#avatar-rigging
1 messages · Page 84 of 1
I never did that and eye tracking worked fine
until the update of course
but thanks
@molten tulip You need or you don't need dynamic bones?
you might be able to get eye tracking working without doing the dummy bones, i just find them a reliable method
I just didn't bother because it worked
@molten tulip Yes, you can use dynamic bones to make his cape move, AND stop at his body
yeah i wish it just worked how it's supposed to for everyone. unfortunately thats not always the case
is there another way to push/pull
so wait, the pic you showed me has different names on the skeleton and hierarchy
I'm confused
so do the names matter
yeah that
the eye tracking only really needs the Hips Spine Chest Neck Head LeftEye RightEye bone names too
see it?
is he missing a neck
the arm doesn't move while holding something, though the hand does
oh, weird
Sonic characters don't have necks
i havent run into that particular problem before unfortunately. if i had to guess there might be an issue with the IK rig
also, I've been trying to find a solution for that arm issue since the beginning
are his fingers all rigged individually?
my question is: when it comes to making armatures in blender, do you need to connect the bone join to the wireframe? or just the bone through it...
?
is there any tutorial or something how to make the cloth stop at his body?
Can you guys help me fix this
i just wnat to know how to make the moustache, hat, and mouth move with the body
how I can fix twisted finger bones? https://i.imgur.com/K2cWcNe.png
can anyone tell me why when i pose in blender then click apply pose as new rest
it snaps back to regular?
use the rig config
and reset rotations to 0
also does anybody have a fbx converter
rig config?
i need to convert old fbx format to new format and autodesks one doesnt export to 7100+
and ya the humanoid thing
itd be nice if blender could accept old file so can import shape keys .-.
i exported as dae before but no shape keys in blender
im on the human thing
i changed it to Pose Position
rotate the hair pieces
then what?
oh you're talking to Black
This is bugging me so much https://prnt.sc/i48as0
can someone help me? fingers looks like this: https://i.imgur.com/mfNqLhH.png
someone should really just make a how to fix fingers guide at this point lmao
lol yeah
adjust the bones in blender so they line up with the fingers
that is the easiest and most neat way i know of
I'm new to all this avatar and 3d modeling stuff, so I apologize if this question is super simple. The model I'm using came with bones already rigged to it, but trying to give it a humanoid rig on Unity breaks the rigging since it says it doesnt have enough bones initially. Is there a way to add more bones or if the bones have to be meaningful? I cant use miximo because the prop on the characters arm breaks his hand if I try to auto rig it
also here something i talked about earlier
'Unity will attempt to find the textures used by a mesh automatically on import by following a specific search plan. First, the importer will look for a sub-folder called Textures within the same folder as the mesh or in any parent folder. If this fails, an exhaustive search of all textures in the project will be carried out.'
When I look up or down, but only while walking, my character model seems to either float or slip into the ground. It's more severe the wider the angle I'm looking up or down. Anyone know what might be wrong?
Is there anything that would be moving or affecting my root bone? I don't want it to be messed with unless I'm jumping
Can someone help me with this
i don't want the anything like the hat, teeth, and hat to move at all on the neck
it's the model. the meshes are badly assigned.
Is there a way to lock down a bone's movement or something? I'm getting a lot of weird stuff happening on this character when these bones aren't even intended to animate at all
shifting positions when moving to several inches up and to the left, sliding into the ground or floating above it while walking. it's weird stuff i haven't run into on traditional rigs but im trying to do a weird thing now i guess and it hates me
@vagrant olive Oh i didn't join them, if that is what you meant. I did that so i can make weightpainting easier for me by doing them individually
Hm. Fix one problem and something else happens. Now the rotation stuff is all gone but I'm floating in the air whenever I walk
^ i feel u
Anyone know how to give eye bones children in order for dynamic bones in Unity to work? Eye-tracking seems to be giving me issues again so I'm trying to create custom eye movement
there is a problem with eye tracking rn
That's good to know I'm not the only one dealing with that lol
Though the workaround I've come across seems to be applying dynamic bones to the eyes so that they kind of drift a bit when you move your head around
The problem is that the avatar I'm working with now doesn't have any children attached to the eye bones
How can I fix my avatars feet going through the floor?
When i switch to rest position all the bones from his knee down move a bit lower
including his leg mesh
hmm im not sure @frail burrow may have messed them up with the dynamic bones but not sure lol never done that
@native egret when you are configuring your avater in unity, it will bring up all the bones right?
Right
okay now if you grab onto the hip bone and the little moving tool should appear and you just drag the body up until it is above the white plan on the ground
then you apply and press done
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hax
Alright, appreciate it @slender patio
How can I stop my model having a constantly open mouth? It has 4 jaw bones and if I assign either the upper or lower jaw as the jaw bone the mouth is always open, but not if I unassign it. I wanted to get Jaw Flap lipsync working, would I need a jaw assigned?
Ah, this isn't an MMD model and I don't think it has visemes set up, it just has jaw bones
anyone know how to add fake bones to a bird? (im not sure the necessary bones for unity to think it's human)
im having a struggle
Anyone know how to rig accessories to avatars? I tried to give my avatar a hat and glasses but his body ended up invisble in game. I'd appriciate any help anyone is willing to offer.
