#avatar-rigging
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wtf
never happend before with any of my models
what kinda demon is that
I dont know but does anyone have an idea on how to fix my best boy
is it something wrong with the shape keys?
it only occurred ingame
You just have a lot of hand meshes, delete those in blender
happend to me too
pink doesn't matter
^^
how did i not notice this
thanks
i thought it was something with the shape keys
wait if pink doesn't matter does that mean i dont have to care about this lol
yes
is there anyone that could show me how to maunally rig a model from scratch since the model i want to use is an obj?
Hey would anyone be able to do a simple rigging for a model? I am willing to pay if that helps
@prime breach If it's simple you can do it yourself for free and learn something cool in the process
Total noob here, can someone help me figure out what's wrong? i did the rigging and weight painting myself. https://gyazo.com/e5e9579c69d584f1a0ff8500a1770a16
the weight paints for the arms are also connected to the chest
@peak drum probably the rotation of your bones
if ur doing weight painting urself ur probably doing something wrong considering
and yea check bone rotation in humanoid config
don't just rely on the no errors no problem
weight paint it
thanks
@fading verge weight paint issue it looks like
Still not entirely sure how to do the weight painting
in blender set the skeleton to pose mode and then select the model and go into weight painting mode
@crisp tendon I've been told it's a simple process, but I havnt worked with this stuff before so idk
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
if you have a complex model
it gets difficult
@prime breach follow a tutorial then !
yes learn how to use the internet to your advantage this isnt the 1990s
seek advice if u cant find any help online
Just says Active group is locked, Aborting
how to remove unused bones in blender?
@left hound right click it in edit mode, press x
they are still on the hierachy tho
Select the armature, go into edit mode and select the bone/s you want to delete and press x
i cant find the unused bones in the edit mode.
then i have no idea, im pretty new myself
whats wrong with unuseds
i can see them here only.
i select for example the bone from there, then go to edit mode click X > delete and then bone is still there but its not visible.
Will decimating the face in blender to reduce polycount fuck up animations?
you can reduce tris in face and preserving shape keys by manual reduciton of edge loops or using LOD tools in unity like mantis lod online
i love dissolving ears, as ppl make the complex
Does the jaw of the avatar actually have to be rigged with a bone for the mouth to move, or is that something detected automatically?
no
Moving the mouth just by moving a jaw bone would get pretty strange result
I'd dig dynamic bones on the lips tho π
When i use viseme on my avatar , the mouth opens randomly following my eyes movements ( when my eyes go up , the mouth open.
Hey, i'm back, i cleaned up the weight painting, made sure he was T-Posed and tried adding SimpleAvatarController, but the IK still makes him do the Limbo, is there something else i'm missing? it's telling me that the angle between pelvis and thigh bones is around 90 degrees when it should be close to 180, Are my bones set up wrong?
I just noticed that big one taking the screen, it says it's armature
I would check the parenting
Hmm, Ive had a similar issue before when the uppermost bone wasnt the Hips
I FIXED IT YAY
that shrek bone gave me a good laugh
the hips were parented to armature not spine1
thank god
ok now im getting spine1 is not an ancestor of leg.l
Yeah check your whole parenting hierarchy
Do you have another working model you could use as reference?
i've got a couple that i used mixamo to rig, would that work for reference?
If they were tested on Unity and worked then yeah
named to match blend shape
and u have to make sure that u don't do stuff like move eyes up when moving jaw
thank you so much for the help
@peak drum Normally your topmost parent is Hips, it's children are Spine Left Leg and Right Leg since they are directly connected to it. You need to follow that logic for the rest of the bone hierarchy
So, do i have to redo my bones in blender then? or is this a simple issue that can be fixed from sdk?
Isn't it normally the spine then the chest
uuhh, yeah
from down up
If I start from the hips then next is spine yeah then chest
toe lowerleg upperleg pelvis spine chest neck head
then side
arm forearm hand fingers
also make sure forearm is the first parent of arm
idk y it just says it has to be
can be fixed in unity just by moving it to top of children list
k i think i can fix this, i just need to get rid of the 2 hip bones I created and parent the leg bones to the spine bone?
no why
you dont have hips?
everything attached to pelvis
why in the world
would u have hips and attach legs to ur spine
its human anatomy 101 lol
that sounds horrifying lol
ikr
Grunt basically the hierarchy defines how all the bones in the skeleton are attached to one another
to make a hip bone is very very simple
just add a root bone and u can parent everything to it
and u can also just weight everything at 1
that's all i have to do?
