#avatar-rigging

1 messages · Page 84 of 1

raven pumice
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except for LeftEye and RightEye for eye tracking, but you want those to be dummies and the real eye bones named something else for Unity to use

charred estuary
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I never did that and eye tracking worked fine

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until the update of course

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but thanks

vagrant olive
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@molten tulip You need or you don't need dynamic bones?

raven pumice
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you might be able to get eye tracking working without doing the dummy bones, i just find them a reliable method

charred estuary
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I just didn't bother because it worked

tame skiff
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@molten tulip Yes, you can use dynamic bones to make his cape move, AND stop at his body

raven pumice
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yeah i wish it just worked how it's supposed to for everyone. unfortunately thats not always the case

ivory radish
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is there another way to push/pull

charred estuary
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so wait, the pic you showed me has different names on the skeleton and hierarchy

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I'm confused

raven pumice
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the heirarchy list is the names

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the skeleton is just showing general layout

charred estuary
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so do the names matter

tame skiff
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VR chat requires the names

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and only for eye tracking

raven pumice
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yeah that

charred estuary
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just eye tracking?

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well shit

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there's one weird issue with my avatar

raven pumice
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the eye tracking only really needs the Hips Spine Chest Neck Head LeftEye RightEye bone names too

charred estuary
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see it?

raven pumice
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is he missing a neck

charred estuary
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the arm doesn't move while holding something, though the hand does

raven pumice
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oh, weird

charred estuary
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Sonic characters don't have necks

raven pumice
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i havent run into that particular problem before unfortunately. if i had to guess there might be an issue with the IK rig

charred estuary
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also, I've been trying to find a solution for that arm issue since the beginning

raven pumice
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are his fingers all rigged individually?

charred estuary
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I'm the only one who has it to my knowledge

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yes

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fingers are good

fading verge
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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...

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?

molten tulip
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is there any tutorial or something how to make the cloth stop at his body?

fading verge
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Can you guys help me fix this

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i just wnat to know how to make the moustache, hat, and mouth move with the body

hallow bay
gloomy pollen
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can anyone tell me why when i pose in blender then click apply pose as new rest

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it snaps back to regular?

ivory radish
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use the rig config

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and reset rotations to 0

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also does anybody have a fbx converter

gloomy pollen
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rig config?

ivory radish
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i need to convert old fbx format to new format and autodesks one doesnt export to 7100+

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and ya the humanoid thing

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itd be nice if blender could accept old file so can import shape keys .-.

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i exported as dae before but no shape keys in blender

gloomy pollen
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im on the human thing

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i changed it to Pose Position

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rotate the hair pieces

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then what?

ivory radish
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no

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i told u to reset fingertip rotation

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then u apply

gloomy pollen
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oh you're talking to Black

ivory radish
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ye

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i no use posing

charred estuary
hallow bay
worldly spire
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someone should really just make a how to fix fingers guide at this point lmao

charred estuary
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lol yeah

agile schooner
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adjust the bones in blender so they line up with the fingers

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that is the easiest and most neat way i know of

charred estuary
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I had to do that

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it wasn't perfect, but it worked

karmic steeple
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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

ivory radish
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also here something i talked about earlier

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'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.'

raven pumice
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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?

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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

fading verge
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Can someone help me with this

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i don't want the anything like the hat, teeth, and hat to move at all on the neck

vagrant olive
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it's the model. the meshes are badly assigned.

raven pumice
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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

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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

fading verge
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@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

raven pumice
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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

fading verge
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^ i feel u

frail burrow
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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

slender patio
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there is a problem with eye tracking rn

frail burrow
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That's good to know I'm not the only one dealing with that lol

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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

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The problem is that the avatar I'm working with now doesn't have any children attached to the eye bones

native egret
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How can I fix my avatars feet going through the floor?

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When i switch to rest position all the bones from his knee down move a bit lower

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including his leg mesh

slender patio
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hmm im not sure @frail burrow may have messed them up with the dynamic bones but not sure lol never done that

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@native egret when you are configuring your avater in unity, it will bring up all the bones right?

native egret
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Right

slender patio
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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

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then you apply and press done

ivory radish
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hax

native egret
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Alright, appreciate it @slender patio

warped basin
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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?

shadow shoal
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Yes

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For visemes you need to unassign jaw

warped basin
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Ah, this isn't an MMD model and I don't think it has visemes set up, it just has jaw bones

opaque sierra
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anyone know how to add fake bones to a bird? (im not sure the necessary bones for unity to think it's human)

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im having a struggle

wide heron
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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.

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In Unity vs in game

fading verge
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Do i really need a neck bone for an avatar?

