#avatar-rigging

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surreal parrot
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Gmod

torn isle
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To me at least.

surreal parrot
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Ported an addon

mental lynx
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Quick question.

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In VRChat, my model's mouth is see-through on the inside and you can see the blue hair behind it.

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What can be done in Unity to fix this?

spiral sleet
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FYI, CAT plugin from what my research has shown completely breaks motion-tracking rigging

mental lynx
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What you're breaking are the shape keys from improper decimation, right?

spiral sleet
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I've spent now a handful of hours trying to figure out why my models ended up with messed up legging, and the answer is that obviously nobody ahs motion-tracking on the CATs plugin team

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no, its breaking the bone structure that is functional for motion tracking

mental lynx
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Really? Because mine work fine

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And I've given my models to someone who uses VR

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Maybe its a busted build? I had to reinstall Blender/CATS three times before any of it worked.

spiral sleet
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every single MMD character I load up and export into unity has either their "rear end" sticking straight back or just messed up legging in general

mental lynx
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That's weird

spiral sleet
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also its not VR

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its motion tracking

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IE feet stuff

mental lynx
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Ive done a few characters and its all worked

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Maybe me wonder if a reinstall is needed

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Or something

spiral sleet
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for vive-based motion tracking?

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IE the 3 trackers?

mental lynx
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I'l ask what they use

woeful idol
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can anyone import an animation with maya and export it for unity use ?

calm needle
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@surreal parrot based on the picture, one hand isnt selected?

spiral sleet
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I'm almost positive you're thinking of just the default headset and controllers, Brandon. I'm talking about feet/waist tracking

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my models work fine without feet/waist tracking.

calm needle
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er, lower right arm it looks like

spiral sleet
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It's when I try to use the trackers that I get models with rear-ends upwards; I can see the issue in the bone structure and I'm almost positive CATs simply isn't designed for motion-tracking below the waist as the rigging it "fixes" models to won't work

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TLDR: Have motion trackers? Don't use CATs to import, or if you do, expect the model to be broken unless you somehow skip ALL bone fixes.

surreal parrot
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@calm needle would that mess with how the head moves?

calm needle
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after rereading your stuff, no it wouldnt, although you said it was a source model though. maybe there are some extra odd bones floating around the head?

gentle shuttle
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How would you rig a cloak to have its "own" physics

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As it would react differently to movement than let's say hair

small zinc
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Dynamic bones

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or if you want to go jank

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Cloth physics

gentle shuttle
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What's wrong with cloth physics

small zinc
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Jank

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Half the time I use them

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they curl up like a dead spider

gentle shuttle
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Janky right

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Oh

small zinc
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Like

gentle shuttle
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So ya janky

small zinc
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Unity cloth physics are oldschool

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But you can definitely work with them

gentle shuttle
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So the bones are better? Or is there a plug in that would work

small zinc
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I use them on loinclothes and shit like that because...fuck it

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What exactly do you need to do?

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is the cloak on its own mesh?

gentle shuttle
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It's part of the model

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I didn't add it in

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It's converted from mmd

small zinc
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That's one of the other issues of cloth physics

gentle shuttle
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Ruby rose timeskip

small zinc
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Doesn't apply to bones

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just meshes

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at least as far as I am aware

gentle shuttle
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Ah

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Are armatures considered bones?

small zinc
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So you'd need to actually snip the cloak from the mesh so it's in its own section

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yeah

gentle shuttle
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Ya it has armatures in it :/

small zinc
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Oh, it does have bones in the cloak?

