#avatar-rigging

1 messages · Page 82 of 1

fading verge
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?

neon gale
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no idea where to go from there.

crisp tendon
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@fading verge Adjust the wrists

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@neon gale Which tutorial did you follow ?

untold kindle
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hi i have a Question is there a way to combine 2 Armatures
i wanna add the bones of Armatue.001 to the Armature

agile jackal
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select first armature in object mode, then shift left click the armature you want to combine it with and press Ctrl+J

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:frog:

untold kindle
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its the Herad bone but thanks serced for an answere but this works thanks

stable elk
untold kindle
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ok one more Problem i needed to Scale the bones when i join them the bones and the mesh dose not work

slate nest
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I need help with publishing a model

agile jackal
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you can scale each separate bone in edit mode

slate nest
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it says "This avatar measures too large on at least one axis. It must be <5m on a side but its bounds are (7.3, 4.7, 3.4)

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what do i do?

opal aurora
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@slate nest you need to edit your bounds, go to your body mesh and decrease the bounds

slate nest
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where would i find this in the mesh

opal aurora
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It's a big button, called edit bounds

tulip cedar
opal aurora
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That's the standard idle

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If your characters body width is too large, the arms cave in

tulip cedar
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Is there anyway to change it?

slate nest
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Alright i got it working thanks! @opal aurora

opal aurora
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@tulip cedar by having a custom override for the idle with a custom idle, or make your characters' body thinner

tulip cedar
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Alright thanks for the help! Hopefully it’ll be easy to find a guide on that

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@opal aurora hey I can’t see to find any tutorials on idling, do you know of any?

opal aurora
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Nope none whatsoever, there's a idle template under the VRCSDK somewhere though

tulip cedar
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Alright I’ll check that out

hoary torrent
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can anyone help me? my facial animations aren't working even though i done the exact same thing in the tutorials

naive tree
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when you export uncheck "apply modifiers" and be sure to drag in your mesh in descriptor

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or if u use cats export as fbx, then it should be good

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in descriptor choose blend shape visemes i think and then drag your mesh into the Face Mesh:

silk kestrel
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@crisp tendon Question, on the left, I have bone orientations which are aligned while on the right they are all over the place. Is there any difference in behaviour if both of them are brought into VrChat? I am under the assumption that the one on the right will have gimbal lock issues and the animations will not be as smooth. https://imgur.com/a/SC8g1

The only problem with bad orientations I have confirmed so far is that it makes it hard to do gesture overrides as the fingers can bend at impossible angles.

crisp tendon
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Bad orientations will also affect default gestures

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And I believe your assumption is correct

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I'm currently fixing every bone rotation in my body to avoid having goofy looking gestures

silk kestrel
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Good to know, thank you

noble badger
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Anyone know how to rig a non-humanoid avatar in such a way that it works with tracking and doesn't look like a horrible monstrosity?

crisp tendon
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manually

noble badger
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It's a raptor, so the body will be about a 30* angle, how do I get it to stay that way with unity's weird humanoid rigging?

solid yarrow
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Can you add/configure bones directly in unity? I'm trying to get a Trucy Wright model working but her fingers don't have bones and I can't seem to get the model to work in blender

noble badger
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Is there a way to duplicate bones or mirror them?

fading verge
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oh the chat didnt move

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wth

robust gull
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Hello i just played vrchat with headset for first time and saw that arms are stuck forward everything else work anyone know what can be the problem

fading verge
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you using blender? go to edit and then tap space then type dupilcate

robust gull
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Im using blender not very good at it will try that thanks

wide cobalt
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anyone know how to make custom models in blender?
I've tried but no matter what I do its stuck in T pose with no animations

lean sequoia
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hey can someone help me out with unity

deft spindle
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@fading verge it did move but i removed my comment

lean sequoia
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i have a character i want to turn into an avatar but it didnt come in a t-pose

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do i have to manually pose it

ocean latch
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no

lean sequoia
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it gives me red text in the corner that says it isn't in a t-pose

ocean latch
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bottom left where it says "pose"

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click it

lean sequoia
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and then?

deft spindle
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i have a model that has a hand and sleeve attached but i had to modify it in unity because it was not properly connected so i modified exisiting bones but now the sleeve just stays in place anyone any clue to fix it?

fading verge
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oh

naive tree
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@deft spindle yes, you parent the bone that holds sleeve to arm and then hit mix weight in cats plugin

deft spindle
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i kind of removed the sleeve bones.. as i thought i would automaticly fix it... i guessed wrong

orchid shale
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The model i imported into blender came out with no face, what do I do to fix that?

crimson mauve
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So im not sure what is up with my eye tracking but my eyes are constantly looking up

naive tree
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@orchid shale need screenshot of "no face"

orchid shale
opal aurora
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That's up for debate as nobody actually knows

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They just normaly say about 20, but if nobody has issues, then y'know

crisp tendon
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@terse plover The least amount

tepid jacinth
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okay, I have a model ive gotten a basic rig on in Mixamo plugged onto unity and I'm trying to figure out how to get this mindflayer's tenticals moveing.
can I create and atach bones to it in unity or do I need to figure out how to make it work in blender instead?

warm pecan
tepid jacinth
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I already know this. that does not answer my question

naive tree
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you do that in blender

opal aurora
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@tepid jacinth you need to make the bones in blender

tepid jacinth
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thankyou.
so everyone and there grandmother that I was "adviseing me" to just make the bones in unity have had me growing grey hairs for days trying to find -Unity- tutorials on how to make bones

opal aurora
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Welp

tepid jacinth
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yeah.

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glad I know this now

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, but it would of been nice to know days ago

orchid shale
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To people who've ported Pupuko and Pipimi into VRchat how did you deal with this problem? The hierarchy of the characters seem correct but I keep getting this error. https://imgur.com/1Uosa7m

warm pecan
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how do you make 3 bones be the hips or chest?

jagged oak
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Anyone have a fix for the open mouth or do I have to set the lip sync for it to be closed?

warm pecan
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remove jaw bone

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that's what did it for me

jagged oak
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Remove it in unity from the mapping works?

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or do I have to do it from blender

warm pecan
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you can do it in unity

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when you configure the rig go to head

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click jaw then backspace

jagged oak
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Yeah. I selected empty for the bone use.

fading verge
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My "Avatar" is "Rigged" in fortnite, Its making me die...

manic condor
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how do i make a rig?

warm pecan
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@manic condor

manic condor
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thanks man

warm pecan
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np

obsidian pendant
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Guys who is good with Particles?

naive tree
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please be respectful to other people when you do particles, don't do shit job of them

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don't be THAT guy who makes entire room lose 50 fps

obsidian pendant
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Yuumi I just want Particles for my eyes it's the only thing I want

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I don't want that rooms lose fps or something else

near fulcrum
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I need halp! keep in mind I'm a noob who's still learning. I want to enable the bones in my avatar's jacked so it stops fkn clipping through the rest of the model but I cant seem to figure out how with the humanoid option in Unity.

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Got a picture of my screen if anyone's willing to help.

warm pecan
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what do you mean its clipping? did you parent the armature to the mesh or whatever it's called?

near fulcrum
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I can see the shirt underneath when I bend certain ways in game.

