#avatar-rigging
1 messages · Page 82 of 1
no idea where to go from there.
hi i have a Question is there a way to combine 2 Armatures
i wanna add the bones of Armatue.001 to the Armature
select first armature in object mode, then shift left click the armature you want to combine it with and press Ctrl+J
:frog:
its the Herad bone but thanks serced for an answere but this works thanks
mm i need some help getting this to vr chat but i get these errors https://drive.google.com/file/d/1cJckLEbjTklYi6dzhNm0bhkken8Kwk-J/view?usp=sharing
ok one more Problem i needed to Scale the bones when i join them the bones and the mesh dose not work
I need help with publishing a model
you can scale each separate bone in edit mode
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)
what do i do?
@slate nest you need to edit your bounds, go to your body mesh and decrease the bounds
where would i find this in the mesh
It's a big button, called edit bounds
My avatars arms seem to move down into their body when I’m idle and I don’t really know how I could fix it any help? https://i.imgur.com/T9GhD4A.png
That's the standard idle
If your characters body width is too large, the arms cave in
Is there anyway to change it?
Alright i got it working thanks! @opal aurora
@tulip cedar by having a custom override for the idle with a custom idle, or make your characters' body thinner
Alright thanks for the help! Hopefully it’ll be easy to find a guide on that
@opal aurora hey I can’t see to find any tutorials on idling, do you know of any?
Nope none whatsoever, there's a idle template under the VRCSDK somewhere though
Alright I’ll check that out
can anyone help me? my facial animations aren't working even though i done the exact same thing in the tutorials
when you export uncheck "apply modifiers" and be sure to drag in your mesh in descriptor
or if u use cats export as fbx, then it should be good
in descriptor choose blend shape visemes i think and then drag your mesh into the Face Mesh:
or use viseme fix 2.0 and u can autodetect https://vrcat.club/threads/vrcsdk-patch-visemefix-v2-0.76/
@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.
Bad orientations will also affect default gestures
And I believe your assumption is correct
I'm currently fixing every bone rotation in my body to avoid having goofy looking gestures
Good to know, thank you
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?
manually
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?
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
Is there a way to duplicate bones or mirror them?
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
you using blender? go to edit and then tap space then type dupilcate
Im using blender not very good at it will try that thanks
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
hey can someone help me out with unity
@fading verge it did move but i removed my comment
i have a character i want to turn into an avatar but it didnt come in a t-pose
do i have to manually pose it
no
it gives me red text in the corner that says it isn't in a t-pose
and then?
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?
oh
@deft spindle yes, you parent the bone that holds sleeve to arm and then hit mix weight in cats plugin
i kind of removed the sleeve bones.. as i thought i would automaticly fix it... i guessed wrong
The model i imported into blender came out with no face, what do I do to fix that?
So im not sure what is up with my eye tracking but my eyes are constantly looking up
@orchid shale need screenshot of "no face"
https://imgur.com/a/7CEAT @naive tree Also for some reason when I seperate the materials half of her face just dissapears
That's up for debate as nobody actually knows
They just normaly say about 20, but if nobody has issues, then y'know
@terse plover The least amount
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?
I already know this. that does not answer my question
you do that in blender
@tepid jacinth you need to make the bones in blender
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
Welp
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
how do you make 3 bones be the hips or chest?
Anyone have a fix for the open mouth or do I have to set the lip sync for it to be closed?
you can do it in unity
when you configure the rig go to head
click jaw then backspace
Yeah. I selected empty for the bone use.
My "Avatar" is "Rigged" in fortnite, Its making me die...
how do i make a rig?
hey im watching a video right now on how to make on on blender https://youtu.be/3fZNzUeCW_Y
In this video i show you what you need to know about using blender to create your own rig ,add textures, apply lipsync, eyetracking and blinking , and even i...
@manic condor
I just need to know how to make several bones into one whole hip https://cdn.discordapp.com/attachments/333701504840105986/404720602721681418/unknown.png do I just name them the same thing or do I connect them as one somehow?
thanks man
np
Guys who is good with Particles?
please be respectful to other people when you do particles, don't do shit job of them
don't be THAT guy who makes entire room lose 50 fps
Yuumi I just want Particles for my eyes it's the only thing I want
I don't want that rooms lose fps or something else
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.
