#avatar-rigging

1 messages ยท Page 76 of 1

subtle moth
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hmm

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then try what @serene cloak Suggested

limber compass
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Hey, I made one visemes for a model and now when i go into pose mode on Blender only the rigging moves and not the mesh. - anyone know what's wrong here?

modern oyster
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@serene cloak

scarlet igloo
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@subtle moth nope doesnt work it wont save it

novel wharf
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Blender question: When custom-rigging from scratch, should I put in hair bones before or after the auto-weights?

modern oyster
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Not sure

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Before I think

serene cloak
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What's going on?

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I'm already helping someone over voicechat

subtle moth
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You suggested to press a t-pose button, he couldnt find it. Thats where you went away ^^

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just to update

tiny berry
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I'm assuming this is a rigging issue because I never had this happen to I added zero weight bones as hands to make my quadruped a full ik

little stream
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Allright so im trying to upload an avatar through unity to VRchat. Ive set my viewpoint and got all the other steps before this done right, but Im stuck at rigging. Im looking at a red and green map of a body (im missing what seems like everything except hips and spine in terms of rigging) At this point im completely lost cause I can't seemt to find the items on the left I would use to transform the body parts on the right side chart to fully map/rig the body. Anyone willling to help out?

subtle moth
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AWWW

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how did u do dat

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without breaking it

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does it actually walk? o.o

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so many questions

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I want the avatar ; - ;

tiny berry
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@subtle moth it walks

subtle moth
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Eevee and its evolutions are best pokemans

tiny berry
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This is the test bed version

subtle moth
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Did you rig it yourself?

novel wharf
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So I imagine I go ahead and set bones and weightpaints for my hair and skirt before using the auto-weighting when parenting.

tiny berry
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My non ik has colliders and dynamic bones to make all 4 legs move when I walk

novel wharf
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Don't you not even have to mess with ik in blender?

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Or is that just for humanoid rigs?

tiny berry
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@subtle moth mostly yes was pretty rigged but had to tweak everything to work as a humanoid

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The first few attempts it would just but scoot

subtle moth
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Dayum

tiny berry
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The first few try in ik trackibg it would do hand stands on front legs

subtle moth
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Well done

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Honestly good fucking job

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looks dope

tiny berry
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No the only issue is when doing full ik the legs spread apart

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But only during idle

little stream
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On the left side pane while trying to transform to match the mapping/rigging to the humanoid model im not seeing "shoulder L" or "chest" for me to drag and drop to the right side like the picture above shows. All I see is "object115" or "default 101". Im utterly confused.

novel wharf
modern oyster
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@novel wharf Click on bones, change object mode to "Edit mode" and click on the bones you wish to have the root from, then clock E to create a new Bone.

novel wharf
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Oh I know how to extrude. Just my thing would be... if I set it to dynamic, will the bones still try to keep ABOUT the same distance as they already are if, say, I extrude out, then seperate into two groups?

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I don't want the skirt to appear too rigid or too elastic.

modern oyster
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When adding dynamics they will move around, and attempt to return to the Zeroing point (The place they are set before they started to move).

novel wharf
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Basically do I only need one line of bones or should I have them branch out?

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Maybe the elastic/rigid problem is solvable via weight paints?

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Essentially, I'd want bones to move freely while still be in relation to the bone next to it

modern oyster
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The more bones the more fluid like movement. 1 bone it would look like you have a stick strapped to you, but 100 it would look like you are wearing a thing sheet of cloth.

novel wharf
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๐Ÿค” Having a hard time explaining what I'm going for

modern oyster
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You want it to move like it was made of leather, cloth, water or a stick?

brazen flare
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The number of bones is a matter of performance. The more bones, the more points you can move and the more realistic you can make it look, but at a higher performance cost.

novel wharf
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My point was do I just use a heirarchy like o----o---------o--------o----------o

or do I go

                o---------o----------o----------o

---------<
o---------o----------o----------o

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Essentially making two branches from one.

brazen flare
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I'd probably say 2 lines of bones, one for each side of the skirt, each one parented to the waist.

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Sorry, each side parented to the waist*

novel wharf
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Remember this skirt is weird. It's two skirts for each side?

brazen flare
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One for each skirt

green wyvern
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Is there a way of having bones with gravity? so they always point down?

subtle moth
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think so

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doesnt dynamic bones have a gravity setting?

novel wharf
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So one branch per flap of cloth.

brazen flare
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Yes

novel wharf
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It does but I've heard its gravity settings are weird.

subtle moth
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there you go @green wyvern

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fiddle around with the gravity setting

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eventually itll work

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๐Ÿ˜„

modern oyster
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@subtle moth They do

green wyvern
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oki, arigato ayaka

modern oyster
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@novel wharf But if you want the clothing to move but slightly hardened like soft leather, play with some high Inert and dampness levels.

novel wharf
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Much thanks!

open lintel
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So i am having issues with a personal model, the stuff to do eye tracking and visemes arent present and i have ro manually put it in. Does anyone knoe of a good tutorial video on how to do such stuff?

little stream
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@brazen flare Do you think you could help me out? You seem knowledgable on all this. Im trying to map an avatar but I dont see a list of body parts on the left side. On the left side pane while trying to transform to match the mapping/rigging to the humanoid model im not seeing "shoulder L" or "chest" for me to drag and drop to the right side. All I see is "object115" or "default 101" which seem to be the clothes on the model and whatnot. Im utterly confused.

hollow knot
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@little stream I would recommend going back into your model editor and renaming your meshes and bones.

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Makes things like that quite a bit easier to solve

brazen flare
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Uh, no, I have literally never rigged a model. I've just watched some tutorials and streams of it. ๐Ÿ˜›

little stream
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@hollow knot Im a total newbie to this stuff, but the model I had downloaded, I didnt make it. Im trying to drag and drop the body parts from the left to the right to transform while mapping, and the body parts just dont exist on the right. All ive got are spine and hips green, averything else is not transformed.

brazen flare
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Those names, are they the Vertex Groups?

little stream
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@brazen flare my bad. the names default and object when I click on them highlight my jacket and boots etc.

brazen flare
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If I remember correctly, those are bones or groups of bones and the vertexes weighted to them. The names are totally arbitrary. So you'll want to go through the list and give them proper names.

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And eventually, some of them should be your model's actual body.

little stream
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thats what i thought, but theyre all parts of the clothes or shoelaces or stuff like that. I dont have any actual body parts on the left

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Like I watched a video, and his were all pulled up already, mine just dont exist on the left side

brazen flare
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As Damsy said, you ought to go into your model editor (like Blender) and see if it actually has bones for the body.

little stream
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I dont think it has bones then, prolly the issue

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hang on, a friend of mine just said theyd be willing to help. ill tell ya if I make any progress I guess.

radiant palm
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looking to adjust my models proportions to more match my own for fullbody tracking, anyone have experience with this?

