#avatar-rigging

1 messages · Page 79 of 1

spice jetty
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same place as object and edit mode

fading verge
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it still selects the whole skeleton

tawny zephyr
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hey what's a good stiffness for dynamic bones?
like so they don't move at every little movement?

spice jetty
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lol in pose mode?

restive hill
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omg thanks, that helps a lot XD

fading verge
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no, pose mode i can select each individual one

open lintel
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oh hey i think i figured it out, if I uncheck deform in bone settings for the shoulders it should stop deforming the geometry its attached to, correct/

fading verge
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but in weight paint it gives me a green-like glow around the skeleton

spice jetty
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the green glow means whatever bone youve got selected is influencing that area

restive hill
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how do you select a bone in weight mode?

fading verge
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thats what im trying to figure out

restive hill
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it seems to deselect when i enter

spice jetty
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to do like I posted go posing mode -> right click a bone -> right click mesh -> change to weight paint in bottom left and bam

fading verge
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ye i do that

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but da ting don' work

spice jetty
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then i cant say i know. i only learned this stuff yesterday

fading verge
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aighty then, <@&397642795457970181> !!!!!

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send help

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i cant select bones in weight paint mode

restive hill
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ehe

pale hull
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Are you seriously pinging all the senior mods for tech issue?

fading verge
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yis

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cus not all respond

pale hull
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I'm then giving you a formal warning to not do it again.

fading verge
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oki my apologies

pale hull
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We are not tech support, we are chat moderators.

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Like our role name implies

restive hill
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anyway KS, what Rei said does seem to work

spice jetty
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I'll take 50% success

fading verge
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oh

restive hill
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but its almost 4am, so i'll probably just redo the import tomorrow, i'm nearly certain i've done some seriously weird stuff to this model by now

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oh

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if you have dummy bones from the CATS function to consolidate hair and stuff, make SURE you select the correct bone in the armature tree

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you do not want to paint the hair bone on your head. it would be funny, though

fading verge
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i was sent into "UV map"

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when i select my armature i get a green glow around the bones

fading verge
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to upload a screenshot here, its just screen and then strg + v right?

glass river
surreal imp
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You need to fix the hierarchy in blender

fading verge
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do people just make dance animation or theres a website that let you download em?

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i fixed it! horray

vital mason
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for optimizing bones, i know what you can do is to merge bones in skirts for example but

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would there be an issue if i merged 2 "chains" together, by changing the parents and using mix weights to merge them?

gilded barn
crystal wolf
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Am trying to attach clothes to an mmd model of mine, i've followed some 3minute video which only half worked, anyone know my answer here? http://prntscr.com/i2m1zn

Lightshot

Captured with Lightshot

safe bluff
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You need to weight paint the clothes

crystal wolf
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U h

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What?

gilded barn
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it just assigns the mesh to a bone so it will move with it

crystal wolf
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^that is what i've been trying to work out for the past 2 hours

naive tree
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@crystal wolf check if there is another bone holding the sleeve

crystal wolf
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i added the blazer myself which had its own bones which i removed, what i don't get is How to attach

naive tree
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oh.

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yeah, you can't just attach stuff in blender like you can in pmxeditor

crystal wolf
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I don't use pmxeditor

naive tree
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it's useful if u want to make a custom avatar and not worry about weight problems (most of the time) and merging/deleting bones

crystal wolf
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So, how does one go about attaching the blazer to the body/armture

gilded barn
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when you add in the clothes in pmx editor, you cant delete the bones because that will delete the weights

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adding it in with the bones will automatiaclly replace them

naive tree
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in pmxeditor bones automerge and carry weight correctly mostly

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so it's easy there

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@crystal wolf you join meshes and then weight the blazer

crystal wolf
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So attaching clothes in blender is, not possable(?)

naive tree
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ppl do it differently

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u can try data transfer, but something like hair can scew it up, let me find a vid that explains this +-

velvet parcel
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Anyone experienced that can help me with this?

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Liek how do i make the shoulders childs of chest?

subtle moth
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@velvet parcel Was this an MMD?

velvet parcel
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Yes

subtle moth
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Go into Blender

velvet parcel
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mhm

subtle moth
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Hold Shift and CLick on the Shoulders

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forgot sth

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go into edit mode

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Then do what i said

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At Last hold shift and select Parent, in this case chest

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ctrl + p

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"keep offset"

velvet parcel
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Question is there any manual way to move the camera without just zooming?

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cause i cant zoom in far enough to get a good view of the shoulders

subtle moth
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in blender?

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or unity

velvet parcel
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blender

subtle moth
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hold shift and press mouse wheel while moving mouse

velvet parcel
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Should i get both off the bones from right and left or just the first ones?

subtle moth
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first ones should be enough

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then select Chest, but chest must be last one

velvet parcel
subtle moth
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point your cursor at the window with the model

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then

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do ctrl p

velvet parcel
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Like so?

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so should be fine now?

subtle moth
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yes

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looks good

fading verge
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need some help

naive tree
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planar is a pretty terrible decimation mode

night sierra
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Is it possible to have a generic rig that will still turn it's head when you move the mouse? In simple terms.

velvet parcel
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@subtle moth ty so much for the help ❤

subtle moth
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Np 😄

fervent wasp
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So I have my model fully done in Blender and imported into Unity. I've been watching tutorials and they all say to just search for VRC Avatar Descriter under add component and when I do that nothing comes up. Do I have to download something for that?

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I have that added though?

night sierra
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Can you see the SDK at the top as a drop-down list?

fervent wasp
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Oh wait my SDK files didnt open

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yep

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Okay got that working!

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Under my mapping for bones, the legs are both red??

fading verge
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check the mapping and make sure your bones are all in the right places

fervent wasp
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yeah they look like theyre in the right place

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okay i got it

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its taking ages to sign me in tho 😦

fading verge
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FUCK IT

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I GIVE UP

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ILL JUST PAY SOMEONE TO DO MODELS FOR ME

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DM ME AND ILL SEND YOU MY INFO

fervent wasp
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i feel that

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i think im finally at the last thing thats messing up

fading verge
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i give up

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im not an artist

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at all

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and money can buy things

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so fuck it

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ill throw money at my problems

fervent wasp
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Says Visemes are being used but Face Mesh is not specified

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how do I fix that?

