#avatar-rigging

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mental lynx
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Huh

tame skiff
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@fading verge That's likely the problem

fading verge
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Do I not want it assigned?

tame skiff
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I think jaw is broken like that for now

fading verge
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Oh

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If I want lip sync and such to work should I unassign it then?

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Or can I not get that working atm

tame skiff
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You'll have to use shape keys exclusively

fading verge
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Oh ouch

hallow bay
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Okay, I have to merge the tooth too.

tame skiff
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If you can survive creating just three shape keys, Cats' blender plugin will fill in the rest

fading verge
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Oh really?

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Shiet

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I might have to look into that

hallow bay
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I'll take a little break, otherwise I'll get frustrated

tame skiff
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@hallow bay I forgot about the teeth

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Yeah, take a break

hallow bay
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it's ok, it was dumb from me not considerating it even though I told you it was influenced

mental lynx
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What is the quickest way to make jiggle bones go back to their original position?

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High dampening?

tame skiff
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Elasticity makes bones return to their origins

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dampening slows the speed either way, coming or going

edgy ginkgo
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So i dont know where to put this, but when i use full body tracking, it seems that the sensors on my avatar that i made are off the ground, but on others, they are level with the ground, any idea why?

restive hill
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oh, i never thought of the types that way

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im not sure how that works unfortunately, and can't test it anyway

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why would a fbx (neptunia chars) import into unity properly, but spaz out when imported into blender?

mental lynx
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Slowed that shit down

tame skiff
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Between the two, Unity is probably more up to date on fbx definitions than blender

restive hill
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i want to link the hair/clothes stuff to dummies in blender, but cats borks on the models, loses arm bones

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hm

tame skiff
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You know Unity can read .blend files?

restive hill
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any good ways to export back out of unity?

tame skiff
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I guess reading blend files won't help you send your fbx back to blender

restive hill
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yas

tame skiff
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But for the future, maybe, just use blend

restive hill
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yeah, but blender borks on importing the models

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unity imports them fine

tame skiff
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Oh I see

restive hill
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and i REALLY want to only have say, two dynamic bones attached to copies of head and hips for stuff

tame skiff
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Export from unity as something else blender can import?

restive hill
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the fbx exporter plugin is REALLY insistent on sending to maya ๐Ÿ˜›

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which i only ever had for a trial

tame skiff
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You can bluff your way into a student version of maya

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Tell them you went to Dogdoo U., or something

restive hill
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hell, i HAVE an edu email address

tame skiff
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Nice

hallow bay
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tiny, is there some way I can ask you about more things later? because after I finish with the mouth, I need to work with the eyes

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it seems like they're not tracking for some reason

restive hill
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oh god dont get me started on eyes not tracking

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i have two mmd models that it never actually worked on, i just gave up

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something something drivers and textures offsetting from a bone

brisk mesa
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it doesn't help that there's some eye tracking bug too and the whole 'make fake eye bones' and shit

restive hill
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it worked on a dva that i imported, tho

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i'd seen a couple Leafa models that had garish block-colored rainbow wings, i was happy to get actual transparent wings mostly working

brisk mesa
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but did you edit her titty vertexes to make them larger? that's the real question

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me demonstrating with ass

restive hill
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dat,

brisk mesa
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ass.dat

restive hill
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i wonder what i actually did wrong with the sinon model

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i added a couple ears in, and they MOSTLY worked, except the model wasnt designed with movable ears in mind

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and the tail mostly worked as well

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but when i tried to weight things in... weird shit happened

crisp tendon
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Do it in pose position ?

restive hill
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ugh, i was very much learning stuff, i must have done something inadvisable

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i did manage to import one MMD nicely, at least

fading verge
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@brisk mesa oh yeah thanks for showing that, im really new to blender so I had no idea that was possible hahaha

flat sierra
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any clue why unity made a huge hole in my mesh when its not there in blender

brisk mesa
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I'm always coming up with ways to LEWDIFY

restive hill
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Shiju: is a bone dragging something away?

brisk mesa
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if i make a hucow girl next i should attach like four different tits

flat sierra
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i dont think so

restive hill
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look at the weights in blender, see if something is set in that spot that shouldnt be

flat sierra
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no

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just checked

restive hill
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aliens, then. definitely aliens.

flat sierra
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its super weird

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i'll try exporting as a dae instead of fbx

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nope

restive hill
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i guess try and figure out how that area is different from the rest

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hm, tiny pair of floating eyes that turns into the little tomato girl at close range

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i COULD, but SHOULD i?

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she would be creepier with no eyes...

mental lynx
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They share the same bones and settings. Any ideas what is causing this?

restive hill
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vertices not weighted to bone?

mental lynx
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They should share the same everything

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They were made symmetrical

restive hill
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same thing happened when i deleted weird bones in the tips of dvas fingers- they weren't weighted to anything without them

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use the painter, and paint the ear bone onto that side, unpaint anything else

mental lynx
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I

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Have no idea what that is

restive hill
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oh

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you know where it says "object mode" or "edit mode"?

mental lynx
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Hold on, everything I put a TON of work into just reverted when I left game mode.

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oh no

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Well, I'll never make that mistake, again.

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There goes about 20 minutes of work.

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I really wish I could take all of those edits with me

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Or like, drag multiple instances into exclusions instead of one at a time

restive hill
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anyway, in the 3d viewport, probably at the bottom

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view/select/add/object/and the mode selector box

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select a mesh in object mode

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and you can change that to "weight paint"

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Then

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you select a bone in pose, and switch to object mode and click a mesh, and go to weight paint

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the bone you have selected should have a heat map around it for what it affects

mental lynx
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I'll try that out when I get to it. I have to redo every single bone that I was working on

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Every damn bone.

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I have hundreds of exclusions to prepare.

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i hate everything

restive hill
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hundreds of exclusions?

mental lynx
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Exaguration, but yeah

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A lot of work has to be redone

restive hill
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if you have hundreds of anything, you're probably doing it wrong

tame skiff
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@hallow bay I'm going to bed soon, but if we're both up later I'll be around to help
@restive hill It sounds like you could teach me something about eye tracking, I've never gotten anywhere with it

restive hill
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i can get it to work when cats works, that's all ๐Ÿ˜›

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and on a round-ish eyeball

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that's weight painting

flat sierra
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saving it as a blend seemed to fix whatever dissapearing act the head was doing

restive hill
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specifically, that's a weight paint on dvas arm bone

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red is 1.0 to the arm bone, blue is 0, and greens are half-half to the other areas...

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so basically, just mess iwth the brush (top green arrow in screenie) and nail the entire ear with 1.0 to the correct bone, and 0.0 to any other bone that might be there

mental lynx
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It'd be nice to figure out how the breasts are altering something on the head that I already have excluded

restive hill
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i mean, i did her without excluding anything, i don't even know what you're talking about XD

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uh, what IS an exclude?

mental lynx
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What?

twin grail
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Could someone link me a quick vid on reparenting bones ๐Ÿ’•

mental lynx
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Oh, I'm doing this work in Unity at this point

restive hill
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skip to relevant points in desc

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oh, dynamic exclusions?

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if your model isnt weighted, get your butt back to blender

mental lynx
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It's weighted

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Just, maybe badly?