If the rest of the hierarchy is fine then yes
always save before doing anything
i save all my stuff in 1 folder
with scene textures materials models and blender save
each char
making backups is good practice in anything pretty much
helps u stay organized, makes going back super easy, and prevents 1 mishap ruining all ur progress
Plus it eases reproductiblity
i also always make a pre-save and a post-save
not many people do that
it basically means
i save before rigging avi
then after
and if it didnt work out i have a backup
if it did then i can just save it to pre save
So what'd actually cause lips not to move?
later on
so this is what happens to my avatar when using viseme :
not using blend shapes correctly
or not having a jaw bone
the mouth is moving when my eyes move
tested all of them
the sil keeps the mouth shut like expected
etc
even trying to use the SimpleAvatarControler in unity to preview my avatar , the mouth is correctly closed
I had a similar issue but couldn't source the problem. I even had only sil, and the rest none, which does work with eye tracking, and the mouth still does move.
this bug is making me crazy x)
even if some of them were wrong , the simple fact that my mic is muted should keep the mouth closed, so it can't be that
the jaw bone could be the issue
is there anyone that could show me how to maunally rig a model from scratch since the model i want to use is an obj?
the jaw bone is set to none in the rigging
i have to use blender because mixamo doesnt accept the model correctly
it sticks his feet together like playdoh
thats what im asking....i dont know how to fix it
u have to make many bones
and weighting is hard to get right
especially since ur weighting beside things like arms
which are part of same mesh
but changing weights is pretty easy
just use pose mode on armature and select the mesh
then u use weight paint mode and select the correct bone with right click
then u get rid if the weights on the other leg
god with all these people who have time to 5tell me how hard everything is i could have had it done by now im sorry but i am an absolute novice who only knows what ive seen in youtube videos but none of it makes sense to me so i need an actual person to see what im doing and talk me through it if you cant do that then forget i asked
no u rlly don't u just open weight painting window, set weight to 0, and draw on the other leg
i dopnt know what any of those words mean
its like fixing an image in photoshop but in 3d
Google search Weight painting
thats it fuck this chat no one gets what im asking
i trying to help multiple people at same time
and i not even on pc
if u cant take the effort to follow the steps i gave u on opening the window or ask what i am saying
then theres not much else i can do
for valve
make forearm first child of arm
and make sure spine is spine2
spine4 is chest
and fix the finger rotations by setting them to 0 0 0
in the humanoid configuration
i do all that in unity right?
I think i may have found my problem , if it's this i will feel stupid, gonna report back when it's done uploading
Anyone have pic of a good rigging for vr setup? My bones in the arms seem to be turning the wrong way or something im not sure tbh
@ivory radish and after that i save map or just apply and done?
anyone know why my shader is showing up greyscale? http://puu.sh/z7fi0.png
@robust gull Use the sample avatar you have in your sdk folders in unity
I'm at a complete loss for words now. I added the root in blender and made sure everything was parented to it, and now when i get it all set up in unity, the VRCSDK thinks that the feet and upper arms aren't specified and that the head, hands and feet bones aren't mapped! I don't know what to do anymore.
When you say everything is parented to it, do you mean directly? Like every single bone has the root as parent?
no, the hip bones and the main spine bone.
send me a screenshot of the hierarchy please, expand as much as possible
ok, i will
here it is, i goofed up on some of the names for some bones but that shouldn't matter, should it? https://gyazo.com/c93b11212738d5e9c126d92525e1a055
on another model im doing the same thing on the fingers 0 0 0 but it gets character not t pose
@peak drum Bypass the hips if that root is the equivalent of the Hips as one bone
@peak drum By that I mean Left Leg and Right Leg's parent is root
@crisp tendon Dose it matter the size of the bones?
ok, should i get rid of the hip bones altogether or leave them and just parent the leg bones?
@peak drum You can leave them here, it shouldn't matter
ok, i will do that and let you know
@peak drum Basically what you're parenting is what Unity wants in Humanoid configuration
@peak drum Since it doesnt have 2 bones for the hips but just one, you replaced those with 1 root bone.
okay, i get it now
@robust gull it shouldn't
should i do the reparenting in unity or do it in blender because unity gives me an import error when i reparent the leg bones
I always do that in blender, idk about unity
ok, i will get on that then
https://i.imgur.com/HjF44US.png Why is her legs bent like that?