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they all have really long legs so i'm looking to scale the mesh and armature of the legs down to try and get them normalised

still lark
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https://i.imgur.com/Pa4XCNj.png
Hi all,I want to rig an avatar and make him have a custom animation playing at all time regardless of wether he's moving/idle.
I want to make an animation so each bone is unrelated to the others because i'm going to create a loop like this one http://undertale.wikia.com/wiki/Madjick
Am I supposed to create a seperate armature for each bone? because i'm not super expierienced with this and when i'm trying to weight a bone to a mesh it just selects the whole armature

Undertale Wiki

Madjick (/หˆmรฆdส’ษชk/ "magic") is an enemy found in the CORE. A mercernary sage, its warrior counterpart is Knight Knight. It is associated with the "Sage's Path" in the CORE. Appears With Knight Knight

foggy osprey
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an avatar only has one armature. you can create bones for each floating thing and make them move independently of each other by the way you paint weights on it. for example if you wanted a shoe to move on its own, you would put a bone in it and only paint weight on that shoe for that bone.

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after that it would require custom animations

still lark
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Yeah

whole pebble
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How do I make it so that my hair doesn't constantly clip into my head when I run?

foggy osprey
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@whole pebble you would need to add collision, something i have no experience with. since it has nothing to do with rigging you might find better help for that in #avatars-2-general or #avatars-mmd

whole pebble
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Oh..

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Oh yeah

novel wharf
subtle moth
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Depends on your decision if it should be able to move separately

brazen flare
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But remember that the more dynamic bones, the more performance will tank.

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I'm by no means an expert, so it's up to you

novel wharf
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Essentially I'm extruding from the top of the neck out to the bases of what will be dynamic bones for sidetails

green wyvern
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Can someone explain why my avatar is bending to the back in vrchat? Like she is doing the limbo

novel wharf
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I guess my problem is I extruded from the neck instead of just adding new bones and connecting. ๐Ÿ˜ฆ

brazen flare
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Are you using leg trackers? Sometimes the waist tracker can cause issues like that.

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I know Strippin has a similar issue all the time.

novel wharf
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Does that mean I have to redo my entire hair and skirt setup?

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I've seen that leaning issue on avatars without using any sort of motion tracking, just mouse and keyboard. @brazen flare

green wyvern
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yep I dont use vr

harsh brook
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Pretty new to all this rigging stuff, anyone got the file for Dyna Bones? Would be buying it, but unfortunately I don't have that sort of luxury in my current situation.

viscid path
brazen flare
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There's a point where you need to get select those groups from dropdown menus before uploading

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Basically telling the program which groups are your arms, feet, etc.

subtle moth
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It looks fine

green wyvern
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Does anyone know why my model is leaning leaning back

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rising the spine didnt helped btw

subtle moth
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Is it really far back or only slightly? @green wyvern

green wyvern
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slightly

subtle moth
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Then i cant help ^^

novel wharf
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Would you guys say Rigify is better than the default auto-weights when parenting?

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I'm just worried her hair, sidetails, and skirts will effect the rigging process

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Also it appears Rigify has some prerequisites. ๐Ÿค” I'm not sure how to even get it started

dapper osprey
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Where would you recommend verts

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and how many

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Just to have the knee bent

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It won't be bending as an animation

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I want to have it bent in a rest position

novel wharf
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I congratulate you on your amount of tris

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A related question to Dswopey's!
When weight-painting, that's painting what the BONE moves, correct? Not the joint?

carmine otter
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Can someone help me pls. i don't know what to do

subtle moth
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@carmine otter yes i can

dapper osprey
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@novel wharf Yea

subtle moth
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Just join all meshes and try again

carmine otter
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oh really

dapper osprey
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I mean like

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I want the knee to be bent

subtle moth
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Yeah

dapper osprey
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and for that I need to add verts

carmine otter
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i haven't tried that yet

subtle moth
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Youre currently on the accessory mat

dapper osprey
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cause otherwise it will not bend, it will simply mess up really hard

subtle moth
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This obviously has no eyes inside it

dapper osprey
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Or wait

carmine otter
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Well learned how to do this for 2 days ago so

dapper osprey
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Can I paint what the JOINT moves

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Like, I could paint for the joint to move it?

subtle moth
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Np we all start somewhere

carmine otter
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yeah :)

subtle moth
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Also, am i wrong or is that taiga?

carmine otter
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It is indeed

subtle moth
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:D

carmine otter
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best tsundere

dapper osprey
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so basically, if I can weight it to a joint instead

carmine otter
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@subtle moth it worked thank you :)

dapper osprey
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I could make like

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Verts like this and then weigh them to the joint

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and that would have it bent?

subtle moth
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Np :D

dapper osprey
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or am I wrong?

brazen flare
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If I understand it correctly, what you do is paint each part of the leg to the bone it contains, and then the joint as a flexible surface of both.

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The knee bit, that is.

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I'm assuming that's a metal leg?

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And the bit in the middle is the only part you want to bend when you move your knee?

dapper osprey
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Yeah

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lemme show what i want to do

brazen flare
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If so, you want to have the lower and upper legs weighted to the lower and upper leg respectively with a weight of 1. That means that when the bone moves, those vertices stay in the exact relative position to the bone.

dapper osprey
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this is how I want the knee to be

brazen flare
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And then the knee itself is 0.5:0.5 to the upper and lower bone each.

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That means that when those two bones move, the knee surface will stretch out to accomodate.

dapper osprey
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The thing is, I have no verts on the knee

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and I've never added any before (quite new to this stuff, only a week)

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And I want to add them

novel wharf
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Looks like Rigify doesn't like me

hidden aspen
brazen flare
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@dapper osprey I don't know for sure, but I think that what you want is Rip Fill

dapper osprey
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And I kinda want to limit the amount of tris increased

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up to around 1k-1.5k at most

foggy osprey
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@dapper osprey trying to figure out what i'm looking at, are you using a different model as a reference?

dapper osprey
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Not exactly

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And I want to apply it to another model

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and make the model look like that character, or at least similar

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and now I have only the legs remaining, I've already opened a new project 2 times before this just to end up failing near the end

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and I thought I should add the verts before scaling and weighting

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also @brazen flare my original goal is to have the character glide instead of walk so I have another question with that

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Can I, say, weigh my bones

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move them in pose mode

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and then unweigh?

brazen flare
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Sorry dude, this is pretty clearly above my knowledge level

foggy osprey
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@dapper osprey to save yourself some headache i would make the legs way lower poly. with the amount of edges you have for the legs to start it's going to be weird

dapper osprey
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Oh

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wait

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well

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This is what I have

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bunch of dots at the top

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and bunch of dots at the bottom

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and the inside is visible from behind so I'm not sure if I can do too much cutting

foggy osprey
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starting to deal with joints on a leg with 192 edges is insane

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you want like

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12

dapper osprey
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Would that also reduce the amount of tris?

foggy osprey
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you can make the mesh more detailed later using the subsurface modifier in blender

dapper osprey
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if I dissolve edges

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the model disappears

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starts disappearing*

foggy osprey
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you are doing these legs from scratch correct?

dapper osprey
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No, sadly

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I wish I could

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as I said, I found the armor on the internet by luck

foggy osprey
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ok, so you are using a mesh you didn't create that doesn't have knees and you want to add knees?

dapper osprey
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Yes

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I think I might've just lost all of my progress

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nvm I haven't

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thank the gods

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blender randomly crashed lol

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it SORT OF had knees

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but the verts were in a bad spot

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they weren't at knee level

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so I dissolved them

foggy osprey
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select the verts and hit shift+v to slide them on the edges they are resting on

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and move them to where you want them

dapper osprey
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oh

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Well, I'm not sure I can get the verts back

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:D

winter cipher
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How come when I hit fix model in CATS, it moves all the bones out of my body and slides them backwards

polar surge
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just asking if this is fine

dapper osprey
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@foggy osprey

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do you think this would be enough to make it bend properly?