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I used Catsblender plugin's autofix. Guess it didn't take care of it.

robust gull
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When i use cats in blender to fix my model if fucks up all the bones, rigging on this is so weird

near fulcrum
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I think I could do it if Unity would just let me add optional bones to the humanoid rig but it doesn't. I'm a total noob when it comes to manually messing with bones. Maybe I can fiddle around with it in blender a bit. Hope I don't make my avatar a gimp by mistake lol

patent oasis
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is that handy little rigging diagram floating around?

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i can't seem to find it online

jagged oak
robust gull
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Avatar making got harder when i use vr 😦

gloomy loom
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@jagged oak make sure you dont have any extra bones in that joint

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Or you could have some weird weightpainting so check each bone

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I had the same issue when my knees had a bone for some odd reason

near fulcrum
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If I stick with generic and import to VRchat I'll be stuck in T-pose won't I?

gloomy loom
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ye

near fulcrum
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uuuugh

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What if I upload custom anims for walking n stuff?

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I'd probablly still look weird tho...hmm

gloomy loom
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those custom .anim need to be humanoid too I believe

near fulcrum
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feck

gloomy loom
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cause youre using the custom animation overlay

fading verge
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o/

gloomy loom
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and Im pretty sure only humanoid figures can use the overlay

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o/

near fulcrum
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says there is a way to add additional bones to humanoid but I can seem to find any of the options there are in the screen caps

gloomy loom
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honestly Id just trick unity into thinking you have a humaniod rig

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I havent done it myself but if you ever uploaded a characters with skirt bones and hair bones those things seem to be ignored

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as long as you have the essential bones for the humanoid rig the rest of the bones Id imagine would be ignored if you can trick unity into ignoring them

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or you can do some weird things with weight paint, for example if I have a centaur I would make a regular huamnoid rig with no bones on the back sdie and just weight paint the leg bones in front to do the same things in the back legs

near fulcrum
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Perhaps the great sages google and youtub can help. Was hoping this would be a quick fix and I could jump into plaing VRchat but I guess I gotta learn some sht today.

opal aurora
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Custom .anims in generic models work via their predefined bones, so it wouldn't need to be humanoid necessarily

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As long as the animations are working correctly via unity, they should work correctly ingame

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Or even on a humanoid setup, if the bones are defined, they should work, but IK can screw with standard animations like idle and walking so breaking it entirely should work

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Check the pinned messages, there's a chart of the necessary bones for a humanoid

gloomy loom
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the problem is the generic model would be stuck in a t pose

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@opal aurora do you still have control over the overlay?

opal aurora
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I've heard about people animating generic models however, unsure of the process but i think they make their own controllers for it

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They however have no controll over the standard emote menu buttons

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As those are humanoid specific

hardy yacht
mental lynx
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Thats an issue I've had, before. It rendered the bones.

hardy yacht
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sorry i dont understand, is there a fix? @mental lynx

mental lynx
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Not a clue. I've had that issue, twice. The first time was fixed when I clicked CATS's fix model button

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The second time, it was made worse by it.

warm pecan
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how do you make several bones be hips?

mental lynx
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I have no clue what cuases it beyond a bad import.

warm pecan
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it changes the name if I try to name them all hip

mental lynx
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You can't have a structure that is just multiple hips.

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You need a base one, and then have the others under the base hip

robust gull
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quick questions i needed to make a neck and head bone anything i need to think of? and my head bone that i made has tip bone checked when noting else have that should it be like that? sorry to bother everyone

lusty magnet
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Hello

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i was working on my model in blenders

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i switched the mesh locations abit

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but on vrchat it doesnt seem to be using the new locations

robust gull
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nvm everything failed agian

winged zinc
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im trying to make an scp 173 model but it doesnt have bones how do i add them

ocean latch
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asssuming you're using blender then, Shift+A > Armature > Single Bone

warm pecan
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any idea why symmetrize wouldnt work ?

jagged oak
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Thanks @gloomy loom There was apprantly extra bones all the way through the arms. The fingers are still weird tho.

warm pecan
toxic gorge
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Hey guys im having issues with unity, when i import the fbx file to unity, the model doesnt have any colors, its all white, help?

warm pecan
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you need to add the textures manually

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Click materials>import the textures as asset>Click the spheres and drag the textures to corresponding sphere to albedo

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make sure it's set as opaque

fading verge
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anyone successfully figure out how to rig an export from WoW model viewer without wanting to shoot yourself?

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the bones are just horrid lol

warm pecan
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@toxic gorge

fading verge
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how do you trigger an audio if I want to have it played when I change into a character?

left hound
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is it possible to rig a 2d image?

tame skiff
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@red thistle Let's take a look at that rig

ocean latch
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@fading verge if its just when you change to the avatar then just add an audio source onto your model and make sure "loop" is unchecked.

tame skiff
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In the meantime I have a question about eye tracking. Does it still require exact bone and mesh names?

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If so, follow-up question: why?

brisk crypt
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I mean. For eye tracking it requires bones. If you are using cats to create eye tracking you want to make sure it's making the correct bones move

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In regards to the mesh, if you join everything together you will have one mesh that all shape keys and such are assigned to so the job is easier

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@tame skiff

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Sorry if I'm not answering your question I'm kinda tired

tame skiff
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@brisk crypt This question is more about design decisions that I don't like

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If I want to try to import an existing animation to use for my avatar, I can't have eye tracking if the bones in the animation are named differently

tacit adder
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anyone know how to put a bobbing effect on an object on a model?

tame skiff
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Why couldn't eye tracking just look for the bones ASSIGNED to neck and head instead of looking for the ones literally named "Neck" and "Head"?

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@red thistle Yes. You have no neck bone assigned

brisk crypt
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I was under the impression eye tracking looked for bones named eye

tame skiff
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That too

brisk crypt
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Because all the mmd models I upload usually have eye bones

tame skiff
autumn parrot
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Yesterday, someone said this is easy to fix, but I have no idea on how to do it

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Anyone know how I can fix her feets?

restive hill
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Are the weights right?

frigid cliff
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is it normal that using viseme my mouth stay open weirdly when i look in the mirror ? even with the mic muted ?

autumn parrot
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@restive hill I'm a noob regarding 3D modeling, but I think they are, I just exported the model from .nif to .obj

restive hill
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Yeah, be quiet for a moment with the mic on for the mouth to close

autumn parrot
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But on T Pose her feets are overlapping

restive hill
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I suggest checking in blender

frigid cliff
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it's definetly weird , its opening randomly even if i haven't had my mic active the whole time

restive hill
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Bones booooooones

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It looks likely that her feet got cross-weighted

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Learn you some weighting in blender

frigid cliff
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so after testing , with the viseme blendshape , my avatar will open his mouth randomly when the eyes are moving , or when i look down

raven pumice
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I'm bringing in a Dragon Quest slime as an avatar- it's obviously not got the traditional skeleton setup. Is there anything special I need to do to make sure this still works properly with visemes for lipsync? Or will that not affect it?

gritty urchin
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Hope this is the right place for this: Bones "pulled" by gravity. I have dynamic bones, having difficulty replicating the effect; Is it possible without riggid bodies?

fading verge
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How come whenever i import a mmd model the chest is always unassigned and when I do assign it i get an error?

supple portal
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Ohh, @frigid cliff I think I might have an idea

tame skiff
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@gritty urchin Try using a negative force value on the y axis

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@fading verge Chest or UPPER Chest?

fading verge
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Both are unassigned and I try to assign Chest.

gritty urchin
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@tame skiff You nailed it, my force value was (Suprisingly) too high. Thank you ❤

supple portal
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Its the base jaw still set in the avatar Rigging configuration? if so try just blank out that zone so it says None in the jaw field as the Avatar animator should do its job. @frigid cliff

tame skiff
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@raven pumice I think visemes work the same way on humanoids and non-humanoids

raven pumice
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Awesome, thanks

toxic gorge
tame skiff
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@toxic gorge You weight paint or repaint the offending geometry

toxic gorge
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How do i do that?