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It has previous weighting by the person who did it beforehand

restive hill
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ok, if your model ISNT WEIGHTED CORRECTLY IN ANY WAY, get your butt back to blender

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if i need to be specific XD

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i dont think unity can deal with that?

mental lynx
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Man I have done so much work though

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Might as well upload this and see what happens.

restive hill
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oh, i feel ya, i made one with 11 dynamic bones, which was idiotic. leafa has TWO dynamic bones, one for ALL the hair, and one for ALL the 8 or so chains of skirt

mental lynx
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11 huh

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Im maybe sitting at 50

restive hill
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dude

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dude

mental lynx
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๐Ÿคท

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tails and feathers and shit.

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One parent controls it all

restive hill
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get into blender, parent that shit to a copy of hips or head or whatever

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then slap dynamic bones on the parent. DONE.

mental lynx
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So far Unity has thrown out every single dynamic ANYTHING

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Unity throws out my mouth animation stuff, eye tracking, everything.

restive hill
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well yeah, you parent things in blender, and set up visemes

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then use cats to make the VRC set

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and set eye tracking in cats

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then export

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unity: bone stuff, and visemes

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and set eyes to the eye names that cats sets up for you, if the cats eye trackign worked

mental lynx
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Eye tracking didnt move over from Blender, even when it worked in blender.

restive hill
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you just set the eyes to LeftEye and RightEye in the rig

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that's the names CATS uses

acoustic garnet
fading verge
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cat plugging

acoustic garnet
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๐Ÿ˜ฎ

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thx

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oh wow im stupid, I didnt even see that option

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thanks alot ๐Ÿ˜„

edgy ginkgo
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does anyone here know how to rig for full body tracking?

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or know about it?

edgy ginkgo
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V-___-V

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i just dont know im doing wrong, ive matched my rig to others from the asset store, and its identical

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but when i go to possistion myself in it, the hips snap to the left foot

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so i know its not the rigging, and not the tracking

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cause the right foot tracks fine

atomic summit
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Heyi gotta a littl more of an advanced question, Lets say I wanna get rid of geometry altogether, like for example, a stupid looking, magically floating, anime style, hair ribbon, my question is if I delete the bones from end to root, and then get rid of the vertices, is that everthig I need to eliminate? Or is there some hidden gremlin?

brisk mesa
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so are you trying to delete the ribbon?

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or delete bones? i don't understand

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cause you can select the vertices of the ribbon mesh and delete that shit

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if both then yeah just delete the vertices and any bones of that ribbon

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sometimes i use cat's plugin for the separate button so i can get rid of some shit like that, before starting

fading verge
final sphinx
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Heyyyy my bones stopped moving with my avatar, how do I fix it?

charred sorrel
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can you upload to vrchat from unity to a steam-created vrchat account?

final sphinx
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Wut?

fading verge
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It says pelvis and thigh bones should be close to 180.

final sphinx
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Oh....

fading verge
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Full Ik mode disabled.

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It didn't give me this error with my other model JC Denton.

atomic summit
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Go to your rig and make sure that Hip is assigne to hip and then in the heirarchy make sure pelvis is a child of hip?? Otherwise Idk might just be as simple as rotating so bone matches? Ive never seen that error since I never have a "pelvis" just hip>LegR,LegL,Spine

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@brisk mesa Yeah just wanted to eliminate the ribbon altogether since it looks ugly and will look worse with dynamic bones so just gonna eliminate it completely.

proper ferry
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Somebody know how to fix the shape keys?

fading verge
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is there an easy way to delete all of the bones in blender to re-rig through mixamo?

proper ferry
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Select the armature and press supr

fading verge
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thanks, wish VR Chat made it easier to configure the bones with a million different pieces to get all the clotes to work properly

mental lynx
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Yeah

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But that's rigging for you.

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The worst thing to do with 3D modeling.

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Now on to my problem, what the fuck is rest mode, because it wont let me weight paint

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Oh I see

fading verge
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I have it assigned as hip>spine>chest and it still gives me some errors, I have noticed that rotating it changes the value of the IK error so that might be it.

mental lynx
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Having mouth issues. Seems the mouth is controlled completely by shape key...

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But Unity wants bones to control the mouth.

atomic summit
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I learned how to manually rig today in Blender, I like it better than mixamo for rigging.

proper ferry
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the mouth bone makes some glitches sometimes

fading verge
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I don't remember how to make bones rotate about their own joints and not the parent.. because i have my thigh bones detached from the hip bone, so i want it to rotate independently too

atomic summit
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The way you edit shape keys is something like movng the actual mesh to set max and min movement for a shape key, since a shape key is basically a morph key allowing you to make the mesh do anything, it can even be used as a poor mans muscle animation if your good at morphing.

proper ferry
atomic summit
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@fading verge I think you have to disconnect the bone then you can move it withot affecting parent

mental lynx
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For me, I don't understand why Unity wants a bone for mouth movement, when the models I have all use shape keys for it

fading verge
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It is disconnected tho, it still revolves around a sphere of radius of the distance from the parent

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i want it to rotate about its tail, not its parent's head

atomic summit
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@proper ferry I dunno what you mean by work", you need your visemes set to the ones that cats made unless you have custom ones you made, which either way, you set it to the ones you want assigned. I for one have never had an avatar do much more than a binary "puppet" mouth that just opens and closes, when just using visemes tool in cats, if thats your issue then better start learning how to make shape keys

fading verge
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actually seems to rotate about the cursor lol

proper ferry
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the thing is, when I ajust the numbers in the BlendShapes section the mouth moves correctly, but when I speak in-game nothing happens

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(and there's no mic problems because I test it with others models and it works on them)

atomic summit
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@fading verge So basically you want the bone connected at the point/front of the parent bone? I think you click the point you want to connect from, then the child part you want to link to and click F

restive hill
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i think you have to unbond the jaw and set the VRC avatar thing to use visemes, optimally

atomic summit
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Or if you want to create a new one altogether you click from the point on parent bone you want to connect then left click where you want the new bone to end and click F

restive hill
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then you weight everything

atomic summit
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@fading verge But if the bone isnt connected you should be able to move and adjust is free of the parent without moving the parent, then you manipulate it how you like.

restive hill
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don't you extrude from parent bones?

fading verge
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comparing with a diff model.. seems its the cursor not jumping to the joint

restive hill
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or is that one of the things that i fucked up

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because any model whose face swings around with the hair, something fucked up.

atomic summit
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Dunno if that helps you, Im gonna get back to this hair bone mess Ive got on my hands, nearly 400 hair bones Ive gotta bring down while not ruining it for animation.

restive hill
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i di not think you need 400.