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Or well, from the looks of how it's highlighted, I'll probably need to have it added on the top and bottom

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I mean above and below the verts an extra line

foggy osprey
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no, check out the video i linked, he talks about why topology like that doesn't bend properly

dapper osprey
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aye, I watched but forgot about it

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mb, thanks

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By edge loops does he refer to the faces?

foggy osprey
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an edge loop is a loop of edges

fading verge
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hey big thanks for that video, I'd actually had the same question

dapper osprey
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ah, nevermind, yeah

foggy osprey
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the line going around the leg is an edgeloop

dapper osprey
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I

foggy osprey
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@fading verge np, it's a neat trick!

dapper osprey
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well

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I have

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A shit ton of edges

foggy osprey
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yeah, that's why it's going to be weird

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normally you would never want to worry about adding a knee to something that is already like that

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you could just put a bunch of edgeloops there and see if it looks "good enough" for you

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it doesn't have to be perfect for vrchat

coarse flame
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a person is giving me a model that has baked animations, can someone tell me what that means when I am uploading to VRC?

dapper osprey
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it wasn't hard to highlight that one huge edge loop

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so I got this result

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that has those triangles n stuff

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Does that mean I can now bend that as a knee properly or still not exactly?

foggy osprey
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impossible to tell until you set up an armature and rig it and see how it looks

dapper osprey
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Hmm

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Oh right, before doing that

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If I scale the mesh

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will the verts also scale

foggy osprey
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you can go back and edit the mesh later and redo the weights if it doesn't look right

dapper osprey
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in the same manner they're put

foggy osprey
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the verts are what make up the mesh, so yes? not sure what you are asking

dapper osprey
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I dunno

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just me being stupid

fading verge
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Hey, has anyone ever had a model ingame that stands with its feet rotated to a side

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I don't know how to fix this

coarse flame
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cant tell if mac was talking to me or dswopey. ๐Ÿ˜ฎ

foggy osprey
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sorry navier i was talking to dswopey, i have no knowledge of how animations work with unity

dapper osprey
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Yo why does moving stuff teleports for me

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Moves it in exactly 1.0

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that's weird

foggy osprey
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@coarse flame you may have better luck asking #avatars-2-general since this channel is specifically for rigging help

dapper osprey
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for some reason it started moving stuff by exactly 1.0 on all three axis whenever I try to move them without clicking ctrl or shift

dapper osprey
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and scaling also by 0.1 precisely

foggy osprey
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@fading verge if you have already removed "toes" when configuring the avatar in unity, i don't know. that is really strange.

fading verge
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Not sure that I have, I'll try it

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I figured it out, it's that I rigged the bones leading to the feet in a really peculiar and straight way. I also had an extra bone I really didn't need. Have to test it

sand pollen
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My dynamic bones for a cape don't work. They don't move when I move my avatar. Help? ;-;

winter cipher
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ok so apparently need to make both shoulders and neck parent the chest, but when I go to do that in unity, I dont have the option to select chest

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last time i just changed upper chest to spiine 2 and it worked

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but it wont let me uploade if i do that

polar surge
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how do i do the wait paint

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weight paint

dapper osprey
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@foggy osprey

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Can I copy faces with materials?

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this is why I'm asking

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I didn't even notice till now that there's a hole

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and I thought maybe I could copy them

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or something like that

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wait, I shouldn't be asking here, should I

still lark
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Is there something you can do to prevent seeing the inside of your avatar other than moving the viewpoint way forward?

fading verge
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Was wondering the same

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I uploaded an ava just fine a few moments ago but I can't log in

tame skiff
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Do I need specific names for my eye bones for eye tracking?

vagrant olive
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Not really, but it helps CATS detect them easily

tame skiff
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I'm trying to do this without cats, so it doesn't bork my perfect Smash Bros. rigging

fading verge
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how can I stick a avatar to object and make only the head move

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some thing like this but diffrent

tame skiff
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Clear all the weights except the ones for the head bone

fading verge
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I usely place a avatar on the object

tame skiff
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I can't believe I'm helping this meme. I've become everything that I hate

fading verge
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and place a vrc descriptor on the object

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no no

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im not make a meme

still lark
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@tame skiff Unity causes lots of problems if a rig is not in T pose

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and I dont know how you put a tank in T pose

fading verge
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i just need to know how to make the head move while stuck in a object

still lark
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like im guessing you're gonna try to make the model humanoid, I've no idea in that case

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It's fine unless you want the head and mouth and eyes to move

tame skiff
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I assumed he has a humanoid rig in all this

fading verge
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do I have to place the vrc descriptor on the avatar model or the object?

still lark
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vrc descriptor will upload what you put it on

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so if you put it on the avatar model it wont upload the tank

tame skiff
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One descriptor per game object, right?

fading verge
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let me shoe u

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real quick

tame skiff
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You can't make me leave, I'm un-shoeable

fading verge
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ah yes

still lark
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@tame skiff I guess, there isnt really a reason for more than one

tame skiff
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I was asking if that was the limitation?

fading verge
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ho

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how

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do i show pictures

still lark
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post a link

fading verge
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i wont get warned?

tame skiff
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I think image upload has been disabled for a while

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linking is okay

fading verge
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if I make a vrc descriptor on the tank

still lark
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you can add the component twice, but there is really no reason for two decriptors. it does nothing

fading verge
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the tank will carry the knuckles around without animation

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@tame skiff can u show me where are the weights you mentioned

still lark
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do you want the mouth and eyes to move?

fading verge
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yes

still lark
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then I have no idea

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personally i think even if you make the weights like that unity will cause problems

fading verge
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how can I attach a hat to a avatar?

still lark
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put the hat on the character in blender, weight paint the hat on the model so the head bone moves it properly

meager fern
still lark
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try pressing , and then rotating

fading verge
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Does anyone have the muscle animation asset?

still lark
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@meager fern Switch to Object Mode (otherwise we will get an error saying the origin can't be set in Edit Mode)
Set origin to cursor ( Space , search for โ€œSet Originโ€, Then choose โ€œOrigin to 3D Cursorโ€. Or Ctrl-Alt-Shift-C ).

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and then attempt to rotate

meager fern
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kay, ill try that ๐Ÿ‘€

still lark
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if that doesnt work there arent really more options other than trying to rotate in each axis and fixing it slowly

meager fern
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guess ill have to fix it slowly then

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welp, thanks a lot @still lark XD

still lark
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wait

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In Edit Mode

Select the faces.