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someone told me it was hidden bones

tame skiff
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If there are bones controlling those upper sleeves, they must not be parented to any other bones in the arm. You'd have to go into blender and parent them.

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Or can you also parent bones in Unity?

fading verge
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PM me if you need a model! (Must be a PMX file, $5)

toxic gorge
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the sleeves have no bones

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@tame skiff

tame skiff
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Then you have to weight paint them

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that is, assign bones to move them

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It's called weight painting because there can be degrees to how much the bone moves them

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the values are weighted

viral mica
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hii anyone know how to make the audio system work properly in vrchat

toxic gorge
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the sleeves

viral mica
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mine is always toooo quiet

toxic gorge
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are part of the arm

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so it moves when the arms move

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i think

night sigil
toxic gorge
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or its just clothing with alpha textures

tame skiff
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The sleeves are part of the polygons, but they aren't attached to the thing that vrchat uses to make the polygons move like arms and legs

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and clothing worn on those arms and legs

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In your model, the arms and legs are attached, but not the part of the sleeves your having trouble with

toxic gorge
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the issue is not the sleeve, its the actual arm shape

tame skiff
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That's my guess anyway. Unless there really are hidden bones, and I don't have any idea how you'd hide them from Unity

toxic gorge
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that is curved

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because of extra bones i think

tame skiff
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Oh, your bendy noodle shoulders

toxic gorge
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YES!!!

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you missed it?

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lol

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xD

tame skiff
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I did notice it, but I honestly thought the sleeves were a more noticable problem and assumed that was your issue. Sorry!

toxic gorge
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no problem

rose cipher
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Anyone know what cause a model to be stuck in a t-pose when the avatar is chosen? No I dont have full body tracking?

tame skiff
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How many bones are there between the shoulder and the elbow joint? @toxic gorge

toxic gorge
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i went back to blender

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deleted the bones

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i just deleted them

tame skiff
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There's a function in cats blender tools to merge bones and their weights, you might need to use that instead

toxic gorge
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oh

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where?

tame skiff
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If the offending bones are actually part of the arm instead of attached to them

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er, sticking out of them

toxic gorge
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no

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they were just floating

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near joints

tame skiff
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Okay. Go into pose mode in blender and click on a shoulder or upper arm bone and rotate it around with the r key

toxic gorge
tame skiff
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To see how it moves

toxic gorge
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ok

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how to i move them in pose mode?

tame skiff
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Click on it and press the r key

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Er, click on a bone

toxic gorge
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ok

tame skiff
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In pose mode

toxic gorge
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ok it didnt work

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still looks weird

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@tame skiff what now then?

stuck hamlet
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is there like
A better version of automatic weights that actually works? cause weight painting is killing me

tame skiff
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@stuck hamlet Go to File -> Preferences. Search for and enable the Rigify addon

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I actually don't remember how to use rigify, but I hear and remember it being good

stuck hamlet
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I do use rigify, does it have a feature for weighting that isn't just the automatic weights from blender cause if so then I've been missing out

fading verge
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are the legs too far apart?

stuck hamlet
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weighting it automatically had so many issues that it was most likely more time efficient to paint the weights myself as I'd done before but I was just wondering is ther was a better plugin somewhere I'd been missing

tame skiff
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@stuck hamlet Sorry I can't help. I hate feeling like the time I spent trying to find an easier way could have been better spent doing it the hard way

stuck hamlet
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No worries, just how it goes sometimes

tame skiff
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@toxic gorge It kind of looks like that's just how that model's arms are going to be, given how ridiculously skinny they are

toxic gorge
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@tame skiff Why? isnt there any way to fix it?

fading verge
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Hey tiny can you tell me what the warning means? Does it mean the legs are twisted or are they just too far apart

toxic gorge
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i just used the bone mix stuff

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and it still happens

tame skiff
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I was just alking about the arms, not the sleeves

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I still think you're going to have to weight paint the sleeves

pallid badge
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Having problems with my avatar, it seems like his knees bend inwards, anyone know how to fix that?

toxic gorge
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yea @tame skiff i know i did the bone thing to the arms and its still not working

raven pumice
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I set up the visemes for lipsync and they don't seem to work on my nonhumanoid rig character. Do dynamic bones affect visemes or anything?

toxic gorge
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it still looks like noodles when bending

tame skiff
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@fading verge His legs aren't straight down, is probably the problem unity is having

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But I don't know if you should mess with it

fading verge
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feelsbadman

stuck hamlet
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in my experience the hip angle error hasn't seemed to mean too much unless you've got full-body

tame skiff
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The tutorial avatar has the same problem, it's probably fine

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I think it can make you lean far back with the male animations

stuck hamlet
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couldn't you fix that by adjusting your spine in the rig config

tame skiff
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Absolutely unsure about that

stuck hamlet
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just like fixing jaws and fingers

tame skiff
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Probably. I'm scared to tweak the t-pose much because of the animation importing I'm planning to do with mine

stuck hamlet
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ah gotcha

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I usually make my own animations so I don't usually have to worry :>

tame skiff
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@toxic gorge Here's a crazy idea, I'm going to try to find you in-game

toxic gorge
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@tame skiff what for?

tame skiff
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I want to see your rig in motion

toxic gorge
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ok

tame skiff
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But it lookes like you fixed it

toxic gorge
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its not fixed

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look at it

stuck hamlet
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thats in blender

toxic gorge
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the arms

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bend

stuck hamlet
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kinda just looks like bones have influnce where they shouldnt

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also that pose isn't optimal for really seeing what's wrong just saying

fading verge
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anyone know where to download the MitchiriNeko? so i don't have to keep going to the avatar's world?

toxic gorge
tame skiff
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Yeah, you just might have to weight paint

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Wait, is that your rest pose?

toxic gorge
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well so im gonna log in

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yea its rest posed made by hand

stuck hamlet
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my only guess is that one of those clothing bones might have influence on your arm near the bottom there

toxic gorge
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i moved it to loook like rest

tame skiff
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Nevermind, I forgot that the pose mode edits show up in object mode

toxic gorge
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ok loggin in right now charli

stuck hamlet
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oh yeah that looks like weighting

tame skiff
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Zoinks

stuck hamlet
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did you do the weights yourself or is this pre-rigged

toxic gorge
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pre-rigged

tame skiff
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Before you weight paint, see if there are two armature modifiers

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on the right in the tab that looks like a wrench

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In blender

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with the body selected

stuck hamlet
tame skiff
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My screen fu is weak

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I could never be that fast

stuck hamlet
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hehe

graceful wave
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I'm not very experienced in Unity/Blender at all so I don't really even know where to start in fixing this problem or what kind of problem it is, so I'm hoping someone here can give me some advice. My cape clips into my arms, and my arms clip into my chest. I can literally put my hand right through my chest.

https://i.gyazo.com/9475acc55e9e08c3280bbc7f1744f8d6.jpg

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Is this an issue with rigging or something else?

stuck hamlet
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youll always be able to stick your limbs through yourself

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after all it's not like youve got rigidbodies or solid colliders

graceful wave
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Yeah but it happens when I'm not even trying.

