#avatar-rigging

1 messages ยท Page 73 of 1

brisk mesa
#

those are it

#

to see the tab of armature pop up, you need to select your whole thing in general in your list

tawny zephyr
#

then... wheres the Xray button?

brisk mesa
#

you definitely have bones right?

tawny zephyr
#

yeas

brisk mesa
#

yea idk then it should be there

tawny zephyr
#

oh i found it now

brisk mesa
#

xray and name checkboxes are under that "Display" thing yea

tawny zephyr
#

i thought you meant to click the little person in the hierarchy

#

so now how do i change it's length?

brisk mesa
#

select bone and mess with it, i imagine

crude crag
#

trying to change the unity fingers bit on top

tawny zephyr
#

and then how do i export it so that the changes are saved?

#

wait... i'm editing the bone i think... but it doesn't look like it's affecting anything

topaz dune
#

@crude crag this is problem is so fitting for you name, make one more bone for the fingers, mabye it'll help

brisk mesa
#

i drag bones like this, after i make sure this bottom setting is correct. arrow is axis based, curve is like rotate, the right line with box is scaling. also i am in edit mode.

#

now to export your changes blender has export as fbx up top.

tawny zephyr
#

oh, i found out how to make the bone grow but now compared to the other bones it looks liek they're not there

crude crag
#

lmao glad i asked for someone to point that out niko

tawny zephyr
#

the other bones are just dotted lines

topaz dune
#

Tho i'm off for now, hope you guys get to fix your problem.

crude crag
#

thanks for helping those you could!

brisk mesa
#

dotted lines means those bones are i guess parented to some other bone. you can see what they are parented to in the bone tab settings or looking

#

so if you're missing bones you're gonna have to add them

tawny zephyr
#

thanks niko

#

ok mRage

brisk mesa
#

i like to add bones like um... i click the round joint at the end of any bone and i press E and start dragging.

tawny zephyr
#

if i export the model the changes will be saved right?

brisk mesa
#

it should yes

#

but um you should probably assign those bones some weight of your mesh

#

otherwise the new bone aint gonna move jackshit

#

that's why people here talk about weight painting btw

tawny zephyr
#

my model doesn't have a texture in blender, is that gonna affect unity?

brisk mesa
#

no cause if you have a texture you can just add it in unity

#

that's ok

tawny zephyr
#

ok

tame skiff
#

Parent eye bones to what? Head?

#

Neck?

brisk mesa
#

i parent those to head

#

parenting neck is weird lol

tawny zephyr
#

i don't know what i did wrong... how did this happen?
this doesn't happen with the model BEFORE i change the bone

fading verge
#

Where can I get someone to make me a avatar?

tawny zephyr
#

i want to know that as well

#

i'm terrible

cerulean dawn
#

anyone know why my character's feet are stuck in the floor, I tried moving the model up in blender and that didn't help

vapid osprey
#

question how come my avatars hand look like this in unity BUT my model in BLender looks fine?

#

i can "move" my models had in unity but will it stay int he palce if i move it? not sure what the problem is but all my hands were "connected"

#

hm..

#

was i supppose to get rid of those and parente them manuelly?

#

hm. i see.

#

alright i'll give it a go and ill update on my progress

cerulean dawn
#

ok so on my model the origin is fine and all but when I assign my bones in unity it shifts my character down to the point where it's feet are in the ground, any idea how to fix this?

main sage
#

is there a guide / vid somewhere about adding accesories to avis? i wanna put something on the back of this thing

rare fjord
fading verge
#

is it going to have arms?

#

cause of how simple it is you might be better off just making a very basic walk animation and importing it as a generic

main sage
#

how would i attach an object to my avi in Unity?
like a hat or backpack

turbid vault
#

how do i fix the alpha

fading verge
#

Please help

brisk mesa
#

nice try on the miia model btw, i was too scared to try

fading verge
brisk mesa
#

@fading verge did you assign weights to your earth-chan's arms though?

fading verge
#

im sO CLOSE

acoustic tulip
#

need some help with weight painting

brisk mesa
#

it helps weight painting if you can get some mesh out of the way if you have them separated. like i select some, press M, and i make them go to another layer kinda like photoshop

fading verge
#

mRage

#

THat is one one thing i did not do

#

or did

#

idk

#

At one point everything was working except for a spine error

#

then that

brisk mesa
#

also if helps weight painting if after i'm done painting one part, i double check with weight 0 blue brush for parts that should not be moving

fading verge
#

im getting there

brisk mesa
#

cause i always fuck up

tame skiff
#

How do I set up eye tracking bones without Cats?

acoustic tulip
#

is there a way to paint the entire mesh not with a brush but with a bucket like in Paint? Because my model is somewhat complicated and the brush just cant reach a few spots on the inside because its a single mesh

#

so when i move the body part there are a few glitch lines showing

#

like broken geomentry and stuff

tame skiff
#

@acoustic tulip I think you can go into object data (tab on the right that looks like a topheavy triangle), find the bone's vertex group, select everything you want in edit mode, and click "assign

main sage
#

how do i move a bone from one armature to another?

#

tryin to put a hat on this thing

fading verge
#

attaching files has been disabled in this channel from now going forward

acoustic tulip
#

hm actually

#

i think it would be easier if i knew how to save characters default pose

fading verge
#

This is done as a security measure. You can still link to pics via imgur or similar service.

tame skiff
#

Rest Pose is a button in the Armature tab

vapid osprey
#

@arctic grotto YOOOO Major thanks my friend that shit was driving me crazy but your idea definetly helped me out.

crude crag
#

wait why can't i upload screenshots anymore

tame skiff
#

VR Pill - Today at 9:21 PM
This is done as a security measure.

crude crag
#

bah.

fading verge
#

How do i fix this error Q_Q LowerArm is not first child of UpperArm or Hand is not first child of LowerArm: you may have problems with Forearm rotations.

#

Anyone knows? Q_Q

copper merlin
#

Do you know how to fix a see through skirt from looking from the inside?

acoustic tulip
tame skiff
#

@fading verge Sounds like you assigned the bones out of order, or assigned bones that aren't connected

acoustic tulip
fading verge
#

I didnt assisgn XD it auto assisgned

#

an i see everything in order so im confused

tame skiff
#

Then reassign

fading verge
#

wanna screenshare on me for a closer look?

tame skiff
#

manually

fading verge
#

Done so

#

same error

#

even tested it

#

this is also my other issue The angle between pelvis and thigh bones should be close to 180 degrees (this avatar's angle is ___). Your avatar may not work well with full-body IK and Tracking.

#

<--first time unity an not sure what to do

tame skiff
#

Ignore that for now, it'll probably still animate in-game

acoustic tulip
#

so can someone tell me whats up with those spikes that i cant get rid of?

fading verge
#

Ok

acoustic tulip
#

nvm this was a weight paint issue after all

#

the lower bones were causeing it

fading verge
#

Is there a way i can rig the mouth for movement?

