started at 44k
what happened?
anyway
want me to send you the FBX?
ye
Does anyone know how to fix this? In Blender I rigged a model and he seems to have parted at the joints.
That's after I rotated his arms
is there a way to make the angle here 180?
love how jaw flap blend shape NEVER works for me
Jaw flap blend shape doesnt work for me either.
I think it's broken
Viseme and jaw bone are the only ones I can get to work @main sage
I'm quite new to making custom avatars, so plz no bully too much. I have been trying to import a Spetsnaz avatar into the game and when I open the build control panel, it has an error stating, "your rig has the upperchest mapped in the humanoid rig". From there I unmapped the upperchest in the skeleton editor thing and after that I had an error that said "spine hierarchy is incorrect". what do now?
Ok so im fairly sure jaw position in unity is a literal bug
every time I upload, the jaw opens
then I need to move the bone to close it
then it opens
then I close it
the jaw is spinning circles
being closed over and over
It works each time for one time, until I change anything
then off to the merrygoround jaw again
I am new to mapping custom avatars and importing them. I was importing a avatar from mmd and i think i did everything right, but when I went to set the rig to huminoid, I have an error saying that the father of the sholders and neck is not connected to the spine. I have been trying to fix this for about 5 hours but I cannot fix it. I have a screenshot of the rigging, and of the error message.
Screenshot 1
Screenshot 2
I notice there is a space where the elbows are, there are some grey rigging, but I don't know how to correct that.
@fading verge i'm still new but I just found this that might help
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...
Ok i will try that out and report back if it works.
lol
Like I said earlier if anyone can help, I unmapped upperchest because it has to be and now I get this error. does anyone know what to do?
I am having the same problem, but all of my joints (Right shoulder, Left shoulder, and neck) are the direct children of the chesh bone
chest bone*
I have tried everything that I could think of.
Post the bone hierarchy @solid mica
Even went to search it up in google, but I still cannot find a solution to this problem
k one sec
oh wait I think I know what is wrong
my shoulders are not mapped to the "chest bone"\
see picture
I have to set up the map right
That seems to be the problem there
yeah
the three pronged bone is what you want as your chest i believe
LOL ok do the solution apparently is to make a fake jaw
so the game doesnt go to the ends of the earth to open your real jaw
Could someone help me out ๐ฎ
Its probably a simple solution
i just mapped it to the grey bone at the top of the image and everything is fine now
it works good
yey
Nice
I have a character (Pikachu) and i want it to have its arms stick out when its running and idling instead of dropping down to the sides
How would I go about doing that?
Animation override
How do i add a bone to the existing armature? creating a new bone makes a separate armature.
Blender
Anyone have an answer for my problem?
hey guys im new to all these avatar making thing. So i downloaded a model on deviantart (i am watching a video on making custom avatars in vrchat) and uploaded the rar file into mixamo for rigging and it said unable to map existing skeleton. any ideas :c
Send a screenshot of the model you are trying to import
Ok
oh wait sorry wrong one
Do you know how to use blender with the mmd_tools add-on?
What do you mean?
no I don't
you just import the model from the mmd right?
hey i am having a problem with my head jaw bone with lip sync
it stays constantly open
I've had that issue too but I couldn't solve it without just removing the jaw bone
i have it assinged as a jaw bone so im just
wahdjioshjndiowh
and im bad with unity so im probably fricken something up
i would recommend following this tutorial and getting the addons he suggests for Blender @lucid mist https://www.youtube.com/watch?v=7P0ljQ6hU0A&t=1058s
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
all you need is the mmd_tools though and then it gives you the option to import .ptx files
yeah cats plugin helps sort bones and other issues saves you quite a bit of time
oh neat
Acarias, Do you have experiense with 3D modeling, rigging, and fixing errors?
Does anyone know how to have certain parts of a model move while the rest of it stays stationary?
I read up something about mesh colliders and rigidbodies but I have no idea what to do with them
not alot tbh i use cats to sort most of mine i import it then hit fix model on my cats plugin and it fixes the bones and the bones hierarchy
you can also use it to seperate meshes and try to reduce the tris and verts
I have a very weird problem that ncludes with a rigging error
"I am having the same problem, but all of my joints (Right shoulder, Left shoulder, and neck) are the direct children of the chesh bone"
It is saying that my neck, and shoulders are not connected to the spine, which it is
ah
okay i think its time to see if someone here can help me with my lamia model
i can't seem to get her damn body to be rigged properly
everything works except now she idles like this http://puu.sh/z1FGN.jpg
oof
the closest i've had her is like this https://puu.sh/z1DEE.jpg
wow
her hips seem to either jut out forward or backwards
right
i could just make entirely custom animations for her in the generic rig type, but that then loses all humanlike nature
like twisting head, hands move when they pick stuff up etc
@main cape Thank you
no problem glad i could help ๐
In the screenshot, you can (somewhat) see that the shoulders and neck are connected ot the spine (Chest)
guys how do i change the angle between pelvis and thigh bones?