Got a picture of my screen if anyone's willing to help.
what do you mean its clipping? did you parent the armature to the mesh or whatever it's called?
I can see the shirt underneath when I bend certain ways in game.
I used Catsblender plugin's autofix. Guess it didn't take care of it.
When i use cats in blender to fix my model if fucks up all the bones, rigging on this is so weird
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
is that handy little rigging diagram floating around?
i can't seem to find it online
Gosh. Anyone know why this could be happening though the skeleton looks fine in Blender and Unity. https://imgur.com/a/c41p6
Avatar making got harder when i use vr 😦
@jagged oak make sure you dont have any extra bones in that joint
Or you could have some weird weightpainting so check each bone
I had the same issue when my knees had a bone for some odd reason
If I stick with generic and import to VRchat I'll be stuck in T-pose won't I?
ye
uuuugh
What if I upload custom anims for walking n stuff?
I'd probablly still look weird tho...hmm
those custom .anim need to be humanoid too I believe
feck
cause youre using the custom animation overlay
o/
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
honestly Id just trick unity into thinking you have a humaniod rig
I havent done it myself but if you ever uploaded a characters with skirt bones and hair bones those things seem to be ignored
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
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
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.
Custom .anims in generic models work via their predefined bones, so it wouldn't need to be humanoid necessarily
As long as the animations are working correctly via unity, they should work correctly ingame
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
Check the pinned messages, there's a chart of the necessary bones for a humanoid
the problem is the generic model would be stuck in a t pose
@opal aurora do you still have control over the overlay?
I've heard about people animating generic models however, unsure of the process but i think they make their own controllers for it
They however have no controll over the standard emote menu buttons
As those are humanoid specific
Hey for some reason my bones are like, super large... i have no idea what caused this, and they worked fine before, now they are just https://cdn.discordapp.com/attachments/344748965088067585/404736012397576213/unknown.png
Thats an issue I've had, before. It rendered the bones.
sorry i dont understand, is there a fix? @mental lynx
Not a clue. I've had that issue, twice. The first time was fixed when I clicked CATS's fix model button
The second time, it was made worse by it.
how do you make several bones be hips?
I have no clue what cuases it beyond a bad import.
it changes the name if I try to name them all hip
You can't have a structure that is just multiple hips.
You need a base one, and then have the others under the base hip
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
Hello
i was working on my model in blenders
i switched the mesh locations abit
but on vrchat it doesnt seem to be using the new locations
nvm everything failed agian
im trying to make an scp 173 model but it doesnt have bones how do i add them
asssuming you're using blender then, Shift+A > Armature > Single Bone
any idea why symmetrize wouldnt work ?
Thanks @gloomy loom There was apprantly extra bones all the way through the arms. The fingers are still weird tho.
https://cdn.discordapp.com/attachments/401561094231162891/404745858723348483/unknown.png trying to symmtrize the selected bones to the other side but it doesnt work
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?
you need to add the textures manually
Click materials>import the textures as asset>Click the spheres and drag the textures to corresponding sphere to albedo
make sure it's set as opaque
anyone successfully figure out how to rig an export from WoW model viewer without wanting to shoot yourself?
the bones are just horrid lol
@toxic gorge
how do you trigger an audio if I want to have it played when I change into a character?
is it possible to rig a 2d image?
@red thistle Let's take a look at that rig
@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.
In the meantime I have a question about eye tracking. Does it still require exact bone and mesh names?
If so, follow-up question: why?
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
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
@tame skiff
Sorry if I'm not answering your question I'm kinda tired
@brisk crypt This question is more about design decisions that I don't like
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
anyone know how to put a bobbing effect on an object on a model?
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"?
@red thistle Yes. You have no neck bone assigned
I was under the impression eye tracking looked for bones named eye
That too
Because all the mmd models I upload usually have eye bones
But according to this tutorial you also need neck and head bones explicitly named "Neck" and "Head"
https://www.youtube.com/watch?v=gCPcg9y4ZBM&t=14s
Creating Eye tracking for your Avatar in VRChat Links: Download Unity MMD rigging: https://www.mediafire.com/file/7awm878q43c1m7q/MMD_EYETRACKING.ht Eyetrack...