#

It has such a wide grin and i don't know if visemes would work on him

brisk mesa
#

i'd get lazy on that and use jaw flap but i'm sure you could still use visemes

#

but gonna have to make some radicalass visemes

fading verge
#

Worth

#

guys what the fuck

brisk mesa
#

is your skeleton correct in the legs? like did you weight assign it?

fading verge
#

Dam genetics screwed up there

brisk mesa
#

normal japanese girl legs

fading verge
#

what do i do about it

brisk mesa
#

well did you go to Blender to look at it?

#

cause i would look hard

fading verge
#

mRage would the visemes affect the mouth inside too?

brisk mesa
#

not sure

fading verge
#

i went thought blender and found nothing wrong

#

Cause the fleshy part you see behind the teeth is a seperate model itself

brisk mesa
#

from what i can tell everyone who uses visemes uses shape keys right? so they just set the tongue and shit too then

fading verge
#

Same thing with the teeth

brisk mesa
#

@fading verge even the weights?

#

cause i mean what if you accidentally have some finger bone affecting that leg, etc

fading verge
#

what are the weights

brisk mesa
#

you check the weight assignments, like in the weight paint mode where mesh turns blue

#

blue meaning 0 influence, red being max influence

fading verge
#

?

brisk mesa
#

and you go down the list of vertex assignments shown in your right bar

#

in the tab with the triangle

fading verge
#

The thing i am scared of what might happen is that when i import this to unity the legs and arms would stretch out cause he has stubby arms and legs. @brisk mesa

brisk mesa
#

if i had stubby arms and legs, to make it not stretch i would weight assign it a little bit better and make smaller trex limbs, right?

#

for the skelly

fading verge
#

No idea what you said

#

how do i see the weght

#

That's new to me

#

When you say weight assign what would you mean

uneven rain
#

does unity save colliders if I import a new model? If I decimate the model in blender and then import it into unity again will I have to redo the dynamic bones?

brisk mesa
#

oh, image uploading got turned off?

fading verge
#

Yeah i was about to send pic of the Tahm's model limbs

brisk mesa
#

this option, fam

#

yea i just started uploading to imgur

#

when your mesh turns blue it means 0 influence on that particular bone, go down the list on the right in the tab with the triangle thing

fading verge
#

Oh is that image for me?

brisk mesa
#

well either of you

#

since you both asked

fading verge
#

O ok

brisk mesa
#

brush settings are upper right bar

fading verge
#

What would influence do though

#

How does it affect the armature

brisk mesa
#

that's how you manually assign the bits of your mesh to the bone

#

that's what

#

like very specifically

#

you can make gradient painting to make it more natural

fading verge
brisk mesa
#

okay now check down your list to make sure nothing weird is affecting that one leg

fading verge
#

So weight paint would prevent stretching and tearing of models?

brisk mesa
#

it could. yea. you just need to do it properly

fading verge
#

O ok

brisk mesa
#

like earlier my dress was tearing cause something else was pulling on it

fading verge
#

But how do i know where to use it?

brisk mesa
#

if i have stubby arms and legs on a model i would make the skeleton bones actually those sizes.

#

and i would auto-assign the mesh to the rig first as starters

#

then check it out

fading verge
#

Can you tell me if i am doing it right or wrong in pms?

brisk mesa
#

i gotta go

#

sorry fam

fading verge
#

K

#

i did it ๐ŸŽ‰

brisk mesa
#

naisu

#

so how did you make her walk? ๐Ÿ˜›

fading verge
#

fake legs

#

gonna see if i can fix her tail clipping into the ground now somehow

#

and then i'll add dynamic bones to hair and such

brisk mesa
#

oh maybe move her origin more down

fading verge
#

that wouldn't help too much

#

cause shes sinking in at a angle

#

she'd just be floating weirdly

#

probably gonna just bend the tail slightly and make her fake legs taller

#

Jaw bone flap is just the jaw acting as a hatch right

#

=D!!! I found my issue

#

the arm bone is detached.....

#

FFFFFFFFF!!!!!!

#

meanwhile i have to learn how to fix it...fml

crude crag
#

oh that's easy

#

go to blender and select armature, then go to edit mode @fading verge

fading verge
#

O hey smashed

crude crag
#

hiya

fading verge
#

Yea....i know that

#

here the issue

crude crag
#

o

fading verge
#

how to perfectly put it back

#

thats the issue XD

crude crag
#

wait I thought you meant it didn't have a parent

#

my b

fading verge
#

wait what....

#

I'm currently cracking my head open trying to rig a model

#

i didnt do anythin n the bone went back on its own...O_O!?!?!?!?!?!

#

it did have a parent

#

i think the bone out of place caused it to be gay

#

but...its back on its own....

#

idk bruh head desk

#

If i delete bones that are not in use in the pose mode on blender...will itcause an issue?

crude crag
#

make sure that they have no weight assigned to them or have any children @fading verge

#

if they don't then it should be fine

#

@fading verge another one?

fading verge
#

Idk how to check for that...

#

I delete some bones but i dont think i deleted it in the files in blender...would that cause an issue?

crude crag
#

make a separate save

summer shuttle
#

So my models I uploaded tonight aren't showing up in game, They appear as blue outlines. I uploaded them and everything as proper but I dunno what's going on.

#

I used an older version of dynamic bones on one and I did a custom animation with the other.

fading verge
#

k

summer shuttle
#

Neither of which are showing up in game. My older models are working fine though.

crude crag
#

upload servers aren't working well @summer shuttle reupload later

summer shuttle
#

They uploaded successfully

#

I did that earlier

#

Or have they just not refreshed yet maybe?

#

@crude crag ^

crude crag
#

servers are consistently poop

#

your only hope is to pray to the emperor

summer shuttle
#

So should I reupload or just wait to see if they show up eventually because they are there on my personal avatars but they don't load in.

orchid kernel
#

can someone run me through dynamic bones real quick?

#

like what does the options in it do

summer shuttle
#

Ok so from what I looked up if the outline is red then they didn't upload properly correct? @crude crag

crude crag
#

yeah if it's blue i think you just have to wait???ยฟยฟยฟ

summer shuttle
#

Yeah they were both red.

#

ugh and my internet is garbage. Hopefully everything is saved over.

#

My one at least is.

#

I'll try it again.

fading verge
#

the vrchat upload servers are real spotty right now

summer shuttle
#

Also I guess my one with dynamic bones replaced one from earlier that didn't have dynamic bones, I guess I didn't change the name?

#

Gotta love it

#

Have they just been spotty starting today?

crude crag
#

no it's been quite ongoing

fading verge
#

^

#

its pretty bad today though

#

waiting like 10min to see if my avatar uploaded

#

and then 50% chance it didn't even upload and i get the red player model

#

@crude crag yep and this guy is a fat catfish

#

he has a wide mouth too so i don't know if i can use visemes

mild mural
#

@fading verge you might try doing one jaw viseme for jaw blend shape

#

I've never tried the single viseme, but it should work (unlike jaw flap)

fading verge
#

I am forever with the same error

orchid shale
#

This hem of this MMD models flare jeans is giving me grief to no end. Whenever my character moves her legs the hem stays in place and doesn't move with the legs. Anyone got advice for the hem to move with the legs in animation? https://i.imgur.com/eFnHR8i.png

merry cape
#

dynamic bones it?

