#avatar-rigging
1 messages · Page 81 of 1
i tried, however when i attempted to, it said the group was locked or somehting like that. let me get back to where i was then i can post a pic
@tame skiff I believe I finally nailed the OH sound https://i.imgur.com/Tg1jIUd.png
Teah, that's good!
Oh, well then maybe everything is fine
do i have to create the face mesh first then i am able to create shape keys for them Tiny?
anyone know what a audiolistener is? https://gyazo.com/5c6c3f190dceabc75ade7b281ee68834
@smoky wharf are your ears connected to each other?
i have them parented to the headtip bone, how do i connect them to each other, or is that what you meant?
oh ok
headtip bone kinda disappears outside of edit mode. weird imo
when you say you want them to move with the body do you mean you want them to sway around a bit
@tame skiff In order: the "OH", the "CH" and the "AA" sound. looks good? https://i.imgur.com/pNwiu0s.png
@mental lynx Alexander the Great, Fate: Grand Order
@smoky wharf You have it set up already, what you need to do is make the head tip bone the dynamic bone (it will control the ears)
@hallow bay are you making visemes from scratch?
@fading verge yes
Breasts seem to be a bit too... excited.
just the 3 so I can use the tool.
Do I crank up stiffness, I wonder
ok, however my concern is that even if it's ready to go, i should be able to go pose mode and move it at least, right? they don't move when i change them in pose mode, but does that actually mean anything, or will they still work?
I have been working on this for a day or so
Did you also do the face mesh from scratch too?
@smoky wharf I couldn't tell you for sure, usually I just check things ingame
I'm just making the visemes movement from scratch.
and with the invaluable help of someone on this discord
so i can't put shape keys on it
@fading verge ok, i'll go ahead and decimate then see it in game. thanks.
did you divided by materials?
i was asking people around earlier but i got ignored
my avatar also had a problem that had the face separed in 3 ways, so I joined them.
With all of them selected, ctrl + j
@hallow bay The shapes are mostly good, but that red border on the oh shape is troublesome
@tame skiff Tiny do i have to create the face mesh for the visemes to work?
guys how do you perent two bones
So how do I end up fixing this if Cat's Blender Plugin (Fixing Model) fucks up my model's legs? http://prntscr.com/i39ff1
@fading verge click the bone that you want parented and go to the tab that has a bone in it
anyway tiny, the ammount of control I have gained over the geometry is incredible, only by playing for hours
any of you guys have tips for neko tails?
as in how do i make it not a rigid rod standing horizontally
Go to and click the bone that you want as a parent to the child bone you selected
what if i want to merj them is it contoll p
@copper kelp I haven't actually tried this but if I had to take a guess from what I know you'd have to move the mesh tail itself into a diagonal/downward position in blender. put bones in the tail or if you have them already just move them inside the tail again. Then export that to Unity and make the main tail bone a dynamic bone
https://i.imgur.com/kKGZzNq.png So... the plan is to have her hair in the front be dynamic bones... how would I go about making sure they don't clip inside her... erm... chest? 😄
@tame skiff better? https://i.imgur.com/x9m4sc2.png
is there a way that I can copy components from a model to another in unity?
In order to avoid rigging the dynamic bones from scratch
lol i can't even get to the shape keys at all
do visemes work on generic rig avatars?
make them humanoid
yes
but visemes will work with the tool only if your character has already the shapekeys "aa" "oh" and "ch"
I want to make an avatar of this
I've been blocked out of using visemes and shape keys cause no one here doesn't know what a face rig is
so i can't get any help
which clearly isn't human
neither atm
well in unity you select the model and turn the generic model into humanoid
so i guess yu can make it work
@fading verge I'm not sure I follow you still, but you don't need to have a dedicated face mesh to have shape keys or visemes. If there's only one object in the entire model, just use that
If you're talking about rigging, you don't need that either although it would help in creating shape keys
Er, face rigging
Some guy said in a tutorial i had to face rig so i was able to create shape keys for the mouth
So i guess he was wrong
@tame skiff Welp, how would i make the mouth move even though i added shape keys. How do i assign the keys to an expression
@tame skiff In order to work, I believe "jaw" must be set to "mouth", right? https://i.imgur.com/4MosPrM.png
the mouth would stay open
Jaw is bugged, don't assign it
so, disable jaw then?
yeah
yes
alright, jaw set to none.
so anyone know why when i rotate a bone the bone gets bigger?
