#avatar-rigging
1 messages · Page 79 of 1
it still selects the whole skeleton
hey what's a good stiffness for dynamic bones?
like so they don't move at every little movement?
lol in pose mode?
omg thanks, that helps a lot XD
no, pose mode i can select each individual one
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/
but in weight paint it gives me a green-like glow around the skeleton
the green glow means whatever bone youve got selected is influencing that area
how do you select a bone in weight mode?
thats what im trying to figure out
it seems to deselect when i enter
https://imgur.com/a/B6E0t this is what your aiming for right?
to do like I posted go posing mode -> right click a bone -> right click mesh -> change to weight paint in bottom left and bam
then i cant say i know. i only learned this stuff yesterday
aighty then, <@&397642795457970181> !!!!!
send help
i cant select bones in weight paint mode
ehe
Are you seriously pinging all the senior mods for tech issue?
I'm then giving you a formal warning to not do it again.
oki my apologies
anyway KS, what Rei said does seem to work
I'll take 50% success
oh
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
oh
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
you do not want to paint the hair bone on your head. it would be funny, though
i was sent into "UV map"
when i select my armature i get a green glow around the bones
to upload a screenshot here, its just screen and then strg + v right?
I ported Devil Summoner dlc outfit from persoma 5 using XNLara, edited in blender and transfered it to Unity. but when i edit maping it show me this https://cdn.discordapp.com/attachments/367818151980957698/403840029626990602/asd.PNG
And model look like this in unity rig editing https://cdn.discordapp.com/attachments/367818151980957698/403840187878211597/asd.PNG
You need to fix the hierarchy in blender
do people just make dance animation or theres a website that let you download em?
i fixed it! horray
for optimizing bones, i know what you can do is to merge bones in skirts for example but
would there be an issue if i merged 2 "chains" together, by changing the parents and using mix weights to merge them?
http://prntscr.com/i2m054 tried to use rigify and this happenedf
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
You need to weight paint the clothes
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
it just assigns the mesh to a bone so it will move with it
^that is what i've been trying to work out for the past 2 hours
@crystal wolf check if there is another bone holding the sleeve
i added the blazer myself which had its own bones which i removed, what i don't get is How to attach
I don't use pmxeditor
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
So, how does one go about attaching the blazer to the body/armture
when you add in the clothes in pmx editor, you cant delete the bones because that will delete the weights
adding it in with the bones will automatiaclly replace them
in pmxeditor bones automerge and carry weight correctly mostly
so it's easy there
@crystal wolf you join meshes and then weight the blazer
So attaching clothes in blender is, not possable(?)
ppl do it differently
u can try data transfer, but something like hair can scew it up, let me find a vid that explains this +-
Anyone experienced that can help me with this?
Liek how do i make the shoulders childs of chest?
@velvet parcel Was this an MMD?
Yes
Go into Blender
mhm
Hold Shift and CLick on the Shoulders
forgot sth
go into edit mode
Then do what i said
At Last hold shift and select Parent, in this case chest
ctrl + p
"keep offset"
Question is there any manual way to move the camera without just zooming?
cause i cant zoom in far enough to get a good view of the shoulders
blender
hold shift and press mouse wheel while moving mouse
https://gyazo.com/9c64b2160944910f7e3fe99d52aa142c
Nothing happens when i hit Ctrl + p
need some help
im at 41:00
https://youtu.be/7P0ljQ6hU0A
but idk how to select groups of meshes like he's doing. I click the face and it selects 1 line out of hundreds.
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
planar is a pretty terrible decimation mode
Is it possible to have a generic rig that will still turn it's head when you move the mouse? In simple terms.
@subtle moth ty so much for the help ❤
Np 😄
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?
I have that added though?
Can you see the SDK at the top as a drop-down list?
Oh wait my SDK files didnt open
yep
Okay got that working!