@peak drum The error is because you already configured the rig and what youre changing in the hierarchy doesnt fit the configuration
ok, thank you
Shrek's leg wasn't warped when i imported him in so i hope that's a good sign
You can test your rigging in blender in pose mode. Right click the bone you want and move with your mouse to see it move.
https://gyazo.com/f6e19933b1e4c5b2753267d699d661e7 should i ignore this?
if it doesnt cause any problems, then you probably can ignore
Ok, so he isn't doing the limbo in VRchat now, but his legs are constantly pushing up now https://gyazo.com/b1af43f2124d7c7f5aebdce51708cc6c
Yeah, just peek at yourself in game to make sure
@peak drum Try making the two old hips children of the root bone but dont link them to anything else
Like this? this is how i already have it. https://gyazo.com/03228c69e9503c658caff8dfde09bbf1
oh..
Did you hit create visemes before exporting?
@peak drum At this point Im not sure what would be the best route to fix this. Sorry. It could be an issue with weights but I barely know anything on that side of things.
ok, it's not as big of a deal as before so i think it's safe to say i can leave it like that for now, thank you so much for helping me with this, i really appreciate it π
@peak drum Glad I could help
Maybe once i get my sign set up on this avatar i'll try my hand at something simpler, like maybe a payday 2 avatar
anyways, thank you
The best part is always what you've learned going through this
yes, exactly, now i know how not to make the same mistakes
Hey i need some asistance with sorting out character joints
im trying to get all the joints down and most of them are alright but the head one does not want to connect to anything https://cdn.discordapp.com/attachments/347421763396829195/405076764168159232/unknown.png
You need to make a neck and head bone in blender, just donβt assign them to any part of the mesh.
i see
@left hound if u still ahve that problem, there have to be 3 finger bones, your 3rd bones are very very small, make them bigge rin blender
can i make a creature like avatar cause i dont want the head facing up because its hunched
i would post a pic but i can send pics
cant*
Hi! I have a problem! When my avatar bend down, the dress is going through her legs! I tried to weight it, to put some colliders and setting the dress mesh as a cloth but nothing's working T_T https://imgur.com/a/erK5U
ok thanks for the help with that tho the only other problem is that it does not see this as a tpose
https://cdn.discordapp.com/attachments/238789440707887114/405082954122133514/unknown.png
hey @fading verge , it turns out perfectly in vr, the ik problems arent noticeable at all! couldn't have done it without you!
Somebody know why my feet seem disconnected and draw huge lines?
https://imgur.com/a/ptEL4
i'm having head tracking problems
i don't know what to do because my model is basically just a head but it won't follow the head bone when playing in VR mode
it does not matter thats its not tpose
as long as the character is visually in tpose
some rigs have a different tpose
@modest iris Did you use CATS to fix armature? it does not always do a good job and with some models you will want to reparent the bones manually.
https://i.gyazo.com/e2345df34a5ef2ce4eb3f9e6ccf38bfb.png I need some help regarding this issue, could someone PM me and help me please π
@fading verge I'll try to do that, thanks. Tutorials incoming
So for anyone with the problem i had "Mouth opening when looking down",
CAT's plugin wouldn't create the lowerlid keys required for the mouth in the case you checked "disable eye blinking", the latest update (0.6.1) fixed it
can someone help me with lip sync?
i used CATs to create the visemes
but they dont show in unity when i set the Body to the blend shape object
the face mesh
i did twice lol
Was your model divided into multiple meshes?
You sure?
okay
Ah Your and THere are set as the 3 keys in blender
with Body as the mesh
intensity 1
they get exported as .dae right?
Did you actually try the resulting visemes in blender?
not sure how hehe :3
Hmmm, I'd send you a picture if I were home :/
i can screen share you over disc?
I gotta go actually, sorry but someone can probably tell you how
ohh ok
oh ya
they do work
i see them under body key shapes and if i increase the value they move
export as fbx i think
xD
eyyyy
that did it
thanks π
do the eyes work by themselves if they are mapped in the bones?
blinking too?
does anyone know how to make 3 bones into one?
How would I rig up items from other models or items to a character and have it stay and follow the character?
Example I took a cape from one model to place on another and the cape follows my avatar but it just floats
I have a model that looks fine in blender and unity but ingame his fingers look liek they've been whacked by a monkeywrench. Why is that? It cant be decimation because I never decimated it in the first place
anyone?