Press ShiftS and select cursor to selected, that will put the cursor at the center of the selected faces.

Switch to Object mode (Tab)

Select Object>Transform>Origin to 3D cursor (or CtrlShiftAltC).

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@meager fern I don't think what i sent earlier would work

meager fern
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๐Ÿ‘€

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ill try that one then

dapper osprey
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Yo, why does weight paint mode select the armature as if it was the body?

still lark
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@dapper osprey try clicking on the armature and setting it to pose mode
oops, accidently pinged a guy call ds

dapper osprey
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Yeah I know

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This is the problem I have

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and I dunno why did it turn purple

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it was blue before

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The armature is in pose mode

still lark
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when it's purple it means no vertex groups are assigned i think

dapper osprey
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selecting the bone in weight paint mode selects the whole armature as if it was the body

still lark
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you should try resetting the automatic weights

dapper osprey
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It's back to blue now

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For some reason automatic weights won't apply

still lark
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I dunno then, you should check the error blender gives you and try to solve it

dapper osprey
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it doesn't give an error

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xd

mystic sluice
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@meager fern Go into edit mode and rotate the bone to be the same angle as the pipe

still lark
#

when you try to set automatic weight

dapper osprey
#

The armored legs are separate meshes

fading verge
#

oh i managed to attach the hat by placing it in the head armature

dapper osprey
#

and when I try to join them to the model

#

I can't do fix model anymore

fading verge
#

and i can move my head with it attached

mystic sluice
#

Alright, when setting an idle animation (humanoid), my avatar is stuck in that dropped down fetal like position. Anyone know how to correct that?

#

@dapper osprey You can weight paint the armor with the bones

dapper osprey
#

I CAN'T, THAT'S THE PROBLEM

mystic sluice
#

What happens?

still lark
#

can you take a picture of the weights tab

dapper osprey
#

When I select the armor in weight paint

#

And I try to choose the bone

still lark
#

@mystic sluice

dapper osprey
#

it selects the armature

#

WHILE in weight paint

#

and the armature is highlighted as if in object mode

mystic sluice
#

Huh?

dapper osprey
#

AND

mystic sluice
#

I'm not having blender issues, it's in Unity

dapper osprey
#

selecting the armature

#

turns the armor to purple color

mystic sluice
#

The idle animation stuck pose

still lark
#

click on your character in Unity, go to rig where you set it to humanoid, click configure, and then click muscles

#

it will show a preview of your character in idle

dapper osprey
#

I can select the bones perfectly fine with the model itself

#

in weight paint

#

but I can't select the bones with the armor

meager fern
#

nope, it didnt work, the bone/mesh isnt spinning on its own axis, it bends ๐Ÿ˜ฆ

fading verge
#

how do i add a jaw?

mystic sluice
#

Jaws don't really work

fading verge
#

or make my mouth open

mystic sluice
#

Use visemes

fading verge
#

whats that

mystic sluice
still lark
#

tons of tutorial on mouth and eyes animations in #tutorials

#

they use visemes

fading verge
#

oh ty

#

but what is visemes?

#

a script?

mystic sluice
#

shape keys

still lark
#

it changes the shape of the character depending on something

#

there is a viseme for the sound "ch" so when you say ch the character's mouth would move in a ch position

#

or one for aa and then the character opens his mouth basically

#

the people asking for help in this channel is really endless lol

dapper osprey
#

I'm trying to figure out this problem for 30 minutes, lol

#

well, 20 probably more like

still lark
#

try the blender discord

dapper osprey
#

no wait, it is 30

#

Uh

#

Blender has a discord?

still lark
#

everything does

gaunt belfry
#

Oh Dswopey

#

The armature is in pose mode while the mesh is in weight paint right?

dapper osprey
#

Yeah

#

and when I choose weight paint, the bone isn't selected and if I try to select it

#

it selects the armature and stays in weight paint

#

and the armature is selected as if it was in object mode, but you're in weight paint mode

gaunt belfry
#

I don't know if this is the reason why or not, I never really paid attention but it could be because the armature and the mesh aren't under one group

dapper osprey
#

if I try to join the mesh and the model itself

#

I can't do fix model

#

and then the whole model can't select the armature

#

the model body can select bones in weight paint just fine

#

but the armor legs for some reason can't

still lark
#

what do you mean join the mesh and the model itself?

gaunt belfry
#

Oh, is it possible that the leg bones are under a different armature or something?

still lark
#

it could be that once you join stuff you need to reset the automatic weights

#

and then vrcat can't fix the model

dapper osprey
#

this is the model I have

#

the armor is not the model

#

I attached it to the model

#

and before, I could join them just fine and do fix model

#

Now for some reason I can't do fix model

#

if I join them

gaunt belfry
#

Oh I see, now, what does fix model actually do? It's not something I use.

dapper osprey
#

Reparents bones, removes unnecessary bones, objects and etc., translates and renames bones and objects, mixes weight paints, corrects the hips, joins meshes, coverts morphs into shapes, corrects shading

#

MMD stuff

gaunt belfry
#

I honestly, would just go without fix modeling it and just do it manually, morphs should be shape keys by default if it's PMX/PMD. Reparenting bones just takes a few minutes and extra bones are ignorable. Translating the bones is eh.

fading verge
#

can someone help me

dapper osprey
#

Well, you usally use it once

fading verge
#

my avatar falls through the floor in vrchat even tho my model has a skeleton and the feet touch the floor

dapper osprey
#

when you import the MMD

#

And people use it to removes tris too

brisk mesa
#

@fading verge where is that actual origin point of your avatar, though?

#

is it way up in the chest? because that needs to be lowered to the floor under your feet to be normal

naive tree
#

@fading verge how are your feet bones located vs the ground? are they above or at the ground level

gaunt belfry
#

@dapper osprey I would try reimporting the entire thing into blender and see if anything changes. Also @fading verge I had the same issue before, is any of the legs bones end points or oddly placed? This is if mRage's solution isn't the problem.

dapper osprey
#

I could, I guess

#

well, rather

#

@gaunt belfry I have already tried reopening blender

#

if that helps anything

#

or should I

#

export and then import?

gaunt belfry
#

Well the problem you are having with the rigging is odd because even if the meshes are separated, they should still be able to be rigged to the armature. Can you show me a screenshot of your armor in the browsing window?

dapper osprey
#

You're asking for this, I assume?