Under my mapping for bones, the legs are both red??
check the mapping and make sure your bones are all in the right places
yeah they look like theyre in the right place
okay i got it
its taking ages to sign me in tho 😦
FUCK IT
I GIVE UP
ILL JUST PAY SOMEONE TO DO MODELS FOR ME
DM ME AND ILL SEND YOU MY INFO
i give up
im not an artist
at all
and money can buy things
so fuck it
ill throw money at my problems
Says Visemes are being used but Face Mesh is not specified
how do I fix that?
oh wait
i did that
but i guess when i went back to fix the bones it deleted them?
u need to drag your mesh to face mesh in avatar descriptor
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
Hey, anyone knows about physics? its for tail and clothes (maybe hair in the future)
Dynamic bones and such? @obsidian laurel
I don't have them-
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
or thats what my friend told me
dont go by what unity shows you
oh hey yuumi senpai
I think my friend could use that phrase-
hello
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.
oh oh I know this one
I fixed just yesterday
for me, I had to just un-map the jaw bone
Yeah he doesn't have a jawnone though X3
hmmm, it's often that
It's why I'm confused I'm like what's making him do thissss
could be an ex-hockey player
yeh sure there is anything mapped in the jaw part, right?
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.
I didn't apply all the materials yet but I think y'all get the gist of it lol https://imgur.com/muwvYIO https://imgur.com/OHR4pc1
@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
if there's all good, could try moving the jaw up
if any of the shapes are bolded out, mouse2> revert to prefab
they're all set to zero and none are bolded out... so how would I move the jaw up?
@naive tree
well fuck XD
thanks though~
I got a question
I gave my avatar particles, but when I get in game, they dont' show up?
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
nvm i figured out
Are Visemes disabled?
@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.
k
Wanted any responses
So I take it that I got something wrong & I can't figure it out.
Ohhh you're asking for a problem you have XD I'm having visemes issues too.
did you mess with the visemes/shape keys in Blender? didnt leave his mouth open by any chance before exporting?
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
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 try setting the x rotation to 90 or something
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?
Can some1 rig a model for me?
@fading verge i did try it but when i upload it to the game its still broken
Fix it in blender, set it straight then ctrl + a "apply rotation" then export again
anyone wanna log into my unity account and set up an avatar for me? Its to hard 4 me xD
I take commissions for character modeling and rigging
@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
hm, yes, i definitely screwed up that last model with parenting stuff.
when your face starts moving with your hair, you know something is very very wrong
sure! heres my latest one @nova wigeon https://imgur.com/XNvGVH8
https://imgur.com/KNmPDOl
Ew a furry
If you want to find someone who is truly dedicated for their art there’s nothing better than a furry
I wouldn't say that.
Michelangelo was a furry
Being a label doesn't define whose more dedicated to what.
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
only thing I can think of is just redoing the finger bones
Lol I know it’s not a law but it’s a fair rule of thumb
rogue weights on vertices?
Anyways, @wind vale how much was that fur you got comm'd for?
@wind vale Furries are pure cancer and borderline beastiality
DM prices really.
go to a furry if you want advice on tails, i guess
That’s not accurate at all but thanks @honest blaze
there doesn't seem to be any weights hidden in the vertices
I am a person who likes Cat girls (Anime cat girls) but that aint furry
That's just being a hypocrite.
I think I might just redo the finger bones and see how that fares
that’s debatable ¯_(ツ)_/¯
rogue lack of parenting?
Its not being a hypocrit
oh stop it with the furry stuff, the only thing worse than furries running around is a war between them and furry haters
I don't know where people get such balls to be harsh against other peoples tastes.
Tbh I cant complain my fetish is genderbender 🤷🏻
🙄
*Atleast I'm not a lolicon
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
now lets see if i can rig this anime girl properly
Lol, npnp the avatar looks nice @wind vale
if you wanna be outraged, go watch ep8 of nisemonogatari
Thanks
yanno, i'd like to see a non-human head that had well-done visemes
That'd be cool.
https://cdn.discordapp.com/attachments/403561016732024834/403958039721279502/unknown.png
When Blender is not your friend and deleting bones does this
Non-human as in animal or as in robot? 😛
Dalek lol jk
@wind vale you sure? Im not a furry myself but I've also created my avatar from scratch as well
🤔
anyone know a good guide that explains how to fix the "Avater is too tall" error?
you can make a new 2 meter tall cube and use it for reference
I fixed my hands, boys
apparently the first bones were slightly too big, causing them to twist
the default cube is 1x1x1 meter?
So, all the guides say to put position x,y,x to 0, but what about rotation? Should that be 0,0,0?
@honest blaze Careful with images
yes @fair gate
ty
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
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
mouse wheel isn't fine enough control
ah, alt+right click and drag works
Does this hand looked rigged correctly? https://imgur.com/gXOJut4
looks ok to me
maybe bring the knuckle bones little bit close to the palm, but not too much
anyone got good dynamic bones values for cloths?