You don't need a jaw bone when you've created a full suite of shape keys
@fading verge with a shape key selected, simply edit the geometry of the mesh
go into edit mode, click on verts or edges or faces, and move them around with G
oh okay
The changes will stay within that selected shape key
But wait, you have a "Basis" key, right?
yea
Okay
i got something to say
Make your changes in a new key
If someone wants a Decimation of a Model or just an MMD ported to FBX tell me, im bored 😄
https://gyazo.com/624ebe2a16343e440ce4ac4617604d81 is this what you meant so i can edit the mouth?
so anyone know why when i rotate a bone the bone gets bigger?
@fading verge I'm not exactly sure what changes you made
Move the parts of the mesh that would look like the creature is talking
Oh it's in edit mode rn
Oh i have to move every single vertex so the jaw would move
fudge
There's no rig bone for the jaw?
uh do models come with that?
Sometimes, depends on the artist
some do
Well this one doesn't i gues
Can't find the jaw bone
I extracted it from League of Legends
nvm -.- forgot to apply armature scale. . . .
Well is there any way to create a jaw bone for it?
Go into pose mode and click some of the bones around the head and move them around, see what geometry goes with it
@fading verge
The head bone controls the upper part of the head while the neck controls the lower part
can i keep the arms of a model from moving in a specific direction?
@tame skiff I believe we have another problem. As I merged the materials, this happened: https://i.imgur.com/4wrSSjh.png
I believe that is because I merged face and teeth on mouth
@austere merlin In pose mode? Use transformation locks, on the right side where it lists rotation, scale, and location fields. You might have to scroll up or press N
The problem is that the jaw does not move at all
Do i have to create an extra bone and weight paint the jaw to it
i need help, part of my model doesnt look loaded in, but my friends say that part of the model is perfectly there...
@fading verge You can, but it's not necessary. In the time it would take you to weight paint, you could just have all the verteces in the jaw selected and then rotate them
the pod is all white in the menu which is what they see, but on the screen it is black and the cube isnt there
Yeah the vertices are going to suck
mhm
There are tricks to selecting more than one thing at a time
Like shift+ numpad+ to grow the selection
but i want to take some good screen caps with friends :l
and the c key enables a radial brush to select with that can be adjusted with mousewheel
@hallow bay Is that one of your shape keys?
Do i leave the "Basic Key" alone?
Yes
Stupid question. If my avatar only has arms, do I still need to add bones for the legs and lock them for vrchat to work?
what do you mean tiny?
Well. If you only plan to make its jaw flap, you can use one, and enter it in every viseme field in unity @fading verge
@hallow bay Is that what your mesh looks like now with basic selected?
I plan to give it a few expressions but i feel limited because the mouth is so wide
It reaches ear to ear
anyone know how to give a static model, a bobbing effect?
@glossy sparrow You need a humanoid rig to use vrchat's built in animations.
is that how It looks when I imported it to unity
But vrchat would allow you to use all custom animations if you have them
on blender looks fine
Huh.
also, mouth is separed in mouth_L and mouth_R
Do I need to add extra bones for jawflap and/or visemes, @tame skiff ?
@novel wharf No, you would only use them to create visemes
jawflap is broken, so avoid it. Don't assign a bone to it in unity
So.. visemes only
So basically I don't need to head any extra bones in my head at all.
I'm uploading my leg boneless avatar now just to see what it can do. I'm just pumped to finally have a totally custom avatar that's not broken with errors out my arse
@glossy sparrow You're going to be in t pose, probably
@hallow bay Maybe the material isn't set up?
what do you mean?
Check the material import settings
@glossy sparrow You might want to still create the proper bone structure, just keep them as dummy bones, with no weights.
^ yeah
on blender?
Then you can still use vrchats animations
By the way, Tiny, thanks a ton for your help. I know this all can be a bit... overwhelming. 😅
@hallow bay in unity. and by material I mean the texture and shader container, not the 3d object
oh
literally "materials" in unity
You click on a model asset and on the right there will be info in the model tab
It might be set in a way that causes some materials not to be assigned
Specifically, "Material Naming"
...also, perhaps the camera is just too close
is not the camera
:S https://i.imgur.com/XtbLApn.gifv Help? :c The belts are built into the mesh in such a weird way 😢
A simpler solution I just thought of, is that you simply have to delete the instance you have and drag a new one into the scene
but yes that's what I was talking about before
it was that.
@novel wharf Might need to weight the skin under the belts to move with them.
I did a similiar bit of work with fabric under body armor.
what was the command to select all materials in unity?
ctrl+?
nvm was ctrl+a
there it is
alright, I'll continue setting the avatar. I'll let you know if something goes bad, tiny
also, ¿how do I delete an avatar I already uploaded?