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oh wait

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i did that

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but i guess when i went back to fix the bones it deleted them?

naive tree
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u need to drag your mesh to face mesh in avatar descriptor

fervent wasp
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yeah i know i did that already and i rigged the right animations just when i went back to fix the bones it got rid of that

obsidian laurel
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Hey, anyone knows about physics? its for tail and clothes (maybe hair in the future)

fading verge
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Dynamic bones and such? @obsidian laurel

obsidian laurel
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I don't have them-

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because I got to make work reasonably a tail in Unity (with the assist of a friend) but in Vrchat it goes all jiggly, (maybe) like a constant colision with the body

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or thats what my friend told me

naive tree
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dont go by what unity shows you

fading verge
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oh hey yuumi senpai

obsidian laurel
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I think my friend could use that phrase-

naive tree
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hello

obsidian laurel
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he oftenly calls it "Unyto" when it's starts to derp (side note)

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but thanks

fading verge
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It's probably a common problem lol, but my character's mouth stays open after I made the vicemes for his mouth with the CATS plugin. He doesn't have a jawbone... Would anyone know why it stays open? His mouth only opens in Unity; not Blender.

obsidian laurel
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oh oh I know this one

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I fixed just yesterday

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for me, I had to just un-map the jaw bone

fading verge
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Yeah he doesn't have a jawnone though X3

obsidian laurel
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hmmm, it's often that

fading verge
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It's why I'm confused I'm like what's making him do thissss

naive tree
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could be an ex-hockey player

obsidian laurel
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yeh sure there is anything mapped in the jaw part, right?

fading verge
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Nope there's nothing mapped in the jaw part. I can't rotate it like the other solutions because he doesn't have a jawbone.

fading verge
naive tree
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@fading verge try selecting your mesh in unity, open blend shapes and see if any of them are bolded out or at other values thjan 0

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if there's all good, could try moving the jaw up

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if any of the shapes are bolded out, mouse2> revert to prefab

fading verge
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they're all set to zero and none are bolded out... so how would I move the jaw up?

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@naive tree

naive tree
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oh, there's no way to select it? right, u have no bone

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then i rly dunno 🤷

fading verge
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well fuck XD

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thanks though~

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I got a question

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I gave my avatar particles, but when I get in game, they dont' show up?

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I guess I could technically make a jawbone in Blender and try to fix it that way maybe by putting some weight on the jaw? Idk... I'll keep working with it XD

I'd try to help June but I wouldn't know what to do

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nvm i figured out

jade wolf
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Are Visemes disabled?

fading verge
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@jade wolf You're asking me right? I don't think so. I can see them if I try to animate the character if that's what you mean.

jade wolf
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k

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Wanted any responses

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So I take it that I got something wrong & I can't figure it out.

fading verge
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Ohhh you're asking for a problem you have XD I'm having visemes issues too.

ivory badge
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did you mess with the visemes/shape keys in Blender? didnt leave his mouth open by any chance before exporting?

fading verge
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Nope his mouth was completely closed in Blender... I checked all the shape keys and they were set to 0. I'm not at my computer right now though but I'll go double check to be sure

tidal parcel
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Hi, I need a favor, could anybody rig a model for me please? It's an o.obj model with textures. (I don't have time for doing it by myself)

odd cargo
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how do i fix it

fading verge
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@odd cargo try setting the x rotation to 90 or something

prisma magnet
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I used mixamo for the bone rigging of my avatar but when I squat the legs go out like frogs legs to the side instead of forward like the knees are supposed to. I know a lot of people use mixamo and it is just a normal humanoid avatar. Any idea of what went wrong?

honest blaze
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Can some1 rig a model for me?

odd cargo
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@fading verge i did try it but when i upload it to the game its still broken

crisp tendon
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Fix it in blender, set it straight then ctrl + a "apply rotation" then export again

green wasp
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anyone wanna log into my unity account and set up an avatar for me? Its to hard 4 me xD

wind vale
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I take commissions for character modeling and rigging

nova wigeon
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@wind vale Could I see some of your work? Not planning to pay you to model me something, but I'm just interested to see some of your work

restive hill
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hm, yes, i definitely screwed up that last model with parenting stuff.

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when your face starts moving with your hair, you know something is very very wrong

wind vale
honest blaze
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Ew a furry

wind vale
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If you want to find someone who is truly dedicated for their art there’s nothing better than a furry

magic zodiac
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I wouldn't say that.

fading verge
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Michelangelo was a furry

magic zodiac
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Being a label doesn't define whose more dedicated to what.

silent marlin
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anyone know how to fix bones when they do this? http://puu.sh/z557S/d774438991.jpg
in blender they look fine and there's no weight painting on anything to make them do that, so, I imagine there's something messed up with the orientation/rotation in blender, but I don't know how to solve it

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only thing I can think of is just redoing the finger bones

wind vale
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Lol I know it’s not a law but it’s a fair rule of thumb

restive hill
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rogue weights on vertices?

magic zodiac
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Anyways, @wind vale how much was that fur you got comm'd for?

honest blaze
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@wind vale Furries are pure cancer and borderline beastiality

magic zodiac
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DM prices really.

restive hill
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go to a furry if you want advice on tails, i guess

wind vale
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That’s not accurate at all but thanks @honest blaze

silent marlin
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there doesn't seem to be any weights hidden in the vertices

honest blaze
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I am a person who likes Cat girls (Anime cat girls) but that aint furry

magic zodiac
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That's just being a hypocrite.

silent marlin
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I think I might just redo the finger bones and see how that fares

wind vale
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that’s debatable ¯_(ツ)_/¯

restive hill
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rogue lack of parenting?

honest blaze
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Its not being a hypocrit

restive hill
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oh stop it with the furry stuff, the only thing worse than furries running around is a war between them and furry haters

magic zodiac
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I don't know where people get such balls to be harsh against other peoples tastes.

honest blaze
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Tbh I cant complain my fetish is genderbender 🤷🏻

magic zodiac
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🙄

honest blaze
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*Atleast I'm not a lolicon

restive hill
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just let it be, everyone has an opinion on this and that's fine. hold it close to your heart and treasure it, you're not going to change anyones mind

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now lets see if i can rig this anime girl properly

magic zodiac
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Lol, npnp the avatar looks nice @wind vale

restive hill
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if you wanna be outraged, go watch ep8 of nisemonogatari

wind vale
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Thanks

restive hill
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yanno, i'd like to see a non-human head that had well-done visemes

magic zodiac
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That'd be cool.

honest blaze
novel wharf
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Non-human as in animal or as in robot? 😛

honest blaze
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Dalek lol jk

fading verge
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@wind vale you sure? Im not a furry myself but I've also created my avatar from scratch as well

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🤔

wind vale
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thats why i said its not a strict law xP

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just a rule of thumb

fair gate
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anyone know a good guide that explains how to fix the "Avater is too tall" error?

wind vale
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you can make a new 2 meter tall cube and use it for reference

silent marlin
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I fixed my hands, boys

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apparently the first bones were slightly too big, causing them to twist

fair gate
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the default cube is 1x1x1 meter?