Yesterday, someone said this is easy to fix, but I have no idea on how to do it
Anyone know how I can fix her feets?
Are the weights right?
is it normal that using viseme my mouth stay open weirdly when i look in the mirror ? even with the mic muted ?
@restive hill I'm a noob regarding 3D modeling, but I think they are, I just exported the model from .nif to .obj
Yeah, be quiet for a moment with the mic on for the mouth to close
But on T Pose her feets are overlapping
I suggest checking in blender
it's definetly weird , its opening randomly even if i haven't had my mic active the whole time
Bones booooooones
It looks likely that her feet got cross-weighted
Learn you some weighting in blender
so after testing , with the viseme blendshape , my avatar will open his mouth randomly when the eyes are moving , or when i look down
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?
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?
How come whenever i import a mmd model the chest is always unassigned and when I do assign it i get an error?
Ohh, @frigid cliff I think I might have an idea
@gritty urchin Try using a negative force value on the y axis
@fading verge Chest or UPPER Chest?
Both are unassigned and I try to assign Chest.
@tame skiff You nailed it, my force value was (Suprisingly) too high. Thank you ❤
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
@raven pumice I think visemes work the same way on humanoids and non-humanoids
Awesome, thanks
How do i fix this? http://prntscr.com/i3o9uw
@toxic gorge You weight paint or repaint the offending geometry
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.
Or can you also parent bones in Unity?
PM me if you need a model! (Must be a PMX file, $5)
Then you have to weight paint them
that is, assign bones to move them
It's called weight painting because there can be degrees to how much the bone moves them
the values are weighted
hii anyone know how to make the audio system work properly in vrchat
the sleeves
mine is always toooo quiet
or its just clothing with alpha textures
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
and clothing worn on those arms and legs
In your model, the arms and legs are attached, but not the part of the sleeves your having trouble with
the issue is not the sleeve, its the actual arm shape
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
Oh, your bendy noodle shoulders
I did notice it, but I honestly thought the sleeves were a more noticable problem and assumed that was your issue. Sorry!
no problem
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?
How many bones are there between the shoulder and the elbow joint? @toxic gorge
There's a function in cats blender tools to merge bones and their weights, you might need to use that instead
If the offending bones are actually part of the arm instead of attached to them
er, sticking out of them
Okay. Go into pose mode in blender and click on a shoulder or upper arm bone and rotate it around with the r key
http://prntscr.com/i3ohfv lets see how this goes
To see how it moves
ok
In pose mode
is there like
A better version of automatic weights that actually works? cause weight painting is killing me
not even a complex mesh and auto weights still managed to fail miserably https://prnt.sc/i3okr6
@stuck hamlet Go to File -> Preferences. Search for and enable the Rigify addon
I actually don't remember how to use rigify, but I hear and remember it being good
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
as you can see the boy here is rigged https://prnt.sc/i3omgj
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
@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
No worries, just how it goes sometimes
@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
@tame skiff Why? isnt there any way to fix it?
Hey tiny can you tell me what the warning means? Does it mean the legs are twisted or are they just too far apart
I was just alking about the arms, not the sleeves
I still think you're going to have to weight paint the sleeves
Having problems with my avatar, it seems like his knees bend inwards, anyone know how to fix that?
yea @tame skiff i know i did the bone thing to the arms and its still not working
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?
it still looks like noodles when bending
@fading verge His legs aren't straight down, is probably the problem unity is having
But I don't know if you should mess with it
feelsbadman
in my experience the hip angle error hasn't seemed to mean too much unless you've got full-body
The tutorial avatar has the same problem, it's probably fine
I think it can make you lean far back with the male animations
couldn't you fix that by adjusting your spine in the rig config
Absolutely unsure about that
just like fixing jaws and fingers
Probably. I'm scared to tweak the t-pose much because of the animation importing I'm planning to do with mine
@toxic gorge Here's a crazy idea, I'm going to try to find you in-game
I want to see your rig in motion
ok
But it lookes like you fixed it
thats in blender
kinda just looks like bones have influnce where they shouldnt
also that pose isn't optimal for really seeing what's wrong just saying
anyone know where to download the MitchiriNeko? so i don't have to keep going to the avatar's world?
my only guess is that one of those clothing bones might have influence on your arm near the bottom there
i moved it to loook like rest
Nevermind, I forgot that the pose mode edits show up in object mode
oh yeah that looks like weighting
Zoinks
did you do the weights yourself or is this pre-rigged
pre-rigged
Before you weight paint, see if there are two armature modifiers
on the right in the tab that looks like a wrench
In blender
with the body selected
hehe
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.