half fern
stuck hamlet
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in blender you need to set the atlas as the new UV

graceful wave
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Like if I go to cross my arms, my arms will be inside my chest.

toxic gorge
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halp

stuck hamlet
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@graceful wave wheres your view dot

half fern
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@stuck hamlet my atlas is already set as my new uv

stuck hamlet
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if the view dot isnt in the right place it can displace where you think your arms should be

toxic gorge
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come to me if you can

round sage
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guys

graceful wave
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I have it a bit higher than my eyes cause the collar kept getting in my view

stuck hamlet
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what if you put it further from the head a bit

graceful wave
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I can give that a shot. My main concern is the cape though

stuck hamlet
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@half fern the atlas UV is the only one youve got in blender correct?

hallow bay
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how I fix the "not in T pose" error?

half fern
stuck hamlet
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and it's just called UV map?

half fern
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is that correct^

round sage
#

I'm a total noob here, does anyone know how to fix the thing with upperchest error

stuck hamlet
#

cant tell, thats not where I can see UV maps

tame skiff
#

@toxic gorge Oh right, instances have numbers.

stuck hamlet
tame skiff
#

How can I go there?

stuck hamlet
#

should only have the one. you delete the old UV map and replace it with the mapped atlas

#

in blender you need to rename it to UVMap or unity wont get it right

graceful wave
#

@round sage Don't assign anything to upper chest.

stuck hamlet
#

click the green halowed dot and hit delete

#

same with toes

#

assign the 2 spines (spine 1 and 2 usually)

half fern
#

i have it like that

stuck hamlet
#

delete the old UVMap and rename the atlas UVMap

#

save as a copy before

#

just in case

toxic gorge
#

@tame skiff whats your name on vrchat?

half fern
#

ok

stuck hamlet
#

then export and see how it goes

tame skiff
#

@toxic gorge Dr. Fraggington

stuck hamlet
#

lol

toxic gorge
#

ok i sent you an invite

#

teleport to me

half fern
#

@stuck hamlet it worked thanks!

stuck hamlet
#

No problem! glad to help 😃

rotund thunder
#

so i have a model for a friend and its mouth just kinda stays open and it looks kinda dumb. is there any way i can close the mouth?

stuck hamlet
#

yeah

#

go into the rig config in unity and rotate it into the face a bit

#

go back and apply the tpose controller to the animator on the avatar to see if it worked. if the mouth is closed then it's corerct

#

I can send pics if youd like

rotund thunder
#

the mouth is basically only open when the character animates but when in unity the mouth is closed

stuck hamlet
#

is the mouth always open in-game?

#

cause the fix is the same

#

try applying the Tpose controller and see what it looks like

rotund thunder
#

yeah the mouth is always open ingame

stuck hamlet
#

whoops forgot to circle

#

one sec

toxic gorge
#

@tame skiff gonna reload the avatar

#

dont move

stuck hamlet
#

apply that and hit play

#

if the jaw is open I can help you

#

ah, hit play on the animator

#

not game play

#

http://prntscr.com/i3p027 as you can see I've got the jaw rotated in the head in the config. in unity and in-game this looks normal it's a common issue

Lightshot

Captured with Lightshot

#

when applying the tpose controller the mouth is in the right place which means it's good in VRChat

rotund thunder
#

well i mainly noticed when it was in the animator and wondered if the mouth would be open ingame and on the bone mapping the face is a jumble of bones so its really hard to know which is the jaw bone

stuck hamlet
#

yeah it can b that way

#

what have you got mapped as a jaw

#

start there

rotund thunder
#

ok mouth is still open. ill have to really look for that jaw bone even though the whole bone structure for the face is one giant mass

spark nova
#

I'm a newb still but if anyone could help me out a tad that be awesome. https://imgur.com/a/3OwYB (Album)
This is my issue and I was comparing it to my other model. One was the parent to the other model but i saw some differences in them.

stuck hamlet
#

the tpose controller is good for looking at a lot of issues actually

#

I'm no expert but if I can help I will

tawny zephyr
#

i can't believe it...
i FINALLY figured out how to fix models with missing bones and/or the "spine has bone length of zero" error

fading verge
#

Oh

#

Nice

restive hill
#

Nutty, that looks fairly standard, I'd do the dummy thing for the hair and any cloth tho

spark nova
#

o hits an album and it shows my issue

restive hill
#

Really? I have a few Neptunia models that an arm messed up on into blender

#

That and the skirt goes weird

rotund thunder
#

ok so its a chin bone i think which is optional

spark nova
#

like to the ther model i had worked on this one with the dress has like an extra set of bones in the arms it looks like

stuck hamlet
#

when you move the arms does the upper arm seem to droop?

restive hill
#

It could be a sleeve, that you could make dynamic

stuck hamlet
#

cause that could be a weighting issue

spark nova
#

i tried weighting the arm and it still looks weird droping like you said it was like a noodle

stuck hamlet
#

did you check to make sure the only bones effecting the arms are the arm bones?

#

looking in all the vertex groups with weight paint visible

spark nova
#

nope never done that before ill look at that

rotund thunder
#

ok so removing the chin bone fixed the mouth

spark nova
#

but also i was trying to lok it up bgefoer saying something in here, but i think the unity isue is becasue i have them parented wrong or something

#

like they are extremely similar except my arms with the amarture

stuck hamlet
#

are the arm bones parented correctly?

spark nova
#

like when i hit the drop downs they are really different from each other

#

like the dress one looks a bit more seperated thatn the black outfit one

round sage
#

@graceful wave I tried it, and it responded with "Spine hierarchy incorrect. Make sure that the parent of both Shoulders and the Neck is the Chest."

#

anyone here know how to fix it

#

anyone?

stuck hamlet
#

can I see your rig in the config menu in unity please

round sage
#

me?

stuck hamlet
#

Yes

round sage
#

uh

#

how do I share

stuck hamlet
#

send an image link

#

direct images arent enabled here

round sage
#

it's a lot

#

but lemme see what i can do

#

it's gonna be multiple parts

stuck hamlet
round sage
#

ok

#

hold on

#

ok uh sorry

#

but how do I show all of it

#

the riggings

#

@stuck hamlet

fading verge
#

this avatar does not contain an animator and will not animate in vrchat?
when uploading
its invisible model 😦
like
the model isnt invisible
but when I upload

#

its a warning they say

#

before i upload

#

but after i upload

#

model is invis

#

😦

stuck hamlet
fading verge
#

can i "connect" two weighted armatures into 1 armature?

stuck hamlet
#

why do you have 2 seperate armatures?

fading verge
#

custom model

stuck hamlet
#

join and re-parent I suppose? Not sure, admittedly I've not encountered a split armature

subtle plover
#

I have a model and I need to divide its bone (upper arm) into the shoulder and upper arm. once I divide it, I export it and then bring it into unity, when I look at the armature, only 1 of the bones show up (shoulder) and the other one doesn't appear but the rest of the arms are fine. I couldn't find any other posts that had a solution so I'm asking here. Thanks in advanced.

stuck hamlet
#

when you split it do you weight the added bone properly?

subtle plover
#

how do you do that?

fading verge
#

anyone know how fix this error?
this avatar does not contain an animator and will not animate in vrchat?

subtle plover
#

im know blender only a little

#

you have to click you avatar then on the right click add componenet then search for avatar descriptor

round sage
#

Rero, I know how to OPEN the rig, it's just that it's shown on a scroll screen and it'd be inefficient to share it that way

stuck hamlet
#

I really only need to see the upper body portion like what I posted

#

to make sure it isnt something as simple as remapping

round sage
#

Ok

stuck hamlet
#

brad look up a video on how to rig in blender, specifically weighting bones

fading verge
#

@subtle plover Already did avatar descriptor

stuck hamlet
#

empty or unweighted bones wont move anything in unity

frigid cliff
#

@supple portal The jaw was already set to none but thanks anyway ^^

subtle plover
#

hold on

round sage
#

Sorry, Rero, back

#

I had to do some stuff

#

basically, here's the stuff:

#

it's a fifteen second vid

#

because you see how small the scroller is

#

@stuck hamlet

fading verge
autumn parrot
#

So, my model was originaly a .nif model. I imported him on 3DS max but I'm not able to export his bones alongside the model. I used maximus and the rigging on the body with it is perfect, but I want the rig on the face as well

#

Can I copy the bones of the .nif model to the .obj model?