Row go into Unity
into the modify rigging
and select Poses then Enforce T-Pose
try that
Dromac you need to put the cape in the models' heirarchy
attach it to the spine
just drop it on top of the word spine and it should drop it in
Ghostly drag and drop the picture onto discord
@orchid shale did you check the roll on the finger bones in blender?
if that's set up wrong it also causes deformation
Yeah someone on the MMD channel told me to check that aswell
Alright, ill try that first. Thanks!
what causes things to just import funny anyways
if the model isnt exactly in a tpose
idk valve models have issues with rigging fingers
like jaws and eyes and the like
the regular rigging is trying to make the fingers go to x,y,z
and ignore the tpose thing
and if it's pre-rotated
the game will rotate to fit your VR, so its double rotated
then when you flex it goes crazy
oh dunno heh π
all u do is rotate them back its just a weird glitch
thats why I always check the axes on the fingers and apply transforms before exporting π
i rotate them in unity
easier for me in blender but to each their own
cause you can just select each bone chain and set the roll the the active bones roll
er...selected?
blender terminology takes time :<
i just set up lip sync, it works fine but her mouth stays open
how do i fix that? 8)
is that an actual question or are you being facetious cause you seem to know what you're doing :v)
its a real question lol
i was gonna test my first eye tracking too but vrchat team JUST BROKE IT
quick n dirty fix is to rotate your jaw into your head in the config to compensate for the amount that its open
hmm that sounds gross
you can apply the tpose animation controller to see if it looks right because that will give you a good idea of how the avatar will look in-game
no
it'll look weird in the config but correct in unity and in-game
just import some mixamo animation with movement
and then toss it into character during play mode
Facepalm Thanks SonyUSA, can't believe I forgot about adding it to the Bone instead of the Mesh. I attached a sword to a hand before and totally forgot that I need to add the seperate model to the bone.
and it should simulate moving avatars
t-pose is already 't-pose' when in the humanoid config menu
no
just for the jaw though you shouldnt need all that
import a mixamo anim
fix the config
go into run mode
drag animation into character
if u have dynamic bones it helps also to test
it creates a few runtime animation controller stuffs just delete those when done
can i grab a mixamo right from the site?
why do that though when the sdk's tposecontroller works fine? literally never had issues fixing jaws with it
other issues sure but just the jaw that seems a bit much
its just a mixamo thing
unity automatically rotates bones into t-pose when in config
at least when u first apply
then u can change
tpose anim controller is in sdk assets right?
okay? that doesn't effect the SDKs own tposecontroller
y do u need a tpose animation
only use ive ever seen for one is making a custom animation
the SDK's tpose will show the jaw issue
i just want to do the jaw, im good at dynamic bones
bc it puts the muscles in the right params
cant u just rotate it in the config
when u apply it it will stay
Litterally already said that
ye
but in the config it sometimes looks fine
no
so you have to rotate it into the head a bit sometimes
oh i found it
and again u can just compare it with the mixamo anim
avatarcontrollertpose
yeah or just use the controller you literally already have
or u can use muscle testing
if they were fixing the armature in other ways sure
and move jaw open and close
ya but usually u can already do with anims and muscles
go into config and muscles
open head tab and move jaw open and closed
left is open right is closed
you can I'm just saying full anims arent necessary for fingers and jaws. dynamic bones and looking at bone rotation yes you'd want a test anim
u can do this for every other muscle
ya ik fingers and jaws are super simple just mess with the muscles
if it doesnt rotate correctly fix it
yeah cause it can look right in config but off in-game
like I said sometimes you have to rotate the jaw to compensate
well small issue
if it's just a simple jaw flap usually its just rotating it up a bit
its not going to look off in game
they use the same muscle animations that ur looking at
in game her mouth stays open a bit
odd, I cant
can i test eye tracking in unity?
i noticed if you have your animations set to be disabeld in the distance you dont see it in mirror
yeah but can i test in unity with the test animation?