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just make an array and weight them properly between various bones?

fading verge
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selecting bone in pose mode on working model results in rotation tool to be on the bone joint.. on this model it jumps to cursor and not bone

restive hill
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alternately, make one bone for each strand of hair, go hardcore, and put an individual dynamic bone on each

fading verge
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dunno how that even happened lol

restive hill
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MAKE ONE BONE FOR EACH VERTICE

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make two bones for each vertice, for more detail

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400 bones for each verice

atomic summit
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I know how to set my bones, its jist the sheer amount I jave to get rid of. Like jfc, Theres 4 forking pieces of hair hanging down to the ankles on each side then the three center sets, then another whole pig tail mess on either side. Did I mention the ribbons? Its a mess.

fading verge
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ill just screw with it in unity.. seems like a blender blunder

restive hill
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the cats plugin can remove bones at a percentage

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then, just delete them and make sure the weights are right?

atomic summit
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The cats plugin wants to destroy my work and delete my butt bones and attach hair to my hip so thats a negative ghost rider Im on my own here.

brisk mesa
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yea that's why i don't use that shit so freely

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i mean i guess i understand when some long hair should just be 'heavy' and attached to hip but i don't always want that

restive hill
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idk, cats seems to work pretty well, if it's trying to do that, maybe there's more model problems than you thought

brisk mesa
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my long hair doesn't attach to my ass

atomic summit
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Exactly Ive had to restart enough times thanks to cats bone parenting/optimization that I just manually reparent and merge

restive hill
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maybe it's ALREADY attached to your hip

atomic summit
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It isnt.

restive hill
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maybe the hair attached to your brain, and is making you think that

atomic summit
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You're clearly not Dank Enough to understand my problems. ๐Ÿ˜‚

restive hill
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that's something a hair-brain would say.

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i like how that works, no matter what you typed next

brisk mesa
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hmm

atomic summit
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Short cuts are for the weak. Manually do ALL THE THINGS!!!!

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RAWWWRRR X

restive hill
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manually doing things attached a face to my hair and resulted in trashing that run

atomic summit
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Cuz ur bad

brisk mesa
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manually decimating is actually very rewarding with almost no quality loss btw

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that is a valid thing to do, however those people are also insane and have a lot of time

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lol

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somebody here mentioned doing that shit for 80k to 20k ๐Ÿ˜

restive hill
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i thought i had to decimate dva, but whoever modeled it did the body 3 times, apparently

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oh, maybe that was the lights

atomic summit
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YESS manually decimating is soo useful. Dropping 15k poly is hard without it meanwhile with good methods dropping 100k isnt gonna ruin it.

restive hill
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shit. maybe i should redo her

brisk mesa
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so do you guys think it's too lewd to put those creampie tally marks on girl avatars?

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lol

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YOU KNOW THE ONES

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ๆญฃๆญฃๆญฃ

atomic summit
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Uhh? Idk

brisk mesa
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or even regular tallymarks

atomic summit
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Dude one of my avatars has her whole snatch exposed I need to put a bandaid and delete geometry until it no longer had genitalia, I was wtf, who does this when I imported it.

mental lynx
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So, how do I weight stuff? I've tried, doesn't seem to work.

atomic summit
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Like literally you couldve taught anatomy off the damn thing

restive hill
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i told you already....

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go to pose and select a bone

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go to the 3dview, select a mesh, change mode to weight paint with the modething

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the tools panel can change the brush, to partial weights, or just anything in the circle gets full weight

mental lynx
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Thats... not an option?

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What am I doing wrong

hexed sandal
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does anyone know what causes an avatar's arm to rapidly flap up and down? only some people can see it. happened after i added visemes. https://imgur.com/WRmqh4W

restive hill
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you have jaw set to something, or a shape key?

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are visemes all set to cats-generated stuff?

opal citrus
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@atomic summit so if we mess with the shape keys in unity without doing anything else, it affects the bones ? could this possibly be how i set my models ear shape key to flick when my left eye blinks and my right eye to droop/close as i look down?

restive hill
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and brandon: you can only enter weight mode with a mesh selected

hexed sandal
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all of the visemes are set to the vrc.v_xx stuff generated by cats yes

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the "face mesh" is the entire body though. is that a problem? do i need to separate the face in blender?

restive hill
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@opal citrus no, thats because you touch yourself at night

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wait, was it intentional?

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also about the weight thing- apparently it retains which BONE you have selected in pose mode as well, it just doesn't really seem to display it anywhere much

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illuki: there should only be one mesh, but different parts should be weighted to different points

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so multiple things pulling on an arm could do weird things

mental lynx
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Ah, hmm

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Now I have no idea what Im doing with weight paint.

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Im good at this

restive hill
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you get the circle cursor, and you can set bone weight to multiple vertices at once, and partially, as well

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on the left green arrow is the tools tab, open that for the brush controls

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you can set it to de-weight for a certain bone, or add weight

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and if you select a curve, you can add partial values to the outer parts of the brush

mental lynx
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What am I looking for while doing this?

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What needs weighted?

restive hill
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pretty reds and blues

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ahh, as to WHAT needs weighted, that's entirely up to you

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look at the screenshot

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that's her upper arm bone

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red is high 1.0

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blue is 0.0

mental lynx
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So, things like hair should be weighted for dynamic bones?

restive hill
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no

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hair should be weighted to the hair bones, that's all

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dynamic bones is later

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each hair bone should affect the hairvertices nearby

brisk mesa
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oh a lot of mmd has vagina and asshole cause you can use them for porn.

restive hill
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and NOTHING ELSE unless you want THAT to move too

brisk mesa
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it's not news lel

mental lynx
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Hrm

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Well I think this is all weighted fine

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But the dynamic bones were pretty destroyed once I got it into VRChat

restive hill
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dude

brisk mesa
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you can delete the vertices of the vulva, make it flatter, and then make the texture for her vagina and butthole just flesh color. then it'll be less lewd

restive hill
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dynamic bones is a vrchat thing, don't worry about them in blender

brisk mesa
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unity thing*

restive hill
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oh, yeah, unity thing

brisk mesa
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in blender you should however add the bones.

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cause i mean, how are you gonna do that in unity and place them

mental lynx
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I did them in Unity

restive hill
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DONT

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god

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just because you can do something doesnt mean you should

mental lynx
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What?

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I wanted to do dynamic bones.

restive hill
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oh wait, sorry, you meant dynamic ones

mental lynx
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Anyway, my biggest issue is unity throwing out the shape keys for the mouth movement, and only using bones for a mouth.

restive hill
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*bones

mental lynx
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Yeah, dynamic bones.

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This is what happened.

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Shit just went nuts.

brisk mesa
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is that you t-posing?

mental lynx
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Yep.

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It threw out my rigs, too.

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During the upload.

brisk mesa
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you're sure you added the simpleavatarcontroller?

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huh

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weird

mental lynx
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You cant upload without the controller, right?

brisk mesa
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yeah

mental lynx
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Anyway, why cant I control the mouth with the shape keys from before

restive hill
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you set the avatar component to visemes and unmap the jaw, right?

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and it looks to me like the wrong bones are pulling on vertices

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only a few, probably

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which might make it worse, actually

mental lynx
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Not sure what that means, or at least how to fix it

restive hill
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afaik, you're supposed to unmap the jaw if you dont want it to try and flap

mental lynx
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So how do I set avatar components?

restive hill
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the VRC avatar descriptor

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the thing that sets your eye camera and visemes and such

mental lynx
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Oh thank you, I see.

restive hill
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unmap the jaw in the rigging

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and map the eyes to CATS eye stuff if tracking worked

mental lynx
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So all my issues were because of me screwing up in Unity, Im guessing.

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Not sure why the breasts are trying to map to hair that I have excluded

restive hill
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wtf is that

mental lynx
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Thats dynamic bones screwing up.

hexed sandal
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only some people can see the arm flapping thing though. i made the avatar for a friend and neither of us see that happening at all but another friend who sent us the gif can and so can some random people. so i'm pretty sure its nothing to do with bone weighting. ive seen another model from an avatar world with the EXACT same movement before though. like the arm goes to the exact same position

restive hill
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are those collision circles?