In Unity vs in game
feelsbadman
how do u select then move back
how do i create fake bones
so i can get this working for looking up / down and the legs moving
the humanoid selection refuses to work without arm bones
if my humanoid mmd model has everything but a chest bone, what steps do I need to do to add it and make everything work properly? anyone got a guide they can link me?
just extrude random arm bones until u have enough
oh
idk
it just says
cant uplload avi
spine hierchy
check chest neck head etc
did u map it correctly
good news-eyebot works as it should
anyone know how to make 3 bones turn into one whole bone cause unity is not detecting my chest
is it a |/ shape? because you can manually select your chest bone in unity
Someone just
whoops, a shape like 3 fingers
lol ik what you mean, then you can select it by hand
how it only allows me to choose one
@ivory radish if no one helped you with the 7100 thing I believe that Cinema4D can export them as 7100+ after importing them in.
so i can only select one \ but i need all 3
https://imgur.com/a/f3GRm sorry im not sure then, mine looks like this and the 3 count as 1
yes but for me only one bone is green
Is there anyone here who is well versed in oddly specific issues
Specific how?
Did you map the shoulders and such properly?
yes
What was the upload message before building/sending it to the avatar servers
anyone know how to fix the feet stuck on the ground issue. suddenly all of my new avatars get their feet on the ground by some pixels (toes underground). Pls, Im baffled at this bug tbh
is there a bone limit
I have 3 warnings - close to poly limit, height, and sound object
Check the humanoid rig settings
what specifically
See if anythings mapped weirdly
You can prob make your own animation by rotating the shoulder to fully extend your arm
And then adding that animation to the override
I don't think that would work, there is no override for holding things
i will check just in case
Are the bones mapped propely to the mesh itself Miner?
Rei? how do i send a screenshot cause it would be better to show you
i have no option to send a pic
as in bone weight?
Yes
should be
That could be why possibly?
https://sketchfab.com/models/51a569aad7f549adbf2a963eef248805 If I wanted this as my avatar, would I need to change something about the model?
I do 3d Modeling and Figures (3d printed and painted)if you are interested on commission me please write me to bbmbbf@gmail.com
T-Pose and possible Rigging
can anyone help me 😦
Can anyone find a similar looking model for use?
I'll do the poly count in blender if needed
Prob in deviantart
With legs like those? Not likely
I'm talking about finding a model with those sexy legs
any other ideas @fading verge ?
@glad cliff since the 3 are seperate i'm not sure myself sorry
Mmmm...
its fine dont be sorry =, you tried and im thankful you at least tried
How many arm bones are there
@fading verge email the author of the model and ask them if you could have the model for VR Chat or if you could buy it.
dont know why i put an =
@charred estuary
He said that I could buy it, but I can't really buy much right now
Emails in the model's description, so I might check him out
https://cdn.discordapp.com/attachments/354455994438516736/405245771433115650/unknown.png But I mean, those legs...
It's rare to see a Sonic model with those sexy legs
I can feel my CPU crying from all those polys
Will be looking like Mario 64
That was a funny joke I remember those Graphics lol
@worthy coral polys dont effect the cpu it the material and dyanmic bone
how many skin mesh render
Its joke mkay
So what your saying is, all those polys the CPU has to render don’t hurt it? Never knew :insert gasp emoji:
@charred estuary no idea everything seems okay
Oh someone had a weapon with a high ass poly count @worthy coral
Wanna guess that count?
@fading verge poly effect how long take to download that avatar
1.2mil
Phew
No idea why or what it was
But my friend told my about it and my render buckled.
Question, do you guys think with the default Sonic models that you could make Amy's legs more accurately proportioned like that?
Wdym
I mean, give Amy a nice ass
Tbh you should be talking about this in the regular avatar channel
^
is there somewhere I can get hands that will look good to use in VR? I've been working on weighting these for 20+ hours and I just suck so bad https://imgur.com/a/9pbzp
Uh. Those is some high detail hands.
like 4k each. tehy started at 30k each. It's just so distracting have ugly hands in vr
...
Thats a lot of polys just for hands
go grab a free or pay for a set of hands from https://www.turbosquid.com/3d-model/hand
a lot of them aren't really suited but there's a few low res proxies there you can probably use.
You'd need something with more distributed topology with no long triangles.
Yeah was gonna say those hands had weird polys to begin with
yeah its near impossible weighting them
No offense
I usually pick hands and use biharmonic/voxel capture and usually I don't even have to botter to paint weights or touch up hands/fingers and they look fine for VRC.
and I didn't make them I got them from a guy
https://www.turbosquid.com/3d-models/human-hand-3d-model/480027 thats anice low res cage there with decent topology [poles in good spots and it loops out to the wrist connection is 16 edged circle]
there were a few zbrush guys over on artstation who released a bunch of free low poly mesh proxies for starting points for sculpts and they're pretty suitable for bodyparts.
thanks a bunch. I think I can definitely find something that'll meet my expectations on this site. ive got a lotta wiggleroom for poly count as well
yeah.. its good to budget out your polycount on areas of focus.. you can kill detail on some areas [like limbs and such go down to a lower polygon count and increase it where you really need it.. eg elbows/shoudlers for deformation or points of interest on a character.. face/hands for emoting, etc. if you find a good model but it's really high polycount I'd look into the retopologizing workflow over decimation since its yields better results but it takes more time to draw new models over the reference mesh and regenerate blendshapes, etc.
when I got the model it was 22k and 12k were the feet, theyre like 2k now and work fine so the extra is going to the hands which I constantly see in vr
err hello
Yeah.. some modelling is out there in terms of where they spend the polygon budget.
i'm having issues with a model
30k polys on a bow for a japanese mmd? LOL.
oh kay....