#

that's for the leg I'm trying to get painted

gaunt belfry
#

Okay are you able to move the planes under the armature but not join it to the model?

dapper osprey
#

I can try

#

How do I do that though

gaunt belfry
#

Set the planes parent to the armature through the property menu

dapper osprey
#

Bone heat weighting failed, failed to found a solution for one or more bones

#

but it seems like it went in there

#

Oh

#

I CAN DO IT NOW

#

Thanks a fucking lot

gaunt belfry
#

Yup, it was because they weren't in the same group as the armature

dapper osprey
#

Seriously thanks, lol

#

I spent an hour trying to find a solution

#

not going to bath

#

Umm

#

@gaunt belfry While I thought I painted it

#

the armor doesn't move

gaunt belfry
#

Can you show me the paint on it?

dapper osprey
#

I'm not sure if I should go full red on the knee part, though

#

and I accidently had the dots on, ups

gaunt belfry
#

And when you rotate that bone, the armor doesn't move at all?

dapper osprey
#

not at all

#

I'll try joining the mesh, though

#

with the model

#

Wait

#

the fuck

#

It... says the model doesn't have weights on there

#

but the leg still moves

#

HUUUUUUUUH

#

Wait, I'm severely retarded

royal glen
#

I want to import a model that's not human, basically a giant slug. Should I still set it as humanoid? Should I bother with its bones at all?

gaunt belfry
#

I would set it to generic rigging

dapper osprey
#

ALMOST went as I wanted

charred patrol
#

anyone know how to get the tail to touch teh ground but not go through it?

half cloak
#

can't you just rotate it in unity?

#

that's what I did for something I had physics on and it worked fine. Wasn't touching the ground though

charred patrol
#

the tails are a child of the hips

dapper osprey
#

WHY WOULD THEY REMOVE UPLOADING PICS

#

wastes so much time

#

I have this weird bending

#

And I'm not sure how exactly I could get rid of it

fading verge
#

yeah I don't get why either

dapper osprey
#

The weight painting I'm trying to do

gaunt belfry
#

That is most likely a weight painting issue lol

dapper osprey
#

Yeah well, I tried doing 1.0 for the upper leg

#

and 0.6 for the bottom leg

gaunt belfry
#

Is that bend, the knee joint.

dapper osprey
#

though

#

now that I think about it

#

I think I kind of know what I did a bit wrong

tame skiff
#

Is the "angle between legs and pelvis" warning serious to worry about?

charred patrol
fading verge
charred patrol
#

rotate the bone

fading verge
#

how can i make only the head of the avatar move?

distant patrol
#

@fading verge chances are you can ignore this

#

if you wanna move it be sure to be in the bone edit mode. otherwise you move the fingers too

tiny knoll
#

can anyone point me toward a guide on adjusting an avatar's bones for use with full body tracking?

night canopy
#

how can I keep parts of the mesh hidden when I enter armature edit mode?

tiny knoll
#

been looking arround with no luck ๐Ÿ˜ฆ

night canopy
#

got only the mesh I want to see visible in the mesh edit mode, but how can I replicate it in the armature editing mode

tiny knoll
#

wait just relized there is a section for it here on this discord, sorry wrong spot :/

fading verge
#

@distant patrol I'll keep it in mind. Thanks

#

@naive tree @gaunt belfry The feet are on the origin and the anchor point also origin in blender

night canopy
#

grr i dont even know where to find a simple xyz coordinate for this dumb unwweighted/unattached hair, screw it. I'll just merge it to the head

#

static hair it is

foggy osprey
#

@night canopy for future reference the hotkey to bring up information for a selected thing such as scale, location, rotation etc. is the n key

night canopy
#

thanks mac, ill try to remember that when I've calmed down a bit

#

looks like that big 'ol menu wont be too hard to remember

foggy osprey
#

@night canopy the hotkey for hiding objects is h. alt+h shows all hidden objects.

supple stratus
#

Looking for someone who can replace outfits/clothes and basically put a model together using different parts from different models, will pay if u want๐Ÿ’ฐ

night canopy
#

i know that, its just that I can't hide parts of the mesh in mesh edit mode then have that carry over to armature edit mode

#

i was was trying to add bones for some unbound/unweighted or whatever vertexes and its pretty easy to hide every vertex group so only those show up

#

optimally i'd be able to get a top middle and bottom middle anchored XYZ coordinate so i can just enter those in and have a perfectly placed bone to split

fading verge
#

hey with dynamic bones how can you make something dangel? like just flop like theres no bones

brisk mesa
#

isn't there the Force thing for that

gritty mauve
#

yeah i think so

#

with the amount of settings you have access to, you can replicate pretty much any passive behaviour

fading verge
#

oki i didnt know i just wanted to ask first but thanks

gritty mauve
#

so i ahve a problem of my own

#

I'm trying to build & upload and I'm told the the Chest should be parent of both shoulders and neck

#

as far as i can tell, that's already the case

brisk mesa
#

what does your list say?

#

not enough to look at bones

gritty mauve
#

does it string-match the bone names?

#

they are named a bit weirdly

brisk mesa
#

i don't think it necessarily does but they may have to actually be connected

gritty mauve
#

damn the no-upload thing

brisk mesa
#

what's hard is if you have to rename it, you're gonna have to rename the vertex assignments too

#

cause those go off the bone name

gritty mauve
#

I could try renamin the Waist 2 bone to Chest I suppose?

fading verge
#

Blender makes me mad

gritty mauve
#

does Chest have to be the root bone btw?

fading verge
#

Very anger

gritty mauve
#

it's not in my case

brisk mesa
#

no i thought the root bone was always the hip bone or something

#

like hip then spine then chest

#

and in other models the root bone is some bone that's on the ground

fading verge
#

Is the cube in blender the same size as the cube in unity

brisk mesa
#

what are you using this 'root bone' status for?

#

i doubt the cube is the same size

#

it's fine, in unity youre gonna have to scale it up or down anyway

fading verge
#

How big is the default skeleton in blender?

#

In real world feet/inches

#

I dont know how to use this program

brisk mesa
#

idk honestly i just wait till the sdk says i'm too tall or short and then i just go midway lol

fading verge
#

O

brisk mesa
#

the sdk does have a default person dude in there if you wanna drag him in

#

people do that to check apparently but i never bother

gritty mauve
#

unity uses metres as default unit

fading verge
#

Ok

brisk mesa
#

if anything you should upload like 2 versions of your avatar and then just delete the shittier one xD

gritty mauve
#

same with blender iirc

#

which used to infuriate me back when I used it to process CAD exports

fading verge
#

So each square on the grid is 1 metre correct?

gritty mauve
#

because it doesn't check files for what unit they use and just assumes everything is metres

#

should be

#

or rather

#

a unit square is

#

if you zoom in it gives a finer grid

foggy osprey
#

kuri, don't get too wrapped up on size in blender. it really doesn't matter. you can scale objects in unity before you upload them.

gritty mauve
#

I'd suggest never scaling by eye alone

#

+1

fading verge
#

How many squares high from 0 is a standard humanoid

#

?

#

And what is the maximum

gritty mauve
#

well how high are people usually

#

~1.60 to 1.90

foggy osprey
#

if you tried to make your avatar as tall as it should be, you'll still be massive compared to everyone else. everyone uploads their anime avatars waaaay too small

#

they are like 3 ft high

gritty mauve
#

most of them come at ~1.50-1.60, yeah

#

most non-anime avatars are the proper height though

fading verge
#

is there anyway of making the hands float?

wooden grail
#

anyone know some good settings for dynamic bones on shoulder length hair?