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you realize that collision circles try and stay OUTSIDE the colliders, right?

mental lynx
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No they're not collission

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The collission ones are a light yellow

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There is only one and its for the head.

hexed sandal
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those are collision for the bones though right

restive hill
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that's colliders that work well

brisk mesa
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cute leafa

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too bad about her UNREQUITED LOVE

restive hill
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ikr

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at least she has good tits

brisk mesa
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i need to get a homu homu in this bitch but devil version

mental lynx
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Im going to restart the collissions entirely.

brisk mesa
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and put some pantsu on my head and shit

mental lynx
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I just don't understand why one bone tries to fuck with every bone with dynamic bones

restive hill
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anyway, the white colliders try and stay outside the cylinders the yellow collider bases describe

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you should NOT be getting that overlapping mess

brisk mesa
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maybe try to disconnect your root bone from whatever it is parented to

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idk

restive hill
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i do not think disconnecting root bone is a good idea

brisk mesa
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okay well i disconnected the jiggly bones at least

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so it can't drag anything with it

restive hill
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the white spheres should be about as big as the mesh they're inside

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i do love parenting things to dummy bones, that leafa has a grand total of TWO dynamic bones

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and two colliders

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thassit

#

easy to rig, easy to tweak

atomic summit
#

@brisk mesa Lmao really it was the first time Id ever seen it, Dude you think I should add bones to the "lips" and add some really soft dynamic bones? ร—D WITH COLLIDES OMFG Im dying.

mental lynx
#

Honestly I dont know what Im doing at this point

#

I just needed one for the breasts, one for the tail, and the wings

#

And I have no idea what the fuck Im doing

#

I might as well start over.

restive hill
#

if it makes you feel better, that leafa was a second attempt at her, and a third attempt at MMD importing

#

oh holy hell this one has a lot of hair bones

mental lynx
#

Well, could you give me some examples of what you did?

#

I tried doing what a video showed me, and it turned into hell

restive hill
#

i watch this one a lot

#

haha, this model has a lot of MMD rigging, how in blazes do i delete this extra stuff if it's not linked together and breaking down by materials breaks EVERYTHING

fading verge
#

So i figured out my problem, had to rotate the leg and thigh bones after applying my armature modifier.

restive hill
#

oh, that's interesting. eye plate, but the outer stuff is weighted entirely to head, inner stuff to eye bone

pure yarrow
#

I want to add jiggle bones to my avatar

#

But I can't afford dynamic bones

#

Is there a way someone can give it to me or get it for free?

#

Tag me if anyone can answer

flat sierra
#

how can i fix the boundry being sideways

thorny gate
#

set the rot to 0deg

#

or wait

#

rotate it so it's flat then mark that as the base position

flat sierra
#

huh?

thorny gate
#

Sorry, not sure how to explain it

#

mb

restive hill
#

did it worked?

#

oh dang i just had the most hilarious idea

#

you don't need to use everything.

#

i'll take some anime girls legs, hack off everything else, and just be a pair of legs running around

#

hey B, which gaia you in?

#

still there?

#

oops

brisk mesa
#

oh actually if you have a working anime girl just make all her textures gone except for legs.

#

easier

#

also i would close the tops of the legs by using the F button for Fill when you select a seam of vertices on each leg

#

ez

restive hill
#

maybe a walking skirt

#

with gravity pulling it up

#

hm, one invisible ribbon and slightly derpy bones, overall that was a good first run

#

eye tracking worked perfect

#

why wasnt my little tomato girl in the game tho

#

red ?

brisk mesa
#

oh yeah im p sure dynamic bones will pull up the skirt bones if you play with the Force thing too

#

ezzz

restive hill
#

gravity is a thing as well

mental lynx
#

I need to get animations for this or somethin.

fading verge
#

Can I have a model with 3 fingers? If yes which fingers need to be mapped for it to work?

restive hill
#

idk!

#

nite

honest blaze
#

Cri when the model you want needs completely new bones

pastel spindle
#

someone know how to fix the "The angle between pelvis and thigh bones should be close to 180 degrees ..." warning

fading verge
#

Go to blender, select the hip bone, rotate it by 180 vertically.

pastel spindle
#

thx ^^

scarlet drift
#

Hi can anyone help me with something in unity to do with cubed paradox?

thorn willow
#

that hipbone error pissed me off a lot

mental lynx
#

Wew, finally getting somewhere.

thorn willow
#

like I have no idea how to rotate it to 180

#

tried many attempts, only to make it worse

mental lynx
#

Hipbone error?

thorn willow
#

the angle shit

#

where VRChat complains about the angle between pelvis and thigh bones

mental lynx
#

Ah, ignore it.

#

Every model I've had says that and it still works fine.

thorn willow
#

I know but I don't want my model to look like he was airhumping

#

made worsened that I'm doing one and its 3.5

mental lynx
#

Well wait

#

It may be doing that because of your height set in VRChat

thorn willow
#

I was only making it slightly taller

#

idk how I would fix this shit, trial and error wouldn't really do it

inland spade
#

with hoodie cap on or leave it off ?

fading verge
#

ISG do what I said on my previous message

thorn willow
#

either I need a documentation for this shit or an actual guide

#

and how then?

fading verge
#

How to?

thorn willow
#

rotate this hipbone shit to 180 vertically

#

I really needed a documentation just for this angle shite

crystal wolf
fading verge
#

Go to edit mode, select hip bone, press r, rotate it.

thorn willow
#

also rotating it

#

is just another trial and error

#

since VRChat is literally picky

cobalt needle
simple jetty
#

Late reply, not sure if you fixed it already but have to select the vertices that are missing and press F, then add the texture to them, matching the rest of the head

arctic venture
#

im so shit at unity struggling all the time any great tutiorals for rigging etc ?

thorn willow
#

Unity isnt a fucking meme for no reason

restive relic
#

Anyone here good at rigging models? ๐Ÿค”

#

i have a model that i need to have rigged. hard to find model ๐Ÿค”

thorn willow
#

rigging it in Mixamo is suicide

#

since it removes ALL textures

candid drum
#

https://i.imgur.com/mhG1UX4.png the automatically enforced t-pose by unity is wrong. how do i fix it? i tried rotating the bones back to how i should be, but unity then thinks there is no t pose anymore and the animations are messed up

thorn willow
#

@candid drum dude dude, one time I tried to make HUNK

#

his feet are like twisted 90 degrees

#

his feet are like twisted 90 degrees

candid drum
#

ya i spent a lot of time making the bones myself too because mixamo cant do it

#

but i did it the way a mecanim armature should be

thorn willow
#

also Unity is always a meme

#

hell for some reason it always loves recoloring and messing up materials

candid drum
hoary torrent
#

is there a way to make a certain body part smaller or bigger in unity or must it be done in blender?

left falcon
#

whats the best program/tutorial for rigging?

hoary torrent
#

blender

frigid flower
#

Would anyone mind lending me a hand in the rigging of my model? I'm really confused

novel wharf
#

Would anyone be able to tell me if this is the correct way to rig the hip area?

opal aurora
#

Rotate the hip bone upwards

novel wharf
#

So I should always start with the hip bone and not the bone poking in from the back? ๐Ÿ˜•

opal aurora
#

The bone in the back looks like a tail bone

novel wharf
stray dock
#

I like to think all of the hip and up bones must always point up

#

But a good rule is to always start from hip

fading verge
#

oki os i have a limbless avatar and hes rigged up with dummy limbs but when he walks he sways because of the walking and running, is there a way of making a avatar just hover?

novel wharf
#

Ah. Okay. Thanks!