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Yep

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dang

worthy coral
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Yes

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It's a requirement

fading verge
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feelsbadman

ivory radish
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how do u select then move back

cyan adder
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how do i create fake bones

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so i can get this working for looking up / down and the legs moving

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the humanoid selection refuses to work without arm bones

young estuary
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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?

fading verge
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hello

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ok

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anyone know how to fix

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spine

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hierachy

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issues or whatever

ivory radish
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just extrude random arm bones until u have enough

fading verge
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i have no clue

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where to start

ivory radish
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not u

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and what spine hiearchy issue

fading verge
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oh

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idk

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it just says

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cant uplload avi

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spine hierchy

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check chest neck head etc

ivory radish
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did u map it correctly

fading verge
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good news-eyebot works as it should

glad cliff
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anyone know how to make 3 bones turn into one whole bone cause unity is not detecting my chest

spice jetty
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is it a |/ shape? because you can manually select your chest bone in unity

fading verge
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Someone just

spice jetty
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whoops, a shape like 3 fingers

fading verge
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Pls

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I can’t find any tutorials for it

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UTH

glad cliff
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yes the chest is like |/

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|/

spice jetty
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lol ik what you mean, then you can select it by hand

glad cliff
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how it only allows me to choose one

fading verge
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@ivory radish if no one helped you with the 7100 thing I believe that Cinema4D can export them as 7100+ after importing them in.

glad cliff
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so i can only select one \ but i need all 3

spice jetty
glad cliff
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yes but for me only one bone is green

charred estuary
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Is there anyone here who is well versed in oddly specific issues

fading verge
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Specific how?

charred estuary
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that

fading verge
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Did you map the shoulders and such properly?

charred estuary
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yes

fading verge
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What was the upload message before building/sending it to the avatar servers

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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

real kernel
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is there a bone limit

charred estuary
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I have 3 warnings - close to poly limit, height, and sound object

fading verge
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Check the humanoid rig settings

charred estuary
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what specifically

fading verge
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See if anythings mapped weirdly

worthy coral
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You can prob make your own animation by rotating the shoulder to fully extend your arm

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And then adding that animation to the override

charred estuary
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I don't think that would work, there is no override for holding things

fading verge
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i will check just in case

worthy coral
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Oh rip. Could have sworn I saw a pickup default anim you can replace

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Oh well

fading verge
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Are the bones mapped propely to the mesh itself Miner?

glad cliff
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Rei? how do i send a screenshot cause it would be better to show you

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i have no option to send a pic

charred estuary
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as in bone weight?

fading verge
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Yes

charred estuary
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should be

fading verge
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That could be why possibly?

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T-Pose and possible Rigging

charred estuary
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It's t-posed

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I'll check out the bone weights

fading verge
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Yeah.

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I can't seem to find a download link

glad cliff
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can anyone help me 😦

worthy coral
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It's a non distribution model

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And it's 198k vertices

fading verge
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Can anyone find a similar looking model for use?

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I'll do the poly count in blender if needed

worthy coral
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Prob in deviantart

fading verge
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With legs like those? Not likely

charred estuary
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I'm not sure how the bone weights could possibly be the issue

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it seems fine

fading verge
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I'm talking about finding a model with those sexy legs

charred estuary
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any other ideas @fading verge ?

spice jetty
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@glad cliff since the 3 are seperate i'm not sure myself sorry

fading verge
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Mmmm...

glad cliff
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its fine dont be sorry =, you tried and im thankful you at least tried

fading verge
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How many arm bones are there

muted helm
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@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.

glad cliff
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dont know why i put an =

fading verge
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@charred estuary

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He said that I could buy it, but I can't really buy much right now

charred estuary
fading verge
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Emails in the model's description, so I might check him out

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It's rare to see a Sonic model with those sexy legs

worthy coral
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I can feel my CPU crying from all those polys

fading verge
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Her ass is fantastic

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Watch it be under 20k

worthy coral
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Will be looking like Mario 64

fading verge
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That was a funny joke I remember those Graphics lol

fleet echo
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@worthy coral polys dont effect the cpu it the material and dyanmic bone

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how many skin mesh render

worthy coral
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Its joke mkay

fading verge
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So what your saying is, all those polys the CPU has to render don’t hurt it? Never knew :insert gasp emoji:

worthy coral
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Inb4 1mil poly count

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yay

fading verge
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@charred estuary no idea everything seems okay

charred estuary
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I just don't fucking get it

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I don't know what could possible be wrong

fading verge
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Oh someone had a weapon with a high ass poly count @worthy coral

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Wanna guess that count?

worthy coral
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I really don't want to guess

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Lay it on me

fleet echo
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@fading verge poly effect how long take to download that avatar

fading verge
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1.2mil

worthy coral
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Phew

fading verge
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No idea why or what it was

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But my friend told my about it and my render buckled.