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Okay

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So that does sound like a job for dynamic bones

gentle shuttle
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Okay

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I legit just started using blender today

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I've tried in the at but couldn't continue. I believe vr chat will keep me going

woeful idol
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how can i convert and mb to fbx

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its an animation i want to put into unity

gentle shuttle
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Hopefully work with my nephew to make some worlds too

spice jetty
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@spiral sleet leg tracking is fine for me but I use kinect

small zinc
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well

spiral sleet
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yeah, I'm not sure if it applies the same....if it does, then maybe like someone suggested, I need to simply update the client

small zinc
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Dynamics and cloth is all an element of unity

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Not blender

spiral sleet
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@spice jetty I'm taking a handful of simple models and running them through CATS to see if I'm right or not, so we'll find out

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I know most in-game skins bug out at the hips, so its obviously something that CATS could fix if we find out whats wrong with the bone structure down there

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I think it's where the hips are placed honestly, but this is DEFINITELY not my ballpark (network admin/JUNOS guy)

calm needle
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any new info for the cats team would be handy

spice jetty
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I'm using my brother's oculus setup so if it does turn out to be a big problem for sure share that chiz in bug report. Leaning towards a vive but if your right im getting an oculus

calm needle
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if the problem with the rig can be figured out, then new info the the rig fixing can be made

spiral sleet
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I'm running vive with opentpcast and 3 trackers in a warehouse

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so I find all the fun bugs.

worthy coral
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Oh tell us more

spiral sleet
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tpcast is buggy as fuck, but jesus its so fun shocking people by dancing to a song

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also all the models being broken for motion tracking gets REALLY DEPRESSING once you realize your 300$ makes the game WORSE for the most part.

worthy coral
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300$ broken dlc

spiral sleet
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^

worthy coral
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Lol

spiral sleet
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well, it's just kinda shocking how out in the open HTC/VRChat leaves motion tracking customers

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I don't even have a reset button for my model in VRChat

fading verge
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Anyone know how to get the upperchest to work anyway..or boucning boobs..boobs with physics xD

spiral sleet
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I have to reboot the entire game if I have ANY issues......

mystic relic
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Doesn't it reset when you change world?

spiral sleet
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honestly not sure, I'll let you know (hopping on right now)

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I know when it breaks, oh boy it breaks

mystic relic
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I'm trying to protect my wallet from my massive desire to get full tracking

spiral sleet
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again, buy a vive pro

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I've seen them in person; well worth the 400-500$

worthy coral
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They're cheaper than the HTC vive?

gentle shuttle
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@small zinc i ment in both

small zinc
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Fair

spiral sleet
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HMD-only is going to be roughly 400-500 USD from what I heard

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the entire kit in fall with lighthouse 2.0 and updated wands will be like 800-900 most likely

worthy coral
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Fuck

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There goes my paycheck

mystic relic
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idk... I'm just a student; I don't think it's worth :p

spiral sleet
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also intel wireless comes out at the same time, which wireless is pretty amazing

mystic relic
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currently really happy with the Vive

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I would like to go wireless sometime though

gentle shuttle
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So are the new wands able to track finger movement like the rift

spiral sleet
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if I had a purchase order, this would be it: vive> DAS> tripods > wireless > vivepro > trackers

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my 2c

gentle shuttle
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Tension poles are pretty stable

mystic relic
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finding it hard to justify the DAS... it sounds really nice, but I'm annoyed that I can't just get a good strap without headphones

spiral sleet
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DAS is worth it......I hated it/thought I wasted money, then found out I was wearing/using it wrong for the most part

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once you actually adjust it right, it's pretty amazing

gentle shuttle
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Das?

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I'm clueless

spiral sleet
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example: I kept complaining the audio was weak, but then a quick fix and its way too loud now lol

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Deluxe Audio Strap

gentle shuttle
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Ah

spiral sleet
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I mean, I dance with the DAS and throooooooooow my head hard. I've yet to lose the HMD, so well worth the $100.

topaz turret
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QUESTION ABOUT A RIGGING

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if i parent 1 fake arm to 1 real arm would it both move

gentle shuttle
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I LIKE CAPS TOO BUT IT'S A LITTLE MUCH

topaz turret
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sorry

gentle shuttle
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:P

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Lol

topaz turret
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like that

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how would i parrent that so the top moves when the bottom moves

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in vr

opal aurora
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@topaz turret yes, if the bones are parented to their direct counterparts they move in unison

topaz turret
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KK THX

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woops caps again

fading verge
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@topaz turret you should probably add another set of bones to the fingers

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just to be sure

topaz turret
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Yep already on that @fading verge ๐Ÿ˜ƒ ๐Ÿ‘

fading verge
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๐Ÿ‘

open lintel
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I actually think i just buggered up my rig but i can't rightfully tell.. part of her cape seems intent on being glued to the backside of her knee, but the rest of it flows proper. its on both sides for both knees and it just stretches the inside to the knee. doesn't show up in unity or blender.. would that be a vertex mapping issue, as in like i caught a vertex I wasnt supposed to have and mapped it to the cape bones?