#

Doesn't seem like it's a big hassle other than to unparent bones and reconnect to the pelvis.

opal aurora
#

@novel wharf literaly rotating it should be fine

#

No need to reparent anything

stray dock
#

Generic would keep it not moving until adding own animations. I think that is a way to make it float @fading verge

fading verge
#

@stray dock thanks

stray dock
#

But the root should be toward the ground if I'm right. I haven't tried making a floaty avatar yet

opal aurora
stray dock
#

Subdivisise is a good way to make a new hip, take from the spine, rabble

#

If that is the right word

#

On phone atm

novel wharf
#

@opal aurora It was parented to the basebone before. And so was the stomach bone. I needed to delete the base bone or weird rotations would happen. So I parented the stomach bone to the pelvis/hip bone. Otherwise, it would've went. pelvis/hip > (unparented) stomach > chest> neck > head

opal aurora
#

Yeah bone subdivision helps quite a bit

#

I'll get a chart real quick...

fading verge
#

I followed that tutorial myself some time ago, the root bone is nice for posing the model around

stray dock
#

Jinx, I think you do need some armature or root bone to the floaty thing you're making. I just remembered that my root was at the hip, the avatars feet were in the ground.

opal aurora
#

That's essentially the standard rigging in a humanoid

stray dock
#

im gonna take on animating my own body type

#

i wonder if i should follow with the human rig

novel wharf
#

Included the bone's parent to make sure

#

You can see the thigh's parent through the dotted line

stray dock
#

looks correct for what i can see

opal aurora
#

That seems correct

verbal adder
#

I have imported a model into unity and winking seems to have been read as the default idle animation for the face shape keys
can this be changed in unity or do i have to go back to blender to fix it

opal aurora
#

Go into blender, select the basis, pin and unpin it, click the armature and export again @verbal adder

verbal adder
#

yeah figured thanks

opal aurora
#

It's a weird glitch, you may need to select a few shapekeys and move their values back and forth untill it works

tame skiff
#

Is winking a feature in VR Chat, or is there only the animation component trick?

verbal adder
#

Winking is only avalable through custom animations normally the characters just blink

opal aurora
#

I think it's a feature aswell, not entirely sure tbh

crisp tendon
#

i should have pinned this a long time ago

raven pumice
#

So if I tell a bone in Blender to mimic another bone's rotation, I shouldn't need to do anything extra in Unity right? It should still work in-game?

opal aurora
#

Simply having a bone parented will make that bone move and rotate with it

novel wharf
#

I'm not so sure about that picture, though. I think the direction the "arrows" might confuse people.

fading verge
#

is someone here experienced with weight paint?

vagrant olive
#

@novel wharf I love you for doing Syndra omg

novel wharf
#

I picked her soley because I thought she'd be easy to rig. xD

#

Zed never occured to me, though. But I'm glad I picked her because I can learn dynamic bones and visemes and such on her.

#

THe model has lips I might be able to move but the eyes are baked onto the mesh, so it's going to be a challenge to make her blink. Especially since I just started learning rigging about... a week and a half ago, maybe?

fading verge
#

@novel wharf im doing tahm kench and it feelsbadman

novel wharf
#

Oh god. My condolensces.

#

Question, though, @opal aurora Say I wanted to export as is right now without any visemes and such. How should I export it? I hear there's some weirdness in the "Up direction" when exporting from blender?

#

As it stands right now, Syndra is ready to export, just I wanted to add lip sync and eye blink.

young estuary
#

how do I position colliders? I can only figure out how to change radius but not the exaction positition. specifically I'm trying to add a collider to the head so dynamic hair bones don't constantly clip into it

fading verge
#

how can i even lip sync tahms mouth

#

fuuu

#

any of you guys good with weght painting

novel wharf
#

I haven't really picked up learning shapekeys yet. My duo partner in League keeps pulling me away for ranked when I'm watching these long tutorial videos.

fading verge
#

Hey my dudes, If I am gonna make a model with 3 fingers, how would you map that? Or can I not

#

u can

novel wharf
#

Create dummy bones that aren't weighted to anything, I imagine?

tame skiff
#

When I asked about winking I meant blinking

novel wharf
#

๐Ÿ˜‰

tame skiff
#

Har har

#

So blinking is a feature, and you just have to name the corresponding shape keys correctly?

fading verge
#

Soo having an issue with HEELS clipping thru ground

tame skiff
#

Should I set up wink AND lower eyelid or just wink?

hallow bay
#

hey tiny!

fading verge
#

does somebody know how to weightpaint a mouth?

hallow bay
tame skiff
#

Hey Claud

#

That looks positively CH

#

Well, maybe I'd clench the teech

#

Teeth

#

and round off the corners

hallow bay
#

Ok, I'll work on that and send another SS

meager fern
#

@tame skiff hey, the issue i talked over yesterday it might be a blender/bone issue.... could you help me ? ๐Ÿ‘€

tame skiff
#

Okay

hallow bay
#

ignore the error, I accidentaly pressed F12

tame skiff
#

That's better

hallow bay
#

however, I have problems with the upperlip, it's between the inner mouth and the outside skin, so it's pretty hard to grab it without making the mouth look weird

opal aurora
#

@novel wharf What kind of weirdness?

novel wharf
#

As in the model gets imported sideways

opal aurora
#

That's... not normal at all

#

Visemes shouldn't even affect the import rotation on a model

#

They're literaly just shape keys that generaly affect the face mesh

#

If the model gets imported in the wrong orientation and setting the rig up as humanoid and correctly having all the bones rigged up in unity doesn't fix it, something went horribly wrong in the model development process in general

#

I've had a model be faced down due to being exported as a fbx 6.1 ascii and setting up the bones in unity's rigging fixed it's orientation

#

Reason for me exporting it as a 6.1fbx is due to the model having some sort of error whilst trying to be read via 7.4, and the former seemed to fix said issue

tame skiff
#

@hallow bay You mean with proportional editing?

novel wharf
#

@opal aurora Oh! No, I mean just that without visemes, sometimes it's imported sideways. Pretty much something about what Blender or Unity count as a n updirection.

opal aurora
#

I've exported countless models with both shapekeys, without them, and with and without visemes

#

None of those ever caused me said issue

small fiber
#

Quick question, how do I add a weapon to a character? I want to have a staff that I can pull out/put away. Do I do that in blender or unity?

opal aurora
#

That's actually a good question, i think it can be done via both, but it might be much more accurate via blender, of course you'd need the mesh for said weapon separate from the rest of the model, unless you want it always visible of course

#

I'd recommend watching videos about animation overrides for vrchat

small fiber
#

Thanks! I've got the character and staff as separate files in blender, so I'll see if I can figure out how to put them together

#

I've used animation overrides to change character expressions, so I think I can figure out how to make the staff appear/dissappear

hallow bay
#

I'm having troubles making the "OH"

tame skiff
#

More like an eh

#

You gotta push those corners together even more

hallow bay
#

(I'll fix the lips once I found the correct form)

reef mango
#

that avatar looks boss btw

#

fierce

molten rock
#

When i upload my avatar it shows up as a red glitchy dude ( kinda like the blue loading avatar dude ) any ideas?

fading verge
#

prob cause there are server problems or something

reef mango
fading verge
#

@reef mango can you resize those 2 big ones?

reef mango
#

o

#

hey that worked LOL

#

wow thank you for the lightbulb situation

fading verge
#

:thumbsup:

tame skiff
#

@hallow bay Bring the mid upper and lower lips up, maybe

novel wharf
mint current
#

hey yall, im lookin to get some assistance with some bone stuff, can anyone lend me a hand?

novel wharf
#

This is the correct channel to do that, @mint current ๐Ÿ˜ƒ

#

I may not be able to answer but any question in particular?

mint current
#

hahaha thanks, im new to the server so im just a lil nervous ๐Ÿ˜…

novel wharf
#

We're really friendly here. No need to be nervous. โค

mint current
#

<3!!!