What do you do to fix wonky shoulders and rigid hands? My model looks fine but its rigged oddly
looks pretty good
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.
any advice with the spine length of zero issue? Tried to fix it for a while now...
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?
that can be pretty overkill unless you want the squrrel to do other stuff [like crawl around on an emote]
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
Doesn't need a full skeleton, more like just a puppet thing
Body, bow bones, tail, head
Anyone know why when importing into blender all my textures are black?
yeah if its a setup like that I'd treat it like a prop or puppet in the main rig
@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
That didn't do anything, but i just turned on matcap and it was good enough. @foggy osprey
why if in blender I have created visemes won't appear in unity? https://i.imgur.com/P1SYk8T.png
what do you mean?
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
don't think so, because for that reason I added completely different names
I just confirmed once again that the avatar is the correct one
They're real visemes right? Not empty?
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?
did you add an avatar descriptor and add the simple avatar controller?
@nova wigeon I have added a descriptor, but not sure what you mean by "simple avatar controller"
You need a simple avatar controller
send a picture of unity with the descriptor
I don't feel like opening unity.. So i'll just draw what you need to do lol
http://prntscr.com/i2u5s2 @cedar musk
also don't put the descriptor circle inside the head
put it around 2-3 inches away from the eyes
in front of the face
So that's it, I just had to add the controller (ik about the descriptor, just threw it in there for test)?
FYI asking for paid assets is considered piracy
Someone did a few minutes ago, removed the message
Ah
@raven pumice what do you mean?
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)
It's because the hat and the head are 2 different meshes
they need to be connected or else they'll slide like that
How would I do that, sorry im kinda derpy at this
Merge your verticies
Thanks ill try it out
join the 2 meshes if they aren't already by selecting both and pressing ctrl + J
then go into edit mode and merge the verticies so they become one mesh
Thank you!
Or you can export the hat as it's own object and attach it via bone in unity.
it's probably weight paint issue
Didn't know you could do that. The more you know. ¯_(ツ)_/¯
did you weightpainted your hat to bone?
I already assumed there was already a weight paint applied
Nice! Thanks for the video
Yeah thanks! 😊
Np
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.
Right
Figured so, but didn't know if unity would transfer the weight paints to an object or not
If it's already painted them you should just attach it directly to the model
Right
but attatching it to a model would have clipping issues
unless you made the shirt bigger or made the chest smaller to compensate
space jammer, what do you mean by real visemes (not empty)? how I check that?
Anyone know how to fix my legs going through the dress when I'm running ? https://puu.sh/z4Mj2/9db09a0c9b.jpg
Real as in actual visemes, not ones that are just the base model. Blender doesn't export empty blendshapes
Sorry for slow response I'm at work
how do I make real ones?
If you're making them at all they're not empty
Empty would be blendshapes with nothing changed
I created them with the CATS viseme option
@shrewd acorn I was planning to fix that adding collission to the legs on dynamic bones
I just finished fixing the Hierarchy for my avatar, but now Unity is telling me the feet, upper arms, hands and head arent mapped
even though they definitely are
I already took care of all of that though
everything is mapped but the optional stuff
hey all need some help the texures for my eye are pulling from the wrong part anyway to fix this? https://imgur.com/a/XN78b
Either a UV mapping issue or you need a separate material for the eyes
for some reason no matter what i do i cant bones on my model to dissolve
@raven pumice I believe this is what you mean? effectively, my model didn't had any visemes at all https://i.imgur.com/kCNwkJx.png
Yeah that s just empty visemes.
You have to deform the model's mouth to make the three base ones, it doesn't edit your model for you
That just takes the three base ones and uses them to generate the rest
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
don't worry, you gave me a source to search, and that's enough, thank you anyway
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
but uh
they arent there
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
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
You can't do it in unity
@balmy vortex you can't ask for that, is also considerated as piracy. I suggest deleting your msg.
how do i create multiple shape keys?
Ive got one made for a blink, but posing wont do anything after creating that one
how do i add music to my avatar
@opaque jetty Did you try unhiding everything?
I don't evewn know how I would go about hiding things in the first place
all of the bones that would be on the hands+feet are just gone
@shrewd acorn I'd imagine the dress isn't weight paitned to the legs, so they just stay stationary whilst the legs move
Ohhh its already in Unity
Then I'm not sure... they were there before you exported right?
the bones are here in blender
they show up in the Hierarchy in unity
but they're not visible at all
I think it's because he's missing his actual feet he only has his ankles
so add extra bones that go into the hands and feet and label them?