#

they might not be weighted to the leg

orchid shale
#

I did dynamic bones earlier and it came out like this with colliders added to her legs(Pic related). And without colliders it just stays in place barely moving. https://i.imgur.com/HBoDXAD.png

#

Idk about this weighted thing though, do you have a video tutorial about it?

rich oriole
#

Umm hi, is that an issue on the .fbx model or also on the .pmx file?

merry cape
#

you gotta mess with the settings, I think the colliders on the legs probably make it jump back like that

rich oriole
#

I know how to fix weighting issues in the .pmx editor, unfortunately not the .fbx files

merry cape
#

there's a pretty good weighting tutorial for blender

rich oriole
orchid shale
#

Even with messing with the colliders, the hem stays in place, like static in its postion. It'll still move and stuff, but the hem will stay in the same position. Sorry if that doesn't make sense.

#

I'll try looking into this video regarding weight though, thanks.

rich oriole
#

if you have the .pmx file I could check it for you if you need some help with it. I wish you the best of luck!

orchid shale
#

Thanks ^_^

fading verge
#

Do I need dynamic bones for a tail?

merry cape
#

it helps yea

mild mural
#

you can animate it if you don't want to do dynamic bones

#

or you can do a combination of both

merry cape
#

animating it would be cooler but take more time

balmy solstice
#

How would i get a T-rex like posture?

#

Assuming the humanoid walking animation would work with such a posture?

#

And that it's doable in Unity

crude crag
abstract wedge
#

how do I leave the upper chest bone blank

foggy terrace
#

set it to the bone None
(in the list of the bones)

abstract wedge
#

this thing?

#

er

#

cant add images here ๐Ÿ˜

#

this thing?

#

(sorry I'm new to this lol)

#

I can't change it

crude crag
#

click the little circle on the far right of that image

#

its not very intuitive i know

#

@abstract wedge

abstract wedge
#

oh

#

thanks

#

I would have NEVER figured that out

fading verge
#

Anyone have a guide for avatar rigging for models that can't have a humanoid rig but generic instead.?

cosmic mica
#

my avatar seems to be working just fine but its fingers wont bend with my controls, according to its setup all necessary bones are there on the correct side of the skeleton, could it be its throwing a fit over an asymettrical skeleton? (the right arm is a light beam)

torn isle
#

You should ask around for people if they have it.

#

And are willing to give it.

abstract wedge
#

tells me to set upper chest to none, then I get told to set the parent of spine heirarchy ... ehhhhh

crude crag
#

nah you want upper chest to be none

#

and likely whatever was there make it chest

abstract wedge
#

ah

balmy solstice
#

Just to be sure, It is possible to have someone in a t-rex posture?

crude crag
#

you'd have to have custom animations

#

since they hang by the side by default

balmy solstice
#

I mean the legs and spine

#

the arms are fine

crude crag
#

o

#

like, horizontal?

#

Like i said, likely needs custom animations

abstract wedge
#

Is it possible to give a car a humanoid rig?

crude crag
#

i dont know why you'd want to

fading verge
#

Can anyone give me a quick hand with a rigging question please? I can't seem to post the image here of the trouble I am having.

crude crag
#

upload to imgur and share the link

fading verge
crude crag
#

you can prolly ignore that

fading verge
#

Surely there's a way to make it so everything aligns?

#

The index finger seems to be happy.

manic flicker
#

heiarchy issue. can someone photoshop what would be the correct order?

abstract wedge
#

just switch some bone settings

#

if you took out a _2, and you have one set to the _1, set the _1 to the _2 or something

#

worked for me

blazing tide
#

Make sure you spine 3 is assigned to chest in the model's rig, in unity.

onyx crown
fading verge
#

i need help

violet ruin
#

Any good tutorials on rigging from the ground up?

fading verge
#

Anyone have a guide for avatar rigging for models that can't have a humanoid rig but generic instead.?

#

If I wanted to add a tail on a model how would I do so

#

and keep the bones

dusk pilot
#

Does anybody know what causes this leg splitting? Is it just the positions of my bones into the humanoid skeleton?

fading verge
#

I NEEEEEEEED HELPPPPPPPPPPPPPPPPPPPP!!!!!!!!!!!!!!!!!!!!!!!!!! PLS PS THANKS

restive urchin
#

So seeing a dinosaur related question above, I've actually had a large amount of luck convincing the humanoid animation set to paly with a velociraptor avatar, with just one issue. IK when stood still seems to ignore the muscle constraints of the legs. https://i.imgur.com/WMkFyf4.jpg The left is it working fine, the right is if I dare stand still. Is there any way to force IK into line on something like this, or will I need to try and make an idle animation? And, will an idle animation even work in this case as in VR stood up you're never quite idle?

near kindle
#

"feet arent specified" so is arms and head

#

help?

hallow plover
#

Anyone know the quickfix for "ShoulderP_R/L, preventing from making the shoulder bones direct children of the upperbody2" isuue by chance?

late stag
#

@dusk pilot i think its your player height

crimson sonnet
#

Does anyone else experience weird character dynamic bone twitching when using the CustomOverride?

fading verge
#

i need advance help with characters and major or i think problems pls

fading verge
#

this is what a rigging nightmare looks like

#

i used CATS too

fading verge
#

If I wanted to add a tail on a model how would I do so?
and keep the bones

arctic sigil
#

Can someone give me some pointers on trying to rig a killzone model or should I not bother?

brisk mesa
#

killzone peeps are humans so it should be pretty basic, no?

arctic sigil
#

Mh, well yes and no.

brisk mesa
#

do you have a model already?

arctic sigil
#

I have 4...

brisk mesa
#

you could shove a skeleton in it in blender and see how well blender does automatic weighting

#

and then go from there maybe, tweaking it

balmy solstice
arctic sigil
#

was using mixamo because lazy

brisk mesa
#

i figured but yeah if you want better results, you can't use mixamo xD

balmy solstice
#

I have 19 lel, but i didn't bone a single one (I did edit some bones but never fully boned one myself because I am stupid.)

limpid scarab
#

@fading verge Is the body piece weight painted to the correct bones?

fading verge
#

no clue

#

i already closed blender and unity and was gonna go to bed soon lol

limpid scarab
#

Ah alright, I'd check the weight paint if I were you, see if the chest area is done correctly

brave flower
#

https://imgur.com/tNGLxuj Can anyone assist me in figuring out why the sleeve isn't inheriting the movement of the shoulder? like the arm moves but the sleeve doesn't

polar marlin
#

Hey guys, can anyone help please ? Iโ€™ve been trying to upload a pikachu model using Unity and the sdk. I managed to reduce the polycount, the size... But as itโ€™s not an human model Iโ€™m having a lot of issues with the rig. Each time I try some fixes it gets more in the red. ๐Ÿ˜ญ Is there a way to auto apply a skeleton other than mixamo ?

brave flower
#

Or should I have it inherent it from the arm and not follow the shoulder since the shoulder isn't really used in VR chat

brisk mesa
#

pikachu should be human enough if you rig it yourself in blender tho

#

can't be that hard

#

just tiny scaled arm bones instead and a bigass head bone lol

charred patrol
#

how do i fix this?