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Question, do you guys think with the default Sonic models that you could make Amy's legs more accurately proportioned like that?

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Wdym

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I mean, give Amy a nice ass

worthy coral
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Tbh you should be talking about this in the regular avatar channel

fading verge
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^

spice jetty
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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

fading verge
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Uh. Those is some high detail hands.

spice jetty
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like 4k each. tehy started at 30k each. It's just so distracting have ugly hands in vr

muted helm
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...

fading verge
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Thats a lot of polys just for hands

muted helm
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a lot of them aren't really suited but there's a few low res proxies there you can probably use.

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You'd need something with more distributed topology with no long triangles.

fading verge
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Yeah was gonna say those hands had weird polys to begin with

spice jetty
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yeah its near impossible weighting them

fading verge
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No offense

muted helm
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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.

spice jetty
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and I didn't make them I got them from a guy

muted helm
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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.

spice jetty
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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

muted helm
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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.

spice jetty
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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

wintry orchid
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err hello

muted helm
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Yeah.. some modelling is out there in terms of where they spend the polygon budget.

wintry orchid
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i'm having issues with a model

muted helm
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30k polys on a bow for a japanese mmd? LOL.

worthy coral
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Totally optimized 👌

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Had a crown contain 40k polys one time

wintry orchid
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oh kay....

muted helm
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A lot of hobbyists is still into modelling everything out in polygons and missed the whole sculpt/displacement/normal mapping workflow

restive solstice
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Oh yeah I got a 260k poly model

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So if anyone wants some misery.

fading verge
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I swear everytime i get a model it is always broken 😦

ionic lake
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Bad luck

fading verge
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ok

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i give up

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idk how to fix the spine hierarchy or whatever error problem

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someone dm me if they know

cobalt island
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Ignore the skirt parent bone i forgot to hide

fading verge
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actually

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not to sure

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i have no idea how to see this

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sorry unity noob with bone parenting

cobalt island
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Hmm, alright if you still need help you can just send a dm over. Im too awake to sleep still lol

abstract hill
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Damn, rigging this blanket is harder than I thought.

tawdry pivot
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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?

cobalt island
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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

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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

abstract hill
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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

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I could just take the cloak off of a random mmd model, maybe.

fading verge
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@fading verge its actually extremly easy to fix.....

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@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

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i fixed it too

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i wanna kill myself 😦

stone shoal
drifting whale
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anyone willing to help me on something?

steady ledge
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@stone shoal Does the model have quads in blender?

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If not, try applying a triangulate modifier.

golden adder
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anyone have the tutorial on hue-shift avatars?

fading verge
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If you mean what I think you mean it's literally a shader

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I forget the name

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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?

fading verge
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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

naive tree
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either overwriting one with existing blueprint or slow servers

molten tulip
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Is it possible to make a part with dynamic bone only move when touched with its collider?

high lava
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is Microsoft visual studio 2015 needed for Unity?

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becaue i can't seem to install that

coral relic
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vs isn't needed

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vcredist maybe

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why?

hazy canopy
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If I forget eye tracking, how can I add it after it's been exported to unity?

naive tree
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you create in blender and export as new fbx

odd bronze
fading verge
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should I add a bone on avatar's eyes?

left falcon
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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."?

odd bronze
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if you are deliberately doing a non-humanoid with its own custom animations, then you dont have to worry

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if not, then it means your avatar isnt in a humanoid rig and therefore have no animations

left falcon
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i used a humanoid rig from blender and parented it to a mesh

odd bronze
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you need to set up the humanoid rig again in unity

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click on the model file and go to the rig tab and choose humanoid and then configure

left falcon
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leave avatar definition alone?

odd bronze
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yeah

left falcon
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done it went into t-pose

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sweet it works

odd bronze
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dont forget to remove the upperchest bone

left falcon
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how do i do that? i know how to do it in blender but not unity

odd bronze
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in the humanoid rig config screen in unity

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the slot for upperchest

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leave it blank

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by clicking on the slot and then pressing delete

left falcon
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done

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thats what i am getting now after removing just the upper chest bone

odd bronze
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just go in the humanoid rig config screen again, press done, and then return

left falcon
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done and same errors

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okay

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now its gone

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now it says the spine hierarchy is incorrect. make sure that the parent of both shoulders and the neck is the chest

ivory radish
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is there a way to know what toon outline shader looks like ingame

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when i look in mirror it looks too fat but when i look at self looks too thin

left falcon
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two errors down and one to go

odd bronze
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help, dummy bones are making my worm avatar all fucked up

left falcon
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well my model has no textures and no finger bones but it works!

charred sorrel
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has anyone found a fix to the pelvis problem?