audio ranges are broken also
oof
if u swap worlds with an avatar that has audio
audio breaks every other update tho so its to be expected
the range of the audio gets increasingly smaller
so u have to swap characters
swap worlds
then swap back
its annoying
had a lovely time last week where I could hear everyone in the world at once all around me
or else u end up with tiny range audio
it happened to me i made a knuckles throwing animation
and i made the range like 9
then all of a sudden i join 2 worlds
and now its at like 1
bc i have to be rlly close to it
but its funny bc it goes 'do u kno da weeeeeeeeeyyyyyy'
worth
do u wanna see it lol
Is there someone here who could give me a hand with putting actual legs on an avatar that currently has none
I like frankensteining mixamo animations with my own keyed animations π
beh
ya i made a dabbing animation
what a cuck
used an idle animation and added dabbing poses
I'm an animator professionaly so it's fun
the worst part for me so far is just blenders learning curve
ik
maybe even something as simple as a slight twist and a bent leg
the unity animator isnt the best i'll give you that
easier in blender but then i cant keyframe things like audio
u cant even zoom in on curves
so u have to edit that curve between -.1 and .1
literal hell
how do people make static shaders
if uve ever played monkey island before
isn't that just the panosphere effect
there's also noenoe's which does a slightly better job cause it's still got specular
yeah that's what I'm talking about too
ye
also does anyone have neofur or something
i cant find working good fur shaders that have fur threads with gravity
Those would...probably not perform well?
they do
at least not mixed with the standard vrchat crowd of a trillion dynamic bones and particle emitters
NeoFur 2.0 for Unreal Engine 4 enables developers to better tackle the creation of challenging fuzzy and fibrous characters, objects and surfaces such as fur...
this is the unreal engine version
if it's just a shader it'd be easy to just apply and get in game
ye
but if theres a script needed theres an issue
cause of no custom scripts d00d
'and our shaders'
they dont give out licenses anymore
so i cant find a copy of it
What do I Google to bring yo that pano shader?
have you searched the_redacted_bay?
whats that

if it isnt there then good luck mang
how do i make my bones wireframe https://i.imgur.com/S5EBCLG.png
z
u cant make bones wireframe but u can change their display to stick and stuff
you absolutely can make bones wireframe
while using materials fpor the mesh
but wouldnt it be even harder to see
no
just make them stick
stick and toggle x-ray I think
I'm fond of stick bones
is there a good place for dance animations?
So what's the Google for the panosphere shader?
dude theres like hundreds
good enough Β―_(γ)_/Β―
and if u find some in a videogame u can import that
as long as it fits humanoid rig
On my phone right now, this isn't probably the best time to be thinking
wireframe bones mang
well yes but that wasnt the question :v)
wof
glad i got a lot of ram
i keep like 3 3d modelling applications + mixamo + vrchat open at the same time
pff u r like a little baby :v)
Ug furries
no really though I have way too much shit open all at once
the adobe products are such RAM hogs :<
uare leik a little bab!
having chrome blender mixamo unity vrchat noesis is a lot
So unfortunately enforcing T-pose does not fix the fingers. So now im trying to allign the fingers correctly, is this right or am I just making it worse. Also roll is 0 as recommended. https://imgur.com/a/wmxL8
it takes up more than half
cant u just fix the angle of fingers in unity humanoid config
I've got 64gigs cause of what I do for work so it takes a lot to stuff up my system
I've done it before though
ik but i on a laptop so i cant have 2 much on it
do i just open up the skeleton in unity and rotate it? Never done it before
found it https://i.imgur.com/Hwkx72F.png
no
Buy a real pc?
my boss has a lappy thats got 32
i can run literally anything at 70+ fps
i dont need a pc
and i need a laptop for college
think pls
also u import it into unity
and u have to set it to a humanoid rig
then u can rotate the bones in the configuration
ooh these dance anims are nice on mixamo
some of them dont work correctly
left leg sometimes exports with some weird jigglyness in foot
usually on swing dance anims
idk y
i never take them off
maybe thats why ^ lol
arent they necessary for full body ik
no
o
no, only for tippy toe standing
i keep them so can do that
do u use vr
yeah
I remove toes and I can still "tippy toe" in game
set the height in game to your actual height in real life
it just doesn't happen unwanted
it doesnt work u_U
it has to calibrate to your height
so that when you stand you dont stand on tip toe
increase it
the height is still slightly
i have to set it to like 6'4
off
and im not that tall lol
its close tho
just do it until u dont tip toe in mirror
and until u dont lie on the floor like a zombie
or bend your knees
but yea its used to calibrate ur player height
i would recommend setting it to standing height
then using seated play option when sitting
it might be a bit off but it makes vr more immersive
hmm
otherwise you need to recal every time you stand
its better to have slightly off sitting and well adjusted standing
ya bc then when u stand up it feels more real
or you could just fuck the whole system up and lie down sideways in a bed like I did
vr when sitting down is basically just so u can look around and touch things
when u stand up its to actually put u in the world
then when you get up the height wont cal right no matter what you do π
lol
ok i found one i want
do i have to download the whole model?