Quick question, my models feet line up with the ground both in Unity and my modeling software, yet ingame they sink a little into the floor, anyone got any idea what might be causing it? https://image.prntscr.com/image/Auol2vOySP_EqJJY1yt_fA.png
https://image.prntscr.com/image/-ZqVWmKeQeSAU7D--rUewg.png
what is this? http://puu.sh/z60jG/837b22f492.jpg
VRChat SDK - > Manage upload content. But I prefer to copy and paste the ID @hallow bay
@dusty onyx You can either adjust your origin for all objects, or you can potentially try doing a work around in which some suggest simply moving both the armature and mesh approximately the same height you are sinking upwards on the Z axis.
anyone know why its all red?
@edgy ginkgo Drag and drop your bones into place manually, Unity must have auto-assigned them wrong
Or it thinks the rig isn't in t-pose
@tame skiff https://gyazo.com/01d72c686a81d5836bc3075ea825dfc5 so the way i edit shape keys is by clicking them and editing the mesh right?
Does it save automatically when i get out of edit mode?
The changes stay no matter where you go
tiny, do you have any good dynamic bones values for cloth and hair?
Okay so once i select all the vertices what should i do next
Not sure if mine are good, but I'll still share.
0.8
0.4
0.5
0.8
But this is for a ponytail
oh nvm
that's great.
It seems like I never showed the back of my character hahaha https://i.imgur.com/RCKBOUj.png
Nice
I forgot to mention that I also have Force set to -0.05
It's effectively gravity, because gravity is broken
Oh sorry, y
why do i still have to go on roadblocks
@fading verge The 3D cursor, the target that keeps showing up in places you click, can be used as the pivot point for your rotations
it won't let me get those two little vertices
There are two in the same exact place
hair doesn't moves at all
@hallow bay Did you hit play?
Yeah, sorry'
https://gyazo.com/0d9e0320ee5e329004227da9af924d49 is there a way to remove or selected a vertex that 2 are in the exact same place
@fading verge hit the z key and then use the c key brush to select multple verts
Sorry, I meant to type that earlier
No need to say sorry
You got me somewhere that i have been trying to get to for some time
@fading verge General tip: Try using the proportional editing tool. It's the icon on the bottom toolbar that looks like a donut
to the left of the magnet
That just changes how sharp the influence is
Don't worry about changing it unless you're not satisfied with how the proportional editing is, uh, shaping up
I need help creating a shooting animation for a model?
specifically the pod in this
https://i.imgur.com/6ehfghi.gifv How the crap am I supposed to deal with that? 😢
@tame skiff THANK YOU VERY MUCH! https://i.imgur.com/BXHY9NJ.png
everything is working perfectly
how do I use .skp models?
anyone know my anime pls? https://imgur.com/a/NSoON
is there a way to apply a weight paint value on one entire materila
Instead of going in with a brush
The problem is that everything is one material and mesh.
You're putting that automata chick's head on samus' body
yes
Hot.
yea she turned out nice
I might fix her lower boots tho
And add a 2 b sword since I have the polys to do so
but yea I forgot to weightpaint inside her head
so
I had some weird shit happening
@tame skiff https://gyazo.com/144d08d679b5940e3cd8991375bb2ba0 what is proportion for again?
oh, that makes sense, inertia stops things, but larger forces actually results in better behavior
@fading verge It's for moving selected verts and the verst around them
The ones around trail behind a bit
Grab only a few verts
You could grab some verts from his middle lip and drag them to form an O shape
as an example
omfg you can weight paint throught the enitre model?
THE TIME I WASTED
ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
Is there a way to unhinge the jaw but not make one half of it look different? https://gyazo.com/cbfd2c049d67e66f45cd13c434e2e9d2
like can i change the camera angle to an increment where i can get the jaw just right?
Is going over 10k tris (in my case 11,649) alright? I need to find a way to decimate but leave my face and hands untouched
10 k is fine
CATS is having problems decimating for some reason
I know Unity complains if it's over 10k
I find 19000 k works fine in rooms too
https://i.imgur.com/dBqOIbf.png What about this?
generic do you know a way to weightpaint everything on the head with one weight and brushstroke
cause Im going into the head and in different angles to weightpaint
and its time consuming and I still miss stuff
making my head look like a 4d being
anyone willin to help me?
for tree fiddy
if you actually ask a question, people may answer. if you go around vaguely begging for help, people will probably not go through the trouble of dragging the problem out of you
how do i add a VMD file as a custom emote?
emotes, i do not know
well...i have this file downloaded this file from deviantart
and the extensions are pmx
blendah
and can i get tht into blender?