A lot of hobbyists is still into modelling everything out in polygons and missed the whole sculpt/displacement/normal mapping workflow
I swear everytime i get a model it is always broken 😦
Bad luck
ok
i give up
idk how to fix the spine hierarchy or whatever error problem
someone dm me if they know
@fading verge - Does it look like this? http://i175.photobucket.com/albums/w137/sk8er754/spine rig_zpsuhxw1cje.jpg
Ignore the skirt parent bone i forgot to hide
actually
not to sure
i have no idea how to see this
sorry unity noob with bone parenting
Hmm, alright if you still need help you can just send a dm over. Im too awake to sleep still lol
Damn, rigging this blanket is harder than I thought.
Anyone here know if some mmd models are pre rigged? Most of them (that I can tell) are in pmx format which I know is mmd, and I want to put them into an auto rigging website mixamo.com but it only accepts fbx / rar / obj formats. I've attempted to convert the pmx into those formats to no avail. Could anyone help me?
Yeah they should be all pre-rigged. Only problem is they have so many bones that if you try to use cats tool in blender, the bone list for setting up eye tracking and stuff will only have so many and some will be missing off screen and yeaaa
If you get blenders mmd tools plugin and the cats blender plugin you can import pmx files and then export as fbx. Thats how everyone pretty much does it for vrchat
Oof, does anyone have advice on rigging a simple blanket/cloth? Like a blanket you'd put on yourself if you were cold or something, I can't seem to get the rigging right since I don't understand weightpainting that well and "automatic weight" doesn't seem to help here
I could just take the cloak off of a random mmd model, maybe.
@fading verge its actually extremly easy to fix.....
@fading verge i had the same exact issue n finnaly figured out how to fix it...now im just goin back on all my models n fixing the error
i fixed it too
i wanna kill myself 😦
Hi guys, I've replaced the shirt on my model (mmd TDA base) with a hoodie for TDA bases, reparented the bones n' stuff, the model moves correctly in Blender, but I end up with weird looking arms and fingers when imported into unity. https://i.imgur.com/8wicelK.png https://i.imgur.com/ATdfwii.jpg any idea what's causing the issue or how to fix it?
anyone willing to help me on something?
@stone shoal Does the model have quads in blender?
If not, try applying a triangulate modifier.
anyone have the tutorial on hue-shift avatars?
If you mean what I think you mean it's literally a shader
I forget the name
When I upload my model to VRchat I'm looking through the chest and my model is massive, I have scaled it down many times and I've got the white dot where the eyes are. Only irregularity is that the white line for placing the view point is above the feet. Anyone know what might have happend?
Unity won’t upload my avatar anyone know why it says it’s uploaded to my account but I can’t see in my avatars menus
either overwriting one with existing blueprint or slow servers
Is it possible to make a part with dynamic bone only move when touched with its collider?
If I forget eye tracking, how can I add it after it's been exported to unity?
you create in blender and export as new fbx
i tried giving dummy bones to my worm, so why does it disappear when previewed and have 999+ errors printed out? https://i.imgur.com/COLlAVq.png
should I add a bone on avatar's eyes?
hey everyone, do i need to worry about this message that says "this avatar is not imported as a humanoid rig and will not play vrchats provided animation set."?
if you are deliberately doing a non-humanoid with its own custom animations, then you dont have to worry
if not, then it means your avatar isnt in a humanoid rig and therefore have no animations
i used a humanoid rig from blender and parented it to a mesh
you need to set up the humanoid rig again in unity
click on the model file and go to the rig tab and choose humanoid and then configure
leave avatar definition alone?
yeah
dont forget to remove the upperchest bone
how do i do that? i know how to do it in blender but not unity
in the humanoid rig config screen in unity
the slot for upperchest
leave it blank
by clicking on the slot and then pressing delete
just go in the humanoid rig config screen again, press done, and then return
done and same errors
okay
now its gone
now it says the spine hierarchy is incorrect. make sure that the parent of both shoulders and the neck is the chest
is there a way to know what toon outline shader looks like ingame
when i look in mirror it looks too fat but when i look at self looks too thin
two errors down and one to go
help, dummy bones are making my worm avatar all fucked up
well my model has no textures and no finger bones but it works!
When creating bones for long capes, for dynamic bone purposes what would the genera bone structure be for it?
anyone know the reason why r my avatars eyes not blink/rotating and mouth not moving when i talk? even my old avatars which should blink/rotate an has mouth movement doesnt do that anymore
@dim trench is it all set up in unity? you might need to reupload it
oh yeah eye tracking isn't working with the new update i think
Viewball problem, put it near the nose will make my avatar look down, put it near the mouth will make his mouth his eyes
is there any solution around this?
I have a similar issue, my avatar's mouth doesn't move clientside for me but other people see it moving fine when I talk so I guess it's fine
between eyes
@gaunt belfry Not speaking from experience mind you, but I think you'd need at least three bone chain running from the top
in front or inside face
How many segments you add per chain is up to you
Ye I figured I would need more than one lol, thanks for the advice, surprised I got a response.