i dont see a button just for the animation
without skin
:/
and export at 60fps if you want it to look pretty
and use fbx for unity
cool thanks π
then u have to do the same thing u do for avatars
after doing that sittng mode looks right while standing and standing mode puts my camera above my head even though I didnt change my height setting π
convert to humanoid rig
then u duplicate the animation out with Ctrl+D
the little βΆ looking thing
and from there u can do 1 of 2 things
a: drag prefab into the little window in animation properties
i have a custom override made up already
b: drag the animation onto the character to play or edit the animation
doesnt matter u still have to
set the rig up
u also have to change all the properties
if its an emote it should not loop
and they should go back to original positions
ya i rigged it and then duped out the animation
then put that into my override emote
to test u can again drag it into the anim window
wont render physics
or u can (remember to save before doing this!) run and put the anim in character
i say remember to save bc sometimes the character will be stuck in that pose on stop or something like an object remaining visible after you put it in an animation
usually its not something u should really worry about unless u make a blank animation
but its annoying
how do i automatic weight specific bones?
press ctrl+p
Do Non-Humanoid emotes overrides not work? I tried adding them but it has the default names and nothing happens
that should be obvious
the avatar is a humanoid
meaning the animation is judged by muscle parameters
like front-back arm
that sort of stuff
instead of transforms
so u have to make the rig also a humanoid rig
then u can use it on any other humanoid rig
Hrm, because i saw someone with a tank avatar that used an emote i believe to shoot
so
probably not using humanoid on the AVATAR
and u can also make ur own animations pretty easily
@ivory radish specific bones
what specific bones
and i told u
u have to make them humanoid rig also in unity
if ur character is in it so does the anim rig
blender
bc again it maps bones to muscle parameters instead of bone transforms
for weighting
and u select them and it should show auto assign weights
..
:/
no
u select them in pose mode
and then select the mesh
and weight paint .-.
then ctrl+p
no luck with that but skipped it anyways by just transfering old weights
Anyone know how to set up multiple shaders in unity for a material? Or is it only a solid one?
i think its just one per
they broke eye tracking :v
depending on how complex the shaders you want are, you can try and write one yourself that has the effects you want...but all i've managed to do so far is add UV scrolling to a copy of one of the default shaders
some of the more specific stuff look like nightmares to combine
can anyone rig a model for me ;-;
:\
so im having a problem with eye tracking where the eyes clip through the skin mesh when they move
how do i mirror weight paint https://i.imgur.com/hblTcrh.png
yeah i can draw but it wont mirror the left
@limber pecan do the eyes move normally when tested back in blender?
I did the testing in blender with cats
Hey, does anyone really know about this probloem, i've been trying to get these bones to look a bit more natural, and i managed to fix them in the rig, but in-game, it's stuck in this T-Pose position, and i dont know what to dohttp://i.cubeupload.com/FbqK6S.png http://i.cubeupload.com/fCRvbw.png
@limber pecan if there's no issue with the blender-cats test, then that's probably the bug they're talking about in the latest release notes -- they said they'll fix it in the next patch
https://imgur.com/a/DHcE8 I'm having a lot of trouble getting the area of the hand between the thumb and pointer to not collapse when my thumb is positioned inwards and could really use some advice I only started doing this stuff 4 days ago
the weight painting is awful no offense
none taken
weight painting should be smooth
if it looks like triangle stuff its bad and wont blend very well
when I tried automatic weighting it wouldnt touch my hands so I had to do it manually
make sure it looks more like a circle projecting outward
@pine harbor im having the issue pre-unity in blender with the cats test
ah...hmm, has the model been scaled to anything other than 1.0 before you added the eye tracking?