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I havent done much testing, I just noticed it and thought i'd throw it out here to see if someone else has ran into this before

harsh radish
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๐Ÿ˜„

fading verge
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fix the bone setup, if you use strange names Unity sometimes misreads the bones

opal aurora
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If you updated your models' hierarchy sometimes the prefab doesn't update, in which case you'd need to re-drag the model onto the hierarchy to fix it

harsh radish
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Ill try thank you ๐Ÿ˜„

spice jetty
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tirandarr sounds like a heat map problem

surreal parrot
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So

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Doing another model

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And the fingers

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And if I try to correct them it says its not in t-pose

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Also yes I will texture everything

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Just wondering why this keeps happening

hexed frigate
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excuse me, anyone in here know to change color into rainbow ? i'm very appreciate with your help ๐Ÿ˜„

opaque sierra
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anyone know how i can rig this to be human? like creating false bones? pls DM if you know ^__^

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won't let me send pic but it's the bird from birb world

surreal parrot
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If ypu want to send pictures send it as a link

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Send it to a bot and just copy it from there

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Also

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I too have a problem

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This

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Any other spine configuration fixes it but also doesn't let it publish

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So idk what it's doin

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Or will these errors even do anything

opaque sierra
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cool here's a pic of what im trying to make

fading verge
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Burb

brisk mesa
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huh.

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i should make a birb with arms and legs, good idea.

small zinc
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@surreal parrot these are nonessential

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It's likely you have zero weight bones or rotation bones somewhere on your model

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You can honestly just ignore them

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It's basically like...

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I have a model from battlerite that has deer legs

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This means it has one more joint than usual

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Between the knee and the foot

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In essence, if that middle bone, that isn't mapped on the skeleton, has any weight to it, it can stop the model from moving correctly, but it isn't so critical that it will ALWAYS break your model

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99% of the time? You'll be fine

surreal parrot
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Ok

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Also

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Any advice on fixing bent fingers?

small zinc
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Unfortunately beyond my skill, sorry

surreal parrot
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Mkay

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Just trying to center the camera now

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It's just off to the side for some reason

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Must have moved the model off center in blender

small zinc
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that's...weird

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is there anything attached?

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because the prefab should be centered automatically

surreal parrot
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Well the descriptor was where I wanted it

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But it was over my shoulder in game

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Or the camera

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And it seems to move the head as well

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Like I can tilt my head and it follows

small zinc
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you should be able to see a dot

surreal parrot
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Ya

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It is in the right place

small zinc
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that's

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really weird.

surreal parrot
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Ya

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Not sure how to fix it

small zinc
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Pray

small zinc
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That's fucking weird

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Wait

surreal parrot
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My camera would just be to the left of that blue square

small zinc
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are your feet bones at the very bottom of your feet?

surreal parrot
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Why?

small zinc
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Because if your bones aren't right your body can drop lower than the camera point

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I can't think of why it'd be off center though

surreal parrot
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Wait

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The fuk

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Whats that white line?

small zinc
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The fuck

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Oh

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That's normal

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don't mind t hat

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...actually maybe mind that

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Show me your prefab contents

surreal parrot
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Thats just the assets I'm using right?

small zinc
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Yeah

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asset list

small zinc
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no uh

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on the left

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and a screen snip, if you don't mind

surreal parrot
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So under the all prefabs

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Under favourites?

small zinc
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no

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like

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to the left of the viewer

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the list of objects in the current scene

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not your assets

surreal parrot
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Sorry for not having a screenshot

small zinc
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do you not have snipping tool?