#

basically, ive got a kirby mmd model that ive been using that ive added bones to

#

but for some reason, the bones arent moving the mesh

novel wharf
#

Hehe. ๐Ÿ˜… Not sure how nicely kirby might move in VRchat. ๐Ÿค” So the MMD model had a skeleton already? You just added extra bones?

#

Are the new bones weight-painted?

mint current
#

yeah i basically added in some extra bones to accomodate for the lack of head, arms, etc

#

just so it exports correctly

#

my previous uploads actually work on VRchat but

#

i want a little more movement in his arms

#

his feet are able to articulate but i cant seem to figure out his lil arms

#

also ive never eally done weight painting before

novel wharf
#

That's a real head-scratcher. I don't really know how to custom-weight-paint. But it sounds like you need a creative way to paint how the bones affect the vertices of the arms.

tame skiff
#

w -> assign automatic weights from bones

#

with a bone selected

#

I recommend doing them one at a time

#

Typing is hard!

mint current
#

same lol

novel wharf
#

Tiny, while you're here, can you tell me if my hand structure is current above?

tame skiff
#

Okay

mint current
#

im hitting w but im not seeing an automatic weight from bone option?

tame skiff
#

In weight paint mode

mint current
#

oh true

tame skiff
#

or is it pose mode?

mint current
#

i was on edit mode

brisk mesa
#

i expected something hard and i look up and it's kirby

raven pumice
#

Let me know how well he works in game once you get him set up, I was thinking about doing something similar with a Kirby model

brisk mesa
#

if it's rigged with just one rig, not two cause WHY, then you just paint his little stubby arms red to the bone there

#

done

inner bane
#

could someone rig an mmd stitch model for me i can link it

#

i really wanna be stitch

#

or low poly kirby

mental lynx
#

You could learn it yourself and then never have to rely on someone. That's why I started rigging this stuff.

mint current
#

yeah im super SUPER new to blender so im still a little struggling to get into weight paint mode

#

LOL

mental lynx
#

I started like, two days ago at best.

mint current
#

my b

plucky terrace
#

guys i how i make my avatar float in the air in game if the avatar doesnt have any bones, its okay if it doesnt have a animation set

tacit adder
#

camera view isnt working correctly?

#

places it at the chest even tho it is at the head?

mint current
#

is there a way to hide meshes you dont want to weight paint?

brisk mesa
#

i did that with teeth

#

deleted their texture, transparent.

tame skiff
#

I think you have to go the opposite route, select the ones you DO want to paint

#

There's an icon on the bottom toolbar in weight paint mode, a box with a checker pattern on one side. Click that

#

Oh, looks like that mode also hides any geometry you've hidden in edit mode. There you go.

#

@mint current

mental lynx
#

Strange. I can't seem to get these units to actually have collission

#

Anyone have any ideas what I am doing wrong?

mint current
#

oh shit that checkered box is dope

#

okay im slowly but surely getting this

mental lynx
#

Huh, yeah. The collission system isnt working at all

raven pumice
#

@mental lynx you set up the collider on the physics object right? It has to know the collider is there

#

I know that's what I always forget

mental lynx
#

I did, yes

raven pumice
#

Is it acting oddly or is it just ignoring it entirely?

mental lynx
#

Ignoring it, entirely.

raven pumice
#

Hm. Is the collider set to inside instead of outside?

mental lynx
#

It should all be default outside

#

Yep,

raven pumice
#

Try making the collider a bit larger and/or repositioning it to see if you can get any reaction at all from it

mint current
#

okay so ive finally selected the meshes i want, however, when i apply the weight paint onto the mesh, the mesh seems to change shape and not retain its original form

glad cliff
#

so i made the bones for my character but when i export it to unity it says i need more than 15 bones even though i do

mint current
#

how should i go about this? @tame skiff sorry if this is bothering ya!

mental lynx
#

Still not working. Not sure what to do. I am probably just doing something wrong.

glad cliff
#

anyone have an answer for my question?

mental lynx
#

Honestly, king grimlock, i have no idea.

#

Could you set up some dumby invisible bones?

glad cliff
#

no

#

i already did the bones

mental lynx
#

Dumby bones are bones that have no real use and are just there to fool the export.

#

Some people use them to set up parent scripts for dynamic bones.

glad cliff
#

how do i set up a dumby bone

#

want me to send a pic of what im rigging?

#

?

tame skiff
#

You just make a bone without assigning or painting it

glad cliff
#

that doesn't help, im new to rigging ๐Ÿ™ƒ

mental lynx
#

Same here, I just know about the concepts.

tame skiff
#

@mint current Maybe your pose isn't in the rest position

mental lynx
#

Sucks I cant get the collission to work. I'm gonna upload this as-is to test it.

tame skiff
#

In the right menu, under the tab with the stick-figure shaped icon, click "rest position"

glad cliff
#

then what?

mint current
#

hmmm okay, its not distorting in rest mode

#

but its still distorting in pose mode :/ will that effect the way it looks when i export it?

tame skiff
#

Possibly. Your highlighted shape key is set to default when unity loads it

#

To reset your bones pose positions, in pose mode, click the "pose" menu on the bottom toolbar

#

Go to Pose > Clear Transform > All

#

@mint current

#

Er, with all your bones selected!

novel wharf
#

So renamed my finger bones one by one to work with CATS's decimation exclusion. Is there a way I can automate renaming the other hand now that I've got the left hand renamed? ๐Ÿ˜†

mental lynx
#

I decimate all of my avatars by hand.

tame skiff
#

@glad cliff Grimlock, sorry, that comment was meant for someone else. You should just click on your armature(skeleton) and press tab to go into edit mode

mental lynx
#

Automated decimation never works how I wanted.

glad cliff
#

ok thanks

mint current
#

holy smokes i think that worked!!! you are a LEGEND @tame skiff

#

thank you so much ๐Ÿ˜ญ

tame skiff
#

@glad cliff In bone edit mode press shift+a to make a new bone

restive hill
#

d to duplicate

#

thats how i make shirt/hair roots, dup the hips or head

tame skiff
#

You can shift+d duplicate an existing one too, yeah

restive hill
#

then parent them to the hips or head, and parent the ones that will be dynamic

glad cliff
#

ok

restive hill
#

keep all offsets ofc

#

i think the bones being inside the model is purely for user benefit, really

#

they could probably work just as well anywhere

#

i got one miku, who i can't even separate meshes without mucking up the nose.... hm

#

maybe if i mess with the nose texture

tame skiff
#

I think bone position is for generating weights from bone heat

restive hill
#

oh, that would make sense

#

oic what the problem might be

#

the nose is half just TRANSPARENT

hidden gorge
#

@mental lynx increase the radius of the dynamic bones for the hair

#

make them big enough that they clip slightly out of those hair bits, but not so big that they start smashing the colliders

#

delete the colliders you placed. I don't think colliders interact with each other

compact cedar
#

Hey so im kinda new to setting up bones and what not. So I have a model that already has weapons attached in blender. How exactly do I go about detaching them or whatever so I can use those weapons in vrchat as well for VR?