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it's happening on all models i rig

gaunt belfry
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When creating bones for long capes, for dynamic bone purposes what would the genera bone structure be for it?

dim trench
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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

charred sorrel
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@dim trench is it all set up in unity? you might need to reupload it

dim trench
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well i got my answer

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its not on my end,maybe

charred sorrel
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oh yeah eye tracking isn't working with the new update i think

molten tulip
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Viewball problem, put it near the nose will make my avatar look down, put it near the mouth will make his mouth his eyes

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is there any solution around this?

fading verge
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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

ivory radish
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between eyes

tame skiff
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@gaunt belfry Not speaking from experience mind you, but I think you'd need at least three bone chain running from the top

ivory radish
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in front or inside face

tame skiff
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How many segments you add per chain is up to you

gaunt belfry
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Ye I figured I would need more than one lol, thanks for the advice, surprised I got a response.

fading verge
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I put a picture of a model i am workin on n the bones are...weird to me

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its in VR chat pictures

calm needle
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do you have dynamcis setup?

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you need to add a dynamic bone collider to the legs

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did you set a radius value on on the dress dynamics

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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

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these spheres are what colide with the leg collider

dim snow
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Is it possible to get xnalara models with lipsync?

calm needle
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technicly any model can have lipsync

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The kratos model i found was xna and i gave it lipsync via posing the mouth bones and turning them into shape keys

fleet echo
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made little tutiroals on that

calm needle
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😛 figured someone would beat me to the video

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i need to bookmark these thigns for easier pasting

fleet echo
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well cat plugin add feacture to save pose setting now

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it make keyshape name as pose

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but ned change name on it

calm needle
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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

fleet echo
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@calm needle it support xps now lol

calm needle
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😄 so it removes all those extra pointless bones?

fleet echo
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@calm needle i mix weight the extra bone

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all them adjust bone

calm needle
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wait, im thinking of source model

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source models have some pointlessly extra bones that have no weight to them

fleet echo
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think hotox add SFM lol

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but not in plugin yet

calm needle
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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

mystic nymph
rain imp
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Power of paint in area on other bones?

dim snow
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woah.... so outta curiosity jazneo

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like...

mystic nymph
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Oh, yeah! Checked some nearly bones, and one of them was affecting it, thanks!

dim snow
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would I do fix model, then start doing that? at what point in time do i press create visemes?

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How many shapes do I even need?

brisk mesa
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you need as many visemes as there are shapes to make those words, there's like 14 or some shit idk

peak drum
stoic cloak
crisp tendon
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What issue ?

stoic cloak
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Finger tips are messed up and the hip bone is two bones, one that is horizontal, and one that is diagonal

gloomy loom
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Well you could just rig it yourseld

crisp tendon
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@stoic cloak Have you tried suing Cat's addon in blender ?

stoic cloak
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Yes, it fixes everything but those two issues.

crisp tendon
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@stoic cloak Then yes that'll have to be a manual process then

gloomy loom
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Delete the shape keys from the mesh

gusty robin
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@random lotus delete the shape keys

gloomy loom
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Then decimate

gusty robin
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Unless you really need the shape keys

#

Which you probably don't

stoic cloak
#

@crisp tendon hmm i have no idea how to do that any good guides?

gloomy loom
#

I doubt thr cape has any important shapekey

gusty robin
#

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

hazy ridge
#

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?

left hound
#

how to fix the cape so it will be down ? ;/

drifting whale
#

yo, anyone avalable to help little ol' me?

#

i'm getting that "spine hiarchy" or whatever it is

crisp tendon
#

@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

fleet echo
#

@left hound set the force on dyanmic bone to -.0005

#

might have adjust couple time

#

Y axes

left hound
#

@fleet echo it didnt do anything

fleet echo
#

that why i saw might need adjust value till does anything

left hound
#

so im looking for negative numbers?

marsh robin
#

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

crisp tendon
#

@marsh robin You have to adjut the values of the dynamic bone to behave the way a tentacle would

marsh robin
#

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?

crisp tendon
#

Or just one dynamic bone for the entire thing at the top

marsh robin
#

I've also tried that

random lotus
#

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?

#

???

naive tree
#

what do you want to do? @random lotus

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

naive tree
#

subdivide it?

random lotus
#

How do i do that?

naive tree
#

select bone, hit space and type in subdivide

random lotus
#

is this in blender or unity?

naive tree
#

how can you not have 2 shoulders tho?

#

is that some kind of special avatar?

random lotus
#

idk its just the way it was made

#

its a robot

naive tree
#

ic

#

it's in blender

random lotus
#

ok we did the sub division, what do we do now?