#

when i do enforce t-pose the left feet turns towards the other

small zinc
#

might be a model irregularity or the weight painting might be off?

#

is the model naturally t-posed?

charred patrol
#

that's the normal pose

polar marlin
#

@woven estuary Yeah thatโ€™s what I thought Iโ€™m pretty sure itโ€™s a simple fix... Just dunno what it is. but Iโ€™ll try downloading blender thank you.

small zinc
#

your bones might not be symmetrical

#

if one is painted or placed differently to the other

#

it means the feet misalign

soft shell
#

Finally got everything to import, but I seem to have an issue with the avatar tip toeing when I look around. Also the hands do not want to go down to the side easily.

charred patrol
#

fixed the ankle thing in blender

fading verge
#

I need help learning this kind of stuff Ive got bones by using the meta rigging system on blender and put the bones into the body but when importing it to unity and configuring it the bones go t-pose instend of relaxed pose like i made them in blender. I was wondering if anyone is willing to help me out and take a discord call to help me out with pointers of something that would be great. I would love to learn so I could help others in the future

#

If anyone want to help DM me

#

https://ibb.co/caF4wm Okay guys, need your help on this. I want to make all of these bones into one big bone so the cannon is static and it doesn't deform into a hand when I import it to VRchat... However, whenever I delete these bones (the mesh is combined, there shouldn't be an issue) the gun completely detaches itself from the ball joint. How can I make this into one big bone and keep the mesh intact? I have tried joining the mesh, but it's already joined.

imgbb.com
rig

Image rig hosted in imgbb.com

#

(Bones I'm talking about are these)

onyx crown
#

any ideas?

fading verge
#

I want just a plane circle with a jaw bone (Like pacman) Is that possible

ocean meadow
#

Check your rotations in blender and your tpose in unity

#

yes sin

fading verge
#

I cant really figure out what button in blender makes the jaw bone >_<

ocean meadow
#

just paint the whole jaw to the bone

#

select the head armature and then hover over the tail of the bone and hold e and drag

#

sperate it from the bone by clicking the jaw bone, then the headbone and then press ctrl p

#

or is it just p?

#

one of the to

#

and then choose the setting under connected

#

forget hat it's called

#

"keep offset"

#

then you can move the jaw bone to the proper location

rapid urchin
#

Hey, so im having issues with my rig. I have everything seemingly rigged correctly but when in game i am still in T-Pose, i can supply screenshots and such of what ever is needed if someone is able to help real quick.

ocean meadow
#

are you missing anything?

quaint halo
#

Is it the right place for bone merging/parenting ?

ocean meadow
#

i would geuss so

fading verge
#

I feel like Im missing something

rapid urchin
#

Were you asking me Graelyth?

quaint halo
#

I just want to know the general guidelines about bone merging/parenting. Do I merge hairs/skirt/tails only ? DO I merge all hairs together ?

fading verge
#

I held e and clicked the side of the mouth but there's no bone

ocean meadow
#

yeah napalm

#

also did you bind everything properly? right arm to right arm, spine 2 to chest etc.

rapid urchin
#

I do not believe i am missing anything, I followed the quick tips on the Common rigging problems video shown in the pinned comments, let me send a screenshot that qould posibly help

#

I rigged this myself, so i dont have the mixamo 'spine 2' label

ocean meadow
#

gotcha

rapid urchin
#

I labeled the joint for the arm/neck spot as upper chest so hopefully that isnt confusing

ocean meadow
#

did you weightpaint/vertex group everything?

rapid urchin
#

I did not, is that possibly what is missing? I wasnt able to use the Mixamo quick rigger so i did it old school in maya, first time by hand so im still learning it.

fading verge
#

@ocean meadow So um.,.. how do I make bones from scratch? I feel like Im missing something important here

#

I'm new to blender

ocean meadow
#

yeah you need to connect the mesh to the bones

#

other wise you won't move

rapid urchin
#

Ahhh, fair point. Lol ill get on that thanks a ton

ocean meadow
#

guys i'm streaming right now if you want me to run through some basic rigging real quick

rapid urchin
#

Link?

ocean meadow
rapid urchin
#

If you wanna show how to do the weightpaint/vertex group thing i would greatly appreciate it my dude

fading verge
#

Does anyone here know how to just make a bone in blender? I have instructions for everything else I just cant make a bone in the first place

ocean meadow
#

ctrl A

#

sorry shift a

#

armature then create bone

#

it's creates it at the 3d cursor

fading verge
#

Thank you

still lark
#

the only difference is that you won't be needing an upperchest

#

I recommend rigging it like the tutorial and then using the vrcat blender addon to fix it

soft shell
#

I beleive I had it all correct, but its extreamely difficult to get the arms to drop to the side entirely, theres a dead range from directly beside to 1/4 up where they do not like to stay. They also rest above the waist even when held below it.

#

If anyone has an idea why that may be, or where to look that would be great. Haven't seen it as a common error in any videos or tutorials that i've found.

onyx crown
#

@ocean meadow how do I know if the rotations are correct?

brisk mesa
#

How do you guys deal with bones like that anyway? I always have like an actual connected skeleton lol

soft shell
#

As long as the hierarchy is correct, those structures seem to work mostly...

onyx crown
#

such sexy arms and legs /s :D

soft shell
#

Neat

onyx crown
soft shell
#

could be as simple as player height, sitting/standing position, or calibration of the ground height with your headset.

#

I think those issues mostly effect arms, not legs but worth a shot.

tulip granite
#

Hidden bones causing the distortion
Needa remove then in blender

#

The tutorial only teaches you common hidden bone

This type of bone is hidden in the armature

ocean meadow
#

check your timeline in blender and make sure there aren't any animation keys mapped

#

if there are, open the dope sheet nad delete them

low tinsel
#

uh oh, blender

ocean meadow
#

oh did mixamo do that for you?

low tinsel
#

I don't think I had it saved since this was made like uhhh 2 days ago

ocean meadow
#

oh ok

low tinsel
#

I did use mixamo to rig it but I'm not sure if that was the problem

#

@ocean meadow nevermind! I did save it from blender, found the .blend file

ocean meadow
#

nice

low tinsel
#

@ocean meadow there is no animation frames I think?

ocean meadow
#

change the bottom window to the dope sheet

#

shoould be the very bottom left button

low tinsel
#

Yep

#

@ocean meadow looks like nothing is wrong

ocean meadow
#

check the weight paints

#

make sure every bone is bound to the right part of the mesh

low tinsel
#

alright

#

how would I check that @ocean meadow

ocean meadow
#

set the bones to pose mode

#

then click the mesh

low tinsel
#

alright

ocean meadow
#

and switch to weight paint mode

#

then click on each bone and make sure everything connected properly

#

i.e. when you select the left leg bone, the mesh around that bone should light up

low tinsel
#

@ocean meadow these are the only bones?

ocean meadow
#

0___0

#

wat

low tinsel
#

actually, I think those are the bones of the timbs

#

and the alien has no bones at all.