Is this an issue with rigging or something else?
youll always be able to stick your limbs through yourself
after all it's not like youve got rigidbodies or solid colliders
Yeah but it happens when I'm not even trying.
does anyone know how to fix my textures in unity?
http://prntscr.com/i3oty3
in blender you need to set the atlas as the new UV
Like if I go to cross my arms, my arms will be inside my chest.
@graceful wave wheres your view dot
@stuck hamlet my atlas is already set as my new uv
if the view dot isnt in the right place it can displace where you think your arms should be
guys
I have it a bit higher than my eyes cause the collar kept getting in my view
what if you put it further from the head a bit
I can give that a shot. My main concern is the cape though
@half fern the atlas UV is the only one youve got in blender correct?
how I fix the "not in T pose" error?
and it's just called UV map?
is that correct^
I'm a total noob here, does anyone know how to fix the thing with upperchest error
cant tell, thats not where I can see UV maps
@toxic gorge Oh right, instances have numbers.
How can I go there?
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
@round sage Don't assign anything to upper chest.
click the green halowed dot and hit delete
same with toes
assign the 2 spines (spine 1 and 2 usually)
delete the old UVMap and rename the atlas UVMap
save as a copy before
just in case
@tame skiff whats your name on vrchat?
ok
then export and see how it goes
@toxic gorge Dr. Fraggington
lol
@stuck hamlet it worked thanks!
No problem! glad to help 😃
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?
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
the mouth is basically only open when the character animates but when in unity the mouth is closed
is the mouth always open in-game?
cause the fix is the same
try applying the Tpose controller and see what it looks like
yeah the mouth is always open ingame
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
when applying the tpose controller the mouth is in the right place which means it's good in VRChat
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
yeah it can b that way
what have you got mapped as a jaw
start there
http://prntscr.com/i3p0wt with the Tpose controller on the jaw looks fine which means it'll look fine in-game
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
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.
the tpose controller is good for looking at a lot of issues actually
I'm no expert but if I can help I will
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
Nutty, that looks fairly standard, I'd do the dummy thing for the hair and any cloth tho
o hits an album and it shows my issue
Really? I have a few Neptunia models that an arm messed up on into blender
That and the skirt goes weird
ok so its a chin bone i think which is optional
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
when you move the arms does the upper arm seem to droop?
It could be a sleeve, that you could make dynamic
cause that could be a weighting issue
i tried weighting the arm and it still looks weird droping like you said it was like a noodle
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
nope never done that before ill look at that
ok so removing the chin bone fixed the mouth
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
are the arm bones parented correctly?
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
@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?
can I see your rig in the config menu in unity please
me?
Yes
just send an image like this http://prntscr.com/i3p7n4
ok
hold on
ok uh sorry
but how do I show all of it
the riggings
@stuck hamlet
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
😦
can i "connect" two weighted armatures into 1 armature?
why do you have 2 seperate armatures?
custom model
join and re-parent I suppose? Not sure, admittedly I've not encountered a split armature
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.
when you split it do you weight the added bone properly?
how do you do that?
anyone know how fix this error?
this avatar does not contain an animator and will not animate in vrchat?
im know blender only a little
you have to click you avatar then on the right click add componenet then search for avatar descriptor
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
I really only need to see the upper body portion like what I posted
to make sure it isnt something as simple as remapping
Ok
brad look up a video on how to rig in blender, specifically weighting bones
@subtle plover Already did avatar descriptor
empty or unweighted bones wont move anything in unity
@supple portal The jaw was already set to none but thanks anyway ^^
hold on
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
i dont know how to move these hair bones into the head bone https://i.imgur.com/wPln8qA.png parenting was it?
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
did you parent everything correctly in blender @round sage
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?