#

Here is the .nif model on 3ds max

stuck hamlet
#

did you parent everything correctly in blender @round sage

fading verge
#

ok

#

I need someone who actually knows how to help

#

anyone know how fix this error?
this avatar does not contain an animator and will not animate in vrchat?

stuck hamlet
#

ok base question. Do you have an animator in the object?

#

not just a descriptor

fading verge
#

whats

#

Can you explain the animator?

#

I might know it

#

Just didnt know the name

stuck hamlet
#

I have to go for a bit. Glad to help a few that I did, sorry if I couldn't assist you. If I'm able, I'll try to help again once I get back online and finish this project

fading verge
#

Can u send me a vid? cuz Im slightly confused

#

O

#

k

#

Now it says this

fading verge
#

new issue

#

your avatars humanoid but its feet arent specified your avatars humanoid avatar must have head hands and feet bones mapped your avatars humanoid but its upper arms arent specified

high geyser
#

ello

#

stuttering hair and skirt

toxic gorge
#

you gotta hit configure

high geyser
#

halp

fading verge
#

your avatars humanoid but its feet arent specified your avatars humanoid avatar must have head hands and feet bones mapped your avatars humanoid but its upper arms arent specified

#

it is configured

#

thats my issue

#

I rigged it already it

#

help

crisp tendon
#

check the pinned messages

#

and map your bones

devout trench
#

Hi I'm trying to rig a claptrap model and I'm not sure how to go about it because he's different from a humanoid avatar

#

I'm also pretty new to blender and rigging in general

#

I'm also not sure if you can rig his wheel at all to move or if I should even bother

devout trench
#

ok

#

Can you explain the fake bones part?

fading verge
#

My character avatar has no legs so i just made them and not weight paint it to the mesh

#

🤔

devout trench
#

lol sorry I'm just learning all the terms still and everything

#

I'll watch the vid 😛

high geyser
#

im triggered

#

my dynamic bone hair and skirt keeps stuttering

subtle plover
#

nvm

icy fiber
#

s

abstract shore
#

Hello, I'm currently rigging my avatar in Blender and testing it out in VR. So far everything is going well but I've notice the head on my avater doesn't move with the rest of the body when I do emotes. I'm not sure if it's a rigging issue or if I've may have overlooked something in Blender when exporting it. Any help or a point in the right direction would be greatly appreciated.
https://gyazo.com/e40cf0dcb8042097f54042290e66ea81

supple portal
#

Ahh alright... I still cant get my jaw to even move at all no matter what I do

subtle plover
#

does anyone know how to fix this, When i subdivided a bone in blender (Pic 1) it splitted it fine, and then when i imported it into unity i loose a bone and then it becomes weird in game. Pic1: https://prnt.sc/i3q7fe Pic2: https://prnt.sc/i3q7l9

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

midnight plaza
#

How do I copy bones from one armature to another?

#

CATS removes them because they are zero weight, but I want them as they are hair bones

abstract shore
#

@midnight plaza In blender right?

fading verge
#

pls i wanna know too

midnight plaza
#

Yeah

fading verge
midnight plaza
#

a true artist

abstract shore
#

Select both your armatures you want to combine with shift+right click. Then hit ctrl+J to join them into one.

midnight plaza
#

How do I then parent the bones from one armature to the other?

fading verge
#

is there any way to keep the pose without it resetting after i ctrl + j?

midnight plaza
#

Thanks man

abstract shore
#

@fading verge Select your armature then go into pose mode, then hit Ctrl+A and select "Apply pose as rest pose". This will make your current pose your default pose.

midnight plaza
#

You guys are wizards, Thanks!

fading verge
#

heckin wizard 101 admin

#

thanks man

abstract shore
#

You're welcome.

midnight plaza
#

I spent all that and now I didnt realize it got rid of every skirt bone too

#

lol

bitter pier
#

would someone plz set the spine1 of my avatar to not zero i cant figure out how it is done

fading verge
#

https://ibb.co/giTFUG I have been trying to get this model to work for many hours. I place down the example avatar and make it the correct size I want, I then put down the descriptor and all that stuff and get the view point right and when I spawn in I'm viewing through the chest and am massive.

imgbb.com
1

Image 1 hosted in imgbb.com

#

and the bottom of the view line is there

cosmic mica
#

how do i change the default unity save path? it keeps saving my projects in My Documents and its clogging it up, how do i change where it saves them?

stuck hamlet
#

@abstract shore still having the immobile head during emotes issue cause I know the solution

subtle plover
#

does anyone know how to fix this, When i subdivided a bone in blender (Pic 1) it splitted it fine, and then when i imported it into unity i loose a bone and then it becomes weird in game. Pic1: https://prnt.sc/i3q7fe Pic2: https://prnt.sc/i3q7l9

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

abstract shore
#

@stuck hamlet Yes I am

stuck hamlet
#

Yes, you have to weight the bone you created or else unity wont detect it's influnce on anything and it wont move the mesh

subtle plover
#

where do you weight it?

stuck hamlet
#

@abstract shore have you got a middle, index, and thumb in the rig?

#

properly mapped?

abstract shore
#

Yes I do.

fading verge
stuck hamlet
#

when you upload do you get an error with fullbody IK tracking referenced?

#

a warning rather

#

the head not moving during emotes is due to fullbody ik being disabled. normally this is because a middle finger isn't rigged but other things can cause this

#

when you move your head does the entire characters body move with it at the same time?

crisp tendon
abstract shore
#

Went back to check in Unity and saw the "Thumb,Index, and Middle finger bones are not mapped, Full-body IK will be disabled" messaged. So it may be the fingers that's causing the problem after all.

crisp tendon
#

Bones are important, and so are tutorials

stuck hamlet
#

It's pretty much always the fingers 😄

abstract shore
#

Alright, gonna go take care of that now. Thank you @stuck hamlet

crisp tendon
#

You only need three fingers btw to enable IK

stuck hamlet
#

@abstract shore take care!

crisp tendon
#

At least three, thumb, index and middle finger.

lost lotus
#

hey

#

so

#

dumb question

#

what's so bad about mapping upper chest?

crisp tendon
#

It disables IK

lost lotus
#

ah

#

bad

crisp tendon
#

So, pretty bad.

lost lotus
#

k thx

stuck hamlet
#

at the point where I'm weight painting a pair of timbs I have to wonder what I'm doing with my life

crisp tendon
#

Dope footwear is important, often overlooked.

subtle plover
#

how do you weight a bone?

stuck hamlet
crisp tendon
#

basically a /r/streetweat avatar

#

@subtle plover in blender

subtle plover
#

where in blender

crisp tendon
#

Check a basic tutorial

subtle plover
#

ive checked liek 10 but they are confusing 10 minute long videos

#

like*

crisp tendon
#

🤔

stuck hamlet
subtle plover
#

would that actually work?