that seems to mess up where the tracking bones go to
they're meant to appear pretty much exactly where the model's original eye bones are
I should mention I had to decimate my hands because they were 35k each
monkaS
@pine harbor yeah I just followed @vocal quiver guide but hadnt had any issues in the past
hmm...provided the original eye bones weren't really out of place, you could try fixing it manually like this (although you could also just try deleting LeftEye and RightEye, and then using CATS to re-add the eye tracking to see what happens depending on the scaling):
- In Edit Mode on the skeleton, check if your Eye_L and Eye_R bones appear to be in the correct position (the original eye bones for your model, not the LeftEye and RightEye bones that CATS added)
- If they're in the right spots, select the base end of your Eye_L bone (the circular node that's at the wider end of the bone, assuming your bones look like triangular pyramid thingies)
- Press "Shift + S", and then choose "Cursor to selected" to bring the red and white circular selector onto that point specifically
- Now select the entire LeftEye bone by clicking on the pyramid part of it, and press "Shift + S" again -- this time, choose "Selection to cursor"
- Repeat steps 2-4 for Eye_R and RightEye
@pine harbor thanks ill give it a shot and let ya know
I want to mirror my model in blender to flip its asymettrical features to the opposite side, how can I achieve this without screwing up my bones?
i imagine you'd have to rename some of the vertex groups either way if you attempted that, because some of the mirrored features are still going to be bound to stuff like "Arm L" and whatnot when flipped to the right
are there asymmetrical bones that don't exist on the other side?
Goal is to get the pigtail on the left
cant u just
and the bangs
copy all the bones and the mesh from pony tail
and then paste on other side mirrored copy
can anybody add a neck and a head to a model for me
hmm...i'm not seeing any problems with the face normals when doing this, so maybe you could try:
- Select the Armature in Object Mode
- Find the scale, and set the X axis to negative
???
- rename all the bones where they have an L or R in their name, or "left" and "right" (answering Chdata's question)
where's scale ;o
ah, click anywhere on the part of your screen where you see the 3D model, and then press "N"
should bring up a small side pane, look along that
@royal glen http://prntscr.com/i46dr6 very useful stuff
you don't need shape keys in hair
can anybody add a neck and a head bone to a model for me\
if you want to mirror your tail
the absolutely only shape keys you care about are the face mesh
unless you want shape keys that enlarge your breasts or other stuff
@naive tree would that modifier also keep the arms moving normally, or would all the actions in VRchat be mirrored or distorted?
thinking about what happens with the bone mapping for L and R stuff
it assigns the correct vertex groups, at least when i mirrored my kantai ship
copied 1 cannon 4 times
then finished 1 side of the ship and mirrored it
all bones were correctly assigned
hmm, that sounds worth a shot...certainly sounds less tedious than manually renaming half your skeleton =_=
Chdata wants a mirrored version of their model
as in, ponytail moved from right side of head to left, bangs painting left instead of right, etc
it should work for the ponytail
ithink
but it will have no bone
i dunno about mesh that uses bones and u dont have bones on the mirror
im going to bed though, 35h~ nosleep session
gn and hf guys
good grief, get some sleep buddy o_o
it's aight, im used to it
noob question, I imported this mmd avatar into blender but am not sure how to get the cape right, it just stays stiff upright like that https://imgur.com/a/AjcdA
lol, my model ended up upside down and contorted, i'll have to try again tomorrow cause i'm outta time
gravity/force
can anybody add a neck and a head to a model for me
How can i fix a character looking down when looking straight ahead
my character seems to be in a permenant slouch unless i look up
hey guys
Hey
If I wanted the headphone cords to move around, would I put a dynamicbone or a dyanmic collider on it?
Dynamic bone and collider
anyone know why my model isn't able to upload to mixamo
collider for the body so it doesnt go through you depending on where the hand is
Spine or chest bone?
Which bone do I give the collider to? @low river
Guys if i wanted to do visemes do i have to include all shape keys so that it would work or can i leave a few out since my character doesn't have the mouth to do those movements
I think youd need all the keys buuuuuuut
They dont have to exactly look as if they were doing the sound
Well, okay.
an open mouth that generally looks like it works [i recommend using the CATS plugin so you basically only have to make AH OH and CH, and then CATS auto-makes the rest ffrom those]
Oh really
Yep
Would it work on a wide mouth with almost no lip?
@low river Do I give the collider to the Spine or chets bone?
I say both
just to be sure
though I have no idea how yours will go when its animated
After i put ah oh and ch i put create visemes?
Is it because i have relative checked
Maybe?
Oh uncheck it
no wait
Im wrong
its meant to stay checked
did you increase the "value"?
"Update cats blender plugin"
Uh
No i did not increase value
Should i have done that?
yeah tahts how you see it
Oh you mean "shape"?