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
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
you gotta hit configure
halp
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
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
My character avatar has no legs so i just made them and not weight paint it to the mesh
🤔
lol sorry I'm just learning all the terms still and everything
I'll watch the vid 😛
nvm
s
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
Ahh alright... I still cant get my jaw to even move at all no matter what I do
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
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
@midnight plaza In blender right?
pls i wanna know too
Yeah
a true artist
Select both your armatures you want to combine with shift+right click. Then hit ctrl+J to join them into one.
How do I then parent the bones from one armature to the other?
is there any way to keep the pose without it resetting after i ctrl + j?
@midnight plaza after joining, go to edit, right click the bone, https://i.imgur.com/CMwysf4.png set the bone you want to parent it to in parent
Thanks man
@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.
You guys are wizards, Thanks!
You're welcome.
would someone plz set the spine1 of my avatar to not zero i cant figure out how it is done
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.
and the bottom of the view line is there
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?
@abstract shore still having the immobile head during emotes issue cause I know the solution
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
@stuck hamlet Yes I am
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
where do you weight it?
@abstract shore have you got a middle, index, and thumb in the rig?
properly mapped?
Yes I do.
how often do you guys use this when manually weight painting? https://cdn.discordapp.com/attachments/404835363895640064/404836578020818954/unknown.png
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?
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.
Bones are important, and so are tutorials
It's pretty much always the fingers 😄
Alright, gonna go take care of that now. Thank you @stuck hamlet
You only need three fingers btw to enable IK
@abstract shore take care!
At least three, thumb, index and middle finger.
It disables IK
So, pretty bad.
k thx
at the point where I'm weight painting a pair of timbs I have to wonder what I'm doing with my life
Dope footwear is important, often overlooked.
how do you weight a bone?
http://prntscr.com/i3qnvl it's worth it to see this hypebeast in action
where in blender
Check a basic tutorial
🤔
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
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?
ctrl-P with the armature and mesh selected with the armature active
do you select it in the 3d space or the outliner?
3d space so the mesh is orange and the armature is yellow
save before you do this
just in case
with automatic weights?
yes
Bone heat weighting: failed to find solution for one or more bones?
try going into pose mode and just selecting the bones you want
same error
can i give my model to anyone for them to fix the spine1 length from zero for me please
You can give it to blender and modify the armature with scaling 😉
i've tried that it isnt loading into it
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
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
Yeah I know that's required for blinking and eye-tracking but I wasn't sure about visemes
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
generic or humanoid avatar
Humanoid
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
Rero so is there no fix for the weighting situation?
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
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
thats why
so if the individual fingers arent made now i cant crouch?
not having a thumb, index, and middle finger disables fullbody Ik (crouching, head movement, etc.)
AH
that warning should have shown up when you upload
ty sm, i'll make the bones for the fingers, and i thought it meant just the hand gestures
youll also notice your head and body move at the same time
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
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
Hmm well I mean, does un mapping the jaw mean that even the lip sync wont work?
think about it, without a jaw bone what is the animator supposed to move to make you talk
yeah
unless youve got a set of visemes or blend shapes
Unmapping the jaw means the game won't try to use the jawbone for lipflapping. You have visemes so you don't want lipflapping
^
your visemes wont work if you decimate any areas that are affected by blend-shapes fyi
avoid doing that
Hmm well just going about it in the Avatar Rigging configuration might still solve it yet?
er, shape keys
I am afraid I'm not grasping that
have you got visemes or are you wanting a jaw flap bone
anything at this point
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
Hmm alright
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
https://i.imgur.com/g4eptEQ.png Hey so when I try to do automatic weights to parent this error pops up
is that pre-rigged?
no I tried to rig it myself lol
was about to say that's a very abnormal looking rig for that type of body
haha
@stuck hamlet this thing popped up: https://prnt.sc/i3r02v
I thought I was supposed to match the body itself, should I have done something differently?
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
yeah i wasnt sure what to do
since he really has no neck and head, hes a box thing
first time rigging anything
is there anything i do after that?
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
Where would I actually find that animator controller?
if you have the SDK you should just be able to search for it with the finder
no matter what i do the bone length stays zero someone plz help me i can give u the file
are you making sure to apply your transforms?