#

im just trying to weight 2 singular bones

stuck hamlet
#

You could just select the mesh and those bones and try with automatic weights but my experience with auto is always that I have to fix more than it's worth

#

for 2 bones it oughtta be fine tho?

subtle plover
#

yea, just 2 upperarm bones

#

where is the auto weight tool?

stuck hamlet
#

ctrl-P with the armature and mesh selected with the armature active

subtle plover
#

do you select it in the 3d space or the outliner?

stuck hamlet
#

3d space so the mesh is orange and the armature is yellow

#

save before you do this

#

just in case

subtle plover
#

with automatic weights?

stuck hamlet
#

yes

subtle plover
#

Bone heat weighting: failed to find solution for one or more bones?

stuck hamlet
#

try going into pose mode and just selecting the bones you want

subtle plover
#

same error

bitter pier
#

can i give my model to anyone for them to fix the spine1 length from zero for me please

stuck hamlet
#

You can give it to blender and modify the armature with scaling 😉

bitter pier
#

i've tried that it isnt loading into it

raven pumice
#

Hey folks, I've got a non-humanoid model with visemes and they don't seem to work. Anyone run into this problem before? Do I need a fake humanoid rig or something added to this character?

#

I just want my lil dragon quest slime to have a talky mouth

stuck hamlet
#

afaIk I think a spoof humanoid rig is the only way to get certain things working on a non humanoid avatar

#

I'm no expert though so don't quote me on that

raven pumice
#

Yeah I know that's required for blinking and eye-tracking but I wasn't sure about visemes

supple portal
#

I'm having the same issue... I have jaw bones and all, lip sync refuses to work, I can't apply visemes.... I just want my mouth to work...

#

and I can't get a hold of the person who made the Avatar and got it to work

stuck hamlet
#

generic or humanoid avatar

supple portal
#

Humanoid

raven pumice
#

Jawbone flap lipsync and visemes are mutually exclusive things, are you set to jawbone flapping or visemes?

#

If you're using visemes, you need to make sure that Unity ignores the jaw bone (set it to none) and then select Visemes as your lipsync option, and set them all up

subtle plover
#

Rero so is there no fix for the weighting situation?

supple portal
#

well first I tried using what was already there. but the jaw just hung open so I un mapped it, it closed and still wasn't moving

fading verge
#

oki, so i set the bones up right, and my character wont crouch, like i'll get down on my knees in vr and only the hands will follow me, the only bones i dont have are the individual fingers which i was going to do later

stuck hamlet
#

thats why

fading verge
#

so if the individual fingers arent made now i cant crouch?

stuck hamlet
#

not having a thumb, index, and middle finger disables fullbody Ik (crouching, head movement, etc.)

fading verge
#

AH

stuck hamlet
#

that warning should have shown up when you upload

fading verge
#

ty sm, i'll make the bones for the fingers, and i thought it meant just the hand gestures

stuck hamlet
#

youll also notice your head and body move at the same time

supple portal
#

Then I threw it back into Blender to see what I could do with the tools there and still I think I'm a bit too new to get to it but even then... I made no progress

stuck hamlet
#

the jaw hanging open from your earlier post could have easily been fixed with just unity

#

now your issue is...unkown. or at least non descript

supple portal
#

Hmm well I mean, does un mapping the jaw mean that even the lip sync wont work?

stuck hamlet
#

think about it, without a jaw bone what is the animator supposed to move to make you talk

supple portal
#

yeah

stuck hamlet
#

unless youve got a set of visemes or blend shapes

raven pumice
#

Unmapping the jaw means the game won't try to use the jawbone for lipflapping. You have visemes so you don't want lipflapping

stuck hamlet
#

^

#

your visemes wont work if you decimate any areas that are affected by blend-shapes fyi

#

avoid doing that

supple portal
#

Hmm well just going about it in the Avatar Rigging configuration might still solve it yet?

stuck hamlet
#

er, shape keys

supple portal
#

I am afraid I'm not grasping that

stuck hamlet
#

have you got visemes or are you wanting a jaw flap bone

supple portal
#

anything at this point

stuck hamlet
#

if you have a jaw bone that moves the jaw use that

#

if the jaw hangs open when you play the tposecontroller from the sdk theres a fix

supple portal
#

Hmm alright

stuck hamlet
#

set that to none when you do upload though

#

the tpose controller is good for seeing a rough rep. of what the avatar will mostly look like in-game

devout trench
stuck hamlet
#

is that pre-rigged?

devout trench
#

no I tried to rig it myself lol

stuck hamlet
#

was about to say that's a very abnormal looking rig for that type of body

devout trench
#

haha

subtle plover
devout trench
#

I thought I was supposed to match the body itself, should I have done something differently?

stuck hamlet
#

the error might be from the shape of the armature vs the shape of the mesh

#

like those extentions look like legs but the mesh has a wheel. theres a head bone but no head. just my assumption

devout trench
#

yeah i wasnt sure what to do

#

since he really has no neck and head, hes a box thing

#

first time rigging anything

subtle plover
#

is there anything i do after that?

stuck hamlet
#

when you go into weight paint mode and click on the bone do you see any areas in red?

#

if not then it's not weighted

supple portal
#

Where would I actually find that animator controller?

stuck hamlet
#

if you have the SDK you should just be able to search for it with the finder

bitter pier
#

no matter what i do the bone length stays zero someone plz help me i can give u the file

stuck hamlet
#

are you making sure to apply your transforms?

bitter pier
#

yes then i save but it stays the same

#

i just cant get it to work

devout trench
#

@stuck hamlet its completely blue

stuck hamlet
#

oh lol I was replying to bradley with the weight paint comment

devout trench
#

oh lol

#

mb

stuck hamlet
#

obviously it'd be blue for you if the auto failed

#

hmm

devout trench
#

do you know how to get it to work with my mesh?

#

its kind of weird trying to put an armature into a box robot

subtle plover
#

how exactly do i select the bone?

stuck hamlet
#

I use pose mode

#

then shift click the mesh

subtle plover
#

shift click it in paint mode or pose

stuck hamlet
#

pose

#

then go into paint mode

subtle plover
#

k i selected them

#

and the mesh

midnight plaza
#

Hey my dynamic bones move but my model doesnt
Any ideas why?

supple portal
#

hmm, alright so I confirmed I'm back to the point that my jaw hangs open again

raven pumice
#

After some digging, it looks like visemes don't work with anything but the Humanoid rig setup, so I guess I do need to make a dummy skeleton for my DQ Slime

#

Just in case anyone else was wondering, or other people ask in the future, for Visemes to work, your skeleton needs to be using the Humanoid animations

stuck hamlet
#

@raven pumice Fight on!