#

and what da fook LOL

fading verge
#

what do you all use for auto rigging

gritty mauve
#
Hair:
Update rate: 60
Damping: 0.2
Elasticity: 0.05
Stiffness: 0.8
Inert: 0
#

for @wooden grail

wooden grail
#

end length and all the otehr stuff like gravity not matter?

gritty mauve
#

never used gravity for hair

#

set unity to play mode and drag the avatar around in scene view if you want to experimetn

wooden grail
#

ill try it ig but looks too wild on the play thing

wooden grail
#

expecially for short hair

gritty mauve
#

reduce elasticity

#

increase stiffness

#

damping

#

etc

#

honestly just mess around

#

till it works

#

damn screw blender for having middle-click -> rotate, unlike every other 3d software out there

wooden grail
#

its hard to tell coz in unity it can move so smooth then second u move IG its just so much more stiff

#

guess ill try it ig see how each does

gritty mauve
#

highly dependent on your framerate afaik

#

because you're doing the avatar stuff locally I think

#

I may be wrong though

fading verge
#

you can still have a working hand if it isnt connected to the arm right?

wooden grail
#

Sigghhhhh

#

when u setup all the bones n descript and lip sync and forget to take it out of playmode.

plush python
open lintel
#

how hard is it to make your own rig in blender? i found a great model but cant create eye tracking or visemes cause stuff isnt there D:

tame skiff
#

I'd like to think eye rigging is simple

#

Just create a vertex group with the same name as the bone, and then select the respective polygons and hit "assign"

open lintel
#

oho so thats where i goofed on that one, what about making it able to speak?

hazy tusk
#

okay what the Hell. I cannot, for the life of me, prevent leg/skirt clipping on this model

open lintel
#

i stuck dynamic occlusion orbs on the hips and top of the legs for my model that had issues with that, after sizing them appropriately it went fairly well

hazy tusk
#

oh hips would be a good idea

#

I'm trying the resizing and positioning part, increasing the size slightly, but pulling them in

open lintel
#

yeah instead of one large one on the hips that encompassed the legs, i put small ones on the hips, top of legs, and knees, and made them just big enough to leave a few pixels between them and the legs for a buffer zone, turned out really well

#

only problem was the first time i did it the hips orb was far too big and she ended up with a bulge under her skirt

#

try to avoid that one eh ๐Ÿ˜›

hazy tusk
#

lol yeah

#

Knee's a good idea though

open lintel
#

all depends on the length of the skirt really

hazy tusk
#

even if the skirt doesn't go that far on mine, maybe it can be used to prevent it

open lintel
#

i put one on her head once, made it fairly big and applied it to her hair to give her this "electrocuted" look

#

there's some crazy stuff you can do

#

just never put all the values to 0 and put a dynamic bone on the entire rig

#

you get a wacky wavy inflatable arm flailing tubeman

oblique cloud
#

it only shows clear cache and prefabs? when i click vrchat sdk?

open lintel
#

did you have any kind of mmd import setup? it conflicts with vrchat's sdk. also, maybe update yer sdk if that is not the case

oblique cloud
#

i updated the sdk and now it won't let me choose any options

open lintel
#

thats odd then, i havent seen it do that before, sorry out of my league then

hazy tusk
#

delete vrcsdk folder

#

install fresh with newest update

#

do your things

oblique cloud
#

in unity right

hazy tusk
#

correct

#

Can I exclude the top layer of a bone but have the others affected?

#

I.E. 2_0 and 3_0 move, but 1_0 ignored

open lintel
#

for which, occlusion or dynamic bone itself?

hazy tusk
#

oh, dynamic bones.

#

I figured when you said dynamic occlusion orbs you were saying bones

open lintel
#

oh that should be fairly easy, the dynamic bone chain when created follows the heirarchy down the chain, so if you apply it to bone 2_0 instead of 0_0, itll only do 2 and 3 instead of 0, 1, 2, and 3

#

at least that's been my experience

#

now on the other hand, getting the occlusion orb to only effect those specific bones is a bit more complex

minor terrace
hazy tusk
#

when you say collusion orb, you are meaning the collider, correct?

#

occlusion orb*

minor terrace
#

"What"

open lintel
#

the way i did it was i set two sets of dynamic bones, one for the entire chain, one for just the 2 and 3 in your example, then applied the collider settings to the second but not the first

#

yeah

#

i meant collider sorry

#

been a few days since i rigged

hazy tusk
#

no worries, just wanted to make sure

open lintel
#

yeah it makes that collision orb thing on the bone you chose

#

but if you only apply the effect to the second bone chain, the top two will be unnaffected and the bottom two will be, but you have to set up two chains, one for 1-4 and one for 2-4

#

it works but it may not be the full correct version of how to do it

#

its how i cobbled mine together lol

fading verge
#

Hey so

plush python
#

Any idea about what i posted before? :<

fading verge
#

Can anyone tell me

#

If the leg doesnt glow green

#

is that bad?

hazy tusk
#

Thanks Turmor, I'll try

plush python
#

the bone is not selected in the rigging

fading verge
#

So I have to select it then

#

Thats done in unity correct?

#

What should I do then?

#

@plush python ?

dapper osprey
#

YO why does

#

one of my bones not move as much

#

as the other 7

#

even though they're weighed literally the same

tardy schooner
plush python
#

yeah alyssa

dapper osprey
#

@tardy schooner if the hands/body are connected to it

#

select the body, go edit mode

#

and select the polys there

hazy tusk
#

omg I got it

#

changed the dynamic bones to a lower skirt, moved the hips lower but increased, repositioned the leg orbs

#

no more exhibitionist !

tardy schooner
#

no, they aren't conected, they are 2 different pieces, I wanted to delete de skin under that and replace it with the sleeve

timber lion
#

could someone help me out figuring out why when my character moves their head (using pose mode in blender) seemingly random parts of their hair doesnt move with it and almost seems to duplicate some parts?

tardy schooner
#

@timber lion check the in the pose mode and look the weight painting

#

maybe the head has a conection with those parts, if it has, paint it in blue

timber lion
#

sorry if i sound dumb but how do i check the painting?

dapper osprey
#

@tardy schooner Can you send an image?

fading verge
dapper osprey
#

of edit mode

#

for the sleeve

#

from the side

fading verge
#

can anyone tell me how i can make the rig match

#

kinda annoying

tardy schooner
#

The sleeve consists in three parts, wait, I'll send you a pic

dapper osprey
#

I'm encountering a weird problem

gaunt belfry
#

@fading verge Are you trying to make a humanoid rig for that thing?

tardy schooner
#

oh sorry, that's not the side

dapper osprey
#

I can see it

#

also

#

turn on see-through mode

#

if possible

#

and uhh

#

neither of these are connected to the arm

#

so the arm should be a separate mesh

fading verge
#

@gaunt belfry no ive done that ive imported anyther model in and the rig looked like that and im trying to get them to look the same cus its annoying

dapper osprey
#

select the body in edit mode

#

and send me a screenshot

#

front view

#

in the meantime I'll ask my problem too

gaunt belfry
#

@fading verge Im trying to understand what those bones are even for, like the model is already rigged, what more are you trying to do?

gaunt belfry
#

That part could have mixed painting on it

fading verge
#

im testing out something and hopeing it works but i just want the rigs to look the same

dapper osprey
#

What do you mean by mixed

fading verge
#

@gaunt belfry

gaunt belfry
#

Like its also painted on another bone as well @dapper osprey

dapper osprey
#

wot

#

Hmm

gaunt belfry
#

@fading verge So you are trying to recreate the exact rigging from scratch?

dapper osprey
#

but it's not painted on anything

gaunt belfry
#

@dapper osprey So wait wots the problem here

dapper osprey
#

This one bone

#

fails to move with the blade

#

the other 7 move fine

fading verge
#

no.... the thing you saw was a pair of arms but im not going to be useing them for that reason, im useing them for a animation

gaunt belfry
#

@fading verge OH, those arms have to be parented under the chest then with the first bone being the shoulders

#

@dapper osprey As in if the bone moves, the mesh refuses to move completely?

dapper osprey
#

no like

tardy schooner
#

yeah, the arm is a separate mesh, I wanted to do that because I have a bug in which if I move the arm the sleeve stands still, also to delete polys.