I had did it by using cats blender tools and pressing fix model
otherwise I dunno how to do that
Idk if this would work but i think that if I use cats blender tool, if that would fix my problem but mabey not
do I put the cat blender tool into blender or do I need a different application?
its into blender
ok
any advice when looking at this on how to start?
@fading verge shoulders and neck need attached to chest not spide
spine*
My spine is the chest
@crude crag get rid of some of the spine parts. you really only need "hips" "spine" "chest"
I am going to use the cat blender tool but i will need to start all over (I start with the mmd file)
@fading verge can you send a screen cap?
Yes hold on
@fading verge combining them would do that, right? how would I go about that?
@crude crag
Alternatively you don't have to remove the spine parts.
just remap them to not be connected
You could lower the upper chest to lower chest and then just adjust it via Unity by moving the spine w/e part into the circle and remove the upperchest part in Unity.
Example coming up in 20
ty
there's a few ways to handle that
remove unnecessary bones, remap some bones parents, or move bone positions
@crude crag make an easy fix merge the bones and rename
It has custom scene items with others. No assets though.
also legs seem to have an extra shin bone
that way the weight paint will transfere to the merged bones
the only trick is not breaking the rest of the model in the process, which is why I'm asking y'all for advice first
yeah that's what i was thinking of niko
and less pain in the future
will that cause animation issues later?
@sly pelican doesn't that cause the leaning issue?
like, i did that with one model, and when he sits down and looks down he looks up instead
But I was fortunate to have this model alright.
that may be because of other shit i did though
oh yeah definitely know that feeling whup
But then again - when it comes down to it. Simple remove of a bone can solve issues.
I just change parents shoulder to chest and remove the use of upperchest in unity
so I don't remove any bones
and they stay kinda where they're supposed to
that being said he has too many bones in legs as well
but it's easy to ignore those.
May have some weird leg walking movements like your avatar is assisted from the armpits
I have that with my Titanfall pilot
shouldn't if he doesn't map them to shit in unity
Lmao
cause the default anims run off of mapped bones
i dont know about you guys, but i really hate looking at models that have more bones than needed.
is it possible to add something so it recognise there is a heel? or is it fine as is?
my character as this, how to do make that 180?
@edgy flicker do you want it to actually use the heel or not?
I want it to use the heel if possible
@charred patrol you can ignore that, it dosen't make too much of a driffence. unless you are using fullbody tracking (i think)
even with tracking it works fine in my limited experience
@topaz dune is correct @charred patrol
If you're using Full Body Tracking you'll want to flip the bones in Blender
If you're using an MMD you can use CATS to fix that
it's a good idea to merge the model all together before doing weight painting, yeah? or merge it after?
ok um, is there a binding for an export in blender
can i atleast make the feet actually touch the ground?
is it possible to edit the models default position to fix this heel problem them?
never mind found an alt export
@crude crag i like to merge the mesh when doing weight paint. but just make sure there ain't anything you want to do before merging the mesh.
anyone?
@charred patrol i'm thinking of a solution
one way would be to edit the mesh, by selecting a group of vertex and move the foot up.
or select the intire foot and rotate it, and make small change's so it looks good.
second solution, is better now that i think about it. anbody else who wanna dish up a solution? there might always be a better way of doing it.
how do you keep the rotation tho?
this
yeah that's why i didn't have an answer. sorry :x
you press your select button to apply the rotations you made.
and ofc move the bones so they fit with the changes
you can when rotating press a axis key -z-x-y to rotate around that axis
in pose mode?
nah edit mode.
im not understanding how
I quite like weight painting separated meshes cause sometimes dat ass in the way
Any idea why I get these green lines for unused assets?
Is there any way to hide them?
allright, give me a report on how far you gotten and what you want to do next @edgy flicker
literally just imported the model in
and the shoe is like this despite having a heel
I want it to recognise the heel on the shoe
to me it looks like you wanna rotate the feet's aka the mesh. the bones are fine.
oh btw for those curious, I finally looked at weight paints and two of the spines don't have anything weighted to them. huzzah!
nope, you simply go to edit mode select the feet's only. you have a '' vertex select paint tool'' you can use to speed up the prosses. hold the select key to mark the vertex's and middel mouse to unmark.
the press r to rotate and x,y,z to rotate it around an axis.
is there a keybind for the paint tool?
do I have to select all of it? because it doesnt seem that accurate and misses some spots
sooo the fingers are messed up, despite weight being painted to them. advice?
you can increase the size of the tool by scrolling, and you can select more if you turn on mesh x-rey with z
i fixed this in another model by adding another bone in each finger. should i just do that again?
@crude crag short on finger bones?
idk how to fix the feet
hey guys my legs keep clipping through the dress
how do I fix it
@charred patrol pm me the file i'll make a small fix if you didnt understand my
explanation
@little glacier add colliders
the sphere below the top right one has no use and is an attachment point for holding things @topaz dune since you asked about bones
@topaz dune I can get it into a good position but I dont see how without stretching it away from the rest of the model
@topaz dune which file do you need?
fbx is fine.
kk
@edgy flicker move the mesh around using the axis arrows, move the feet's so the angel's dont strech
yeah I see now
to legs and skirt?
yeh
kk
You add colliders to the legs in order to prevent clothes from clipping through. You don't fucking add them to both lmao
@topaz dune one last thing, how do I make sure the bones are connected? I know how to move them but is there a way to be accurate?