#

same with eye tracking and blinking

#

@supple portal when you play the tpose controller from the animator the jaw hangs open?

supple portal
#

Yes

stuck hamlet
#

great, try going into the rig config and rotating the jaw until it's clipped a bit into the head

#

what you're going to want to do is compensate for how much its hanging open

#

then apply and go back to aplying the tpose controller

#

repeat that until the jaw is closed

bitter pier
#

is there anywhere i can go to get help with my problem?

stuck hamlet
#

I have an example

raven pumice
#

Alternately, if you don't need the lipflapping for lipsync (like you are using Visemes, or don't want lipsync) you just need to set the jaw bone to 'none' in Unity's mapping

#

unless i'm misunderstanding the problem

stuck hamlet
#

I didnt think they had visemes

midnight plaza
#

Hey my armature isnt moving the mesh, any ideas why?

stuck hamlet
#

is the mesh weighted to the bones?

midnight plaza
#

im awful at weighting bones and dont really understand it, but ill check

stuck hamlet
#

you'll get it. I've only used blender for like a week it's got a learning curve but it's not too bad

supple portal
#

Hmm alright

midnight plaza
#

it looks like for the hair yes, but if I select an arm, the whole model goes pink purple

raven pumice
#

Was there a guide somewhere that just showed the VRchat humanoid rig bone requirements? I can't find it

midnight plaza
#

@stuck hamlet

supple portal
#

I didn't have Visemes and I don't think I the model to do it to begin with

subtle plover
#

yea i give up on this weight stuff

#

has taken up my whole day on 1 little problem

devout trench
#

Ok I fixed my error, I had to remove doubles on the mesh

stuck hamlet
#

oof wow you got that box mesh weighted?

#

that is going to animate in some interesting ways my dude

spark nova
#

so ive been messing with my vertex groups on my model and it just keep getting really weird everytime. at first ingame my arms were like noddles. I got it so they didnt look so droopy, but now i have bad bends and stuff. the one arm i was just annoyed and was playing around so see if something good would happen

devout trench
#

haha well we'll see, im doing this all my first time so ill probably be hurting

rain atlas
#

does anyone know where I can find an empty VRChat rig file or something?

supple portal
#

@stuck hamlet when I hit play button after rotating the jaw up quite a bit, it still shows it hanging open

#

Should it still happen?

fading verge
#

i'm trying to attach a prob with bones already to my main armature, but if i use parenting it moves and rotates, or even scales down to tiny . . . i figured it out once before but now i forget
everything i google is of 0 help
i can't apply modifiers because i have intentional shape keys on the mesh
this should be simple, but it's being a massive pain

bitter pier
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if anyone ever decides they want to help me message me and i will send the avater file

supple portal
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Oh wait is this all before or after I apply the Avatar descriptor and such?

low grail
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ok so im in unity and the jaw says bangs

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what do i change that to?

supple portal
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Or should I do all this befor I drag it into the Hierarchy?

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@stuck hamlet Nvm I got it! thank you for the help!!!

cosmic mica
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i added a dynamic bone collider to the base of my avatars head, the radius just within the skull and not outside the skin - and my hair is flying upward, wont go back down until i delete the dynamic collider. I am using the generic settings and the collider is not big enough to make it go flying upward - i dont know what to do

low grail
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can anyone help me with visemes

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im really confused

supple portal
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even with everything compensated and set up the jaw still won't move sooo.... I think my problem runs deeper than that....

stuck jasper
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So I have a model that doesn't have fingers on the right hand and this is preventing me from having IK on my body anywhere

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I've tried making dummy bones that do nothing but it still gives me this error

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"Thumb, Index, and middle finger bones are not mapped. Full-Body IK will be disabled"

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wait nevermind im an idiot

cosmic mica
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you must have 4 fingers at least on each hand

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you can just make the 4th finger invisible

stuck jasper
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I figured it out

frigid flower
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Can someone help me attach bones to the mesh of a model? I cant do it and I havent been able to find anyone else able to do it

cosmic mica
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there are tutorials on how to do that, the easiest (and extremely sloppy way) is to put the bones into pose mode - select the model then, hold shift and select a bone, click ctrl P then select automatic weights. its a very sloppy way but a good start

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from there you can adjust yourself with selecting the model and going to the weight tools and painting the wieghts

river mulch
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hey can anyone tell me how to combine 2 materials?

fading verge
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could anyone rig a a character for me? ("Skeleton")

cunning marlin
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So, anyone here good at rigging? More or less, I am trying to get My custom Feirce Deity Link's hat to do what it does.

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Also, I have cash money

subtle moth
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@fading verge i could give it a go, would be my first one though. After fixing countless boned id love to try rigging

cunning marlin
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I already got the av rigged pretty good, jut trying to get the hat to be less stiff, do what it does. Cloth setting being a biatch.

frigid flower
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Can i get the blender source tools link please?

supple portal
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Like the mmd tools and Catz?

mental lynx
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Does anyone know what could have caused this, and how to remove it?

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It's added a good 10k tris as well. No idea where it popped up from

opal aurora
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Shadow?

mental lynx
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It's adding to the tri count

opal aurora
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Yes, a physical shadow

mental lynx
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What would have caused it, because that makes no sense.

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I exported with 19k tris, not 24k

opal aurora
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Honestly unsure, it just looks like one to me

mental lynx
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Its also saying the model is too big as well

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Yet it's the same size as another model I already have uploaded.

opal aurora
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Height is defined via the bounds

mental lynx
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She's barely 4'4

opal aurora
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Something is messed up on that one for some reason

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Check the bounds box on the mesh itself in unity

mental lynx
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Found it

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It was a mesh rendering thing for animations

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I was gonna prepare it for animation, not sure why it added to the tri count and did that

inner obsidian
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"too big" probably refers to tri count

mental lynx
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It said it had too much height as well

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But removing the mesh render fixed it

inner obsidian
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cool

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for 19k tris + (probs) dynamic bones you deserved to suffer some

mental lynx
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I am as pure as a saint.

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Attach WHAT

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its right there

small zinc
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Where is it attached

mental lynx
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The main

small zinc
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...weird

mental lynx
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Well it fixed itself without me doing anything

mental lynx
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So what is the best way to stop a skirt from clipping?

grave eagle
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i'm trying to work out this bug i keep having where the jaw hangs out when i have mouth flap and the jaw bone assinged to the humanoid

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can anyone help

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never mind

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just had to remove it from humanoid

stuck hamlet
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you can fix the jaw bone and keep mouth flap btw

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just rotate the jaw into the head a bit in the rig config and when you apply the tpose controller to the avatar you should see the jaw closed

vocal cedar
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Anyone know why this happens when trying to create a blink animation/when walking in game (hair isn't attached to head)

trim kraken
fading verge
slow hearth
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Well that's weird as heck. My avatar worked fine last time I followed tupper's tutorial. This time I did the same steps on the same model after adding some parts to it and when I changed to it ingame I just see a huge mess of vertices. It looks fine inside unity.

dusk inlet
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can someone help me with my avatar?

slow hearth
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Avatar looks fine in the ingame preview in the menu but when I wear it I just get a mess

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Can't see shit

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can't use menu either

young estuary
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I know I have the correct eye bones selected, I just don't know what that error means or how to fix it

vocal cedar
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@trim kraken did you find a fix for this I think I have the same thing?

winter walrus
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Hey

stuck hamlet
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helo

winter walrus
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I just rigged a new model

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When Im trying to apply weight paint though

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I can't select a single bone

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Dunno why

stuck hamlet
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not even in pose mode?

winter walrus
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In pose mode yes

stuck hamlet
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you should be able to select a bone in pose mode and shift click the mesh. then go into weight paint mode and you should be able to select bones to weight

winter walrus
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Thats what I did

stuck hamlet
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so what are you seeing instead?