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So, all the guides say to put position x,y,x to 0, but what about rotation? Should that be 0,0,0?

crisp tendon
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@honest blaze Careful with images

wind vale
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yes @fair gate

fair gate
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ty

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So I created a cube with scale of 1,1,1, and it looks like the size of a rubix cube compared to my avatar, lol

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had to resize the scale on my avatar to 0.1, but now it is hard to zoom in close enough to set the descriptor

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mouse wheel isn't fine enough control

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ah, alt+right click and drag works

dire stag
fading verge
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looks ok to me

surreal meteor
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maybe bring the knuckle bones little bit close to the palm, but not too much

hallow bay
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anyone got good dynamic bones values for cloths?

knotty moon
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What do you do to fix wonky shoulders and rigid hands? My model looks fine but its rigged oddly

wary cedar
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looks pretty good

wet granite
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It's my understanding that if I want an animated non-humanoid avatar, I should still use the humanoid rig. Do I still need the standard bone heirachy? I only need about half the bones for animating.

harsh brook
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any advice with the spine length of zero issue? Tried to fix it for a while now...

raven pumice
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If I'm adding a second model to an existing one (squirrel riding on her shoulder) is it better to rig it on it's own and then attach it, or attach it to an existing bone structure from the start?

muted helm
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that can be pretty overkill unless you want the squrrel to do other stuff [like crawl around on an emote]

raven pumice
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I'm just going to be giving it some dynamic bones for tail and bow it's wearing, and have the head rotation mimic the eye tracking so it looks around

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Doesn't need a full skeleton, more like just a puppet thing

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Body, bow bones, tail, head

astral sand
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Anyone know why when importing into blender all my textures are black?

muted helm
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yeah if its a setup like that I'd treat it like a prop or puppet in the main rig

foggy osprey
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@astral sand probably set the textures as materials, go to the material panel and set it to shadeless so it doesn't use lights to render

astral sand
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That didn't do anything, but i just turned on matcap and it was good enough. @foggy osprey

hallow bay
wind vale
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Maybe using the wrong version of the model

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Happened to me countless times

hallow bay
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what do you mean?

wind vale
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Like you upload MyCharacter_1 and then reupload it as MyCharacter_2 and in blender you modified _2 but you are still using _1 in unity

hallow bay
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don't think so, because for that reason I added completely different names

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I just confirmed once again that the avatar is the correct one

raven pumice
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They're real visemes right? Not empty?

cedar musk
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I managed to get a Gmod model from the workshop, rip it, texture it ect; luckily the model is rigged (even Mixamo recognises it https://imgur.com/16LNDEU) but when i put it into Vrchat or view it on Mixamo with an animation on it, the model remains in T-pose; i managed to get "physics.smd" (which came with the model) assgned to the corect bones in Unity, but the model still doesn't animate http://steamcommunity.com/sharedfiles/filedetails/?id=1267136946. Could somone help/explain how am I suppose to fix it?

nova wigeon
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did you add an avatar descriptor and add the simple avatar controller?

cedar musk
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@nova wigeon I have added a descriptor, but not sure what you mean by "simple avatar controller"

nova wigeon
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You need a simple avatar controller

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send a picture of unity with the descriptor

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I don't feel like opening unity.. So i'll just draw what you need to do lol

cedar musk
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kk, gimee a sec

nova wigeon
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also don't put the descriptor circle inside the head

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put it around 2-3 inches away from the eyes

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in front of the face

cedar musk
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So that's it, I just had to add the controller (ik about the descriptor, just threw it in there for test)?

nova wigeon
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Should be

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if everything else is fine

crisp tendon
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FYI asking for paid assets is considered piracy

nova wigeon
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Who asked for paid assets?

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Didn't see any messages

crisp tendon
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Someone did a few minutes ago, removed the message

nova wigeon
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Ah

hallow bay
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@raven pumice what do you mean?

orchid shale
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So decided to give my character a hat with no prior knowledge how(Just messed with buttons), and I got it work! But how it came out in Unity is different in VRchat. What do? (Pic related)

nova wigeon
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It's because the hat and the head are 2 different meshes

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they need to be connected or else they'll slide like that

orchid shale
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How would I do that, sorry im kinda derpy at this

nova wigeon
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Merge your verticies

orchid shale
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Thanks ill try it out

nova wigeon
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join the 2 meshes if they aren't already by selecting both and pressing ctrl + J

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then go into edit mode and merge the verticies so they become one mesh

orchid shale
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Thank you!

dusk pilot
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Or you can export the hat as it's own object and attach it via bone in unity.

round dagger
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it's probably weight paint issue

nova wigeon
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Didn't know you could do that. The more you know. ¯_(ツ)_/¯

round dagger
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did you weightpainted your hat to bone?

nova wigeon
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I already assumed there was already a weight paint applied

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Nice! Thanks for the video

orchid shale
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Yeah thanks! 😊

dusk pilot
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Np

nova wigeon
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does it work with shirts as well? @dusk pilot

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Shirts/pants/things that bend lol

dusk pilot
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No because hats are a binary weight paint, either they are attached or they aren't to a bone. Shirts blend between multiple bones to look good so you will have to manually weight paint them.

nova wigeon
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Right

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Figured so, but didn't know if unity would transfer the weight paints to an object or not

dusk pilot
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If it's already painted them you should just attach it directly to the model

nova wigeon
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Right

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but attatching it to a model would have clipping issues

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unless you made the shirt bigger or made the chest smaller to compensate

hallow bay
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space jammer, what do you mean by real visemes (not empty)? how I check that?

shrewd acorn
mild heart
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leg bones are placed right

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lowerbody is pointing upwards

raven pumice
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Real as in actual visemes, not ones that are just the base model. Blender doesn't export empty blendshapes

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Sorry for slow response I'm at work

hallow bay
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how do I make real ones?

raven pumice
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If you're making them at all they're not empty

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Empty would be blendshapes with nothing changed

hallow bay
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I created them with the CATS viseme option

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@shrewd acorn I was planning to fix that adding collission to the legs on dynamic bones

opaque jetty
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I just finished fixing the Hierarchy for my avatar, but now Unity is telling me the feet, upper arms, hands and head arent mapped

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even though they definitely are

hallow bay
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go to avatar and check model configuration

opaque jetty
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I already took care of all of that though

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everything is mapped but the optional stuff

pulsar mortar
raven pumice
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Either a UV mapping issue or you need a separate material for the eyes

hearty mauve
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for some reason no matter what i do i cant bones on my model to dissolve

hallow bay
raven pumice
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Yeah that s just empty visemes.

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You have to deform the model's mouth to make the three base ones, it doesn't edit your model for you

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That just takes the three base ones and uses them to generate the rest

hallow bay
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how I do that?

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I'm pretty newbie at blender

raven pumice
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Look up some phoneme blendshapes guides, should get you on the right track. I can't get too in-depth while I'm at work sadly

hallow bay
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don't worry, you gave me a source to search, and that's enough, thank you anyway

opaque jetty
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Hey some of my bones have disappeared from my rig.
They're still listed on the Hierarchy and when selected the cursor moves to where they SHOULD be

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but uh

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they arent there

cobalt needle
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heya, can someone answer me the question please?
I have this model where the pupil has meshes... can I delete them? I need to get rid of some polygons

hallow bay
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wait a second. I have to work on the avatar that came from MMD or I can work directly on the avatar I have already exported to unity? @raven pumice

raven pumice
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You can't do it in unity

hallow bay
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@balmy vortex you can't ask for that, is also considerated as piracy. I suggest deleting your msg.

dim snow
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how do i create multiple shape keys?
Ive got one made for a blink, but posing wont do anything after creating that one

potent solar
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how do i add music to my avatar

cobalt needle
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can someone please tell me if i need these meshes or i can delete them?

fading verge
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@opaque jetty Did you try unhiding everything?

opaque jetty
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I don't evewn know how I would go about hiding things in the first place