Yeah and I'd imaging you'd have to weight paint them too
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.
I dont see why.. the ankle bone moves the feet fine
Them I'm not sure... Sorry DX
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
Whoops guess you can't upload screenshots here RIP
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
Quick fixable!
Select the foot bone, then the left ankle high, shift+P and select keep offset
That should be all you need to do
the ankle low can stay
to clarify, select the foot, then SHIFT select the left ankle high
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 >.<?
Can someone rig a character model fer me?
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
Headbone
Wait I can't send picture anymore what
You hav to send links
that sucks
Ye especially when I use snippet tool
yeah...
I have to post my images in another server then get the link for this
I use ShareX
anyone know how I can stop the legs from walking but glide instead and the top have be useable for vr?
half*
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
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
shrug go back to blender and parent them properly I guess
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...
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?
@wicked spire Maybe in blender lock rotation, translation, and scale for the leg bones?
I don't know if that will work
Blender is literally driving me crazy cause of the inability to fucking sort the hierarchy
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
hmm, I was thinking more of a unity method rather than blender
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
so, have bones set correctly, hierarchy is correct, but the sdk doesnt like it anyway, did i fuck up in blender or what?
https://i.imgur.com/3b8h9lR.png
https://i.imgur.com/wbUtEeL.png
Im having the same issue
Spine1 is issue
Does anyone mind otimizing an avatar for me?
i can't upload my model, and i have the newest sdk
what's wrong with spine1?
It's hierarchy
but first spine is the actual spine and the child is the chest
Hips->Spine->Chest OK
renaming it to chest doesnt work tho
Last time I got that error I just reloaded the scene
I learned recently to save scenes, not projects
reloaded the scene, same error
If you already saved with this error it's probably too late. If not, then I guess I got lucky
you just un-weight assign the legs entirely, hips downward, @wicked spire
to slide around instead of walking
Ooh
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
Thanks I'll give that a try
aye, i just hate messing with vertex groups
if you do a flip though, your legs are gonna be still and your whole body is gonna flip inside itself lmfaooo
xD
My panties are like stuck to my arm when I move them ingame, but not in blender
maybe you wanna make a root bone perhaps on the floor or something and assign all the legs to that
Finally figured out how to move the bones within the hierarchy within Blender.
Fucking Vertex list is what affects the hierarchy.
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
:/
@opaque jetty now i have the same problem as you
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 -_-
okay well mine just fixed itself by importing the model again
if i import the model again, then i have the error with the hierarchy
HOWEVER
now there's a new problem
https://cdn.discordapp.com/attachments/163002850480226305/404050167512432640/Untitled.png
yeah, the feet are stuck pointing inwards
would I have to rotate them in blender, or would Unity be able to fix it?
how do i copy the pose setup of this https://i.imgur.com/8wq7GtF.png to here https://i.imgur.com/8wq7GtF.png
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
thanks, I'll test it out
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
@brisk mesa Umm.. was that for me?
yea
are you working on a dog or something?
i haven't bothered with custom animations ever
@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 ;-;
@opal citrus you want tour shape key to only go up to a specific value?
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?
high inertia
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?
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?
hey can some one tell me how to delete the old uv map before exporting the FBX.?
What are dynamic bone exclusions?
@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
ah I didn't know if they would help make it so the hair doesn't pass through the body.
Which is what I'm trying to get figured out.
and rig
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?
@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.
Dynamic Bones - 20 USD on the Unity Asset Store! http://u3d.as/7fH VRChat Community Discord: https://vrchat.net/discord Download VRChat! http://store.steampo...
@spring crescent Do you know how to delete the old uv map before exporting the FBX?
I'm not sure what you mean. Are you in Blender? You want NO UVW map?
i just found out and idk whats the problem
So will I need a bunch of colliders or just one or two due to the size factor and whatnot?
it changes where the textures go in unity
What are you trying to prevent? Keeping hair from passing through the body?
Yep
Collision can be done in a very general way. Like one whole capsule for the whole spine
ah that might help then. I'll give it a shot
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.
@spring crescent what were all the settings you applied to it? The values i mean
?