#

?

ocean meadow
#

did it ever have a full armature?

low tinsel
#

Probably not

#

I forgot to import the mixamo-rigged version of the alien

#

to blender

#

I'll just remake it

#

then

worn gale
#

anyone here can DM me a full length tutorial how to rig my own model? I got a mixamo model I made from Fuse CC (welp)

ocean meadow
#

@worn gale i can just show you anything you need to know right now

#

if i know it already of course vrpill

worn gale
#

well

#

I need to know how to decrease polygons without messing much of my model

ocean meadow
#

seperate anything you don't want decimated from the main model

#

select everything you don't want to be decimated and then press P

worn gale
#

ah

ocean meadow
#

and seperate by selection

#

then you can apply decimate to the rest

worn gale
#

in blender?

ocean meadow
#

yes

worn gale
#

what does P do?

ocean meadow
#

seperate tool

#

you can always rejoin the whol mesh later

#

you'll just have to keep parts eperate until your done decimating

worn gale
#

pressing P does nothing

ocean meadow
#

well you have to select what you want seperated first

edgy flicker
#

noticed that my models mouth opens sometimes when the eyes move but its not consistent, what could be causing this?

worn gale
#

i cant seem to separate, help

ocean meadow
fading verge
#

I need a rigging guru to help crack this case

modest harness
fading verge
#

My model has bad spine hierarchy but rigging configuration looks fine and normal

#

it's just refusing to work

#

man, why cant having custom avatars be CONVENIENT

worn gale
#

thanks @ocean meadow

fading verge
modest harness
#

add a constraint to the arm bones in Blender

#

i mean a constraint in the mesh but to the arm bones

quaint halo
#

how I delete a bone

fading verge
#

Not sure how to do that but okay

modest harness
fading verge
#

Thank you !

nocturne vortex
#

is there anyone on who can help out real quick? :S

final sphinx
#

Heyyy so I got this thing where the bones don't move with the body...

ocean meadow
#

wit wat

#

you have to weight the mesh to the bones

final sphinx
#

Happened when I joined clothes and a body together in blender

fading verge
#

Is there a way to make it so dynamic hair doesn't clip through my chest when walking backwards?

ocean meadow
#

yes

fading verge
#

how do

ocean meadow
#

collider

#

in unity right?

fading verge
#

ye

ocean meadow
#

yeah add a bone collider

still lark
#

@final sphinx whenever you make big changes to the mesh, you need to apply the automatic weights again

ocean meadow
#

and make sure it's paired to the hair so they actual interact with each other

final sphinx
#

@still lark Where?

fading verge
#

how does the bone collider work

#

just stick it where you don't want dynamic bones going past?

nocturne vortex
#

i'm learning how to do visemes, anyone know how to do that ?

fading verge
#

@modest harness my whole charaters mesh isnt attached to any armature so if I select the whole mesh of my model what bone do I constrain it too ?

modest harness
#

ehhh

#

for now, just try to fix the part that isnt working in unity

#

did you rig the avatar yourself?

still lark
#

select , all by type, meshes, then select the armature, ctrl p - with automatic weights

#

if you don't get that option it's because you didn't select the meshes first and then the armature

nocturne vortex
#

feelsignoredman

still lark
#

@nocturne vortex it's easier to help if you have a specific question, that's just a general question that can be googled iris

final sphinx
#

Is this before or after I hit the fix model button in CATS? @still lark

still lark
#

shouldn't matter

nocturne vortex
#

visimes are you supposed to make the animation yourself in blender? the tutorial i am following simply states "edit the vertices on the 19 shape keys until you get the appropriate shapes" but it doesn't tell me how to go about doing that

#

and since it's a text based tutorial (because i have yet to find a video one) i am stuck trying to figure out what he means

still lark
#

you're supposed to go to the vertices and edit them directly yourself

nocturne vortex
#

but how do i edit it so only the viseme gets the edit and i don't accidentally give my model a permanent aa face or something

still lark
fading verge
#

is there a way to make these colliders stronger

nocturne vortex
#

kk thanks time to go back at it then o -o

fading verge
#

bones still go through them if the model moves fast enough

still lark
#

his model is conveniently modeled with the eyebrows separated so he can edit the eyebrows easily but your experience might be harder

fading verge
#

@modest harness Yes i rigged it myself the model came with no bones I used the blender meta rig tool

modest harness
#

Yeah just try moving the bones in pose mode to see whether the meshes are attached correctly now

still lark
#

you're supposed to edit under the vismes as the slider is all the way, save as copy often just in case
I'm not that good in visemes and I've never actually rigged anything with it but I hope i helped @nocturne vortex

nocturne vortex
#

it did @still lark !

still lark
agile raft
#

Guys I added an object(mustache) onto my model in unity but in game it stays still and wont move with the head,

#

How do I make it move with the head?

abstract hill
#

Any idea ho w to get these bunny ears to move? I added bones and did the child-of thing, but it doesn't seem to do anything

lime silo
#

can the collision be set so it doesn't clip through parts while running? (dyn bones)

#

it seems that collision isnt absolute, it only has a certain force b4 it clips through

umbral stag
#

okay, new to this. trying to weight paint my ears. and the ears are separate layers.
can i parrent them like in the image to make the painting easier?
or will it scuff up the whole thing?

#

anyone?

shrewd epoch
#

If I would like to make just a floating head and hands (much like how you are portrayed in a lot of Steam VR environments) that are essentially parented to HMD and Controller the easiest way would still to be a fully humanoid skeleton only that the only bones weighted are the head/hands? I dabbled a little and it seemed to still try and deform hands and heads if I moved too "much". Any pointers?

fading verge
#

I have no idea :<

#

i mean its not a huge problem, i can deal with a inch of levitation or so

#

o well

#

Maybe it was levitating in blender

#

Or something like that

#

probably, that means fixing it would involve having to re-configure all my bones and such

#

i'll do that another day tbh

naive tree
#

@abstract hill u need dynamic bones for that, if you already have, then the bones u've made carry no weight, so u have to weight paint or assign the ears to bones

#

@fading verge fix ankles/toes in blender?

fading verge
#

i'll try that later yuumi

naive tree
#

left side of the bone can be lower

fading verge
#

๐Ÿ˜‚ ๐Ÿ”ซ

eager bronze
naive tree
#

why do u have so many of them? create couple dummy bones

fading verge
#

hair bangs+back hair strands+skirt+shirt ties+breasts

eager bronze
edgy flicker
#

how do I seperate a part of the mesh so that I can rig it to a bone?

#

this model has eyes but hasnt implemented them so that they can move

eager bronze
#

What are you seperating?