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all of the bones that would be on the hands+feet are just gone

stone relic
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@shrewd acorn I'd imagine the dress isn't weight paitned to the legs, so they just stay stationary whilst the legs move

fading verge
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Ohhh its already in Unity

Then I'm not sure... they were there before you exported right?

opaque jetty
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the bones are here in blender
they show up in the Hierarchy in unity
but they're not visible at all

fading verge
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I think it's because he's missing his actual feet he only has his ankles

opaque jetty
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so add extra bones that go into the hands and feet and label them?

fading verge
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Yeah and I'd imaging you'd have to weight paint them too

pseudo grove
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Does anyone know a workaround getting jaw movement working well with .xps models?
mmd models work perfectly fine, but I can't for the life of me get viseme movement working on xps models.

opaque jetty
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I dont see why.. the ankle bone moves the feet fine

fading verge
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Them I'm not sure... Sorry DX

pulsar oxide
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Can anyone help me out real quick on importing this AE86? It gets in game just fine, but it's never on four wheels - it's always on it's side, not on the wheels

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Whoops guess you can't upload screenshots here RIP

normal socket
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What would be the easiest way to fix an armature that has too many bones for legs: Exemple: Left Ankle High, Left Ankle Low which would normally be just one bone

neon shard
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Quick fixable!

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Select the foot bone, then the left ankle high, shift+P and select keep offset

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That should be all you need to do

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the ankle low can stay

#

to clarify, select the foot, then SHIFT select the left ankle high

cobalt needle
#

Hello chat. My default bone position of my avatar is not in a T shape. So Unity has problems to asign the bones... how can I fix this in Blender?

#

@nocturne hornet where can i find it >.<?

honest blaze
#

Can someone rig a character model fer me?

cobalt needle
#

oh yeah 😄 thanks ❤

#

Oh and also... the outlines of the head is red... what does that mean?

#

If you click on the link there is a screenshot of the head as well. which bone is missing? sorry I'm kinda new with this

honest blaze
#

Headbone

scenic delta
#

Wait I can't send picture anymore what

honest blaze
#

You hav to send links

scenic delta
#

that sucks

honest blaze
#

Ye especially when I use snippet tool

scenic delta
#

yeah...

honest blaze
#

I have to post my images in another server then get the link for this

scenic delta
#

I use ShareX

wicked spire
#

anyone know how I can stop the legs from walking but glide instead and the top have be useable for vr?

wicked spire
#

half*

scenic delta
#

So Someone can help me with this one ? I keep putting the "ShoulderP_R" and L in the requested place "Neck" and they still say there is a problem

#

when I "apply" they say there was an error and they put back my Shoulder to it's original place

wicked spire
#

sounds like you need to move them in the correct hierarchy first before you start the rigging

#

then move them in the rig in the same hierarchy you set the model

#

then add the bones in the correct place in rig

scenic delta
#

That's what I do...

#

but they still say there is a problem

wicked spire
#

shrug go back to blender and parent them properly I guess

opal citrus
#

does anyone here know how to permanently change a shape key to default to a set value in blender? i can't figure this out to save my life...

scenic delta
#

I just came back from Blender

#

rip

wicked spire
#

go on the mesh, click on the shape set the value to 1

#

anyone know how I can stop the legs from walking but glide instead and the top half (arms,head, chest)be useable for vr?

tame skiff
#

@wicked spire Maybe in blender lock rotation, translation, and scale for the leg bones?

#

I don't know if that will work

jade wolf
#

Blender is literally driving me crazy cause of the inability to fucking sort the hierarchy

tame skiff
#

I have a question. How the feck do I set up eye tracking. Without cats, I don't want it to break my perfect Smash Bros. armature

wicked spire
#

hmm, I was thinking more of a unity method rather than blender

jade wolf
#

I CAN'T get Spine to the top of Hips list. No matter how much I fiddle with parenting

#

and renaming

#

And dragging

#

I wanna personally excecute the dude who made this garbage hierarchy system

sudden nova
opaque jetty
#

Im having the same issue

jade wolf
#

Spine1 is issue

frosty thistle
#

Does anyone mind otimizing an avatar for me?

prime falcon
#

i can't upload my model, and i have the newest sdk

sudden nova
#

i have the same bone setup on another model tho

#

and it works there

opaque jetty
#

what's wrong with spine1?

jade wolf
#

It's hierarchy

sudden nova
#

but first spine is the actual spine and the child is the chest

jade wolf
#

Hips->Spine->Chest OK

sudden nova
#

renaming it to chest doesnt work tho

tame skiff
#

Last time I got that error I just reloaded the scene

#

I learned recently to save scenes, not projects

opaque jetty
#

reloaded the scene, same error

tame skiff
#

If you already saved with this error it's probably too late. If not, then I guess I got lucky

brisk mesa
#

you just un-weight assign the legs entirely, hips downward, @wicked spire

#

to slide around instead of walking

wicked spire
#

Ooh

brisk mesa
#

the blender solution for this is actually really simple cause you just go to the right bar options and press vertex groups, and just assign all those leg/shin/foot/toe/heel bones to like 0

wicked spire
#

Thanks I'll give that a try

brisk mesa
#

i think in edit mode tho

#

vertex group button looks like a triangle thing

wicked spire
#

aye, i just hate messing with vertex groups

brisk mesa
#

if you do a flip though, your legs are gonna be still and your whole body is gonna flip inside itself lmfaooo

wicked spire
#

i gotta learn more blender tbh for face swaps and such

#

LOL

brisk mesa
#

xD

old vine
#

My panties are like stuck to my arm when I move them ingame, but not in blender

brisk mesa
#

maybe you wanna make a root bone perhaps on the floor or something and assign all the legs to that

jade wolf
#

Finally figured out how to move the bones within the hierarchy within Blender.

#

Fucking Vertex list is what affects the hierarchy.

dim snow
#

im convinced

#

shape keys with bones are fucking impossible

#

Im done

#

Ive been here for 4 days wasting my day away and absolutely zip shit has been accomplished

#

:/

sudden nova
#

@opaque jetty now i have the same problem as you

dim snow
#

I can do one shape key and have an eye close

#

but cant do more than just a mouth, or an eyelid at a time

#

i feel like dying atm -_-

opaque jetty
#

okay well mine just fixed itself by importing the model again

sudden nova
#

if i import the model again, then i have the error with the hierarchy

opaque jetty
sudden nova
#

pelvis rotation?

#

n wait its just the legs lol

opaque jetty
#

yeah, the feet are stuck pointing inwards

#

would I have to rotate them in blender, or would Unity be able to fix it?

fading verge
stuck hamlet
#

You can fix that in unity I believe just like jaws and feet being in the floor

#

apply the Tpose controller sometime to see how the armature is acting. It helped me with mouth-openness

opaque jetty
#

thanks, I'll test it out

torn sonnet
#

Have anyone worked with animal types models?

#

like a dog

brisk mesa
#

yea i weight painted opposite front and back legs for 'walking'.

#

and i didn't bother with weights for the arms

#

that way it still uploaded as humanoid

#

centaur though you can keep the arms

torn sonnet
#

@brisk mesa Umm.. was that for me?

brisk mesa
#

yea

#

are you working on a dog or something?