#

@naive tree

naive tree
#

idk

#

i haven't had to do it

#

so you gotta think about it or try searching google

random lotus
#

we tried searching google, nothing came up

#

by we i mean me and another person

naive tree
#

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

random lotus
#

ok so how would we add a new bone?

naive tree
#

maybe it works

#

select arm and hit E

gaunt belfry
robust gull
#

Anyone here use vr and know how to rigg so it works good?

random lotus
#

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

plucky terrace
#

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

hazy ridge
torn locust
#

drag and drop into the model hierarchy

hazy ridge
#

beacon is the sphere

tacit adder
#

what shader one use to see the texture from the inside? like those spheres people make?

ivory radish
#

thats not a shader

hazy ridge
#

Its a physical sphere

ivory radish
#

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

hazy ridge
#

oh wait thats not directed to me oops ignore me

fading verge
#

Well there are shaders out there that has that

tacit adder
#

the dupe it so you can see it on the outside as well?

ivory radish
#

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

ivory radish
#

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

fading verge
#

:thinking:

tacit adder
#

im using the panosphere shader but i want it visible on the inside

quiet bluff
#

So that awkward moment when ur mmd model has clit and labia bones in the armature . it was scary and i need a hug.

tacit adder
#

dw

#

i had that too

#

visemes set itself to anal open

fading verge
#

Just remove em?

quiet bluff
#

I did lol

#

it was simply funny till I made the wrong movement and it tryed to eat me.

fading verge
#

👀

ivory radish
#

invert normals

tacit adder
#

where tho

ivory radish
#

blender

tacit adder
#

i dunnooo

ivory radish
#

or use inverse scaling

tacit adder
#

inverse scaling?

ivory radish
#

nvm unity doesnt support that

tacit adder
#

aaaaaaaaaaaaaaaaaaaaaa

ivory radish
#

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

tacit adder
#

mk then

shy vault
ivory radish
#

?

#

it works for me i put dummy fingers in my charizard avatar

shy vault
#

Can you explain maybe a step by step how to do it then? I might be doing it wrong

ivory radish
#

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

shy vault
#

you're talking to a complete blender beginner lol...

ivory radish
#

i didnt put enough armspace

#

but thats a mixamo animation

shy vault
#

So I dont add the bones in blender?

ivory radish
#

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

shy vault
#

So do I rig the model in Mixamo before or after I add the dummy fingers?

ivory radish
#

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

shy vault
#

Alright, then thats one thing I was doing wrong

hazy ridge
#

god i love the wording on this program

peak drum
ionic lake
#

🤔 :

#

This doesn't look right.

fading verge
#

Ofc it doesnt

#

But it works

#

Like that @ionic lake

ivory radish
#

why doesnt it look right

#

its parented to hip bone

#

the other way around would mean hip is parented to leg bones

ionic lake
#

so it sohuld be like that?

ivory radish
#

yes

#

when in orthogonal mode

#

tail is connected to parent

#

head is connected to children

valid forge
#

hey when I'm importing an XPS to blender, but I have a .mesh and a .mesh.ascii, which do I use

ivory radish
#

in other modes it is too but its easier to see in orthogonal

ornate turtle
#

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.

ivory radish
#

weight painting done incorrectly

ornate turtle
#

Ah if I fix the weight painting would that correct that issue?

fading verge
#

Ye

#

Have a look with your bones when you weight paint

ivory radish
#

weight painting judges how vertices react to bone manipulation

#

red means it follows the bone when it moves

#

blue means it ignores the bone

ornate turtle
#

Ah!

ivory radish
#

pink means no weighting for the selected bone and mesh

#

so the bottom of its head should be more green and blue than red

fading verge
ornate turtle
#

Thanks a bunch, you both been really helpful 😄

fading verge
#

👍

shy vault
ivory radish
#

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

shy vault
#

Then to make the dummy fingers, what would I do from there? Extrude bones from the hand?

ivory radish
#

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

shy vault
#

Uhh... nooby question, how do I orient the bones? lol

ivory radish
#

rotation

fading verge
#

Just do 2 for each finger if you're lazy

ivory radish
#

odd

#

outline not in anim viewer

vapid spire
#

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?

ivory radish
#

cant u just not join it

#

and just give it full weight of head bone

vapid spire
#

how do i do that

ivory radish
#

weight painting

#

blender auto weight paint is so bad sometimes

vapid spire
#

The whole reason im trying to keep the armeture attached is to avoid having to repaing the hair

ivory radish
#

i made a tie and it wont even weight correctly

#

doesnt even follow the bones

crisp tendon
#

Auto weight paint has been fantastic a few times for me

#

Same as Mixamo

#

So it could be 0 or 100

ivory radish
#

its rlly bad when i use it lol

vapid spire
#

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

spiral sparrow
#

How do dynamic bones actually work?