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also, dropdown that menu if you could

surreal parrot
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Also I will send screenshots now

small zinc
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what happens if you delete h11_jfo_h_base

sly jackal
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yo does anyone know how to rigg a four legged model up in unity?

surreal parrot
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Just seperated everything

small zinc
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But is the line gone?

surreal parrot
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Looks like it

small zinc
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Try uploading now

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It's still a singular entity, just not blue now

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afaik

surreal parrot
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No

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Like I can only select certain individual parts on the model

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But I will see

small zinc
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the dropdown menu no longer exists?

surreal parrot
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If you mean that massive one no

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Or yes

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It does exist srtill

small zinc
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Right

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So the object that has your avatar descriptor still exists

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so you're fine

surreal parrot
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Ok

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Well we will see

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If this works then all there is left to do is the fingers

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Nvm

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The line is back

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But this is new

small zinc
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if you click on it you should be able to select it directly

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should be two clicks to select the part or something like that?

surreal parrot
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Just 1 sec

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Theres a little red thing on it now

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Dunno what it is

small zinc
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I am very confused now because that's not a physical object

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that's an indicator in engine afaik

surreal parrot
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Ya

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Looks like it is dead center

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Maybe thats it

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Because it doesn't move with the line

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And it wouldn't fit anything on the model

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Hopefully this works

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Also if it is even more off center I know where to move it

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And if not then shit

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Also god uploading takes forever

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Welp

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Didn't work

cobalt island
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Does anyone know what causes a person to not be able to reach/touch the ground on some avatars? My main avatar camera is about 1 foot above the ground, but the avatar and everything else is perfect.

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er I mean, the bottom blue circle that should be ground height is one foot above. The main viewing camera is in the correct position in the head

small zinc
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Do you have your player height calibrated correctly?

cobalt island
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If you mean the vive room setup then yeah. I even went and changed it a foot higher and lower. The blue circle stays the same in game but does affect my avatars legs etc

small zinc
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I mean in the VRChat settings

cobalt island
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Talking about the tiny ball thing you can adjust for camera? Or have i missed a setting actually lol

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Im hoping i missed a setting

small zinc
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in system

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'player height'

cobalt island
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Oh, It is set to my height in real life since the menu is better positioned. But then I dont think it could be that because some avatars have the blue circle on the ground, some are a bit higher, and mine is 1 foot above

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So i was assuming it has to do something with the avatar/rig

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I should double check to see if that affects the blue circle though but I feel like it won't, brb quick

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I wouldnt mind changing that height as a bandage fix

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Darn, its still floating around 1 foot high. Just affects the avatar rig and not that circle position

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Ill import the unity blue guy example into blender and export and see if I get that same problem. If not, ill compare rigs

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(I see in google some people have this problem, no fix listed though)

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Oh, the example blue guy has a large root bone centered at 0,0,0 named Armature.001. Not parented to anything. I don't recall people needing a root bone.

small zinc
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that's very strange

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and beyond my knowledge, sorry

cobalt island
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Yeaa its np. I figured a fix for this would be super technical rofl. Ill just have to do some googling about this and see what I come up with

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Ohh, im getting a good feeling about this xD. Gotta import and test with this root bone

coral relic
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if it's not the root bone here's another thing to check

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in blender select the object and on the right panel (press N) Location should be set to 0,0,0

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the dot indicating object's origin should be in the center of axes

cobalt island
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Yeah, both rig/object mesh are centered at 0

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Ive never seen a tutorial set up requiring a root bone though, so now I have to figure out how this works. Guess I can try parenting the hip to the root bone i made and see if that fixes the floating issue

coral relic
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can you also check what's your scale in blender?

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is it 1

cobalt island
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It is set to 1 atm, I did try changing it last nite a bit but I don't think there was much progress there.

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Ill see what happens quick after I do a quick import with this root bone in place with hip parented

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I have a good feelling about this root bone! Uploading now lol

fading verge
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hey

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anyone know why my particles doing this?

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it having those weird circle

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inbetween

cobalt island
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meh, still got my issue to figure out, but the circle height did change, though that might be because the character isn't the same scale for some reason lol. Have to figure out what im messing up

coral relic
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@cobalt island A bit Cpt. Obvious but is your viewpoint in avatar descriptor correctly set up?