#

i haven't bothered with custom animations ever

opal citrus
#

@wicked spire sory late reply, but that does nothing of what i asked, i want to change the shape key to stay specifically .794, i know how to make it 1. But no matter what i do i can't figure out how to set it to specific values that actually carry over to unity...i know it's possible because someone did it before with this same model...i just don't know how.

#

and if anyone actually knows how to do this would be amazing to know...been searching for 2 weeks now on how this is done ;-;

brisk mesa
#

omg i found an Ultros mmd.

#

my dreams of creeping out anime chicks, realized.

dusk pilot
#

@opal citrus you want tour shape key to only go up to a specific value?

summer shuttle
#

So I'm making a model with really long hair with dynamic bones, how do I get it so that the hair won't clip through the body when I'm moving backwards? Do I just add a bunch of colliders to the body?

old vine
#

high inertia

summer shuttle
#

I want it to sway really far in the back when I'm moving forward though as that's how it is in the game he's from

#

All I want it not to do is clip through the body.

#

Any advice or is my only solution to leave it with a high inertia?

dusk pilot
#

You need a dynamic bone collider.

#

Lots

#

Especially if you have long hair.

summer shuttle
#

It's still clipping. Where do I put the colliders and what values?

#

Or should I just say forget it and leave the inertia really high?

stable elk
#

hey can some one tell me how to delete the old uv map before exporting the FBX.?

summer shuttle
#

What are dynamic bone exclusions?

spring crescent
#

@summer shuttle They tell the system to not apply 'physics' to those bones

#

So, say you set the component on the head bone, you'd exclude the eyes and mouth so they don't flip out

summer shuttle
#

ah I didn't know if they would help make it so the hair doesn't pass through the body.

solemn estuary
#

yes hello

#

anyone know how to make birb

summer shuttle
#

Which is what I'm trying to get figured out.

solemn estuary
#

and rig

devout isle
#

I'm having an issue in blender with a model,I have a model which is made up from different assets but each asset (Hair,Body,Dress) each have their own set of bones,do I need to connect these bones together to have the hair/dress work properly?

spring crescent
#

@summer shuttle Add the collision component to the area you want to block, then set the size of the sphere and length to make it a capsule component.

#

Then you need to tell the dynamic bones thing to collide with that new collision component

#

It has to know about each instance.

stable elk
#

@spring crescent Do you know how to delete the old uv map before exporting the FBX?

spring crescent
#

I'm not sure what you mean. Are you in Blender? You want NO UVW map?

stable elk
#

i just found out and idk whats the problem

summer shuttle
#

So will I need a bunch of colliders or just one or two due to the size factor and whatnot?

stable elk
#

it changes where the textures go in unity

spring crescent
#

What are you trying to prevent? Keeping hair from passing through the body?

summer shuttle
#

Yep

spring crescent
#

Collision can be done in a very general way. Like one whole capsule for the whole spine

summer shuttle
#

ah that might help then. I'll give it a shot

spring crescent
#

All show you where I put mine (if my file isn't corrupt. Computer crashed while saving!)

#

It is on spine1, and has been moved forward so that the sphere can be bigger and better approximate the body's width.

main sage
#

you think the humanoid rig will fuck it up if a leg is looking like this?

summer shuttle
#

@spring crescent what were all the settings you applied to it? The values i mean

main sage
#

?

spring crescent
#

Sorry, just closed the file. It will be unique to your avatar though. Just tweak the numbers for the sphere size and length until it looks like it covers most of the back.

stable elk
spring crescent
#

@stable elk Make sure your material is set to 'Cutout'

stable elk
#

?

spring crescent
#

When you import characters, you need to edit the shaders/materials

#

There is a 'rendering mode' called cutout, which allows for transparency, which it looks like your character's hair needs.

#

I can't walk you through every step for setting that up, but if you poke around, you'll figure it out

stable elk
#

well that was not in the video i was useing so i thout something was off

fading verge
#

do you need to have all 4 finger bones or can i have less than 3?

spring crescent
#

Not all characters need it, is all. Just looking at your screenshot, that's what it looked like to me

stable elk
#

thx @spring crescent

fading verge
#

like if i have mickey mouse hands

#

do i need to rig in human finger bones or can i have less

summer shuttle
#

Alright I think I'm getting it. Thanks so much for the help @spring crescent Just think I might need to set it up on the arms as well and I'll be set

spring crescent
#

No problem! 😃

brisk crypt
#

@spring crescent am I supposed to be using cutout for hair?

#

I generally just add a 0 value outline

spring crescent
#

It depends on how the model is made

#

Some artist cheat and make hair using a few quads with a see-through material to make it look like lots of hair

stable elk
#

@spring crescent bty i do have cubeds shaders

spring crescent
#

Others model all of the hair on. If you see solid colors where it looks like the hair should be clear, you need cutout.

#

@stable elk Yeah, that guy's work is top notch. My model from Zelda Breath of the Wild looks almost the same as it does in the game.

stable elk
spring crescent
#

Maybe. I'm not familiar with MMD and haven't watched that one. But he explains a lot of things

earnest kite
#

I have a .3ds of an extremely normal 2006 Chevrolet Impala, would it be hard to put bones on the wheels and make a walking animation for an avatar that's the wheels spinning?

fading verge
#

@earnest kite you could, but there would be learning involved

stable elk
#

@spring crescent i am using that to transfuse over and do you think he might explain somewhere in the video

#

that video to help*

summer shuttle
#

While I'm previewing is there a way my settings can be saved before I leave the preview mode and have to reenter it all over again?

#

I got it to a point where it will still clip somewhat but to a point where I'm satisfied.

edgy ginkgo
#

Is there anything special i have to do when i rig for full body tracking? Cause my avatar is compressed into the ground and stuck on either the right or left foot.

summer shuttle
#

I figured it out. Saved my settings from play mode.

#

Woo

dry umbra
#

my mesh is call body_meshpart0 and doesn't allow me to use my visemes

#

how do i fix

shadow shoal
#

You don't have shape keys then

fading verge
#

Anyone knows how to rig the game Fate/Extra from PPSSPP? 🤔 🤔

spring crescent
#

@summer shuttle How? I have no idea how to do that. I just tweak in play mode, write down the values and re-enter them

summer shuttle
#

When you have tweeks you're happy with. copy the character as a whole BEFORE you exit play mode. exit play mode, delete the character then paste the one you copied.

stable elk
#

@spring crescent yep he says it

#

thx any way if only i would of followed more tho the video

spring crescent
#

NP, his videos are great!

#

@summer shuttle Nice! It's a workaround, but if it works...

stable elk
#

now i need to know how tall kanna is in the anime ugg

edgy ginkgo
summer shuttle
#

Alright moment of truth time, let's see how it looks in game after a 10 min upload bc my internet is garbage

fading verge
#

Y'all I found out why my avatar's mouth stays open... sorta XD

For some reason if I use CATS fix model with the face visemes, his mouth opens when he gets to Unity. It stays closed if I don't fix the model. So, I'm guessing it has something to do with clicking "fix model..."