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
wat does mmd mean?
mikumikudance
mikumiku dance
wat? XD well..ok
it also means you should type out "what" because this is nota goddamn text message on a nokia
thx for the advice m8
i hate unity sometimes
@tame skiff do you know about dynamic bone collider? I need to set it to avoid the legs of my character clipping out of the skirt
Anyone got some good values for skirt dynamic bones?
I would also preciate that ^
ok, my model is all rigged but is acting up when i stand still
can i creat bones in unity somehow? i think it might be related to that
@hallow bay You set the collider on the bone. it creates two balls along a line of a specified length and direction that responds to the colliders you set on the dynamic bones
the dynamic bones have a radius setting for their collision spheres
db are in white, colliders are yellow
This whole time I didn't know rigify existed
@tame skiff https://i.imgur.com/IITjt31.png
it affects the whole leg or just that area?
Only the spheres interact, they're attached to bones
It will stop any white spheres from passing through it
so, I need to set the area smaller
hey could someone help me rig a model?
I can't do this one model for the life of me, it's missing the neck bone and there's an error saying spine1 has a bone length of zero even though it's clearly not zero
also, what's the different between base collider and collider?
I don't think base collider is supported, last time I tried to upload with it I was notified that it would be discluded
so, in the photo the collider is not goodly set, right?
https://i.imgur.com/l9X5X7N.gifv The hair won't fall down. Is this something I can fix in Unity?
@novel wharf i don't think you can
fixed it
im using a model i got from the unity asset store
and there is no chest part
so what do i do? it wont let me upload it without the chest
@novel wharf don't use gravity. use Force. add -.0001 Y axis force
https://prnt.sc/i3bqk0 how do i attach these sword holdsters to genji's back in blender
also did you set the bones to be base on the hair or base on the head
im gonna assume there isint anything i can do to fix it?
@random lotus load it into blender and fix it with the cats plugin
hmm I'm sure it'll work for FBX too
ok
I believe this is the right channel to ask my question...
In Unity, I'm editing a Sombra model so I can use it. However, it keeps doing this and it seems to be linked with the chest, possibly..
https://gyazo.com/eeb412d53c58c139fd9a8432bdc7c4ea
Any fixes or anyone else experience this before?
picture so tiny~ looks like some bones are rotated oddly?
I'm new at this so I'm not sure how to fix this. It's also stretched too tall
Need bigger pic to offer prognosis. :/
Alright lemme try something also this is how it looks in blender
https://gyazo.com/3b3dab085069402d31b25a5b5f7f13d5
Seems normal enough?
Eh, just a side view then. 😃 You can also emulate the num pad in the future
@hallow bay You have to decide where you want the dynamic bones blocked
@placid herald Can you enter User Preferences --> Input ... and then click "Emulate Numpad" ..
I know this is a bit much; it's just kind of hard to try to see the issue in that clutter
Okay, now hit "5" .. and then "3"
It should give you a flattened, side view of your work. 😃
Why is it so hard to rig a model?
Should I hide the model and just show the bones?
You can do both; under properties (the orange cube) you can enable X-ray after selecting the bones?
I'd rather the mesh show
If the mesh show is better could you tell me how do it or would it be hard for someone of my skill level?
If I can get a good clean view of your bones - I might be able to see if there's something up with your Chest, Spine, or Hips.
And then guide you from there.
Okie dokie, thanks.Lemme take a screenshot
Although, looking at your Unity screen shot -- it looks like you might have a mapping issue or a parenting issue.
Because it looks like your legs are parenting / mapping directly into your chest or spine.
So it looks like ... you have a massive Hip Bone that takes up about 75% of your body.
Which explains why your legs mapping so high is going on.
Is there any way to auto rig a model?
Hmm
Ahh, this is confusing. I'll just find a better model online x.x
If the owner lets me use it that is
To solve your problem - you'd have to break up that single large bone into three smaller bones, and divide up the weight.
Well, if you would like? Sure. But that model could be fixed.
@frigid flower with new bones or existing bones?
Oh... x.x I'm not sure how to do that either lol
Maybe I should've watched more tutorials o.o
I think no bones, its just in a t-pose nothing else
Basically you'd have to scale down your main body bone, extrude two new bones, and then either re-weight or re-assign vertex groups. Easy enough said, but a little more difficult in practice.