This is the body (yeah, it has a lot of polys, I'll fix that later) https://imgur.com/kg5jHdx

dapper osprey
#

It's like there's some sort of resistance

#

@tardy schooner I meant the skin, not the body

#

f me

#

mb for causing misunderstandings

#

Select the skin of your arm (say, select your hand)

#

and go edit mode

#

and send me a screenshot

gaunt belfry
#

@dapper osprey Then most likely yes, that mesh that is attached to the bone is also painted on another bone as well.

fading verge
#

@gaunt belfry i know that but if you look the rigs are two different like idk how to put it but they clearly look different

dapper osprey
#

That's extremely weird

#

How do I check what bones are they painted on

brisk crypt
#

So my model's shape keys don't have "AA" "Oh" and "Ch" labeled, can I get a picture of how the mouth is supposed to look for each key?

gaunt belfry
#

Just go around selecting bones and seeing if paint shows up on that part

brisk crypt
#

For face visemes

novel wharf
#

Dumb question. When setting my rig and making parent... which do I select first? Is it armature > mesh, make parent. Or Mesh>armarature, make parent

gaunt belfry
#

Just make those sounds with your mouth and recreate em

naive tree
#

@brisk crypt if your avatar has shape keys, then you need Ah, There, Your

#

not aa, oh or ch

fading verge
#

Excuse me

#

does any know the limit

#

for the amount of Dynamic Bones?

dapper osprey
#

@gaunt belfry but there are so many bones to check :x

brisk crypt
#

@naive tree Uh. No. Ah, There, Your are generally what the shape keys are translated to if they are written that way. Mine were not written that way

gaunt belfry
#

@novel wharf You make a group consisting of the mesh and armature, but you don't parent one under another.

#

@dapper osprey Its horrifying yis

tardy schooner
dapper osprey
#

AHH

#

@tardy schooner

#

since meshes are separate

brisk crypt
#

Whoever made my model made all the shapekeys a variation of "face"

dapper osprey
#

click your shoulders or your hand in object mode

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click tab or select edit mode

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and then send me a screenshot

novel wharf
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I have my skeleton laid out and my mesh, but moving the bones only moves the bone and not the mesh

brisk crypt
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For mouth movement. So I was just asking for a picture of how each one looked so I could pick em

tardy schooner
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this is the problem, a big one, the hands are conected to the body, and every blue thing you see is also conected

gaunt belfry
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@novel wharf That means that the model hasn't been weightpainted

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Select the mesh then select the armature and push Shift + J I believe

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and do automated weight paint

dapper osprey
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Hmm

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I really dunno how to find the bone that has weight paint on it

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what if there's no bone weighed on it

gaunt belfry
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If no other bone has weight paint on it, then the model just wants to be an ass from my experience

novel wharf
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Nevermind. I got it

dapper osprey
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what if I

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delete the mesh

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and make a duplicate from the other 7

tardy schooner
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there isn't, I don't know how to do it because the sleeve uses half of 2 bones, oh, btw, I don't know if this helps but, the sleeve has this https://imgur.com/tiFs7BB

fading verge
tardy schooner
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or is it part of the arm, I really don't know

fading verge
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can anyone tell me how i can get these two rigs to look the same

dapper osprey
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this is what I wanna see

gaunt belfry
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@dapper osprey I don't think that will do anything, but I'm almost positive its another bone painting the same mesh, it doesn't even have to be heavy paint, the smallest amount will do it

fading verge
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@fading verge hard to tell from that pic what you're trying to make symmetrical

timber lion
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aaaaa why wont my weight painting just grab everything i dont know how to do it manually without messing up the entire hair

fading verge
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I tried rigging my favorite game character from gmod to VR chat, it all went good until I had to texture him in Blender.

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@fading verge oki one rig doesnt have walls and one does i want the one with walls to be like the other

gaunt belfry
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@timber lion If you don't care about dynamic boning the hair, just select the head bone in weight paint and paint all the hair

timber lion
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man but i do really like dynamic bone stuff how else will my hair swish

tardy schooner
fading verge
dapper osprey
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Yes and HOLY SHIT THOSE NIPPLES ARE HELLA DETAILED

gaunt belfry
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Then what you can do, is select ever seperate hair bone strand, and ctrl+v and do seperate and paint it to that strand @timber lion

dapper osprey
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okay so look @tardy schooner

tardy schooner
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ahahhahahaah, yeah, I'll delete those xD

dapper osprey
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I'll tell you how to delete the arms under sleeves if you really want

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can you send the same image

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but click Alt+H before that?

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everything the same, but alt+h

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send it to your own discord server or smth, open it up and send the link

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saves a lot of time

tardy schooner
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It's deleting that and also, how to attach the sleves to the arms after that, and alt+h in the photo before I send it?

dapper osprey
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Basically

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Unhide everything

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you selected the skin and chose edit mode which is what I wanted

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but you hid the clothes n stuff

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and I needed that

tardy schooner
dapper osprey
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Also

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click one button

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at the bottom

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to the right of modes

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this button

tardy schooner
dapper osprey
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Right so

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Now you wanna click C

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and move around your sleeves

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and click around the sleeve

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how long you want your arms gone

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I personally recommend deleting like this

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inside the sleeves

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since people can still see inside your sleeves

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and well, you don't want to have your hands flying

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Or rather, you don't want people to think they're flying

tardy schooner
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okay, I've already selected thet

dapper osprey
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Then click X

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and select "By Faces"

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you can also go "By Edges" for maximum efficiency via polys

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since you're that deep inside

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or even "By Vertices"

tardy schooner
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already deleted those parts

dapper osprey
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and let me guess how many polys your character has

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140k?

hazy tusk
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rip, skirt still does what it wants, feelsbadman

dapper osprey
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because just the nipples look like they have around 2-3k each, lol

tardy schooner
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121k xD yeah, I'll focus on that later, I've already did that one time, the most important part was having the sleeves to follow the arm, or merging the sleeve on the arm so it moves together

dapper osprey
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Also, if you want maximum efficiency via polygons