Now I have to reparent a bunch of stuff without any help from CATS but at least now I know what to do lol

opaque oracle
#

I'm having a terrible time trying to figure out good dynamic bones values. Anyone have any guides?

brisk mesa
#

yeah but what is 'good' to you? what are you animating

#

titties need jiggle and halfway dampening, no inert for me cause i like chaotic tits, a little stiffness is okay, and some elasticity to force it back to normal but in a soft way

#

clothing that is chiffon and light to sway in the air? i go max dampening, less elasticity, no inert, no stiffness. starchy clothing always needs stiffness

#

just play with it fam

#

my ava has headwings and hipwings, and i didn't want them to look all floppy like they're going to break, so i jacked up inert to .2 and had a little stiffness, more elasticity, a little dampening

#

ponytail prob needs more elasticity, a smidge of dampening, etc

tame skiff
#

@fading verge My models always save with the selected blendshape active, which appears in unity

hearty mauve
#

the bones on my model wont dissolve no matter what i do, please help

fading verge
tame skiff
#

You got it, madam

#

Keep Basis selected whenever you save/export

fading verge
#

alrighty i'll give it one last shot before I put myself through rigging hell again XD

#

HOLY SHIT YOU ARE A SAVIOR

#

I WANNA CRY

#

IVE BEEN AT THIS ALL DAY

tame skiff
#

I know that feel

fading verge
#

thank you 😃

tame skiff
#

Sure thing!

fading verge
#

it was so simple lol

brisk mesa
#

whoever was looking for titty physics as a starting point:

#

values: try dampening .9 elast .5 stiffness .1

#

no inert

fading verge
#

thanks that'll come in handy tbh

brisk mesa
#

then tone it down from there with stiffness if you want i suppose or less dampening

#

but bear in mind that these values are for -that- cup size of titty

#

flatchest better not sway like that or imma choke a bitch

tame skiff
#

It always comes back to Morrigan's rack

acoustic garnet
brisk mesa
#

esp with me, yes

#

i just select 20 of them sometimes and you can mass add and bulk add values just once but i'm guessing people will frown at this

#

prob need to cut down

fading verge
#

20 dynamic bones 👀

brisk mesa
#

my hair is only like 3 bones

#

6 is prob the max i should do

tame skiff
#

@acoustic garnet You just need a single root bone to parent them all to, Dynamic Bones uses the entire heirarchy

acoustic garnet
#

Thats what im trying to understand, how do I get that single root bone?

brisk mesa
#

you can add it and then parent the top bones of your hair to that new bone

#

if it doesnt exist

tame skiff
#

In blender

brisk mesa
#

yes

acoustic garnet
#

thanks!

molten tulip
tame skiff
#

So. How about that eye rigging?

molten tulip
brisk mesa
#

that's a lot of "center" bones

#

honestly the last time i dealt with that, it was a disaster

#

i just shoved my own rig into it

#

simpleass shoulder to upper arm to forearm to hand to fingers

#

and hips to thighs to shins to feet

#

maybe you need to start merging some of these bones

#

like elbows shouldn't exist

acoustic garnet
#

ok so, I have all the hair bones selected in blender, how would I but them into a parent bone

brisk mesa
#

idk i just do that 1 by 1 in the bone tab on the right

#

there's a Parent textbox

acoustic garnet
#

yeah I see that

charred sorrel
#

bone heating error?

#

I joined my meshes and it won't set automatic weights

meager fern
#

guys im in need of help

#

what causes one bone to work with particles

#

and the other doesnt?

tame skiff
#

@charred sorrel Redundant geometry can cause that

charred sorrel
#

how do i fix that? D:

tame skiff
#

w -> remove doubles in edit mode, with everything selected

charred sorrel
#

it says removed 0 vertices

tame skiff
#

Oh. There are other kinds of problems with geometry that can cause that, but I can't think of them right now

charred sorrel
#

is there a shortcut forselecting themesh?

#

ah sorry, space key is acting up

tame skiff
#

If you want to select everything at once, simply press the "a" key

charred sorrel
#

DUH thank you

#

removing doubles worked i just didn't have it selected

#

but now the model looks kinda wonky whoops

tame skiff
#

Uh oh

charred sorrel
#

how do i fix unassigned parts of the mesh?

#

weights were applied but the teeth for example won't move

tame skiff
#

You'll just have to assign those manually I guess

#

But assigning those isn't hard if you want them 100% hard weighted

#

Like you probably want the teeth

#

On the right side look for the tab that looks like a triangle

#

within that is a section called "Vertex Groups"

#

Find and select the one named after the bone you want moving your teeth

charred sorrel
#

oh okay gotcha! i'm having one issue -- the brush won't weight paint inside the mouth

tame skiff
#

I was trying yo tell you how to do it outside of weight painting, but alright

#

In weight paint mode, look in the bottom toolbar for a camera icon

charred sorrel
#

OH OMG i'm sorry hang on

tame skiff
#

right next to that is another button you want to click

#

It will let you see and paint through faces

molten tulip
#

I have no idea how to merge these bones and google search is no use

glass river
#

My arm have two bones parented to same bone. And if i move only one it look like shit, move two its normal. Unity will move this two bones like one or not?

charred sorrel
#

huh it won't let me upload images

#

but when i rotate the head up it's moving the teeth outside the jaw

real roost
#

Hey, what's the bare minimum I could do to just move the head and body of an object?

charred sorrel
#

oh wtf just figured out why

onyx crown
#

I changed around some vector groups to stop some deformation, but it hasnt updated in my pose yet. Any idea?

worthy citrus
#

wont let me upload after everything

tame skiff
#

Move that menu

#

Er, move that dialog box

hallow bay
#

can someone help me with creating visemes (from scratch, the 3 sounds)? I'm having a really bad time

tame skiff
#

@hallow bay I'll try

hallow bay
#

thank you, because I can't find a good guide about that. I don't know how to record the open mouth animation and set it as a shape key

tame skiff
#

Create the shape key first, THEN with it selected make the modifications

hallow bay
#

also, how do I delete many shape keys at the same time?

tame skiff
#

I don't think you can delete them all at once.

hallow bay
tame skiff
#

But if you want to delete all of those, or at least the bottom bulk, click on the lowermost one and spam the minus key

hallow bay
#

minus key reduces the zoom

tame skiff
#

Not on your keyboard, next to the shape key list

#

Sorry, I didn't mean to say key

hallow bay
#

minus key is locked

tame skiff
#

Go into object mode

hallow bay
#

done

tame skiff
#

Shape keys can't be removed in edit mode

hallow bay
#

so, I create a shape key first

tame skiff
#

Yes

hallow bay
#

alright, is created

tame skiff
#

Then, in edit mode and with the key selected, make the changes to the geometry for your viseme

#

SELECTED. Man, typing is hard

hallow bay
#

it only let me grabs parts of the geometry

tame skiff
#

I don't quite understand?

hallow bay
#

how do I select multiple points?

tame skiff
#

shift + right click

meager fern
#

that looks like someone from grand chase 👀

tame skiff
#

Proportional editing might be a big help here. It lets you grab within a radius with influence

hallow bay
#

that is the hotkey L?