As well as re-parent to fix it up.
if it fails you'll have to manually rig it
I tried mixamo but it combined the coat i was wearing with my legs
unless you're a masochist who has to manually apply EVERY SINGLE texture it removes
then manually rigging it is then
this statement is true
been doing that already 😦
like seriously, don't
But I dont know hoooow
manual rigging isnt that hard
Can you manually re-apply them in unity?
I just cant fix my waist
Mixamo's fucking retarded to not have texture support on their shitty rig program
Im new to rigging
@steel sphinx no
watch i tutorial
how many tris can i not go over for vrchat?
19,999
1
@thorn willow Just discovered there is a way to Mixamo with textures: https://forums.adobe.com/thread/2384065
I also tried that but the model is so clustered that I cant get the bones in their proper places
soo 5,976 is fine?
If my brain isn't being stupid right now, yes.
lol thanks
Yep
gotta pan and orbit as you go bro
Mixamo is .. sort of okay to for emergency situations? But most of the rigs need to be really refined / tweaked
my rig looks like a horny lizard with a hard on but its working
@steel sphinx last time I rigged my FUSE SWAT guy into it
his finger weights were stuck in each other
and the gas mask canisters are stuck to his upper chest
It's going to look like an abortion, sure.
looking stretched when looking around
wtf Mixamo
I have to go thru blender just to fix the weight scaling
Mixamo a MMD. WIth really long, wide hair that touches the body. And lots of skirts and frills.
its so retarded
@tame skiff I'm back to Avatars; was following the stretched avatar person. 😃
@steel sphinx boi
the ZIP file doesnt work
NiGHTS is stil las textureless
fuck off Mixamo
The bones in my feet are messed up how do I fix them now that I already have everything finished?
whats wrong with em ?
Is there a way to reupload from blender when I fix the feet and keep all my work I have done?
yea
I guess Mixamo were a bunch of retards that cant apply texture support
can set the save point to the folder in unity you get the model from
Hey does anyone know of a good way to modify the topology of a mesh without breaking the rig that's already skinned to it?
and everytime you save in blender bam auto update
Where do you set that at?
go to unity and make a folder
in the project panel for your model
then go to blender and in save as
set the destination for the save as the folder you just made in unity
you guys ever have a problem where you have the feet / hands and what not set
but the vrchat thing is saying that you dont
What do I do with the blender file in Unity?
I did
ok now are you on blender ?
But How do I get the uploaded blender model to take on all the colliders and data from old model
updated*
Yeah so.... Current in game model has broken feet everything else is perfect.... animations etc.
I want to update the bones in blender so the feet work
and make the updated blender model take all the data from the already complete model
i was thinking that you were going to fix the issues with the completed model in blender and then just update it into unity
i was giving you a way to do that while easily having the data transfer from blender to unity easily
wats the latest version for unity as of now?
I mean I can upload the updated fbx into unity with fixed bones but then I would have to redo all the animation work and stuff
https://i.imgur.com/z0t71E6.jpg Why is she leaning to the side? D:
She looks like she's checking herself out in the mirror, I guess?
I've got an avatar setup in Unity, imported it in game and for the most part my rig is working but my arms are pinned to my sides / back and it looks like maybe the shoulders are rotated 90 degrees outwards causing that. However, when I look at them in the Unity bone mapping UI the arms look fine and are out to the sides in a pseudo T-Pose, however the arms are highlighted red. I have no import errors but I'm wondering if the red is trying to tell me anything.
so like you did all the animations in unity or soemthing ?
shouldnt you be able to still use em ?
i dont trust the red all the time, I maid a pretty basic T post rig and still got red
anyone have any guides on how i can set up my mouth to glow after my mic reaches a certain volume?
nvm
@novel wharf That's known as "The lean." There isn't much you can do about it. In VR, you can sort of straight up or adjust yourself manually to make it better. You can also adjust your size to stretch yourself slightly, but that has its issues, too. There is no known fix for it.
did you attach the textures to your materials
no
:/
Lemme check
So Mixamo's rigged the body of my character, but now I want to rig his face (his face is simple so I don't need anything fancy, I just want him to open/close his eyelids and to open/close his mouth while I'm talking), will I have problems to do it because of mixamo's rigg? And anyone know about a tutorial on how to rigg faces on 3ds max?
Ugh. Here I come to you peeps broken and defeated. I listened to the tutorials word for word and got an avatar "working" by that I mean he was invisable... So! I wanted to work on another diffrent one and I have no clue on how to rig the feet (boots) on this fool https://imgur.com/StJQk5s
Can someone help me with this?