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you might want to delete anything that's pressed under the clothes

swift merlin
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What character owo

dapper osprey
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looks like tamako or tamamo

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w/e that name is

tardy schooner
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tamamo no mae fate

tardy schooner
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yeah, thank's to what you told me I think I'll be able to do that eaily, I didn't notice that button, now with the sleeve and the arm i don't have any idea

dapper osprey
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this is how you want inside of your character look like

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what exactly do you want to do with the sleeve and the arm

tardy schooner
dapper osprey
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I think the only thing that can help here is an exorcist

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I have no idea how that stuff happens

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Oh right, when you imported your Tamamo

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Did you click Fix Model

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with the cats tool?

timber lion
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hmm new questionnn is there a way to merge armatures/meshes without losing the weight painting already on a part?

tardy schooner
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yeah

dapper osprey
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Aight

tardy schooner
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the first thing I did

dapper osprey
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it's just that it looked like you have lots of unnecessary bones

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around your legs

tardy schooner
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I had bones between the arm and the sleeve before using the cats tool, but anyways, you've already helped me a lot with that thing to delete polys

tough elbow
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Hello everyone, I have a problem. I need to manually install a neck bone. It has to be parent of the head and child of the chest. I have never done this before. Can anyone help me with a startup? https://i.imgur.com/mQei1pu.png Note: I have 0 experience.

dapper osprey
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@tardy schooner I think those bones might've been for sleeve physics

tardy schooner
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maybe that's right, I'll have to see how to fix the unnecesary bones without CATS

dapper osprey
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You can also bones manually

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it isn't as hard as we, beginners, think

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I just dunno where you'd parent the sleeve bones

tardy schooner
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oh yeah btw, do you know how to manually parent bones?

tough elbow
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ctrl + p

lyric current
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Someone mind spending a little bit of time to explain something via VC and Screen share?

tardy schooner
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do I have to parent every single bone to a mother bone?

lyric current
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Every child will have a parent.

jagged oak
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Question. In blender if I delete the upper chest bone cause it won't let me publish. Then put the chest bone into place in unity..will it cause my chest to do weird things in the game?

tough elbow
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I am just gonna ask again:

Hello everyone, I have a problem. I need to manually install a neck bone. It has to be parent of the head and child of the chest. I have never done this before. Can anyone help me with a startup? https://i.imgur.com/mQei1pu.png Note: I have 0 experience.

tardy schooner
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Well , thank you so much @dapper osprey for everything

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oh, okay, thank you senpai

dapper osprey
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Np :p

tough elbow
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Can anyone awnser what I asked above? :S

fading verge
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it's a lot of steps but it's not really that hard

brisk mesa
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fuck itttttttttttt

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I'LL JUST ADD TITTY PHYSICS, NOBODY WILL NOTICE

jagged oak
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https://imgur.com/a/N4a0D What have I done and how do I fix this? I deleted the upper chest bone in unity cause otherwise it wouldn't let me publish it.

fading verge
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he has little teeny tiny bones like a baby chick in his torso though so you need to deparent the head bone from the current chest bone. Then you have to right click the little ball tip of the chest bone and hit E to extrude a new bone, this will be the neck. then you have to parent the head bone to the neck bone. Preferably, after you've made sure the neck bone is straight

brisk mesa
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naw man you shuoldn't have deleted the whole upper chest bone

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well at least you shoulda parented all that shoulder and neck stuff to the chest bone

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upper chest bone can then be gone

jagged oak
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Didn't it parent automatically?

brisk mesa
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likely not

tough elbow
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Fleshy, you make it sound really easy but I still am not really sure how I should "decapitate" the head from the chest

brisk mesa
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i have to go into blender and actually check those right side bone tab options

jagged oak
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Right. so how do I make sure they're parented? The neck and shoulders automatically connected to the chest bone when I deleted it so I assumed it had parented.

brisk mesa
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the right side options in the bone tab

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there's a textbox for Parent:

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i just check there

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prob have to be in edit mode

jagged oak
tame skiff
#

So how does eye tracking work?

jagged oak
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I got all this up.

tame skiff
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Also hot damn Morrigan's titties

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Titpedoes

brisk mesa
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yea the first time i added titty physics it went too chaos lmao

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and some dude walked up to me going THIS IS FOUL, STOP

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then accused me of using a voice changer๐Ÿ‘Œ

magic scarab
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Any suggestions on how I should be parring down these hair bones? I've already merged them, but there's still so many. Should I just try selecting a few worth deleting?
https://i.imgur.com/Vg8ziHW.png

rare marsh
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its ok if there are that many, as long as you set up a root you should be fine

magic scarab
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Even if I plan on rolling it into a dynamic bone?

topaz dune
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we want as few as possible

brisk mesa
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i like one hair bone for each top, middle, bottom section, it seems to work

topaz dune
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merge some of the lines. if you delete the bone's you will also delete the weight paint, painted to those bones

brisk mesa
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other people like 6 similarly but hey whatever

jagged oak
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I cannae see a text box for parent.

brisk mesa
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try edit mode and make sure you selected your armature probably

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armature icon also has xray checkbox to see your bones better in the little dude doing a jumping jack icon, bone tab is to the right of this

fading verge
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@brisk mesa outstanding avatar man nobody will notice

brisk mesa
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unity won't accept my Arnice from nights of azure so i went back to her

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idk something about arnice was crashing unity

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i also fucked up morrigan's hands cause there's separated mesh bits there too, but i'll just explain it like "YEAH WHATEVER IM MEGAN FOX I HAVE WEIRD HANDS, FU'

magic scarab
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The dumbest question then, what's the process for merging lines? Assuming it's different than cat's merging bones.

summer sequoia
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anyone know how to keep hands from clipping through poofy dresses? I feel like colliders wont work for that with the idle animation

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might need a new idle animation

open lintel
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de-poof the dress, or new idle animation

summer sequoia
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hmmm

open lintel
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colliders will make the hand flop wrong

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i've tried lol

summer sequoia
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My vr set is getting to my house within an hour or two so i'm rushing to get my characters rigged with colliders and stuff

open lintel
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at least when i did it... i did colliders on the dress edges and did dynamic bones on the arms so they could be applied to the colliders but they flopped like jello. i bet if you honed the dynamic bone settings to make them fairly stiff it would work

summer sequoia
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I usually use male avatars because dresses look so stupid with the idle animation derpily shoving your hands through

open lintel
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ooh put pockets on the dress

jagged oak
summer sequoia
#

cat called she wants gravity back

jagged oak
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I'm taking it away.

summer sequoia
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this is gonna bea nightmare

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this clip for eternity

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maybe i'll find an arms crossed idle animation

jagged oak
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I'm slowly making progress LOL. now only her top half is going wonky.

rose blade
#

does anyone have a generic bone structure for a cape?

rocky heart
#

Hello?

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I have a problem with rigging my character

fading verge
#

?

rocky heart
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whenever i try to rig my hips, they act as seperate bones

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so right now they're rigged to the ENTIRE armature, because the hips are parented to that...

fading verge
#

You'll need the hip bone

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But!

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The legs must parent to the hips

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That's how it works