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.
hey guys can you tell me how to fix this https://drive.google.com/file/d/1cJckLEbjTklYi6dzhNm0bhkken8Kwk-J/view?usp=sharing
@stable elk Make sure your material is set to 'Cutout'
?
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.
You'll also want some toon shaders https://github.com/cubedparadox/Cubeds-Unity-Shaders/releases
I can't walk you through every step for setting that up, but if you poke around, you'll figure it out
well that was not in the video i was useing so i thout something was off
do you need to have all 4 finger bones or can i have less than 3?
Not all characters need it, is all. Just looking at your screenshot, that's what it looked like to me
thx @spring crescent
like if i have mickey mouse hands
do i need to rig in human finger bones or can i have less
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
No problem! 😃
@spring crescent am I supposed to be using cutout for hair?
I generally just add a 0 value outline
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
@spring crescent bty i do have cubeds shaders
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.
@spring crescent dose this guy explan this? https://www.youtube.com/watch?v=7P0ljQ6hU0A&t=484s
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
Maybe. I'm not familiar with MMD and haven't watched that one. But he explains a lot of things
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?
@earnest kite you could, but there would be learning involved
@spring crescent i am using that to transfuse over and do you think he might explain somewhere in the video
that video to help*
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.
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.
You don't have shape keys then
Anyone knows how to rig the game Fate/Extra from PPSSPP? 🤔 🤔
@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
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.
@spring crescent yep he says it
thx any way if only i would of followed more tho the video
NP, his videos are great!
@summer shuttle Nice! It's a workaround, but if it works...
now i need to know how tall kanna is in the anime ugg
so what does this mean exactly "http://puu.sh/z5mMG/a154c1ca0b.png"
Alright moment of truth time, let's see how it looks in game after a 10 min upload bc my internet is garbage
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
I'm having a terrible time trying to figure out good dynamic bones values. Anyone have any guides?
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
@fading verge My models always save with the selected blendshape active, which appears in unity
the bones on my model wont dissolve no matter what i do, please help
@tame skiff you mean one of these right? I wanna make sure since I might get the vocab wrong lol https://imgur.com/5GjR7nt
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
I know that feel
thank you 😃
Sure thing!
it was so simple lol
whoever was looking for titty physics as a starting point:
values: try dampening .9 elast .5 stiffness .1
no inert
thanks that'll come in handy tbh
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
It always comes back to Morrigan's rack
quick question guys, im setting up jiggle bones for my hair on my avatar. Is there anyway I can group all of these strands so I dont need to setup 21 indivudal jiggle bones? https://gyazo.com/490b7e7e895cd0180927ae8ee4e74b6c
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
20 dynamic bones 👀
@acoustic garnet You just need a single root bone to parent them all to, Dynamic Bones uses the entire heirarchy
Thats what im trying to understand, how do I get that single root bone?
you can add it and then parent the top bones of your hair to that new bone
if it doesnt exist
In blender
yes
thanks!
https://imgur.com/DU8f4wD I don't get it tbh
So. How about that eye rigging?
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
ok so, I have all the hair bones selected in blender, how would I but them into a parent bone
yeah I see that
guys im in need of help
what causes one bone to work with particles
and the other doesnt?
@charred sorrel Redundant geometry can cause that
how do i fix that? D:
w -> remove doubles in edit mode, with everything selected
it says removed 0 vertices
Oh. There are other kinds of problems with geometry that can cause that, but I can't think of them right now
If you want to select everything at once, simply press the "a" key
DUH thank you
removing doubles worked i just didn't have it selected
but now the model looks kinda wonky whoops
Uh oh
how do i fix unassigned parts of the mesh?
weights were applied but the teeth for example won't move
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
oh okay gotcha! i'm having one issue -- the brush won't weight paint inside the mouth
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
OH OMG i'm sorry hang on
right next to that is another button you want to click
It will let you see and paint through faces
I have no idea how to merge these bones and google search is no use
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?
huh it won't let me upload images
but when i rotate the head up it's moving the teeth outside the jaw
Hey, what's the bare minimum I could do to just move the head and body of an object?
oh wtf just figured out why
I changed around some vector groups to stop some deformation, but it hasnt updated in my pose yet. Any idea?
sorry if wrong section, but im clueless https://imgur.com/a/qmTAh
wont let me upload after everything
can someone help me with creating visemes (from scratch, the 3 sounds)? I'm having a really bad time
@hallow bay I'll try
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
Create the shape key first, THEN with it selected make the modifications
also, how do I delete many shape keys at the same time?