Also he seems to be floating that I tried hom on Mixamo
Do I HAVE to use Texture Atlasing for Blender or can I just have the few remaining textures?
The last stuff I'm missing on my model are custom animations. And I'd have to go through whatever I can put into Unity
You dont
Atlas made my model look like shit, so I didn't use it.
Okay thanks
My image file doesn't seem to be able to apply... any fix or anyone know what I fucked up? https://gyazo.com/9de6baff551c42627b7f2d2a9a9e2da5
@stray spruce What do you mean by image file and is it a rigging issue ?
I used the shader "UnityChan/Clothing - Double Sided" to get my model to look like this
https://gyazo.com/2f591c6ee4e2c8e36f6fe03eda4f977c
instead of this
https://gyazo.com/98208e37186339b255179e1f21581d75
Applyinhg the image to the model, I suppose. I don't know whether to put this in here or in #avatars-2-general because it didn't seem like a basic issue
Because I can't easily find a fix to it at all
It doesn't look like it's applied correctly, try asking in development-advanced
Thanks, will do
so wat happens if u dont have dynamic bones on ur avatar from the unity store?
well
you planning to use it or?
we cant talk about priacy here if thats what you're going for
I want to learn to rig my own models, is it hard?
I assume it takes practice and all
animeations would be cool but iirc you need to pay for that part
mhm
ahh
good luck! 👍
heres this too, youll need it
bless up
i've actually been having an issue with getting my image onto my model as well
don't really know how to fix it but i dumped it all in #development-advanced
Ignore that
so its being a liar and it will work perfectly fine?
rotate the bone
but its literal trial and error
or if the model has a root ground bone, use it if its better
The SDK is telling me that feet and upper arms aren't specified, but they're all set up and he worked in-game previously. I just tried to add some fake bones for eye-tracking and now it's upset. What did I do wrong?
mk thanks, i will try :3
Does it really care about the bone arrangement that much with these names? Do I need to add fake arms and legs or something?
@clear tulip it can be the hip bone, since thats what the error says, just test it
I don't get what's wrong, the feet are specified but it tells me they aren't
Does anyone know if FinalIK works in vrchat? I'm using something from it and it doesn't appear to be working ingame but it works in unity which makes no sense to me.
https://www.assetstore.unity3d.com/en/#!/content/14290
have you made sure the materials/textures are assigned there correctly?
mhm
I'll just keep them Japanese. I can read it somewhat. Just have difficulties with kanji.
I honestly don't know how to apply these sorts of things
Weight painting in Blender could fix that
Maybe?
I have no idea what Im doing trying to fix my issue
Huh, it... I have no idea how to fix this
Trying to make a raptor avatar but running into the problem of needing shoulder and neck connect to the chest, but it has three chest bones. Tried mixing weights with middle bone and using neck1 of 5 instead of 3 but the avatar goes into stand up straight human mode.
I haven't had any success with ... any of the bone stuff, yet.
Not sure why painting two bones together would cause that
Could you possibly try making a bone and connecting each one to it
I want the back to work properly and for the spine to be at a 30 degree angle, rather than it stand up straight.
Alright, so I'm not sure what is going on
But I'm trying to make a Xemnas avatar, before I rigged it I went to see what the mesh looked like w/ textures, and it looked fine
But after rigging it and putting it into unity
For whatever reason some of the textures only show up in the inside of the cloak now
So it has a wierd "torn" look
Which I do not want
Have you messed with alpha and tried other shaders on the materials?
I always bring alpha as low as possible without going to 0.
I have no idea why I can't show screenshots on here
But I don't see any alpha options
Try changing shaders till you do.
Actually, wait
I noticed in the mesh now, after applying weights
The cloak has verts that are more shaded out
Which seem to be the exact ones that are having texture issues
How do I fix this?
Huh... I just checked and it seems for whatever reason I screwed it up even before the bones were applied...
Welp, time to re-weight
At least I saved an instance before the weighting
So I can replace it with a new mesh
Can anyone help me with the skeletons? Right now, my model doesn't have enough 'spine' bones to fit all 4 slots for the spine (Short on 1 bone) on Unity. When I tried using Cat's Blender Plugin to fix it, it only made it worse. The legs are completely fucked up.
Im rigging my hand at the moment and I was wondering if you could copy the bones to the other side
???
If you go through and change the parents of it, yes.
I did that for some hair to stop the dynamic bones from interacting strangely.