@stuck hamlet its completely blue
oh lol I was replying to bradley with the weight paint comment
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
how exactly do i select the bone?
shift click it in paint mode or pose
Hey my dynamic bones move but my model doesnt
Any ideas why?
hmm, alright so I confirmed I'm back to the point that my jaw hangs open again
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
@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?
Yes
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
is there anywhere i can go to get help with my problem?
I have an example
@supple portal http://prntscr.com/i3r4cb horrific i know but trust me it works
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
I didnt think they had visemes
Hey my armature isnt moving the mesh, any ideas why?
is the mesh weighted to the bones?
im awful at weighting bones and dont really understand it, but ill check
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
Hmm alright
it looks like for the hair yes, but if I select an arm, the whole model goes pink purple
Was there a guide somewhere that just showed the VRchat humanoid rig bone requirements? I can't find it
@stuck hamlet
I didn't have Visemes and I don't think I the model to do it to begin with
Ok I fixed my error, I had to remove doubles on the mesh
oof wow you got that box mesh weighted?
that is going to animate in some interesting ways my dude
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
haha well we'll see, im doing this all my first time so ill probably be hurting
does anyone know where I can find an empty VRChat rig file or something?
@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?
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
if anyone ever decides they want to help me message me and i will send the avater file
Oh wait is this all before or after I apply the Avatar descriptor and such?
Or should I do all this befor I drag it into the Hierarchy?
@stuck hamlet Nvm I got it! thank you for the help!!!
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
even with everything compensated and set up the jaw still won't move sooo.... I think my problem runs deeper than that....
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
I've tried making dummy bones that do nothing but it still gives me this error
"Thumb, Index, and middle finger bones are not mapped. Full-Body IK will be disabled"
wait nevermind im an idiot
you must have 4 fingers at least on each hand
you can just make the 4th finger invisible
I figured it out
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
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
from there you can adjust yourself with selecting the model and going to the weight tools and painting the wieghts
hey can anyone tell me how to combine 2 materials?
could anyone rig a a character for me? ("Skeleton")
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.
Also, I have cash money
@fading verge i could give it a go, would be my first one though. After fixing countless boned id love to try rigging
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.
Can i get the blender source tools link please?
Like the mmd tools and Catz?
Does anyone know what could have caused this, and how to remove it?
It's added a good 10k tris as well. No idea where it popped up from
Shadow?
It's adding to the tri count
Yes, a physical shadow
What would have caused it, because that makes no sense.
I exported with 19k tris, not 24k
Honestly unsure, it just looks like one to me
Its also saying the model is too big as well
Yet it's the same size as another model I already have uploaded.
Height is defined via the bounds
She's barely 4'4
Something is messed up on that one for some reason
Check the bounds box on the mesh itself in unity
Found it
It was a mesh rendering thing for animations
I was gonna prepare it for animation, not sure why it added to the tri count and did that
"too big" probably refers to tri count
Where is it attached
The main
...weird
Well it fixed itself without me doing anything
So what is the best way to stop a skirt from clipping?
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
can anyone help
never mind
just had to remove it from humanoid
you can fix the jaw bone and keep mouth flap btw
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
Anyone know why this happens when trying to create a blink animation/when walking in game (hair isn't attached to head)
Can anyone please direct me toward a guide or tell me how to fix this? I tried to map the vertex groups (the little hair buns, and knuckles' face) but it didnt work. Please @ me or DM me if you have an answer. Thanks!
I need to know how to map the hair buns and the face to the head bone :(
can someone give me a discription of culling mode
https://imgur.com/wN2wEbx
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.
can someone help me with my avatar?
Avatar looks fine in the ingame preview in the menu but when I wear it I just get a mess
Can't see shit
can't use menu either
I get this error when I try to do eye tracking in cats' plugin http://puu.sh/z73hu/4dc53c2a41.png
I know I have the correct eye bones selected, I just don't know what that error means or how to fix it
@trim kraken did you find a fix for this I think I have the same thing?
Hey
helo
I just rigged a new model
When Im trying to apply weight paint though
I can't select a single bone
Dunno why
not even in pose mode?
In pose mode yes
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
Thats what I did
so what are you seeing instead?