Thought you were talking about shape
check if your visemes work
Ye
hey y'all
Hrm..
where's the best place to rig an avatar
Screw mixamo
^ never was with me
@low river the "old" visemes do work but the new ones that cats made dion't at all
I was able to fix all the shit and get my model in vrchat but it was locked in tpose
lol
Set the mesh to what
Yeah
Shape key intensity?
I keep it at 1
I don't have that on my cats
Oh so i have to rename?
yeah
nice it worked
now i have to deal with 2 more problems
when i went to vrchat the mouth wasn't joined in with the whole mesh
so it didn't move at all and it was visible
ripp
yeah maybe it gave me a foreshadow when i was in unity
when i unrapped the textures and put them into the mesh
the whole body was texture but not the mouth or teeth
@low river https://gyazo.com/f8106213046650187f8f8b5c83e6aa86 is there any way to prevent this from happening?
thats more on the model, sorry
okay then
Hey everyone, I thought you might like some nightmares, enjoy:
https://cdn.discordapp.com/attachments/356209135949316096/405162064655548427/Screenshot_2018-01-22_19.44.37.png
Hey, does anyone really know about this probloem, i've been trying to get these bones to look a bit more natural, and i managed to fix them in the rig, but in-game, it's stuck in this T-Pose position, and i dont know what to dohttp://i.cubeupload.com/FbqK6S.png http://i.cubeupload.com/fCRvbw.png
is there anyway i can have an armless model??
or must the model and rig have arm bones?
You can have empty arm bones
like they have to exist for humanoid to work
BUT
they dont have to actuallym ove anything
Eye tracking doesn't work per vrchat update. @frozen violet
is anyone able to rig a model for me?
my friend can't do it so this is the only other place i could ask
here's the model if anyone is willing to
https://kirakotova.deviantart.com/art/TDA-OC-Kitonura-Seiki-VIRGIN-KILLER-SWEATER-675853414
why do my fingers looks like this? https://i.imgur.com/K2cWcNe.png
Sometimes when bring a model into Unity and select humanoid and configure nothing happens... It has happened to a few models i have tried to import and would like to know why it happens to avoid it in the future.
@hallow bay your finger bones are twisted when imported.
@verbal adder or you need to put weight paint
guys, im currently getting this guy to vrchat, but, as you can se, it has no should bones. What could i do? https://i.gyazo.com/07578eef3742048143e82a7c3086dd4f.png
my character is sliding in position instead of animating from mixamo and I dont know what to do
@verbal adder
@marsh robin Dynamic bones
And you have to fix that when configuring rig or in blender
Hey, so I imported a pre-rigged model from SFM, put it into Blender, converted it to FBX and put it in Unity and I get this https://i.imgur.com/3U3OYFl.png
Fix the model with cat's blender tools
Guys I've tried like 3 different models but every time I import them to vrchat the face just gets completely fucked up
I don't know why and it's really discouraging because no one seems to know how to help me
wait if my avatar had visemes wouldn't i have a jaw bone on my rig in unity?
@half fern m key
if you want to fill in the holes it's f
@humble galleon just move the spine bone so it doesnt overlap the chest or hip bones
i think thats how to fix that
Lower scale to 0.8
it would say that it is is way shorter than i would want it to be
is it because the mesh is too fat
prob
Sadly it's too big to be uploaded so you'll have to lower scale
feelsbadman
I may have a small problem @shadow shoal When i first uploaded the model the mouth was visible and did not lip sync at all when i put the visemes in the right place
That's a problem with the model itself
oh ok..
Is there any way to add physics to this cape with dynamic bones? the same question for hair models and other clothes
https://i.imgur.com/6isusjP.jpg
https://gyazo.com/c48c8ec24b4a95c06dc94f849cc26a8f do you guys get this
the avatar is pixelated and the camera is stuck in place
@fading verge you're in game tab, move to scene tab
thanks
anybody familiar with reversing an animation to happen the other way around?
Hi, I've been working on making a floating fallout eyebot avatar from a pre-made model but each time I import it it's floor level. I put in blender to make a skeleton for it but 1) I don't know how to center the bones or connect them to the model, and 2) I have pretty much no blender skills or exp. to speak of...help?(edited)
https://imgur.com/qcMsvAy
would this work? I feel like Im missing a step...https://imgur.com/3Uk5gyu Note: I was going to do generic rigging
Hey, does anyone have a list of what all of the bone names should be?
https://cdn.discordapp.com/attachments/251862595030482955/404301325380091906/guide.png This shows the only bone names that matter in the heirarchy as far as vrchat cares