Anyone can send me the vrc sdk for unity please? i cant log in to download it for some reason
Yeah, I can help you
ok cool
done
i was trying to make a model for vrc out of a mmd model but when i got it to unity its face vanished, trying a diferent model now
That might be a shader issue that can be fixed with a different shader
My problem on the otherhand
gonna be doing this one for now http://prntscr.com/i3dt3i
well if unity doesnt die on me i might just finish this soon
ffs i just inistalled the sdk and her boots vanished
wanna spare me some trouble bud?
I feel like i'd get yelled at for passing it out XD
ah
haha awesome. do it with the bunny ears
you know how to fix the boots?
yes. set them to opaque
how?
where is this "Body"
hierarchy
you mean blender?
ok i got a problem, the bones of my model ar connected to the spine and not the chest, how do i move them?
and connect them to the chest instead?
Why does this keep happening, I wonder. I'm seeing other people successfully using this Cirno
But I get this broken junk
And by junk, I mean a single arm
And... a forehead mesh
lol wtf
click transparent and change it to opaque
https://gyazo.com/9b21e9e668431afcbc674ebec162716c
This was the first, so I tried doing all that weight painting stuff.
Weight painting fixed a different issue, I guess.
that's bizzar
It's grey'd out
The version of this model that the arm works... is missing a face.
Or the face isnt visible.
it is set
did you use cats blender plugin on it?
wonder why it's all greyed out
link me to the model brandon
@toxic gorge you definitely must've missed a step. do you have all the texture files in your assets folder?
yes one minute.
yh
seems like what you're experiencing happens when the materials don't import properly
i imported twice now
ゆきはね式MMDモデルカタログ【http://yukihane.rdy.jp/mmd/top.html】 ご使用の際は上記カタログ内の【ゆきはね式を使う際のお願い.txt...
Passcode is a9
If not, then just 9
This... should be the right one
There are a few variants.
Wait that is a different file than I have.
I think it gave me the old version
Even this newer version still does it.
perhaps, time to give up and move on. Can't even find a tutorial or any information on what could cause this.
pardon my inexperience but i literally just pasted clothing over an already existing pmd file and i'm wondering if it's possible to have the jacket rig up with the model
E1?
did you...translate them when you extracted?
When, what?
when you extracted the archive
you know if you don't get it into proper unicode it totally ruins your textures right?
Oh shit that may explain it.
Its gonna bother me to buy it though
Blender
hmm
reeeeeeeeeeeeeeeeeeeeeeeeee
OH
These are the kanji for color.
It's color 1 and color 2.
UH
That somehow worked less
Translating them somehow made them work less?
well i installed the sdk on unity and the boots vanished
hold on a sec for ya
Question: I imported an XPS into Blender, used CATS to auto-fix, tested eyes were working fine, then pulled into Unity and uploaded to VRchat, but the eyes look like they are looking straight down-- mostly whites. Any idea what I did wrong?
lol man yeah those arms are busted as hell
got it into unity just to see if it would fix it
maybe it needs the weight painting thing
no idea how to make meshes follow bones :/
Im trying, but ... nothing is working so far.
So uh, I think this is a questiong for here
https://cdn.discordapp.com/attachments/259985143568007168/404542000143269899/Screenshot_186.png
I think I need to move the shoulder bone in and make the upper arm bone bigger, but I have no idea what I'm doing.
We're the blind leading the blind, here
ITs expected with so many people coming new into this
I mean, I was hoping to find the guy with glasses
lol oh man ok well...it doesn't umm....spin in mid air now
Or a flashlight
lmao
How do you know if your mesh is broken up into multiple pieces?
still super broken
But not as bad
ty
This is what happens when I use the Japanese unicode.
yeah idk what you did
I only extracted the file using winrars unicode setting
my pc can see japanese characters fine
@hidden gorge i think i found the problem
i have the textures
but i dont have the materials
for the textures
but somehow the rest of the stuff is still rendered
Yep, loaded it through the broken unicode and it worked
Guess I'll use the adult Cirno until I figure this out
@mental lynx those arms are a nightmare. I think it has something to do with the weight thing but idk
So I need to add a new bone for the shoulder, what I thought I could do was move the existing shoulder bones down and use that as the upper arm, since I had no idea what I was doing, which worked fine, until vrchat sdk demanded a shoulder bone, so back to blender, what do I do?
I figured out a way, for anyone wondering, by selecting the joints between the too bones and pressing F, you can make a bone between the two
Will this rig work? https://imgur.com/a/9da04
It should, I see nothing wrong with it.
K thanks.