#

ah

edgy flicker
#

Eyes from the body

#

so that they can move

eager bronze
#

Just link them to the head bone

edgy flicker
#

but how do I do that?

eager bronze
#

Are the eyes on the body mesh or are they seperate?

edgy flicker
#

on the body mesh

eager bronze
#

so you want them to be able to move independantly for blinking?

edgy flicker
#

i want them to move independantly for eye tracking

#

they are on the same mesh as the body and the bones in place arent actually connected to them

eager bronze
#

can you put up a screen shot?

edgy flicker
fading verge
eager bronze
#

You're going to have to seperate the mesh

#

@edgy flicker

#

did you model that or is it a premade?

edgy flicker
#

premade

#

im asking how do I seperate the mesh

#

I know how to select parts of the mesh I just dont know how to seperate and assign it

eager bronze
#

You should be able to select the polys and detach to object

edgy flicker
#

wheres the option to detach?

eager bronze
#

What softwear are you using?

edgy flicker
#

blender

fading verge
#

I feel so stupid.
I am so tired that I did not fix the size of the model

eager bronze
#

The command you're looking for is "split" and you can select it with Mesh > Vertices > Split, menu or by pressing the keyboard shortcut Y.

meager fern
mystic sluice
#

@meager fern

meager fern
#

kaaay, thank you a lot ๐Ÿ˜ƒ

mystic sluice
#

๐Ÿ‘Œ

edgy flicker
#

@eager bronze I seperated the eyes from the head but how do I assign them to the bone?

eager bronze
#

Link Them directly to the bones, but make sure to change ther pivot point of each eye to that of the bone

copper verge
#

Im only getting 1 tab wtf'

edgy flicker
#

how do I do that?

eager bronze
#

I've got to head to bed now Bird

#

If you have any more questions just do a quick google search alright.

edgy flicker
#

thats not what i wanted but thanks anyway

eager bronze
#

sorry about that

mystic sluice
#

oh @edgy flicker

#

Select the bone and go into weight painting

#

paint it all red

#

all of the eye that is

edgy flicker
#

whats the keybind for that again

mystic sluice
#

ctrl tab

#

while on the armature

#

then just right click the bone you want to apply it to

#

if I remember correctly

#

Yep

edgy flicker
#

I cant go into weight painting mode with the armature selected?

#

and I painted the eye red but it doesnt seem to do anything when I right click

restive relic
#

so

#

my Jaw was set to Eye_L ๐Ÿค”

#

don't have a jaw bone

#

big deal?

errant spear
#

Hello, I've got a (hopefully) quick question: My skin modifier increases the size of my model a bit, so she's around ~1m80. However I forgot to add eye bones for any potential future eye tracking. I added the bones to the armature, but whenever I give the Eye_left or Eye_right bones any weight it scales the eyes down to the orginial size/location. Any idea how to fix this?

#

Only newly added bones do this

wispy moon
#

So I've heard about the dynamic bones script for avatars and how people are sharing it despire it being a paid script. Is that really a safe thing to do?

pulsar mortar
#

Hey all does anyone know why this is happening https://imgur.com/f2yCok5 all the bones in blender are correctly parented and are done but in unity they seem to dissapear and are not recognised. help

lethal axle
#

@pulsar mortar start by switching the chest bone to spine 2

#

Has anyone here found out how to fix the "You cannot edit your VRChat Data while the unity Application is running" issue?

pulsar mortar
#

@lethal axle after you have saved your file you have to close unity and re-open it.

#

only way i found of fixing it

lethal axle
#

I've done so several times

#

And it still doesn't work

fading verge
#

can anyone help me with this

#

for some reason dynamic bone isnt connected to the body

#

are the bones that you made dynamic weighted onto the mesh?

lethal axle
#

I give up

#

I've been trying to upload this model for half a week now

#

Fixed around 5 different errors

#

But I can't find a solution to this anywhere

fading verge
#

guys why does it say spine hierarchy incorrect make sure that the parent of both shoulders and the neck is the chest?

#

@fading verge go to the Rig tab, hit Configure and check how the bones are set up

#

particularly the chest

sharp raptor
#

anyone know why i can see the top of my head when running

#

but not when standing still

fading verge
#

@sharp raptor You have to tweak the viewpoint a little bit

#

I usually put it on the tip of the nose

#

depends on the model though.

sharp raptor
#

okay

limpid scarab
#

@fading verge What Nepgeah said, you need to weight paint the ears to the ear bones

fading verge
#

they are me and them spoke and even they said there was nothing wrong with it and they doesnt know what to do

#

@limpid scarab

limpid scarab
#

and if you rotate the bone manually the ear moves perfectly?

fading verge
#

idk what it is

narrow marsh
#

i've got a problem, got a model I wanted to use, do all the steps of putting it through blender then into unity, when I go to upload it, it tells me the model is missing an animator so it wont animate in vrchat

#

and i cant figure out what i did to do to get it to work

#

because it has bones and an amature

silent niche
#

can someone tell me how i can bypass the height limits

umbral stag
#

Pray to Jesus.

civic kraken
#

@narrow marsh I had the same problem

#
  1. did you switch the rig to humanoid?
#
  1. did you attach the thing in the avatar discreptor and it allowed you to
#

i fixed mine by redoing it

#

I get the Error spine hierarchy incorrect

#

:p

static iris
#

Hey how hard would it be to get source MDLs visemes and eye tracking working?

meager fern
mental quail
#

@wispy moon well, it's meant to be used with games, not normal users like us using it for hair physics.

proper kettle
#

i made a model with a mixamo rig. It works fine, but i wish to add an eye tracking. Where should i start?

brisk mesa
#

Try all the eye tracking tuts on youtube

proper kettle
#

ok

brisk mesa
#

As to how hard it is, depends on you

grim pasture
#

How can I make my custom avatar stand right without knees bending and stop hip movement. Kinda like the default avatars do.

proper kettle
#

i hope there will be no "Make a new skelet and rig from scratch"

narrow marsh
#

@civic kraken i believe so, let me double check

low river
#

@proper kettle you wont have to

civic kraken
#

@narrow marsh Actually I found a different fix if you still have the issue

narrow marsh
#

@civic kraken i am :/

civic kraken
#

ok so

#

remove your descriptor and the other thing that came with it

#

and go to the hierarchy and double click on your models name

#

and if you look in the inspector you should see an animator, do you see one?

narrow marsh
#

yes and it's checkedbox

#

controller is set as none (runtime animator)

#

avatar is of course the avatar

civic kraken
#

k so add the descriptor in add component

narrow marsh
#

apply root motion is checked, update mode is normal and culling mode is set to cull update transforms

#

descriptror has been readded

civic kraken
#

ok now

#

go to pipeline manager and press attach

#

noaw go to the build log and check if you have the same error

narrow marsh
#

it's still saying "This avatar does not contain an animator, and will not animate in VRChat" under Armature

proper kettle
#

@low river so, all i need is to create 2 bones and rig 2 eyeballs?

low river
#

yep

zinc aurora
#

Do i need a rig in an avatar that should be static except for visimes?