I put a picture of a model i am workin on n the bones are...weird to me
its in VR chat pictures
do you have dynamcis setup?
you need to add a dynamic bone collider to the legs
did you set a radius value on on the dress dynamics
that should basicly be the size of the dynamic bone. when you set the radius, you should see little spheres pop up on the skirt
these spheres are what colide with the leg collider
https://i.imgur.com/OLFpEhy.png
example with radius
https://i.imgur.com/j34R34A.png
example without
Is it possible to get xnalara models with lipsync?
technicly any model can have lipsync
The kratos model i found was xna and i gave it lipsync via posing the mouth bones and turning them into shape keys
😛 figured someone would beat me to the video
i need to bookmark these thigns for easier pasting
well cat plugin add feacture to save pose setting now
it make keyshape name as pose
but ned change name on it
oh nice. i havent updated my cats in a while cause i havent fiddled with a mmd recently. Guess i should check it out and see what QOL things have been added
@calm needle it support xps now lol
😄 so it removes all those extra pointless bones?
wait, im thinking of source model
source models have some pointlessly extra bones that have no weight to them
the remove zero weight bones as a seperate option intead of only mmd fix was a suguestion i asked for. Wonder if enough people asked for it to be a useful thing
Why some vertexes doenst follow the bone? https://i.imgur.com/A6wxOU5.png
Power of paint in area on other bones?
Oh, yeah! Checked some nearly bones, and one of them was affecting it, thanks!
would I do fix model, then start doing that? at what point in time do i press create visemes?
How many shapes do I even need?
you need as many visemes as there are shapes to make those words, there's like 14 or some shit idk
does anyone know how to fix this? https://gyazo.com/ad5c5866b2584aaf76c8f4769b1dad47
Does anyone know how to fix these issues https://imgur.com/a/XUc7t
What issue ?
Finger tips are messed up and the hip bone is two bones, one that is horizontal, and one that is diagonal
Well you could just rig it yourseld
@stoic cloak Have you tried suing Cat's addon in blender ?
Yes, it fixes everything but those two issues.
@stoic cloak Then yes that'll have to be a manual process then
Delete the shape keys from the mesh
@random lotus delete the shape keys
Then decimate
@crisp tendon hmm i have no idea how to do that any good guides?
I doubt thr cape has any important shapekey
If you drop down somewhere in the menu to the top right you can find and delete the shape key for that material
Clicking the plus symbol in the menu will expand it
So I suddenly got a good idea for an avatar addon, but im not sure quite how it works
adding a lightsource?
How would I manage doing that?
yo, anyone avalable to help little ol' me?
i'm getting that "spine hiarchy" or whatever it is
@stoic cloak On this specific thing, not really, you just need to learn how to create bones and parent them + weight paint, not very difficult
@left hound set the force on dyanmic bone to -.0005
might have adjust couple time
Y axes
@fleet echo it didnt do anything
that why i saw might need adjust value till does anything
so im looking for negative numbers?
Hey guys, I'm having a probloem, I've been trying to get My model's long tentacle to look somewhat normal, and when i configure it in Unity Rig, it looks normal, but when i go into VRChat, it looks just like when it was in the T-Pose, I dont know where to really go for something like this, People have said dynamic bones, and i've tried that, but it just makes it jiggle in place, so i dont really know where to go http://i.cubeupload.com/VbK1Ok.png http://i.cubeupload.com/KLWmkB.png http://i.cubeupload.com/rrOQ2U.png
@marsh robin You have to adjut the values of the dynamic bone to behave the way a tentacle would
I've put dynamic bones on the tentacle, but i only put 3 for the top, middle and bottom bones
should i just make more of the bones dynamic?
Or just one dynamic bone for the entire thing at the top
I've also tried that
so i deleted the shift keys, and when i put it inot unity, i discovered that the shoulders are one bone, is there a way to make it so that they become seperate or would i have to add a fake bone or something?
???
what do you want to do? @random lotus
I need to map the shoulders but the shoulder are the same bone, im trying to make it so that they're each a seperate bone
subdivide it?
How do i do that?
select bone, hit space and type in subdivide
is this in blender or unity?
or you can try removing the shoulkder and extruding from the arm
then u gotta weight paint it a bit, i think
or recalculate autoweight for that bone
if that works good enough
i like this idea though, you can try removing the shoulder, extrude new bones from both arms as they'd be shoulders
and then in pose mode select the shoulder, shift select mesh and hit W > autoweight bone
ok so how would we add a new bone?
I bet whoever modelled this hair is laughing at me while I rig it https://puu.sh/z85sR.jpg
Anyone here use vr and know how to rigg so it works good?