#

the problem is that when I drag, it deselects everything I selected and just moves one point

fading verge
#

I recognize that neck and hair! Alexander?

tame skiff
#

L selects all verts connected to the one you mouseover

hallow bay
#

@fading verge bingo.

fading verge
#

Nice 👌

tame skiff
#

@hallow bay after selecting, press g to move

hallow bay
#

oooh

tame skiff
#

and r is rotate, and s is scale

#

and you can additionally press the x, y, or z key to operate exclusively on the respective axis

meager fern
#

alright im getting triggered

#

someone pls help me with my shitty problem x.x

tame skiff
#

@meager fern What is your shitty problem?

meager fern
#

ive made a particle effect for my 2B swords

#

then i used dynamic bones on both swords to move around when walking

#

then i set one of the particles as a child of one of the swords

#

it works great

#

but the other sword is giving me problems

hallow bay
meager fern
#

like > if i set the particle in the mesh, the sword will move but the particle wont

#

if i put the particle in the root bone, the sword wont move

charred sorrel
#

dumb question -- it's not letting me move vertices, did i accidently type some kind of hotkey that locks it by accident?

fading verge
#

Can someone make me an avatar with knuckles holding a bottle of whey protein?

meager fern
tame skiff
#

@hallow bay It looks like your mesh is chopped up. If you clean that up later with Remove Doubles, it will break your shape keys. Just a heads up

#

@charred sorrel I'm drawing a blank, give me a screencap

charred sorrel
#

OH i got it, it was the magnet icon, my bad!!

hallow bay
#

@tame skiff means that it's better to just not having mouth movement?

tame skiff
#

@hallow bay No, I mean it's better to fix that before you start making shape keys

hallow bay
#

oh

#

that's a relief

tame skiff
#

@meager fern Oh, sorry. Blender is my comfort zone, I'm totally new to Unity

meager fern
#

OH MY FUCKING LORD

#

I DID IT

#

👀

hallow bay
#

I'm totally new to both softwares hahaha

meager fern
#

oh nvm

#

the tassel wont move

#

fuck

hallow bay
#

what would be a good remove doubles distance?

tame skiff
#

@hallow bay I'm really meticulous and just select individual parts to combine rather than the entire mesh at once, so I haven't bothered with the distance much

#

You should probably leave it at 0 though

hallow bay
#

at 0 removes 2937 vertices

#

mmm, I believe it's better to separate by materials while doing this, right?

open lintel
#

is there a way to delete a bone and all bones linked to it without manually selecting them each? i am deleting a skirt bone set for a skirt that is no longer there, and dont feel like selecting close to 80 bones

hallow bay
#

yes

#

CATS->Optimization->Bone Merging

mental lynx
hallow bay
#

@open lintel

mental lynx
#

How in the world do I remove the bone movement lines...

#

I FOUND OUT, IM A GENIUS

astral bramble
floral sable
#

My avatar seems to be rigging backwards.

#

I'm very confused..

floral sable
#

Too far or not far enough

mental lynx
#

🤔

echo atlas
#

Anyone willing to add lip sync to a model?

#

it's not my model, I got it from the vrchat website

hallow bay
#

I'm doing it myself

#

with A LOT of help hahaha

#

but you need to create it from scratch or just add the sounds?

echo atlas
#

Who are you talking to?

hallow bay
#

you

echo atlas
#

oh

#

uh

#

here's the model

#

I don't know what it needs

#

I think scratch

spice jetty
#

to my knowledge if you make ah your and there mouth shapes cats can use those to make everything else

hallow bay
#

if it's scratch, you're on the same boat as me

echo atlas
#

So do I do that in blender rei?

hallow bay
#

if it's from already-created visemes, then just using the cats viseme tool shall do the trick.

spice jetty
#

mhmm tis in blender

dim snow
#

guys quick question

hallow bay
#

yes karma

dim snow
#

when i go to add lip sync

#

my menus look nothing like everybody elses in unity

hallow bay
#

send screenshot

dim snow
#

I have no face mesh option, i have viseme skinned mesgh

#

kk

hallow bay
#

I need to find a way to select those both mats at the same time

dim snow
spice jetty
#

i think you can shift click their materials? something like that

echo atlas
#

How do i open those files in blender?

dim snow
#

my menu isnt like everyone elses o_O

#

theres tutorials created just today and this menu doesnt match theres

echo atlas
#

I got it. nevermind

dim snow
#

any clue?

hallow bay
#

you're on play mode it seems.

#

press the play button and try again.

tame skiff
#

@mental lynx Set exceptions. Dynamic Bones follows the entire chain from the root

dim snow
#

that did nothing lol

hallow bay
#

nvm sephi, is not that

dim snow
#

still same menu

#

xD

mental lynx
#

That's what I'm trying to do at the moment

tame skiff
#

If the head and neck bone are in the way, they're going to jiggle

mental lynx
#

The exceptions, the chest is higher in the heiarchy

#

So is that where I set the exception?

hallow bay
#

maybe you have another version of the SDK?

tame skiff
#

^

dim snow
#

Hmmm?

#

My sdk is theo ne on the site

#

unless they updated it

#

in 2 days

tame skiff
#

I ended up with a weird error that made my viseme list different from usual too, until I re-updated

hallow bay
#

check your SDK version date

#

in build pannel

tame skiff
#

Wait

mental lynx
#

Quick question, how do I make the tale stick outward, and not downward?

#

Wait I may have this

dim snow
#

2018 01.03.12.06

tame skiff
#

@dim snow Did you select update from within unity?

dim snow
#

huh????

tame skiff
#

No I mean that would be the source of a problem if you did, don't do that

hallow bay
#

he's on the latest version

#

btw, why your unity button looks red?

#

should be black when nothing is running

dim snow
#

no idea, i was animating so it turned it red i think

#

creating animations lol

hallow bay
#

or in my case, blue when something is running

dim snow
#

and i think it glitched that way

#

its black currently

#

yeah why does my menu look different for the visemes

#

i cant figure that out

hallow bay
dim snow
#

found the issue.

#

I was on debug mode

#

ffs.

#

CF

#

😛

mental lynx
#

So, no matter what I do, the tail does what it pleases.

#

Any ideas on how to get it to stick out more horizontally?

#

Ooh, I figured it out.

#

Rubber duck theory and all that

hallow bay
#

@tame skiff what could I do in my case? because when selecting, it either selects the geometry of the face or the geometry of the mouth. Is there a way to do both?

tame skiff
#

Select them from the materials panel

#

The little checkered sphere tab

#

on the right

#

You can select one and then the other

hallow bay
#

oh

#

it keeps the position?

tame skiff
#

You mean the pivot point?

hallow bay
#

I mean, if I modify the position of the pivots of a material and then select the other material, doesn't reset the pivots of the first one to it's original pos?

tame skiff
#

Wait. The mouth and the face aren't seperate objects, are they?

hallow bay
#

the face only covers the outside, so if I open the mouth, it still looks closed, because there's a different mat for the inside of the mouth

mental lynx
#

Strange. The exceptions I have don't seem to be working. Everything is still all jiggly

hallow bay
#

oh god I accidentaly pressed a button that removed the color

mental lynx
#

You selected to view the wireframe.

bold atlas
tame skiff
#

Yeah, just press z

bold atlas
#

bottom bar there's a little sphere next to the mode picker

#

you can change your view type

#

right now it's on wireframe yeah

hallow bay
#

fixed, ty

#

also, is there a way to zoom more into a model without going past it?

tame skiff
#

Select the nearest thing and press numpad .