I don't think you can delete them all at once.
I have the ones that CATS created that does nothing, so I want to delete them https://i.imgur.com/Vtsr2r2.png
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
minus key reduces the zoom
minus key is locked
Go into object mode
done
Shape keys can't be removed in edit mode
so, I create a shape key first
Yes
alright, is created
Then, in edit mode and with the key selected, make the changes to the geometry for your viseme
SELECTED. Man, typing is hard
I don't quite understand?
how do I select multiple points?
shift + right click
that looks like someone from grand chase 👀
Proportional editing might be a big help here. It lets you grab within a radius with influence
that is the hotkey L?
the problem is that when I drag, it deselects everything I selected and just moves one point
I recognize that neck and hair! Alexander?
L selects all verts connected to the one you mouseover
@fading verge bingo.
Nice 👌
@hallow bay after selecting, press g to move
oooh
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 What is your shitty problem?
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
seems like I'll have to select manually https://i.imgur.com/q35j1lm.png
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
dumb question -- it's not letting me move vertices, did i accidently type some kind of hotkey that locks it by accident?
Can someone make me an avatar with knuckles holding a bottle of whey protein?
https://gyazo.com/5ed9b6840c9346d2386c65ba1c36da61 why wont u work!!??! reeee 😦
@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
OH i got it, it was the magnet icon, my bad!!
@tame skiff means that it's better to just not having mouth movement?
@hallow bay No, I mean it's better to fix that before you start making shape keys
@meager fern Oh, sorry. Blender is my comfort zone, I'm totally new to Unity
I'm totally new to both softwares hahaha
what would be a good remove doubles distance?
@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
at 0 removes 2937 vertices
mmm, I believe it's better to separate by materials while doing this, right?
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
YO this is just...
https://gyazo.com/694434fba14699f4b21f3489ef6b973b
I can't see anything, anymore.
I been having an issue where my fingers are inverted on a model im trying to import, the right hand is messed up, but the left seems fine, i got some screenshots if itll help https://cdn.discordapp.com/attachments/257994772814233601/404105821140811776/unknown.png
i... I think I took this too far
https://gyazo.com/28c2390065d21882cf2e6f9d89b5cc0e?token=0941a09713a35be227dd875ec4591d5b
Too far or not far enough
🤔
Anyone willing to add lip sync to a model?
it's not my model, I got it from the vrchat website
I'm doing it myself
with A LOT of help hahaha
but you need to create it from scratch or just add the sounds?
Who are you talking to?
you
to my knowledge if you make ah your and there mouth shapes cats can use those to make everything else
if it's scratch, you're on the same boat as me
So do I do that in blender rei?
if it's from already-created visemes, then just using the cats viseme tool shall do the trick.
mhmm tis in blender
guys quick question
yes karma
send screenshot
btw @tame skiff I found something when decomposing. There are 2 different mats that works with the face: the face https://i.imgur.com/TK5GEtF.png
and the mouth itself: https://i.imgur.com/6iEwdhj.png
I need to find a way to select those both mats at the same time
i think you can shift click their materials? something like that
How do i open those files in blender?
my menu isnt like everyone elses o_O
theres tutorials created just today and this menu doesnt match theres
I got it. nevermind
any clue?
@mental lynx Set exceptions. Dynamic Bones follows the entire chain from the root
that did nothing lol
nvm sephi, is not that
That's what I'm trying to do at the moment
If the head and neck bone are in the way, they're going to jiggle
The exceptions, the chest is higher in the heiarchy
So is that where I set the exception?
maybe you have another version of the SDK?
^
I ended up with a weird error that made my viseme list different from usual too, until I re-updated
Wait
Quick question, how do I make the tale stick outward, and not downward?
Wait I may have this
2018 01.03.12.06
@dim snow Did you select update from within unity?
huh????
No I mean that would be the source of a problem if you did, don't do that
he's on the latest version
btw, why your unity button looks red?
should be black when nothing is running
or in my case, blue when something is running
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
yours looks way more detailed. It should normally look like this: https://i.imgur.com/knTm0Ur.png
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
@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?
Select them from the materials panel
The little checkered sphere tab
on the right
You can select one and then the other
You mean the pivot point?
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?
Wait. The mouth and the face aren't seperate objects, are they?