Ok, i went to to go do the thing for the shoulder and it seems the shoulders bone doesnt register as a bone in blender
can somebody help me my model is not taking more than 1 texture
like the eyes are the same texture as everything else
how do you split up the body so the eyes take a diff texture
How can I attach objects to the rigged model? This ball isn't actually connected when my character is in an idle pose https://i.imgur.com/vDaPyAg.png
drag and drop into the model hierarchy
what shader one use to see the texture from the inside? like those spheres people make?
thats not a shader
Its a physical sphere
i mean u could make a shader for it
but usually u would just invert normals
can do that by setting inverse scales or by flipping it in the model itself
oh wait thats not directed to me oops ignore me
Well there are shaders out there that has that
the dupe it so you can see it on the outside as well?
no thats called double normals
normals define the direction of any given face on a polygon
which is why you can have an inside face, or outside face
its also why most programs only render one or the other leading to having 2x as many polygons when doubled
also u could use panosphere
if ur wanting a fixed image or something
is there a way to kno how big outlines are
because i have this shader that draws outlines but
it looks different in game mode
and also in mirrors
i need it for textured toon shading
:thinking:
So that awkward moment when ur mmd model has clit and labia bones in the armature . it was scary and i need a hug.
Just remove em?
I did lol
it was simply funny till I made the wrong movement and it tryed to eat me.
👀
invert normals
where tho
blender
i dunnooo
or use inverse scaling
inverse scaling?
nvm unity doesnt support that
aaaaaaaaaaaaaaaaaaaaaa
inverse scaling is essentially
u use negative numbers for scale
so it flips the model
but unity doesnt do that
its good bc u can mirror things
but u cant invert their normals
mk then
Idk where else to ask this so, I downloaded a model from Models-Resource and it doesnt have fingers. but everytime I add "dummy fingers" according to this guide "http://vrchat.wikia.com/wiki/Quick_Start_-_Mixamo_Avatar_Creation", the characters hands bend 90* in seperate directions while its idle...
Quick Start - Mixamo Avatar Creation", | VRChat Wikia | FANDOM powered by Wikia
Can you explain maybe a step by step how to do it then? I might be doing it wrong
just extrude random bones
and set them
they get removed for some reason after you apply
but they still exist
bc vrchat warning goes away
see
you're talking to a complete blender beginner lol...
So I dont add the bones in blender?
u do
but u map them in unity
bc they wont map automatically
u only need 3 fingers and i think each requires 3 parts to work with IK
thumb1 thumb2 thumb3 index1 index2 index3 middle1 middle2 middle3
\||..
that part of hand
So do I rig the model in Mixamo before or after I add the dummy fingers?
if ur adding fingers that dont do anything ur adding bones
theres no use in adding bones if ur going to use another rig
so u put them after
Alright, then thats one thing I was doing wrong
https://gyazo.com/ad5c5866b2584aaf76c8f4769b1dad47 hey, same guy from earlier, would anyone be able to explain to me how to fix this? It's a SFM model, and this jittering occurs both outside vr and with vr. is this something to do with the rig?
why doesnt it look right
its parented to hip bone
the other way around would mean hip is parented to leg bones
so it sohuld be like that?
yes
when in orthogonal mode
tail is connected to parent
head is connected to children
hey when I'm importing an XPS to blender, but I have a .mesh and a .mesh.ascii, which do I use
in other modes it is too but its easier to see in orthogonal
I have an issue for some reason on the avatar I have the bottom lip stays where it is however the top lips would simply go up if I look up or clip through the bottom lips if I look down, is there a way to simply make the head solid so when I look down the head as a whole would look down, rather than just the top half? https://cdn.discordapp.com/attachments/325629574559956993/405488549605933068/unknown.png
I don't want to add lip sync or anything fancy to the head of this avatar, just wanting to stop the head from clipping down when looking down and mouth wide open while looking up.
weight painting done incorrectly
Ah if I fix the weight painting would that correct that issue?
weight painting judges how vertices react to bone manipulation
red means it follows the bone when it moves
blue means it ignores the bone
Ah!
pink means no weighting for the selected bone and mesh
so the bottom of its head should be more green and blue than red
Thanks a bunch, you both been really helpful 😄
👍
So I rigged this model in Mixamo, and all the bones are facing downwards, is that normal? https://cdn.discordapp.com/attachments/405489889467957259/405489981281533952/unknown.png
yes its a mixamo thing
however u should probably reorient them
or turn on 'connected'
this only actually does anything because of the
'thigh rotation' issue
but usually not harmful
Then to make the dummy fingers, what would I do from there? Extrude bones from the hand?
ye
3 fingers 3 bones each
each hand should have 9+ bones
i think u might be able to get away with just 1 or 2 each finger
but i do 3 just in case
Uhh... nooby question, how do I orient the bones? lol
rotation
Just do 2 for each finger if you're lazy
I'm trying to join a seperate hair object to my model. When I try to join them, the hair's armeture disconnects from the mesh. How do I fix that?
how do i do that
The whole reason im trying to keep the armeture attached is to avoid having to repaing the hair
Auto weight paint has been fantastic a few times for me
Same as Mixamo
So it could be 0 or 100
its rlly bad when i use it lol
I did it before where I joined a hair object to the body and it kept the weights that it had before hand... I dont know how I did it though
How do dynamic bones actually work?
cant u just
look in the script
it calculates jiggle physics
basically uses hookes law and that sorta stuff
spring mechanics
Hey Wulfe, you said to use the connected feature for the bones to reorient them right?
it connects them together so usually will work
armature too small
Easy way to fix it?
resize
I have to do that in Blender right?
in blender change mesh scale until fits armature
yeah upload it elsewhere like a message and just copy the link not the image itself
u cant upload images
without a 📎 button
use embedded images or links
embedded images automatically appear when the link is detected as an image or there is a twitter card in the link
I think it should be a tda Model. I just want that mouth
Mine has lips and a line in between. This is kinda cuteomg face with no line in between
hey hey! has anyone found a fix for this pelvis issue?
where the angle isn't 180, it's saying it's 82 on my model
rotate the bone in blender if necessary
oh on the upper legs?
or on the hips?
i have my upper legs parented to the hip bone
The error tells you which one is affected
gotcha! thank you!