ivory radish
#

cant u just

#

look in the script

#

it calculates jiggle physics

#

basically uses hookes law and that sorta stuff

#

spring mechanics

shy vault
#

Hey Wulfe, you said to use the connected feature for the bones to reorient them right?

ivory radish
#

it connects them together so usually will work

ivory radish
#

armature too small

shy vault
#

Easy way to fix it?

ivory radish
#

resize

shy vault
#

I have to do that in Blender right?

ivory radish
#

in blender change mesh scale until fits armature

shy vault
#

Where do I find mesh scale?

#

Nevermind, I think I found it

zenith anchor
#

Does someone know an Avatar with exactly this mouth? unknown.png

#

.

ornate turtle
#

you need to send images externally.

#

x'D

zenith anchor
#

Hmmm.... I tried. It uploaded and nothing happens

#

I'm on mobile...

ornate turtle
#

yeah upload it elsewhere like a message and just copy the link not the image itself

ivory radish
#

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

zenith anchor
#

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

charred sorrel
#

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

crisp tendon
#

rotate the bone in blender if necessary

charred sorrel
#

oh on the upper legs?

#

or on the hips?

#

i have my upper legs parented to the hip bone

crisp tendon
#

The error tells you which one is affected

charred sorrel
#

gotcha! thank you!

fading verge
#

@charred sorrel make sure the bone is straight af 👍

limpid wyvern
#

Hello there, is this the right place to talk about hips problem ?

shy vault
#

The frills on the skirt and straps are like cutout and missing a lot

pallid zealot
wintry orchid
#

Erm can someone tell me how to fix this?

raven pumice
#

Anyone got good dynamic bone values for something like a scarf or cape?

wintry orchid
#

Does anyone ever help in this channel ;.;

spice jetty
#

@wintry orchid it doesn't look like there's a spine in your bone chain?

wintry orchid
#

The model only had one spine

#

I have a feeling I had to add more in blender dont I?

spice jetty
#

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

ivory radish
#

they are sphere colliders

spice jetty
#

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

naive tree
#

set it to lowest if that's what u mean

#

default clip sucks

spice jetty
#

even .001 doesnt clip. maybe its a camera setting?

wintry orchid
#

So How do I add this spine chain?

#

Thank you for responding btw

spice jetty
#

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

fading verge
#

you what belnder is that?

naive tree
spice jetty
#

yeah and i just figured it out lol. apparently I was in "user ortho" (numpad 5) and it doesnt clip like that

wintry orchid
#

Alright Thank you rei

spice jetty
#

np hope it works

wintry orchid
#

now to resume my torture

naive tree
#

i need to get used to numpad

spice jetty
#

^^^^^^^ agreeee

naive tree
#

never really using it

fading verge
#

I had an interesting problem, my avatar's mouth was hanging open when I set up the jaw flap bone.

wintry orchid
#

Hopefully when I do Salazzle it esaier

spice jetty
#

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

sonic elbow
#

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

spice jetty
#

you get a masculine actin girl prolly

fading verge
#

okay I will go look then,

sonic elbow
#

I'm just tired of my legs being crossed and freaking the fuck out whenever I turn left to right

spice jetty
#

you can replace specifically only the sitting anim if you want

fading verge
#

unity keeps telling me to update my license. not sure what that means.

tulip granite
#

You can set to male In descriptor it will sit with normal legs

gloomy loom
#

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

#

😡

spice jetty
#

looks like an expressive dude

fading verge
#

sounds really hard. I feel your pain

gloomy loom
#

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

fading verge
#

I have no idea how to make shape keys mine has none

gloomy loom
#

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

fading verge
#

ohh thanks! I am copying what you said so I can remember it lol

#

mine was a xps mmd model

gloomy loom
#

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

fading verge
#

cool that would reall be awesome

gloomy loom
#

its a give and take community. I give you information because I took information from someone else whenI needed help

#

And the cycle continues 😃

fading verge
#

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

floral light
#

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

fading verge
#

@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

gloomy loom
#

upload it to imgur then post the linkhere

#

Cause for some reason That mades vrchat discord "better"

grim notch
#

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?

random lotus
#

is it already weight painted or something?