No
You create colliders on the mesh you want bones to respect, in this case the legs, hips, whatever, and then you apply them
@edgy flicker you can look in this pannel to see if the paranting is correct https://gyazo.com/b7d323e3c6b5112c9a145f692c2fabc1
so even if they look slightly off they should work fine?
if the parenting is correct
Same shit
can you show me a video/picture of what you mean
I've already done that but it still doesnt work :/
@fading verge
What don't you get?
You probably didn't apply them then, or your settings don't play nice. If there's enough momentum and force on a bone it'll clip through anything
look fine to you?
For starters those colliders are far too big for their purpose but aside from that, your problem lies with the settings. You have to find out what works yourself with the model
Any of them. Like I just said seconds ago, that's the part where you use your head to figure it out
The colliders are a representation of the mesh itself. The closer you follow the contours of the model's body, the better they'll work
@fading verge https://cdn.discordapp.com/attachments/391908853631156235/402249734678642698/unknown.png if I make the colliders too small they go through the legs
I'll give you a hint: use the height setting
Whatever you want
I am, its still disappearing :/
moving height up and down its still doing that last picture
@fading verge
Like I've told you, you gotta play around with the settings. Are you honestly expecting perfect results within a minute?
@edgy flicker if you haven't resived an answer yeah, as long as the paranting is fine, and the bones are in the feet's. it'll be good.
@fading verge :/
@topaz dune cheers for helping out I think ive got it unless the bones are a bit off
Yw.
Anyone mind giving me some assistance? Trying to get a model into the game but it seems I keep encountering an incorrect spine hierarchy. I've tried dragging them around in the hierarchy but it makes the subsets disappear.
I try blender to really look at the bones
Anytime i do that in unity it basically just tells me im gonna break the prefab
hey, why does every model I import to blender say "It looks like you've found a model CATS cant fix"
what are the problem that Cats wont fix?
it doesn't tell me
and any FBX files won't import to blender
says it's the wrong version
that blender is the wrong version?
Can anyone help me? My avatar starts to raise his arms when standing still, none of my other avatars have this issue https://m.imgur.com/AYmjz22?r anyone had this before?
it says that the FBX is the wring version
Anyone know why the bones would show like this instead of flat against the axis? You can see they have 0* rotaton and inherit from parent. I think this is causing my avatar to be bow legged in game ๐ฆ
btw i have no idea how to work blender so i might just be doing something stupidly wrong
what version of blender do you have?
V2.79
that's the right version. oh boy, seem like something before my
knowledge kicks in
@edgy flicker whats up
but is it possible to seperate a mesh into different parts while decimating?
im trying to get the polygons down on this model but the body part is entirely connected and uses shape keys
im wondering if i can seperate parts off it and then decimate those
ive checked the shape keys and they dont do anything to certain parts
well you can hover you mouse over the face and press L. if it select the face only. you can seperate the face from the rest by pressing p
in fact none of the shape keys do anything
in edit mode
would it be safe to delete them if they do not effect the parts?
are you increasing the bar that are under the shape keys, to see if it makes expressions?
yes
this doesnt include the face btw
its just from the neck below parts of the model are connected
It's sound like they are keys for animations. depending on what you want, you can just delete all of the shape key's and make your own. it's really easy.
a lot of them are mouth animations or facial animations from the looks of it
ah, your and there and on the list
i'll even thow in a special price just for you, a nice know-it-all-tutorial on shape keys
๐ฎ
this is before i hit fix model
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...
this is after i hit fix model
i know nothing of Cats and how it acts. let's see if we can call a life line @vocal quiver sorry to disturb you but do you know why Cats do this to fluffys models?
it may help you to enable left-click to select stuff in user preferences, for starters
blender is easy, it's cats that may be the problem
that way it fucks with your brain less
the selecting isn't the problem
I'm just terribly confused by this program
i wish i could just do this stuff in unity
idk why it would say your fbx is the wrong version
is there a way to change a bone's length in unity? cuz that's my main problem
never tried
everyone tells me to gb2blender
which is correct i suppose
if you wanted to change a bone length in blender, why are you hitting fix model anyway?
i was told to
i wouldn't
revert and just select the bone itself
i never use 'fix model' cause it's more likely to break model lmao
and it joins my meshes, which i also don't want necessarily
i don't know how to see the bones without selecting fix model
hey guys my legs keep clipping through the dress
how do I fix it? I already put colliders on the legs and tried adjusting settings, not sure what the problem is. Been trying for hours.
if you definitely have bones then go to the right side and select your armature, that icon of a guy i think in the list, then go lower right options and press the armature icon there, then hit X-ray
i see bones that way all the time.
it's like a whole bunch of checkboxes:
is there a way to fix the fingers?
wait... i've clicked on armature... lower right??
yea
that little tab of a dude
bones look like a bone, armature in general is that dude
ok... wheres the lower right options?