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?

mental lynx
#

Thank you, Who!

#

That worked perfectly!

hidden gorge
#

also, if you add the dynamic bones to each hair piece individually it gives you a LOT of control over them

#

just highlight all the hair pieces then add the dynamic bones like usual

mental lynx
#

I don't need that level of control for this hair, at least.

hidden gorge
#

lets you tweak individual area's and such

mental lynx
#

I've got some good control over the feathers, though.

restive hill
#

yeahhh, but all the hair generally works the same, and adding and tweaking one root is a LOT faster

hidden gorge
#

unless it's long hair

#

at least that's what I've found

restive hill
#

i wonder.... how can i combine textures and meshes in blender?

hidden gorge
#

also I can't get the force option to work at all unless I add them to the bones

#

like, on that one I linked, I couldn't get force to work at all unless the force was applied directly to the hair rather than the head

restive hill
#

this model has a crazy amount of extra meshes lying around for anime-style derping, and it messes up the shape keys catastrophically if you delete stuff

hidden gorge
#

birb tail

mental lynx
#

I want to figure out how to activate and deactivate some of the meshes and stuff I have on this model.

#

Blender can easily do it, not sure how to in Unity.

restive hill
#

yeah, i think you want high elastic on that? i'm not sure quite what syiffness does

mental lynx
#

Because she has tears, sweat, blush, shocked faces, etc.

restive hill
#

yeah, she has one nose texture with transparency

mental lynx
#

I also want to find some animations for emotes.

#

Like that dab everyone seems to use.

#

I want it because other people have it, dammit.

restive hill
#

haha

#

yes

hidden gorge
#

@mental lynx I just dab

#

cause vr

mental lynx
#

Setting the chest as the root to the breast causes the breast physics to affect everything.

hidden gorge
#

lmao

#

yeah, that's why I set breasts as the root of breasts lol

raven pumice
#

Us non VR peasants gotta rely on animation

mental lynx
#

Aah

hidden gorge
#

then I don't have to set exclusions

mental lynx
#

ah, ah, thank you.

restive hill
#

OH! all i needed was white main tex and black emission, i think it might actually be right now

#

all it needed was to not be a transparent

#

fill with face color, then paste the old detail back on

mental lynx
#

Why is the suggested collission size of the breast set so high on default

#

0.06 is crazy huge.

#

Shouldn't it be something like 0.006

hidden gorge
#

you mean for the bones? it defaults to 0.5

restive hill
#

idk, why does dynamic bones need such low values, why isnt there presets, bleh

hidden gorge
#

when you add dynamic

mental lynx
#

The radius option for dynamic bones

hidden gorge
#

yeah it defaults to 0.5

mental lynx
#

0.5 is like, half my editing field.

hidden gorge
#

lol ikr?

mental lynx
#

Huh

hidden gorge
#

I couldn't figure out why my stuff was freakin out cause I had a stray collider that i couldn't see cause it was too big

restive hill
#

aha

mental lynx
#

So I guess I'll make the breast collission around the size of the breast, instead of this crazy shit

restive hill
#

brandon, did you get the rest of your weights and stuff sorted?

hidden gorge
#

the radius thing for breasts is weird

mental lynx
#

Yep, it wasnt the weights at all

hidden gorge
#

it tends to push the collision area outside of the breasts lol

restive hill
#

oh, nice

mental lynx
#

Bad bone tiers, have them fixed

hidden gorge
#

though, might be my fault for not altering the bone size first

#

lmfao

restive hill
#

still, it's a good thing to know

mental lynx
#

Yep

#

Last time I did tiddy physics, horrible things happened.

restive hill
#

like, if you want to deliberately fuck up a knuckles

#

put in a set of absolutely insane shape keys and set them to mouth visemes.

mental lynx
#

The tutorials also say to have the breast offsets that make them concave into the body

#

I dont get that.

restive hill
#

uhm

#

not sure, are you trying to make them push out?

mental lynx
#

No. I'm just following a tutorial

restive hill
#

blender has been taking square chunks out of a few of my models, idk

hidden gorge
#

might be a negative offset they mean

restive hill
#

no, is the collider pushing out the boobs?

hidden gorge
#

idk, i didn't follow any guides on breast physics

restive hill
#

i haven't really bothered

mental lynx
#

Well, setting the breast to its own root seems to have stopped them from moving.

hidden gorge
#

colliders don't do anything unless you tell a dynamic bone to interact with them

reef mango
#

Anyone know of a tutorial on how to do eye tracking from scratch? I'm not interested in adding it to existing MMD models.

restive hill
#

yeah, i'd copy the chest, attach the copy to where the chest attaches, and attach the breasts to the copy

#

then bone the copy and should work

#

jar: not really, you just weight the entire eye to a bone inside the eye

mental lynx
#

oohh

restive hill
#

then cats can grab that bone and run with it

reef mango
#

could an eye be

restive hill
#

flat?

reef mango
#

let's say I just literally put a sphere in the face

mental lynx
#

Wait, it says it will break the instance

reef mango
#

is that sufficient

restive hill
#

jar: not sure what you mean

reef mango
#

eh, i'll figure it out

restive hill
#

idk brandon, it's the same thing that CATS does automatically sometimes, just manually

raven pumice
#

Sphere in head, bone attached at proper place in heirarchy, you done

mental lynx
#

Well, it worked.

#

So I'm not gonna argue with you

raven pumice
#

Though you will want to clean up the eyeball so you're not wasting resources on parts that nobody will see

restive hill
#

someone show that guy the wey

#

ya, you can probably delete at least half

zinc ravine
#

lol I hit enter too quick >_>

reef mango
#

alright

#

d00d is tough out here

raven pumice
#

Eye tracking is really simple as long as everything is set up correctly

zinc ravine
#

I'm currently working on rigging a model in Maya. I've got everything rigged, weighted. Looks good in a walk cycle, but when I idle my hips jut backward and my chest moves forward: https://imgur.com/o4I9hph

restive hill
#

also, if the eye is more flat, you can weight the outer edges to the head, and have the eye bone deform the inner, it's twitchier

zinc ravine
#

I've re-rigged it a few times, and it always does the same thing

reef mango
#

every tutorial is about pre-rigged MMD models ๐Ÿ˜ค

restive hill
#

there is a blender plugin you can actiuvate called "rigify"

#

look for a tut on that

mental lynx
#

Thats because pre-rigged models are easy to come by and figure out

raven pumice
#

You can also use a lattice for "2D" eyes using a 3d eyeball, it's cool

restive hill
#

sgtrama: at least you're consistent

#

does it do the same for othe models?