#

i just went to do the weight paint and got this

fading verge
grim notch
#

If it were the weight paint how would I go about ammending that issue to resolve it?

random lotus
#

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?

gloomy loom
#

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

fading verge
#

okay so, I think it was the exporting that made mine confusing but making sure right now.

random lotus
#

@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

floral light
#

@fading verge model is rotated, no matter the rotation its always flat

gloomy loom
#

add gravity to them

#

on the y axis

fading verge
#

literally just move the ears down bro 😆

random lotus
#

i did,

gloomy loom
#

to which bone

#

the top root bone

#

or the bottom ear bone

fading verge
#

@floral light I had that exact problem with a model and I never figured it out.

spice jetty
#

you could pose the ears in blender and set that as the default value i think, ctrl + A

random lotus
#

The root

gloomy loom
#

add it to the bootom ear bone

floral light
#

@fading verge dang, thanks though!

gloomy loom
#

if that doesnt work then check the parenting and weight of the boens

random lotus
#

yeah now nothing happens

spice jetty
#

i forgot to unpose my model in blender before exporting once and the pose it exported to unity in was the bent up pose

random lotus
#

hmmm, so i dont unpose my model in blender, it will reatain the pose?

spice jetty
#

that's what happened to me

random lotus
#

Hmmmm runs to expreiment with this annoying model

fading verge
#

question about the pelvis, it has to be straingt up right?

spice jetty
#

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

gloomy loom
#

yea it causes upload issues sometimes but i dont think it really matters unless you have full body tracking

quiet bluff
#

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.

spice jetty
#

it will

indigo loom
#

if the sword is hidden until you pull it out, it doesn't count toward the limit

gloomy loom
#

if its a custom animation override it wont

indigo loom
#

yeah

gloomy loom
#

if its on your model at all time it will

indigo loom
#

but that doesn't have to be the same sword

quiet bluff
#

ok cool yeah it will be hidden.

#

thank you

spice jetty
#

learn something new every day XD

quiet bluff
#

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

quiet bluff
#

also that would be hacking lol

random lotus
#

Gosh Darnit that was hard af to get right

quiet bluff
#

u will get it just keep at it.

fading verge
edgy ginkgo
#

everything IS set in the Unity Rig tab

#

so why is it saying this?

fading verge
#

nvm

edgy ginkgo
spice jetty
#

make sure the bone chain is right on the left and that everything is extruded properly

edgy ginkgo
#

yaaa

#

it works, seems the ears were in the eye slot

#

.>;

spice jetty
#

💯

molten vale
#

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?

spice jetty
#

oculus or vive?

molten vale
#

oculus

prime dove
#

sockulus

molten vale
#

haha

spice jetty
#

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

molten vale
#

Maybe it's a steam vr setting

mystic sluice
#

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...

molten vale
#

vrchat is the only thing is use steam vr with

#

Guess I'll run the SteamVR setup once more, maybe that helps

spice jetty
#

worth a shot

#

-maybe-

molten vale
#

yeah, thanks

#

I know it's not my sensors because every other game works fine

spice jetty
#

it happens to me on and off for it to never be right for you I can only spitball

molten vale
#

I just want to be able to pat the heads of the tiny ones

mystic sluice
#

Nvm, tool handle was set to center instead of pivot

spice jetty
#

you can also use seated play as a crouch button

ionic rain
#

Hey, does anybody know of any free alternatives to dynamic bones?

spice jetty
#

pretty sure there isnt any that are worth the time if there are; you'd be better off just going without dynamic bones

ionic rain
#

Eh, well okay then. Thanks.

restive hill
#

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

fading verge
#

how do I attach them together?

#

the meshes and bone not together

spice jetty
#

hm?

#

doh i only just noticed the words lol

muted spade
#

That moment when the viewpoint is from nappa's crotch

#

hm can't share the image

#

let me try this

fading verge
#

anyone know how people make their character meshes move ?.? you know those galaxy meshes..

muted spade
#

I dont' sadly, but I know that with some messes they use this wierd image for texturing.

fading verge
#

idk what to look up

#

for those galaxy moving meshes

spice jetty
#

you forgot to change the viewpoint in unity

#

gimme a sec june i might have an idea

fading verge
#

okay ty

muted spade
#

Viewpoint?

spice jetty
#

after i google for june Ill screenshot

muted spade
#

ok, thank you

spice jetty
fading verge
#

oh wait so basically put the meshes white and change the shader ?.?

spice jetty
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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

muted spade
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if I'm righ the view position is determined by the dot right?

spice jetty
#

mhmm there should be a tiny white ball

muted spade
#

ah, apparently that's right between his eyes.

spice jetty
muted spade
#

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

raven pumice
#

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

spice jetty
#

jammer, one sec theres a youtube comment I think that might say your issue

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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.""

raven pumice
#

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!

spice jetty
#

oh you mean the part where you're putting all the meshes into one atlas?

raven pumice
#

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

spice jetty
#

tupper's tutorial explains all that stuff extremely well if you can't figure it out try that