Trying to select a single bone doesnt wsork
Did I mess up here maybe? https://i.imgur.com/NHgNZY3.png
First time rigging
The rig itself looks okay
so you cant hit a and just right click one bone even in weight paint mode with the armature in pose mode?
In Pose mode it works
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
select mesh, shift select armature, ctrl+p
got it
thank you
damn
and it also auto weights
wtf
I mean
atleast Kind of
you'll have to clean it up for sure, but auto weight are a good start
@coral relic The texture went missing on the start; but I got it now how do I correctly implement it
This is what the materials look like sadly
@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?
save first 😉
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!
i think that's only client sided issue that your mouth stays open after talking
it's not clientside
oh, it's when you move your head even
asked for friends to check and it really opens randomly when i look down or when my eyes moves
Does it look like jaw flapping or more like distortion? Simplest explanation could be broken weight painting.
Some head bones could be affecting the jaw, when they shouln't,.
I would say jaw flapping but not really sure
if that's the case, you'll have to correct it in blender
sometimes i can see the teeth go a little to much down
can anyone help, my avatar doesnt turn right or left
https://imgur.com/CrhetZ5
but i don't have a jaw bone on my model
Soraka: weight.
You can weight paint, select a bone in pose mode, then select a mesh
Then in the drop-down that displays edit or object, go to weight paint
Deadly, are you using a VR headset?
nope
oh
Your model needs work
Yeah thats common in older models theres only 2 finger bones you'll need to add the other 2
Think it should be fine since you don't have vr
Yellow errors shouldn't stop you uploading
those are just warnings
yeah i know.
Heck, only a couple of my avatars DIDN'T have warnings
to attach the sword on the back i put it on chest hierachy?
weight it to the chest or create a new bone thats the child of the chest to weight it too
i see a bone named weapon_bone
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)?
i know it's got something to do with dummy bones, but how are those dummies set up?
then its probably weighted to that already just give the model a try
Probably has a normal skeleton, that doesn't affect any mesh
@odd bronze just make a normal humanoid skeleton and only bind the needed parts of the skeleton.
like this guy all I used what the hips,spine,chest,neck and head bones
didnt even care about limb armature placement.
spook
good morning everyone!
when it comes to the skeleton should i make one from scratch or use one that comes with blender?
up to you
what do most people do? last time i did any rigging was with second life and that was a pain
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
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?
@fierce crystal did you create and parent the arm and leg bones manually?
yeah I just extruded them when making the rig
thats a from scratch rig
they are just there for unity and the sdk
the mesh doesn't know they exist
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?
i didnt map the fingers but that should not change it right?
my last question for now is, how do i join the mesh with the skeleton?
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
you can parent it with one button with automatic weights
it might not work right though and you'll need to edit the weights
yo guys quick question how do you merge meshes
select them and then ctrl +j
thanks for the help now to figure out how to upload
it'll merge the the meshes in to one object
^think mesh merging can also only be done back in blender
don't think there's a way of doing it once you're in unity
ah so we have to export with bones and weight paints and then import into unity and upload from there?
yeah, export it as an FBX file, then import into unity and configure a bit more
the tutorial they put up on their website mostly covers it, if you need help with that
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
if you have non steam version of blender you can just use the blender file in unity.
instead of exporting for quick changes
making a world was easier than a avatar lol
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
i did a very simple house and it came out fine
Anyone here good with Blender/UV Mapping?
raises hand
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
@cosmic moth looks like a weight painting issue
no idea what that means aha -- but heres another angle https://gyazo.com/56f292eb7674d9c8394bfc8306d06a2a .. looks like the chest isnt connected to it?
should i get a new model until i know the basics? im assuming this isnt covered in this tutorial
Not sure but weight painting can get complicated depends which part its on
Maybe i can do it sometime but for now ive got to rig a whole model ^^
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)...
since i dont know correct terms
okay ive never worked a mixamo rig before, and when i go to upload i get "Spine hierarchy incorrect. Make the parent of shoulders and neck is chest" if abyone can help ill attach a screenshot
https://gyazo.com/282c41e49c467c8ff1737d90acfd6f25?token=81edff6d2480a9376e9f4a5dd678ae27