@charred sorrel make sure the bone is straight af 👍
Hello there, is this the right place to talk about hips problem ?
So, thank you for all your help Wulfe, I managed to get it ingame somewhat but... now I'm having this weird texture issue https://cdn.discordapp.com/attachments/405489889467957259/405507673610780693/unknown.png
The frills on the skirt and straps are like cutout and missing a lot
guys, im currently triying to get this guy to vrchat, but, as you can see, it has no shoulder bones. What could i do? https://i.gyazo.com/07578eef3742048143e82a7c3086dd4f.png
Anyone got good dynamic bone values for something like a scarf or cape?
Does anyone ever help in this channel ;.;
@wintry orchid it doesn't look like there's a spine in your bone chain?
The model only had one spine
I have a feeling I had to add more in blender dont I?
I'm no expert but I'll tell you thats why I'd do that and make it close to human as possible. Will probably look strange though, like imagine if a trex walked as a human, ie standing up and with their hands to the sides
@pallid zealot shoulder bones aren't required (indicated by the dotted circle) so you -should- be good
they are sphere colliders
yep, idk what that even means XD
Ive spent about an hour trying to figure out why i cant view my model from inside anymore any help? the clipping values are set to default
even .001 doesnt clip. maybe its a camera setting?
so my best idea garchomp would be to drag the bones apart so theyre connected by dotted lines in edit mode, then click and shift click the ends of the dotten line and press F to turn the dotten line into a bone
you what belnder is that?
what do you mean by "view from inside" though? like this? http://prntscr.com/i4p3o1
yeah and i just figured it out lol. apparently I was in "user ortho" (numpad 5) and it doesnt clip like that
Alright Thank you rei
np hope it works
now to resume my torture
i need to get used to numpad
^^^^^^^ agreeee
never really using it
I had an interesting problem, my avatar's mouth was hanging open when I set up the jaw flap bone.
Hopefully when I do Salazzle it esaier
in tupper's tutorial I think he mentions unselecting the jaw in unity but you're not the first person to come in here and ask
guys what's the difference between male and female animation sets aside from the crossed legs while sitting down
like what happens if I put male animations on a female character
you get a masculine actin girl prolly
okay I will go look then,
I'm just tired of my legs being crossed and freaking the fuck out whenever I turn left to right
you can replace specifically only the sitting anim if you want
unity keeps telling me to update my license. not sure what that means.
You can set to male In descriptor it will sit with normal legs
I really fucking hate people who rip models off games, rig it half assed, dont put any shape keys whatsoever and then have the decency to ask others who dl it to respect their model as if they made it themselves
Like What the fuck is this rigging
I have to rerig this entire mess
😡
looks like an expressive dude
sounds really hard. I feel your pain
i made shape keys for his expression
fuck if I didnt love one piece so much I wouldnt be doing this
he's also probably the reason Ill buy vr too
I have no idea how to make shape keys mine has none
its really simple
go object mode, select the body mesh, go into the shape keys and hit the + sign, then name it to a shape key, then go edit mode with selecting faces, select some faces and move them around to make a facial expression, and then once you hit object mode again your face will snap back to the original posture
go to the new key value and raise it and itll conform the face to the edit you made
its also the easiest way to make facial emotions for customanimation overides
ohh thanks! I am copying what you said so I can remember it lol
mine was a xps mmd model
I dont think someone has created a facial shape key tutorial for vrchat yet
I know someone did with meshes hidden in the face
but if I have the time Ill make a quick youtube vid on it
itll only take like 2 mins
cool that would reall be awesome
its a give and take community. I give you information because I took information from someone else whenI needed help
And the cycle continues 😃
yeah thanks for the help so far! I actually was able to rig a Chocobo myself because Mixamo would not do it for me lol
I'm learning
yo, i modeled up a 2d image and its all ready but when i upload it it comes out flat on the ground instead of upright? any support is appreciated
@floral light You can probably rotate the model in Unity
I am already confused again and I cant upload a picture of what I am dealing with lol
upload it to imgur then post the linkhere
Cause for some reason That mades vrchat discord "better"
Hi all, new member here in the Discord Server. So I've tried my hand at rigging a non-rigged model in Blender and have had relative success, but I keep running into the same kind of issue and hope you guys can shed some light on why.
So when I rig a model, usually what I'll do is set up all the bones that I'm going to need for the rig, and then piece off the character mesh(es) relative to the bones that'll be assigned to those bones. But then when I finish with that and Parent the model, I have deformities from parts of the mesh that are completely unrelated to the bone in question.
I.E.- I rig a model, parent it and rotate the Right arm at the shoulder to test it. The shoulder moves, and so do meshes in the head, torso, and maybe the lower left leg, meanwhile the lower right arm is glued to the right leg.