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@muted spade def something there causing it

deft moss
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Does anyone know why my avatar's head distors/bends

ivory radish
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bad weight painting

deft moss
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My other avatars dont do it

ivory radish
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again bad weight painting

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helmet should have full weight only on head

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no other bones

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unless u make a helmet bone connected to head

deft moss
#

Ok thanks I'll see what I can do, just rigged it in mixamo thats it

raven pumice
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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.

ivory radish
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did u try increasing resolution of texture and baking it

raven pumice
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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

twilit crescent
#

Anyone have any idea on how to have something connected to the chest and the arm to move with the arm?

fading verge
#

Need help in blender

drifting whale
#

i need help with somethin too

muted spade
drifting whale
#

those feet are broken

ivory radish
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press enforce tpose

drifting whale
#

so, in VRChat, are shoulders actually required?

ivory radish
#

probably for IK

drifting whale
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i dont want IK tho

ivory radish
#

sometimes i bisect upper arm

muted spade
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@ivory radish where's that again? Complete noob on unity

ivory radish
#

pose

muted spade
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what's up with those?

raven pumice
#

Facial animation most likely

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White because Unity isn't going to use them

ivory radish
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doesnt matter

#

not mapped to muscles

teal pewter
#

what do i put( left leg) as the foot and the lower leg on unity rigging?

ivory radish
#

no

#

u put lower leg as lower leg

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upper leg as upper leg

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lol

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why would u put left leg as foot

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is that ur foot

muted spade
#

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

drifting whale
#

having the "spine hierarchy missing elements* shit

fading verge
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Ik how to fix

ivory radish
#

bisect arm bone

teal pewter
#

well this model giving me a hard time but the other models went thru

ivory radish
#

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

white briar
ivory radish
#

thats not tpose

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tpose is arms stretched palms down

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.-.

fading verge
white briar
#

ah, this angle was default worked on all the other models i downloaded. so i guess ill try moving them then

muted spade
ivory radish
#

lol

#

u need to fix bone rotation in blender or rotate them in the mapping menu

muted spade
#

oh....oh my god...

#

the character is just backwards

ivory radish
#

lol

muted spade
#

I don't know how to fix this

ivory radish
#

re-rotate bones

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either in unity in the mapping window or in blender

muted spade
#

probably going to use unity sinc eI lost the blender file XD

dim snow
#

guys i need help 😮

#

this is what my mesh is supposed to look like

ivory radish
#

what does that mean

dim snow
#

in blender

#

in unity

ivory radish
#

also does it even have any bones

dim snow
#

this is what it look like

ivory radish
#

if it doesnt have bones then no

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and the textures look buggy

dim snow
#

Well heres the thing

#

I cant get the bones to work in unity with the hierarchy

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so i mixamoed it

#

did mixamo fuck it up?

ivory radish
#

idk

dim snow
#

yeah so when i import the model

#

with an armature, without one, no matter what

#

its missing that part of the zipper.

spice jetty
ivory radish
#

whats wrong with it

spice jetty
#

right wrist

ivory radish
#

toss it in right elbow with local offset mode

#

or just set its parent

#

why is it there anyways

spice jetty
#

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

woeful idol
#

If I delete shape keys can I still set dynamic bones on the hair?

#

for decimation

ivory radish
#

yes

#

shape keys are just modifiers for shape of a mesh

white briar
#

trying to set bones as feet in unity, but every time i hit apply, they unset themselves

ivory radish
#

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

white briar
#

ah i see, thanks

dim snow
#

anyone know why im getting this hole in my mesh upon importing into unity????

fading verge
#

question, how does one make things from panosphere move it on it *own?

dim snow
#

It looks fine in blender

grim notch
#

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?

ivory radish
#

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%

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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

grim notch
#

huh, so all essentially useless for vrchat models huh?

opal aurora
#

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

surreal parrot
#

Ok

#

So

#

I have an avatar I just made

#

And it works fairly well

#

Except for one thing

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The head bobs side to side very far

#

Like disconnected from the neck far

#

Really don't know what I did wrong

calm needle
#

@dim snow it might be a flipped normal

calm needle
#

snipping tool will allow for clearer quality screen caps and is prebuilt into windows

surreal parrot
#

Sorry

#

Was on my phone

calm needle
#

not a problem 😛

surreal parrot
#

But seriously

#

I have no clue whats wrong

torn isle
#

Well the chest bone is grey.

#

As indicated by the lack of green in the center chest.

surreal parrot
#

Thats the upper chest

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The person in the tutorial i watched got rid of it

torn isle
#

So you're doing a mixamo rig?

surreal parrot
#

Nope

torn isle
#

Well, it looks like the main chest.