low river
#

it helps if the eyes are seperated from the mesh thats the body

civic kraken
#

@narrow marsh send a pic of your inspector where you have the descriptor in

#

using like pushh or gyazo

proper kettle
#

@low river thanks

acoustic quiver
narrow marsh
#

i have lightshot that lets me do custom screenshots but it wont let me copy and paste it into this chat

#

one sec

#

@civic kraken

languid plaza
civic kraken
#

hm

#

dats weird

narrow marsh
#

i wonder if something got messed up in blender

#

because it shows it has an amarature

#

and all the pieces are there

languid plaza
#

would really appreciate some help from anyone whos rigged their own fingers

meager fern
#

guys to add eye tracking should i just add 2 bones to the eye meshes and apply it with cats?

narrow marsh
#

i unfortunately dont know the answers to those two questions

#

im still fairly new to this myself

meager fern
#

same, im just having fun in here messing around with blender and stuff

#

fixed the hair textures, which was pure white, fixed the eye positioning and all that shit XD

narrow marsh
#

nice

meager fern
#

now i wanna add eye tracking ๐Ÿ‘€

narrow marsh
#

i found a vaporeon model i wanna put in but i gotta figure out to rig it so it's walking is 4 legged not humanoid because that would look terrifying lol

meager fern
#

๐Ÿ‘€

narrow marsh
#

i figured it would be setting my own animations

rich oriole
#

@meager fern Awwww Devola ;~;

meager fern
#

@rich oriole i already have a Nier Devola into the game and i sometimes drop around the nier world playing the song of ancients on my acoustic guitar ๐Ÿ˜„

rich oriole
#

NieR and Drakengard broke me
There's a NieR world in VR chat though?
I know where I'm hiding

meager fern
#

there is one

#

search for the keyword nier

#

and it should pop up

#

oh

#

nier... not yet

#

someone whos experienced with world making should gift us with either a bunker or resistance camp world ๐Ÿ‘€

#

or the village in nier

#

now, decimate first and do eye tracking or the opposite?

rich oriole
#

Try to decimate all but the face and hands unless you really need to

#

then eye tracking

#

Also I would like to have the sea kingdom place from Drakengard 3 tbh - Five's domain was awesome

narrow marsh
#

Im also now getting the spine hierarchy error but looking under it the chest and neck are parented to the spine

#

;-;

#

oh wait i see the issue

#

it's showing that the spine is the parent of chest

#

but chest is the parent of neck

#

how do i reparent a bone

#

nvm i found out a way to do it but the setting i need to click on is disabled ._.

shrewd panther
#

@meager fern isnโ€™t that Fuse CC

meager fern
#

wat wat

shrewd panther
#

The modeling program your using

meager fern
#

no thats blender

#

๐Ÿ‘€

shrewd panther
#

Oooo looked like fuse

fading verge
#

guys in blender how can i select more than 1 thing like i need to select 2 UV thingys

#

uvmaps

naive tree
#

hold shift?

fading verge
#

wont work ....

naive tree
#

what do you want to do?

slate nest
#

I neeed help my doods

#

when im putting the skleton humanoid thing

#

it looks fine

#

but the control panel says this

#

Spiner hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and shoulders are mapped

fading verge
#

select 2 UVmaps to make a Combine UVmap so i can get Atlas to Function

#

(auto atlas)

opal citrus
#

why is it when i upload an avatar for my friend it is red/qued? but she sees herself perfectly fine? so confused

fading verge
#

can anyone tell me how i can keep the ear like this please

earnest lily
#

is that not the default pose?

grizzled rain
#

if it's a blend shape just turn it to 100% in unity

earnest lily
#

if the ear was previously upright and you made it like this by posing it, just set this as the new t pose/resting adn you should be fine
if you dont know how, then ask as soon as you see this @fading verge

fading verge
#

@earnest lily how do i set it as new t-pose/

earnest lily
#

ok so you first of all go to your body thingy in the top right

#

the orange one

#

and once you selected that, in the menu below should be a wrench icon

#

click that, should bring you to the modifier's page

#

copy the one that is there, apply it one of them

#

then go back to pose mode and hit ctrl a and select "apply as rest pose"

proper kettle
#

i made two bones, two eyes. All is rigged. But when i look in a mirror, nothing happens. My eyes completely static. What can be wrong?

fading verge
#

whos good with exporting MMD models

meager fern
acoustic quiver
slate nest
#

I have a question

#

When im walkin in game

fallow lake
#

Hmmmm more than likely. Make sure your avatar is also origined to 0 on all axis as well

acoustic quiver
#

so how do I fix it?

slate nest
#

my models legs sink in the ground

#

how do i fix this?

acoustic quiver
#

is your avatar origined to 0?

slate nest
#

ye

acoustic quiver
#

wait

fallow lake
#

Same thing Tommy. Make sure your avatar is set to 0 on all axises

acoustic quiver
#

your legs sink into the ground

#

mine float

#

check your foot bone

fallow lake
#

Lol

slate nest
#

alright

acoustic quiver
#

So how do I fix the floating issue with that bone there?

#

How do I move it more into the foot?

fallow lake
#

Skyfry you may be able to move the bones in unity to better match the model but you may have to do it in Blender

acoustic quiver
#

So how do I do that

fallow lake
#

Your ankle bone is sticking out of the very back bottom of the calf it seems.

#

Look up a YouTube vid on bones in Blender

acoustic quiver
#

yes

#

aaahhhg

fading verge
#

Um guys

fallow lake
#

I can't explain in great detail right now I am at work

fading verge
#

why is my character's mouth stuck wide open ingame?

foggy terrace
#

hey, I have 2 questions:
How need I to setup the bones for the eyes ?
And with my model, My vr-space (I don't remember the name ^^) is a little bit under ther ground, so how can I fix that ? ๐Ÿค”

fallow lake
#

In Unity when you're configuring bones deselect jawbone that should help

fading verge
#

wheres that

#

in the rigging?

fallow lake
#

Slaynash you set the viewpoint for VR on the VRC descriptor. There is a little gray ball that shows it's position.

#

Yes in the rigging under head Jebac

#

I had to do that with all four of my MGS avatars. Mouths still animate with visemes though

acoustic quiver
#

yeah it seems that the foot bone is actually in the ankle....