Any ideas why I keep running into this issue?
is it already weight painted or something?
i just went to do the weight paint and got this
If it were the weight paint how would I go about ammending that issue to resolve it?
is there a way i can make his ears go down? So they're not in the t-pose?
will using dynamic bones or something work?
dynamic bones and gravity
there is a gravity option on the dynamic bones, go for the y axis and try a very low value
@random lotus
okay so, I think it was the exporting that made mine confusing but making sure right now.
@gloomy loom that only works when he's moving, im trying to make it so that in general his ears don't stay in the t-pose when he's not moving
this is why i hate this stupid models rig, it was pulled from the game, so the ears are forced in a t-pose
but this is the only model of this one avaliable
well of this design
@fading verge model is rotated, no matter the rotation its always flat
literally just move the ears down bro 😆
i did,
@floral light I had that exact problem with a model and I never figured it out.
you could pose the ears in blender and set that as the default value i think, ctrl + A
The root
add it to the bootom ear bone
@fading verge dang, thanks though!
if that doesnt work then check the parenting and weight of the boens
yeah now nothing happens
i forgot to unpose my model in blender before exporting once and the pose it exported to unity in was the bent up pose
hmmm, so i dont unpose my model in blender, it will reatain the pose?
that's what happened to me
Hmmmm runs to expreiment with this annoying model
question about the pelvis, it has to be straingt up right?
I think someone had a problem finalizing their upload because spine or pelvis or something was more than 5% off straight up but not positive
yea it causes upload issues sometimes but i dont think it really matters unless you have full body tracking
So I have not tryed to add weapons or anything yet. will adding object like for say a sword bring your tris up? im like rideing right on my limit with this modle.
it will
if the sword is hidden until you pull it out, it doesn't count toward the limit
if its a custom animation override it wont
yeah
if its on your model at all time it will
but that doesn't have to be the same sword
learn something new every day XD
yeah I have thought of lots of idea to help combat some of this but as long as im not creating lag for others. like I know for a fact i could get realy any models over the tri limit in but im sure thats just a lag fest and also get a ban
also that would be hacking lol
Gosh Darnit that was hard af to get right
u will get it just keep at it.
https://i.imgur.com/KckzODL.png how do i hide these dots so i can select these bones and weight paint
whut dis? http://puu.sh/z8jFg/7d83f68e11.png
everything IS set in the Unity Rig tab
so why is it saying this?
nvm
make sure the bone chain is right on the left and that everything is extruded properly
💯
I don't know if I am doing something wrong or if it's normal. But with every avatar I imported into vrchat I cannot get it to touch the floor. For example, my hand is feeling the floor but my avatar's hand is around knee high, in every other vr game I can get to touch the floor. Does anyone have an idea why?
oculus or vive?
oculus
sockulus
haha
okay so when it happens to me I tend to find that its a mistake on the oculus end not on vrchat. either that or I need to adjust height. steam has an option that help it figure out height as well but I haven't looked to see if that helps
Maybe it's a steam vr setting
Interesting issue.... when I try to parent a separate imported asset (weapon) to my avatar's hand, it sets the origin of the hand, arm, and shoulder to where the weapon is...
vrchat is the only thing is use steam vr with
Guess I'll run the SteamVR setup once more, maybe that helps
it happens to me on and off for it to never be right for you I can only spitball
I just want to be able to pat the heads of the tiny ones
Nvm, tool handle was set to center instead of pivot
you can also use seated play as a crouch button
Hey, does anybody know of any free alternatives to dynamic bones?
pretty sure there isnt any that are worth the time if there are; you'd be better off just going without dynamic bones
Eh, well okay then. Thanks.
sheez, i had to delete half the model to get under 20k
still, better than the 70k model that i found, that would be even more terrible
hm?
doh i only just noticed the words lol
https://www.youtube.com/watch?v=IZPqxADetWE was literally watching this video just now its everything youll need to know (probably). top 2 comments we necessary for success for me as well
This is a tutorial on how to overcome errors that can occur when using the automated bone weight function in Blender 2.5
That moment when the viewpoint is from nappa's crotch
hm can't share the image
let me try this
anyone know how people make their character meshes move ?.? you know those galaxy meshes..
I dont' sadly, but I know that with some messes they use this wierd image for texturing.
https://gyazo.com/546249348a144aa1d10febed983f0763 this is a weird viewpoint
okay ty
Viewpoint?
after i google for june Ill screenshot
ok, thank you
june I tihnk it might be related to shaders. seeing as this exists and is moving . ik my charas outline is white and entire inside is white because of it. so in theory the inside of this persons character looks trippy like the lines. if they flipped the mesh inside out then bam https://camo.githubusercontent.com/b32eec135fe3e3e8f9f94699f517792c010c79ed/68747470733a2f2f696d6775722e636f6d2f61344c344736682e676966
oh wait so basically put the meshes white and change the shader ?.?
the shader i think is making the outline, and all none-textured parts look like the outline. sorry I didnt clarify that isnt my character my character doesnt have glowy
https://imgur.com/a/EdedW @muted spade it says view position if you have your model selected in the scene
if I'm righ the view position is determined by the dot right?
mhmm there should be a tiny white ball
https://youtu.be/7P0ljQ6hU0A?t=4992 this talks a little bit about it but ive never heard of it going wrong before
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
now there's a couple issues with this model that has noted although I don't know how to solve
The Avatar short, and avatar feet below the floor doesn't make sense to me
I import a file into Blender and it textures fine. Then I combine the meshes and the majority of it is no longer texturing properly. I'm guessing it's losing the UV mapping somewhere in this process, how do I preserve that while still combining the meshes?