#

You'll change the focus to that object/area

hallow bay
#

that tool is so handful

tame skiff
#

Like pressing f in unity

lofty topaz
charred patrol
#

unmap it

tame skiff
#

You've assigned a bone to "UPPER CHEST." DON'T DO THAT EVER

lofty topaz
#

Well... I already got it rigged

brisk mesa
#

then you'll have to unrig it cause vrchat doesn't use upper chest bones

#

the only bones we are allowed to have here are hips for the ass area, spine for the midsection area, and chest for all things chest

tame skiff
#

You don't have to fix this in blender. You can do it in unity easily

brisk mesa
#

and shoulders both of them and the neck are connected/parented to the chest bone

hallow bay
lofty topaz
#

this is the upperbody

hallow bay
#

also @tame skiff dude, your patience is absolutely insane, thank you very much!

mental lynx
#

I've pretty much placed exceptions on everything to try and stop this.

tame skiff
#

@lofty topaz In Unity, select the model from your assets, go to the Rig tab, and from there click configure

brisk mesa
#

are you using dynamic bones on her hair?

mental lynx
#

Yes

brisk mesa
#

you need a root bone for it

#

just for hair, you shove it in the head somewhere

mental lynx
#

The hair is doing what I need it to

brisk mesa
#

yea but everything else is jiggling xD

mental lynx
#

I need that to stop yeah yeah

#

OH

brisk mesa
#

yea you just make a new root bone for the hair, a child of the headbone

mental lynx
#

I think I understand now

lofty topaz
tame skiff
#

Yes

#

Change it to none

brisk mesa
#

if you delete the upperchest you must make sure that your shoulders and neck are properly parented to your regular chest

#

and the weight assignments too, they shouldn't make your chest act weird

#

i mean i guess other people probably merge the chest bones together so it shares the weights so maybe look into that

hallow bay
#

@tame skiff I believe I found how I should work to make the mouth movements properly. I can do It now without any problems, I just need to play a little to meet the right open mouth shapes. Your help has been invaluable

tame skiff
#

Don't delete the bone from the armature, just remove it from the field in your screenshot

lofty topaz
#

Yeah, but then he says the spine hierarchy is wrong

tame skiff
#

Oh. Oops

lofty topaz
tame skiff
#

In that case I guess you do have to merge them

mental lynx
#

Uh. Still jiggling. Not a clue. Thought I figured it out,.

tame skiff
#

@lofty topaz the Cats plugin in Blender has a tool for that

brisk mesa
#

if you added dynamic bone to your headbone, you should delete that

mental lynx
#

I didnt

lofty topaz
#

Yeah, but the names aren't the way it needs

#

so it can't configure the model

tame skiff
#

@hallow bay No problem. I just want to save people from banging their heads against the wall like I am did

hallow bay
#

the only problem is

mental lynx
#

What about collider scripts

hallow bay
#

that for every sound, I have to move the tooth, the mouth, and the face manually hahaha

mental lynx
#

Yep. I guess I just have no idea what I'm actually doing.

lofty topaz
mental lynx
#

But the entire body, chest and up, shouldn't be jiggling like this.

hallow bay
mental lynx
#

Oh

#

Its the breasts doing it.

tame skiff
#

CH

stable elk
#

is thier any thing in unity for bones that are like Dynamic Bones and works as well but is free

tame skiff
#

Oh no, that's AA

#

That shape would make a good CH

#

Maybe copy that key for later

brisk mesa
#

i sucked -bones- to get my Dynamic Bones

hallow bay
#

wait a second

#

a shape key can affect different materials, right?

mental lynx
#

Okay. Head and everything no longer jiggle...

#

But... the facial features all still jiggle

brisk mesa
#

haha

hallow bay
#

for example, that AA key makes a movement for Face, Mouth and teeth material at the same time?

mental lynx
#

Wait

#

if I move the head above the breasts, it may stop

hallow bay
#

seems not. It's a different one for every mat

#

D:

mental lynx
#

I was wrong.

hallow bay
#

is there a way a shape-key can have direct effect on shapekeys of another mats?

tame skiff
#

I think you've gotten the wrong impression about materials

hallow bay
#

Yep, I'm confused

tame skiff
#

I was just showing you a way to select verts, you don't enter a "material mode" when you do that

#

you're not editing materials when making shape keys or moving verts

hallow bay
#

I got that

#

but the problem is, that only looks good if I hide the mouth mat

#

because I have to do the same for the mouth

#

because, at the time of using the CATS tool, which shapekey for CH shall I select? the mouth one or the face one?

tame skiff
#

So your face and mouth are different objects?

hallow bay
#

yes

tame skiff
#

Okay, that's a problem for shape keys

mental lynx
tame skiff
#

They need to all be one object

hallow bay
#

that's what I was trying to say, but I didn't knew the words for it

#

so, I need to merge them?

tame skiff
#

Yes. With every part to merge selected, press ctrl +J in object mode

hallow bay
#

I'll better save a copy just in case something goes wrong.

tame skiff
#

Blender's probably cool with your shape keys spread across objects, but I bet VR Chat isn't

#

Good idea

modern reef
#

Hey is anyone elses upload stuck at "Future proofing your content!"

#

This is new for me

brisk mesa
#

happens

#

uploading gives me like 40% chance of that lol

hallow bay
#

that could mean servers are having problems

brisk mesa
#

i counted.

hallow bay
#

alright, here goes nothing

#

mmm...should I delete the shapekeys before merging?

tame skiff
#

If you're okay with starting over

#

I think otherwise it will just add them. But seperately

hallow bay
#

I'm completely fine. I got already the hang of modifying the geometry

#

how do I multi select mats?

tame skiff
#

Do you mean objects?

hallow bay
#

yes

#

sorry, I'm still not used to the terminology

tame skiff
#

shift + rmb

hallow bay
#

or there I'm just selecting mouth?

tame skiff
#

An orange circle around the triangle means it's selected

hallow bay
#

so, it's both selected?

tame skiff
#

In your screenshot only Face_Noline is selected

heavy pasture
#

When I pose the avatar in pose mode and click apply pose as rest pose, the bones will remain posed but the mesh will revert back to the previous rest position. Anyone know what's wrong?

tame skiff
#

In the viewport it's right click, in the heirarchy view it's left click

hallow bay
#

so, control+J?

#

alright, is merged.

fading verge
#

Anyone know why my model might have a hanging open mouth?

#

Its not until brought in game it hangs open

tame skiff
#

@fading verge Do you have the jaw assigned?

fading verge
#

I do