@mental lynx it has to do with the weight paints and something about parenting the mesh to the armature or something
I kinda messed up and had to start over
Ah, well thank you for helping.
I'm trying to use snep's cyber shader, but it doesnt seem to be working. The animation never happens
Supposed to look like this https://gfycat.com/gifs/detail/soupymeagerkitfox
but all I'm getting is this https://i.imgur.com/cHWKSfD.png with no change in animation once I press play or publish it to vrchat
Hey guys I've been having an issue with mmd models during eye tracking tests, when I try to move their eyes any direction, the pupil texture seem to just cut off like this
https://imgur.com/a/lpOTU
any idea what might be the problem?
im having trouble with eye tracking. it gives me this error: the bone eye l has no existing vertex group or no vertices assigned to it this is probably the wrong eye bone
but i know its the right bone
every model has a number of vertices that give it it's shape. Vertex groups are basically labels that can be assigned to vertices (ex: left hand, right upper leg, etc). Bones need vertex groups in order to know what vertices should be moved. It sounds like your eye bone does not have a vertex group for it to move
I havent tried to implement eye-tracking yet, so I dont think I can help you more than that.
But the bone needs to have a vertex group and you can try creating one using edit mode on your model and looking in this panel https://i.imgur.com/tkhrdPI.png
oops hold on
Open up this panel https://i.imgur.com/jgg0Sb0.png
Right click on one of the vertices on the eye of your model https://i.imgur.com/C7LXEMQ.png
Then take note of Vertex Weights https://i.imgur.com/9T4vgsw.png
Vertex Weights shows you all of the Vertex Groups assigned to that one vertice
Oh wait, I know an even better way.
Select the left or right eye vertex group and then click select https://i.imgur.com/nvcZomh.png
Look on your model and those vertices will now be selected
what does that do?
makes sure they exist
i cant find head lol
post a pic of your model
Does this apply to my issue as well?
It may, I dont know
Very good to know for blender though
upload it to imgur
oh
oh
it's at the bottom left
yeah that was only the first step
yep lol
now select the eyes model at the top right
then open up this panel https://i.imgur.com/tkhrdPI.png
ok
ok
were any vertices highlighted around the respective eye?
i dont see the select button
it's in the panel if you have the right one open
make sure it looks like my screenshot
You're in object mode
switch it back to edit mode
should probably have the select button now
btw I dont think there will be an easy fix to this. You might be better off just putting it in unity and not configuring the eyes
ok
ok cool, it looks like there's a vertex group!
You have one chance at this being an easy fix
click the + by armature in the top right
select the respective eye bone
you might have to expand other bones to get to it
once you've done that, then click the bone panel https://i.imgur.com/fnF4qAS.png
You see where mine says hips? What does yours say?
one sec, I think I might've messed something up (I'm still new at this too)
ok what's the name of your vertex group and bone?
"the bone Eye_L has no existing vertex group or no vertices assigned to it this is probably the wrong eye bone"
thats the error hen i click "create eye tracking
welp we lost our one shot
Yeah my thought was maybe the vertex group and bone havent been assigned to eachother yet, but according to google, if they are the same name, they are bound together
so yeah
if you really want to get this working, I would say go watch some youtube videos or wait for someone else here to respond
if you just want to get it in the game, you dont have to configure eye tracking
its weird though i didnt have this problem before
maybe i set it up wrong
thanks for the help
np gl!
thanks
So I just imported a model into blender and the bones are kinda messy, do I have to fix these myself? (The fingers + a few un needed bones by the shoulders) https://i.gyazo.com/8d548a46dde4d253f017784daee2b226.png
@onyx crown i figured it out
@onyx crown if anyone gets this problem just tell them not to trasnlate
apperently translating it broke it
gotcha
yep
how do i do the shape keys with the jaw bone that i put in my model instead of moving vertices
manually doing that sounds too painful
i would really like to use this ik instead of shaping the model https://imgur.com/a/iKcIm
it has teeth and everything, so shaping all that will be a pain in the ass
@fluid ermine those finger bones are fine. don't worry about them
I'm attempting to export from Blender to Unity, but the materials/textures aren't coming with. Anyone know why?
The one time it managed to come with material spheres, they were all gray
Gotta import textures first
I tried
Hmm
Ah...
This makes no sense... I just want to upload my content
Oh, I ran into this
I uploaded as copy, and it created a directory of textures
In one of the options
Uploaded as copy?
It's acting as if the textures aren't there
I wish I could force export all of the textures from blender to make sure I have them under the right name.