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
Strange. The exceptions I have don't seem to be working. Everything is still all jiggly
oh god I accidentaly pressed a button that removed the color
looks like this now https://i.imgur.com/iDbOdlN.png
You selected to view the wireframe.
Yeah, just press z
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
Select the nearest thing and press numpad .
You'll change the focus to that object/area
that tool is so handful
Like pressing f in unity
...anyone knows what this means? https://imgur.com/LzsSpT8
unmap it
You've assigned a bone to "UPPER CHEST." DON'T DO THAT EVER
Well... I already got it rigged
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
You don't have to fix this in blender. You can do it in unity easily
and shoulders both of them and the neck are connected/parented to the chest bone
alright, so I hided the mouth and the teeth and now I can clearly see the geometry from the inside. I hope this may do the trick https://i.imgur.com/eDyVVtc.png
also @tame skiff dude, your patience is absolutely insane, thank you very much!
https://gyazo.com/390b89f44ff5d9695b2f46050705f5ae
What am I doing wrong with these exceptions, I wonder.
I've pretty much placed exceptions on everything to try and stop this.
@lofty topaz In Unity, select the model from your assets, go to the Rig tab, and from there click configure
are you using dynamic bones on her hair?
Yes
The hair is doing what I need it to
yea but everything else is jiggling xD
yea you just make a new root bone for the hair, a child of the headbone
I think I understand now
@tame skiff So I should just delete the upperchest? https://imgur.com/tffg5gI
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
@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
Don't delete the bone from the armature, just remove it from the field in your screenshot
Yeah, but then he says the spine hierarchy is wrong
Oh. Oops
In that case I guess you do have to merge them
Uh. Still jiggling. Not a clue. Thought I figured it out,.
@lofty topaz the Cats plugin in Blender has a tool for that
if you added dynamic bone to your headbone, you should delete that
I didnt
@hallow bay No problem. I just want to save people from banging their heads against the wall like I am did
the only problem is
What about collider scripts
that for every sound, I have to move the tooth, the mouth, and the face manually hahaha
Yep. I guess I just have no idea what I'm actually doing.
@tame skiff when trying to fix the model http://prntscr.com/i2yrm4
But the entire body, chest and up, shouldn't be jiggling like this.
it's a start. https://i.imgur.com/DUYulwM.png
CH
is thier any thing in unity for bones that are like Dynamic Bones and works as well but is free
i sucked -bones- to get my Dynamic Bones
Okay. Head and everything no longer jiggle...
But... the facial features all still jiggle
haha
for example, that AA key makes a movement for Face, Mouth and teeth material at the same time?
I was wrong.
is there a way a shape-key can have direct effect on shapekeys of another mats?
I think you've gotten the wrong impression about materials
Yep, I'm confused
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
I got that
but the problem is, that only looks good if I hide the mouth mat
because, if I make mouth visible again, it looks like this: https://i.imgur.com/Qr0Entj.png
because I have to do the same for the mouth
right now I'm opening the mouth, but it's a different shapekey, and that worries me https://i.imgur.com/MIcNabZ.png
because, at the time of using the CATS tool, which shapekey for CH shall I select? the mouth one or the face one?
So your face and mouth are different objects?
yes
Okay, that's a problem for shape keys
So far so good. For some reason the face still jiggles.
https://gyazo.com/87da19cec33befd93f06f0828e6cbf60
They need to all be one object
that's what I was trying to say, but I didn't knew the words for it
so, I need to merge them?
Yes. With every part to merge selected, press ctrl +J in object mode
I'll better save a copy just in case something goes wrong.
Blender's probably cool with your shape keys spread across objects, but I bet VR Chat isn't
Good idea
Hey is anyone elses upload stuck at "Future proofing your content!"
This is new for me
that could mean servers are having problems
i counted.
If you're okay with starting over
I think otherwise it will just add them. But seperately
I'm completely fine. I got already the hang of modifying the geometry
how do I multi select mats?
Do you mean objects?
shift + rmb
the highlight means selected? https://i.imgur.com/ZNFDhC2.png
or there I'm just selecting mouth?
An orange circle around the triangle means it's selected
so, it's both selected?
In your screenshot only Face_Noline is selected
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?
In the viewport it's right click, in the heirarchy view it's left click
Anyone know why my model might have a hanging open mouth?
Its not until brought in game it hangs open
@fading verge Do you have the jaw assigned?
I do