winter walrus
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Trying to select a single bone doesnt wsork

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First time rigging

stuck hamlet
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The rig itself looks okay

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so you cant hit a and just right click one bone even in weight paint mode with the armature in pose mode?

winter walrus
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In Pose mode it works

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But as soon as I go into weight paint mode after Shift+Rightclicking the Mesh it just doesnt let me select a single one anymore

coral relic
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I think your parenting is off

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armature should be the parent of the mesh

winter walrus
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oh

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the mesh isnt parented to it

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how do I reparent the mesh

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nvm

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got that

coral relic
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select mesh, shift select armature, ctrl+p

winter walrus
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got it

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thank you

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damn

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and it also auto weights

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wtf

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I mean

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atleast Kind of

coral relic
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you'll have to clean it up for sure, but auto weight are a good start

winter walrus
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@coral relic The texture went missing on the start; but I got it now how do I correctly implement it

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This is what the materials look like sadly

coral relic
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@winter walrus sorry I'm not on my PC, can't check. In the textures tab you're probably missing a texture file path, but can't tell you much more. Maybe the "fix model" button in CATS could help?

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save first 😉

frigid cliff
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So i have this really annoying problem with my avatar :
If i use Viseme, in vrchat my mouth will randomly open in weird shapes when i move my head even if i am muted, i don't have this problem in unity even if i temporaly set the animation controller to the vrchat's one. I also have the Jaw bone set to none.
This bug is making me crazy!

naive tree
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i think that's only client sided issue that your mouth stays open after talking

frigid cliff
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it's not clientside

naive tree
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oh, it's when you move your head even

frigid cliff
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asked for friends to check and it really opens randomly when i look down or when my eyes moves

coral relic
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Does it look like jaw flapping or more like distortion? Simplest explanation could be broken weight painting.

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Some head bones could be affecting the jaw, when they shouln't,.

frigid cliff
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I would say jaw flapping but not really sure

coral relic
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if that's the case, you'll have to correct it in blender

frigid cliff
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sometimes i can see the teeth go a little to much down

fading verge
frigid cliff
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but i don't have a jaw bone on my model

sand patrol
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Anyone know how to connect bones to a mesh?

restive hill
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Soraka: weight.

left hound
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need help with the humanoid rig

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how to fix these two?

restive hill
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You can weight paint, select a bone in pose mode, then select a mesh

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Then in the drop-down that displays edit or object, go to weight paint

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Deadly, are you using a VR headset?

left hound
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nope

restive hill
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Then screw it.

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You might wanna recheck the mapping though

left hound
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yeah

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tis great

fierce crystal
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oh

restive hill
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Your model needs work

fierce crystal
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Yeah thats common in older models theres only 2 finger bones you'll need to add the other 2

left hound
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well ripped it from garrys mod

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i thought he would be ready

fierce crystal
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Think it should be fine since you don't have vr

restive hill
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Yellow errors shouldn't stop you uploading

fierce crystal
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those are just warnings

left hound
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yeah i know.

restive hill
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Heck, only a couple of my avatars DIDN'T have warnings

left hound
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to attach the sword on the back i put it on chest hierachy?

fierce crystal
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weight it to the chest or create a new bone thats the child of the chest to weight it too

left hound
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i see a bone named weapon_bone

odd bronze
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anyone know how that alaskan bull worm avatar was rigged so that it can use the humanoid rig (thus making its head able to look up and down)?

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i know it's got something to do with dummy bones, but how are those dummies set up?

fierce crystal
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then its probably weighted to that already just give the model a try

restive hill
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Probably has a normal skeleton, that doesn't affect any mesh

left hound
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yeah im gonna publish it see whats gonna happen 😛

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he was hard to find. 2008 game 😛

fierce crystal
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@odd bronze just make a normal humanoid skeleton and only bind the needed parts of the skeleton.

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like this guy all I used what the hips,spine,chest,neck and head bones

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didnt even care about limb armature placement.

fading verge
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spook

left falcon
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good morning everyone!

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when it comes to the skeleton should i make one from scratch or use one that comes with blender?

fierce crystal
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up to you

left falcon
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what do most people do? last time i did any rigging was with second life and that was a pain

fierce crystal
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I'm not sure what others do, I start from scratch its easier for me than to have to fit the default one to my model

left falcon
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okay i am going to try doing this two ways first is with the premade skeleton and then second with a custom made one, my question for the premade is would it be bad to delete the heal bones?

odd bronze
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@fierce crystal did you create and parent the arm and leg bones manually?

fierce crystal
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yeah I just extruded them when making the rig

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thats a from scratch rig

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they are just there for unity and the sdk

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the mesh doesn't know they exist

final zealot
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my charcter works fine exept if i move my head up/down left/right in vr the model doesn't move in these directions anyone an idea why?

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i didnt map the fingers but that should not change it right?

left falcon
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my last question for now is, how do i join the mesh with the skeleton?

fierce crystal
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use that

left falcon
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thanks and sorry when i did this for second life there was an addon where you just clicked to parent it etc all in one menu

fierce crystal
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you can parent it with one button with automatic weights

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it might not work right though and you'll need to edit the weights

fading verge
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yo guys quick question how do you merge meshes

left falcon
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done

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and it works

fierce crystal
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select them and then ctrl +j

left falcon
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thanks for the help now to figure out how to upload

fierce crystal
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it'll merge the the meshes in to one object

pine harbor
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^think mesh merging can also only be done back in blender

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don't think there's a way of doing it once you're in unity

left falcon
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ah so we have to export with bones and weight paints and then import into unity and upload from there?

pine harbor
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yeah, export it as an FBX file, then import into unity and configure a bit more

fierce crystal
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if you have non steam version of blender you can just use the blender file in unity.

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instead of exporting for quick changes

left falcon
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making a world was easier than a avatar lol

pine harbor
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avatars tend to be more complex with all the rigging and bone weighting, yeah, although maps seem to get harder when scripting/events start getting thrown in

left falcon
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i did a very simple house and it came out fine

winter walrus
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Anyone here good with Blender/UV Mapping?

fading verge
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raises hand

cosmic moth
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Uhm hey guys, im new to this stuff and am just following along tuppers megatutorial. Im not super far in but at the pose stage I can see that the bone isnt meshed correctly or something. I have a working model of this that someone had to redo the whole spine or hip or something... (learning from scratch) anyways just curious if I should start with a different model thats easier or learn to fix it somehow? https://gyazo.com/b0cbde0f309f45407331cd164c2236e4

subtle moth
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@cosmic moth looks like a weight painting issue

cosmic moth
subtle moth
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With weight painting you connect a mesh to a bone

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To stay basic

cosmic moth
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should i get a new model until i know the basics? im assuming this isnt covered in this tutorial

subtle moth
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Not sure but weight painting can get complicated depends which part its on

cosmic moth
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just gonna use something new till i figure it out

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thanks tho

subtle moth
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Maybe i can do it sometime but for now ive got to rig a whole model ^^

cosmic moth
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yeah, someone already fixed it for me which took him quite awhile coz he learnt how to do it, but the model he gave back (68k poly at beginning) was down to 32k poly but its got lots of holes and stuff (hard to explain)...

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since i dont know correct terms

subtle moth
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Yeah you can fix that though

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Reconnecting the vertices

sick adder
ivory radish
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pretty easy fix configure the rig

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set chest to the bone that connects to arms and spine and remove upperchest