rough violet
#

is there a place were i can see what bones i need for my character?

zinc ravine
#

It does not seem to do that with other avatars, though this is the first time I've tried to model/rig my own model for Unity.

restive hill
#

vrchat expects a certain set, requires some and optional on others, if that's what you mean

zinc ravine
mental lynx
#

Setting up collissions for the breasts so the tie wont stick to them. hopefully

restive hill
#

hm

raven pumice
#

Little fiddly stuff is not always great with dynamic bones

restive hill
#

i think i tried to do dynamic boobs once, didn't really notice any effect

rough violet
#

my character is made of mutiple objects do i need to parent them all togther or merge them into one object?

restive hill
#

not: unclear

#

the bones have to be hooked together ofc, and the meshes should be merged, but do not have to be actually connected

#

you should have ONE mesh when you export

mental lynx
#

I have the breasts reacting fine.

rough violet
#

okay

mental lynx
#

Tie is a different thing entirely.

restive hill
#

just set the tie to positive gravity so it floats up, call it intentional

mental lynx
#

Dilbert

restive hill
#

or just delete the tie and tie bone entirely XD

#

i think i got mikus nose fixed at least

#

hm, now i just need a few dozen MORE early access survival games on steam. really.

mental lynx
#

I think I get this, now.

#

The chest will have multiple collission points so that the tie will rest properly

#

Ill make the breast collissions smaller

rough violet
#

do i apply my mirrior modifier before i rig?

restive hill
#

i am not at all sure that having dynamic bones INSIDE a collider is a good idea.

mental lynx
#

Well, guess I'll find out testing it.,

restive hill
#

i'd expect the breasts to do something very weird.

tame skiff
#

Me too

mental lynx
#

They're pretty fine.

#

I just need to make the tie go back into place faster.

rough violet
#

ive never rigged before so idk what to do

restive hill
#

OH

mental lynx
#

Would that be elasticity?

restive hill
#

remove collision on the breasts!

#

have the tie collide, have the breasts just be relatively high elastic

#

what does stiffness do, specifically?

mental lynx
#

It worked fine the way I did it, let me show you.

#

Like, unexpectedly good.

restive hill
#

huh. someone wants to show me their boobs today.

#

sao

#

8wao

#

i have no idea why that worked, but awesome

mental lynx
#

Why wouldn't it?

#

The collissions are small enough that the tie is resting on the chest and between each breast.

#

They only collide when they move

restive hill
#

i expected the colliders inside the chest to push the boobs out

#

what values are you using for the boob DB?

mental lynx
#

Oh, no. Those colliders are set to only interact with the tie

restive hill
#

oh, ok

restive hill
#

yeah, i thought you had colliders on the boobs as well

dim snow
#

Hey guys, my breast physics are being wonky. The breasts are clipping through the clothing, showing the nips, And I don't want that. what's the best settings for dynamic bone? Currently I'm doing it on the breast left and breast right with chest as the target and it's excluding the shoulders and neck

mental lynx
#

I do, but those are only for the tie to interact with.

restive hill
#

seph: you should be moving the cloth with the boob bones

#

imo anyway

mental lynx
#

I need higher elasticity on the hair.

#

I dont get why people want their hair to be floaty and nearly anti-gravity.

#

These tutorials were helpful at least

dim snow
#

But it's all on one mesh cuz I fixed it with cats.

restive hill
#

its' a weighting issue i think?

#

the bone is pushing boob mesh, but not pushing the cloth mesh, so it will always do that

chrome reef
restive hill
#

parent the mario head to the head bone, but wtf are those other bones?

chrome reef
#

It's a model from xenoverse, the bones are layouts for attacks in the game

dim snow
#

So how could I go about fixing it?

restive hill
#

oh, i'd go and do a lot of cleaning in blender maybe

dim snow
#

Someone told me to make inert 0.9 but idk

restive hill
#

seph: learn about weight painting

mint current
#

hey, real quick - is there an easier way to select faces in weight paint? my finger is kind of getting tired of selecting each face

restive hill
#

open the model in blender, and look at the boob weights, apply them to the cloth as well, and... well, maybe it'll all move at the same time?

#

that is weight painting

#

you get a brush

fading verge
#

In order to get lip syncing i have to create a shape key right?

restive hill
#

two ways

dim snow
#

But if it's all on one mesh.

restive hill
#

jaw bone, or visemes

dim snow
#

-listening-

restive hill
#

seph: EVERY SINGLE POINT has weights on it

restive hill
#

something on the chest is 1.0 to the chest

restive hill
#

something at a joint is .5 to each other of the two bones nearby

fading verge
#

Lip syncing is possible on this models mouth right?

dim snow
#

So would I make the breast area lighter? Or heavier? What would I do with the clothing?

restive hill
#

the breasts are probably 1.0 to the boob bone in the center, and 1.0 to the chest on the outside, and they blend together, so the bone doesnt tear things apart badly

#

if the same pattern is done to the clothes, they will act the same. supposedly.

dim snow
#

So just fine the clothing material and weight paint it?

#

I thought it's done by colors, not numbers lol

restive hill
#

weight paint the clothing mesh

#

the colors represent numbers

dim snow
#

But in cats it's all one mesh

#

Unless I do it before "fixing" the model

restive hill
#

you can split it, paint it, and merge, weights arent affected by that

dim snow
#

Yeah I guess I gotta do it before fixing then lol

restive hill
#

nah

#

you can split it after fixing

#

SHOULD be fine. some models have screwed up, but it SHOULD work

dim snow
#

I've spent all 4 days off this week working on this stuff lol, so how would I split it?

glad cliff
#

ok i need help

restive hill
#

gentle: does the mouth on that monster even move? you picked a hell of a job

dim snow
#

Gotta get back to work now dang it lol

hidden gorge
#

@mental lynx you didn't delete the boob meshes first? I mean geeze that's a lot of tris you could've killed

restive hill
#

gentle: try doing visemes on an EASY model before you go up to the grand-master level mouth stuff ๐Ÿ˜›

mental lynx
#

I killed many tris from the breast region

hidden gorge
#

yeah but they're gonna be covere

#

best to just delete them

plucky terrace
#

can anybody dm me so i can show wats wrong with a model i have? i got a picyure and its weirdly doing things

mental lynx
#

Wait, what are you talking about, exactly?

glad cliff
#

when i imported my character to unity one side was green with the bone structure but the other is red

restive hill
#

i think he means seph, not brandon

mental lynx
#

Those are collission boxes, I don't have anything special there

#

oh oh oh

hidden gorge
#

omg nvm i tagged the wrong person

#

lmfao

#

gahd

mental lynx
#

Confused me

restive hill
#

and he's right

hidden gorge
#

it's 2pm and i haven't gone to sleep yet

restive hill
#

... just delete the clothes, run around naked, problem solved

hidden gorge
#

exactly

#

lol I actually kept the mesh for hifumi's mole

#

it's only 2 tris and it's hidden

#

but I wanted to know it was there

restive hill
#

i have a dva model, it has THREE identical meshes just for light sources

#

idiotic

#

on the plus side, easy way to take it from 22k tris down to a much better number

fading verge
smoky wharf
#

question: I want extra bones in my character's ears, and i've successfully added them and parented them. what do i need to do for them to actually move the ears?

fading verge
#

@smoky wharf did you weight paint the ears?