There's something like 11 separate meshes in this model so I do need to combine them
jammer, one sec theres a youtube comment I think that might say your issue
right before you export you model as fbx "You have to delete the original UVMap under the Data tab, and rename the "TextureAtlas" map to "UVMap.""
It's still doing this within Blender before I even export though
I think I may have figured out a fix on my own though, I'll just need to mess with it a bit to see if I'm right lol.
Thanks though!
oh you mean the part where you're putting all the meshes into one atlas?
I'm just trying to merge the separate meshes into one, and when I do it erases all but one UV map
But I think I got it to combine them and keep them, it's just a little more messy. Gonna see if this carries over properly to Unity
tupper's tutorial explains all that stuff extremely well if you can't figure it out try that
@muted spade def something there causing it
Does anyone know why my avatar's head distors/bends
bad weight painting
again bad weight painting
helmet should have full weight only on head
no other bones
unless u make a helmet bone connected to head
Ok thanks I'll see what I can do, just rigged it in mixamo thats it
Hm no seems I was wrong and even with the UVs preserved, merging the meshes is preventing parts of the model from being textured. This is very weird.
did u try increasing resolution of texture and baking it
I mean it's not displaying any texture at all on the majority of her body despite it working when the parts aren't joined
I don't feel like changing the texture itself would do anything about that
Anyone have any idea on how to have something connected to the chest and the arm to move with the arm?
Need help in blender
i need help with somethin too
hm, after redoing the nappa character I don't know if I broke his feet. https://gyazo.com/4e60bbdb63b3de752c62822b05d9e79e
those feet are broken
press enforce tpose
so, in VRChat, are shoulders actually required?
probably for IK
i dont want IK tho
sometimes i bisect upper arm
@ivory radish where's that again? Complete noob on unity
pose
alright quick question. I notices there's alot of white bones in naps face. https://gyazo.com/36a5ee0e6f7028ffb6138bcce1d5c35c
what's up with those?
what do i put( left leg) as the foot and the lower leg on unity rigging?
no
u put lower leg as lower leg
upper leg as upper leg
lol
why would u put left leg as foot
is that ur foot
ah alright, I had to start this nappa model from scratch because the previous one keep showing me the viwerpoint of the crotch despite putting the descriptor in the right spot as well as the face kept collapsing in
having the "spine hierarchy missing elements* shit
Ik how to fix
bisect arm bone
well this model giving me a hard time but the other models went thru
need 2 find push/pull plugins in blender
want 2 be able 2 do stuff like pull on the side of a jaw and stuff
unity keeps saying this isnt in t-pose, but it looks pretty t-pose to me. i dont know what i did wrong
https://imgur.com/uvFn84K
ah, this angle was default worked on all the other models i downloaded. so i guess ill try moving them then
for some reason when I enforce the T bone, the feet goes back t o original position. wtf https://gyazo.com/451d4905e7a3bf1f6b612249bedb9c26
lol
I don't know how to fix this
probably going to use unity sinc eI lost the blender file XD
what does that mean
also does it even have any bones
Well heres the thing
I cant get the bones to work in unity with the hierarchy
so i mixamoed it
did mixamo fuck it up?
idk
yeah so when i import the model
with an armature, without one, no matter what
its missing that part of the zipper.
https://imgur.com/a/dBac2 can I fix the hierarchy?
whats wrong with it
right wrist
toss it in right elbow with local offset mode
or just set its parent
why is it there anyways
i was replacing my characters hands and was trying to save a lot of time bone angling so i chopped off the right hand after modeling the left correctly hahaha
ty
trying to set bones as feet in unity, but every time i hit apply, they unset themselves
ignore it
its set internally
i dont know why it happens
its happened to my hands sometimes
but it doesnt show the error anymore even tho its 'gone'
so ya ignore unless error
ah i see, thanks
question, how does one make things from panosphere move it on it *own?
It looks fine in blender
Hey guys, question since I'm still relatively new to Unity and model rigging. Would someone be able to explain the other Rig settings in Unity besides Humanoid? Legacy, Generic, and None?
heard rumors that the other modes or at least one of them work in vrchat, but would someone be able to explain how so?
they arent used for vrchat
all those things do is
it maps bones to muscle parameters
instead of using the actual rig
it would do something like
armStretch 0%-100%
instead of u know storing rotation of arm
which is why 'all rigs' can be used in vrchat and etc
bc its mapping the rig to muscles
generic doesnt map crap i think
none doesnt either but i think it may remove rig or something
legacy is old version of humanoid
huh, so all essentially useless for vrchat models huh?
I mean, i think generic is usedfor literaly boneless models, or atleast ones that couldn't function properly as humanoids
An animation could still be applied onto them and all, like a floating animation for a floating robot, but general walking movements wouldn't work on such as it's not a humanoid
Ok
So
I have an avatar I just made
And it works fairly well
Except for one thing
The head bobs side to side very far
Like disconnected from the neck far
Really don't know what I did wrong
@dim snow it might be a flipped normal
snipping tool will allow for clearer quality screen caps and is prebuilt into windows
not a problem 😛
So you're doing a mixamo rig?
Nope
Well, it looks like the main chest.