#

so... I need to... move it down?

fallow lake
#

Yes. Make it match the model

topaz dune
#

Badabing badaone, any troubels that's needs fixing done?

acoustic quiver
#

alright.. working on that now

fallow lake
#

Got three here that need help. Two with a floating/sinking avatar legs and one with a mouth stuck open

#

Mouth issue you should be able to fix by setting jawbone to none

#

If you have visemes set up the mouth will still animate.

topaz dune
#

if your avatar is sinking try and move the hip bones up in unity, that fixses it for some ppl

fallow lake
#

Got a buddy of mine whose Mistral avatar opens her mouth randomly when he isn't even talking.

foggy terrace
#

Here is how my model looks in Unity (I set the gray dot between the eyes)

fallow lake
#

Gonna try to fix that for him tonight

foggy terrace
#

we can't post images here ?

fallow lake
#

You should be able to

acoustic quiver
#

alright, bones have been placed into the foot

#

let's try that.

fallow lake
#

Skyfry is your model humanoid?

topaz dune
#

@foggy terrace nah, it helps us getting an idea of how to fix your problem

acoustic quiver
#

its um

#

like the rig or the model itself

#

it's dry bowser

#

the rig is humanoid yes

foggy terrace
#

foots are on ground, and the model is located at 0,0,0, but my vr-space in a little bit (like 5-10cm) in the ground :/

topaz dune
#

did you try to move the hip bone up a bit?

foggy terrace
compact wren
#

should i auto rig my avatar in mixamo then edit it in unity?

foggy terrace
#

if your model is simple it's ok, but anyway you surely have to edit the weights later (I did it with blender)

compact wren
#

my mind will blend from this blender im gonna explode

#

i saw a vid from tupper about common bone issues and most of the stuff i have is not like in the vid

#

if i make a skirtroot skirt bones won't go with it

#

i was doing this for over 8 hours

#

does anyone know someone that's making avatars so easy for him? ๐Ÿ˜ญ

fading verge
#

ok so my model works and all

#

but now my friends say

#

they cant see me

#

while i can see myself in the mirrors and everywhere

acoustic quiver
#

uploading the model now... let's see how this goes

#

(let's hope it doesnt float when i walk)

fading verge
#

set

cosmic mica
#

my avatar is fully rigged and works, and the fingers ARE working and bending correctly in idle, but they will not respond to controller finger movements. what am i doing wrong?

fading verge
#

XYZ

#

to 0 0 0

acoustic quiver
#

funny thing is, this is supposed to be like, a more badass, more devastating version of normal dry bowser

#

yet it has 4k polys less

fading verge
#

what does this mean?

topaz dune
#

seem's like the fingers aint weight painted to the finger bones

low river
#

Ok so

#

Can you add like, components to bones?

#

Like a particle emitter

acoustic quiver
#

so...... upon moving that foot bone down, the skeletal structure is now outside the model.

#

I assume it was because I resized it?

tawny scroll
#

Oh btw, why do some models I put as children of certain bones disappear? For example yesterday when I parented my wings to the shoulders they disappeared, currently under the spine and they work fine

abstract hill
acoustic quiver
#

still T-posing after fixing that foot bone... hmmmm

topaz dune
#

if you move the bone that are parent of the ohter bones, the intire line will move. like moveing the hip around will move the intire skeleron around. so if the weight paint looks right and all the bones are mapped to the mesh, it's ready.

#

@abstract hill

#

@acoustic quiver is it in a t-pose in game?

acoustic quiver
#

yes

#

and idk whats wrong

topaz dune
#

go back to blender, if you applyed the armature tool. the bones will snap off the mesh, for some reason.

acoustic quiver
#

if i applied the whatnow

topaz dune
acoustic quiver
#

i didnt touch that

topaz dune
#

allright so that's not the problem, i think i misunderstood the problem then.

acoustic quiver
#

character when walking was floating

#

so I moved the foot bone down into the foot

#

aaand that broke it

fallow lake
#

Skyfry you probably need to force t-pose. If you want Bowser to walk hunched over unfortunately you will more than likely have to make custom animations.

acoustic quiver
#

well forcing t-pose does this

#

the arms disconnect from

#

the arms

#

also the leg bones aren't in the legs

#

jeez

fallow lake
#

I dunno man that's a weird model

acoustic quiver
#

it was fine before, bar the floating when walking

abstract hill
#

When I "join the meshes" using CATS, are my constraints for the individual pieces removed? The ears dont move at all anymore after that.

fading verge
fallow lake
#

Do you have the file saved before you moved the footbone?

fading verge
#

can anyone tell me why its laking long for this to upload? its been 5 mins

acoustic quiver
#

if not I can easily get it back

#

but i think i do

#

may need to start a new unity project

#

wait, yes i have the dae file

fallow lake
#

Not really sure what could cause that then skyfry

grand bough
#

hey does anyone know how to make Mixamo Rigs work right?

fallow lake
#

You're positive the position for all axis is set to zero?

acoustic quiver
#

yes

fallow lake
#

Toasty I have been trying to figure it out too. Makes my chest puff our and arms look really bad

acoustic quiver
#

gonna have to ask CommanderSnuggles

#

when he gets back up

fallow lake
#

Out*

grand bough
#

when I use Mixamo I can't crouch :/

fallow lake
#

Oh I dunno I don't use VR. Mixamo isn't the best. You may want to learn to rig yourself.

#

I think I am going to

grand bough
#

:/

fallow lake
#

Either that or use Mixamo as a starting point and go from there editing it

#

But if it isn't seeing you crouch you may need to check constraints on hips for I'm tracking

#

IK

willow heath
#

Hi there~ A friend of mine has a problem with avatar he wants to upload.

torn isle
#

What problem with the wrong?

#

Pardon, I cannot grammar today.

willow heath
#

Error says that models feet and upper arms aren't specified.

torn isle
#

What does his skeleton look like?

#

In rigging?

#

Is it all green?
\

willow heath
#

Yes, it is

torn isle
#

What type of model is he using?

#

Did he go through blender?

willow heath
#

Humanoid type

torn isle
#

Did he tick optimize game object?

willow heath
#

Discord won't upload the picture.

torn isle
#

In unity?

willow heath
#

I don't think so. ๐Ÿค”

torn isle
#

Keep that unticked.

#

Did he use any tools like CATs tool?

willow heath
#

Oh, he managed with this problem now. Thanks for your help :3

cosmic mica
#

im losing my mind - my avatar rigging works, but the fingers are nto responding to controls. The fingers are working cause they are flexing correctly while in idle, they just simply are nto responding to controls. I made 3 different rigs and even took a working rig from another avatar i made and still the fingers work but will not respond to the controls. Ive never had this happen before, I dont know what to do.

fading verge
#

Guys

#

My avatar is this with all the blender configurations

#

But without reason in the unity seems nude and broken

willow heath
#

@cosmic mica if you have appropriate weights for each finger bone, I don't even know what is wrong.

fading verge
#

But she is broken and nude

#

Anyone know how to fix it?

brave root
#

lable her lewd

torn isle
#

Select all materials and change rendering to cutout.

#

@fading verge

fading verge
#

Hahah thanks

#

I will get banned if one of his titst is explained?

torn isle
#

You can always delete nipples in blender.

fading verge
#

Worth for the head but the clothes are broken

#

guys.. my blender bones are fine (i think), but unity turns them into this mess..

#

help pls, im noob af to custom models, but i rly want my wow char ingame

#

(picture of blender bones on same link aswell)

granite kestrel
#

@fading verge Yeah, you'll be banned

#

Also even if it's covered you still need to do the removal

fading verge
granite kestrel
#

@fading verge looks like the character isn't weight painted

fading verge
#

Idk why it rip in unity, on blender it its complete without problems

granite kestrel
#

@fading verge Might be because some of the faces are inside out

fading verge
#

@granite kestrel I do get an issue in blender that it Bone heat weight fails, one or more bones somethingsomething. Any workaround it?