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meaning inside the head?

fading verge
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@fading verge having the same problem myself, not sure how to keep it a consistant line ugh

cobalt island
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@coral relic - oh snap good call, i forgot to change that with my latest attempt to fix with the root bone

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maybe I did fix it, reuploading

coral relic
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coz by default it can be above you and then the avatar can snap up to it and you float

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maybe that's it

cobalt island
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My past models have them in the correct position, but this latest one didn't with my fix attempt. Will see if i did fix it

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ah darn, its not fixed. I got super excited because right away it was on the ground, then i moved and it jumped up 1 foot back to where its always been

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fuuuuu

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So the root bone fix was a no go

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Maybe I should try making the leg bones shorter rofl

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Just to see if that affects it

coral relic
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so it seems that it might be an animation problem

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did you use mixamo on this model?

cobalt island
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Nope, the rigs all done by me in blender

coral relic
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how about the muscle animation editor in unity?

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or any animation editing at all?

cobalt island
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This recent one I did was bare bones, haven't touched anything animation related etc :\

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hrrm

coral relic
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looks like unity check for feet location, they have to be at 0 height

cobalt island
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Hm, i don't see my specific issue in there. You think it would be since others described the same problem

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ill read that bit over quick

coral relic
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stuck in floor and floating above could have the same cause really

cobalt island
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Well that sounds like the avatar is floating above, but my avatar is on the ground

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Its just that myself, the vr rig thats floating 1 foot above. Arg

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It seems like a camera isue honestly but.. idk

coral relic
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oh

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can you control hands then?

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do you see your head rotating?

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ir is the avatar static?

cobalt island
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Yeah everythings working just fine

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its just the blue circle that should represent my foot height is 1 foot higher then it should, So my avatar is correct, but myself in vr is 1 foot higher then it should be

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so it keeps me from touching the ground to pick up objects

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I could take a screenshot to give a better idea

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Its really strange ๐Ÿ˜

coral relic
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well if your player height in vrchat settings is right then I have no idea lol

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feel free to DM me the blend if you want, I could take a look in a couple of hours. I don't think I fully understand what's going on just from the description

cobalt island
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Ok i think i know the issue

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I changed the scale of my character in blender cause I was changing its scale in unity but wasn't getting issues except for that. After this change, the blue circle appears very close to the ground, but the rig is messed up lol. Its gotta be a scale issue then

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So strange since everything else worked fine

coral relic
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yeah, if you rescale, rotate or tranform anything in blender make sure to hit Ctrl+A and apply everything before exporting

cobalt island
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oh no,I applied the scale and everything. Some reason scaling it in unity was messing up the blue circle

coral relic
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that's weird

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that circle is part of your mesh right?

cobalt island
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Yeah ive worked with blender/unity for quite a few years but this is a bit new to me lol

robust gull
cobalt island
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No, its just the indicator that shows where the ground is in VR

coral relic
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ahh

cobalt island
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My play space circle

coral relic
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i don't have that on the rift

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isn't that controlled by VR setup in steamvr?

cobalt island
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Ah, yeah, when in the vive home, its on the ground, but in vrchat on my avatar, its 1 foot above showing me why i cant reach the ground lol

coral relic
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i mean user height?

cobalt island
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Yeah, vr room setup, i changed it, its just messed up only on my avatar lol

coral relic
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ok got it

cobalt island
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Soo messed up

robust gull
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Slaghton i have the same problem do you sit or stand?

cobalt island
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I stand here

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But i think i have the problem down to changing the scale in unity. That appears to break my vr rig height

coral relic
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makes sense in a way, but it's strange cos I have avatars with 0.08 scale in unity and no such problems

cobalt island
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Fixed that by changing the scale in blender fixed the circle height, but broke the rig. Its possible once i fix the rig, that the circle goes back to 1 foot above again

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yeaa, it might still be broken really

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Ill have to test it with the rig fixed to see

robust gull
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Anyone saw my pic?

coral relic
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yeah, but the description is hard to decipher. can you explain the problem again?

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your hand isn't rotating?

cobalt island
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But like you said, if i dont get it working, i could send the blend over to u

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to see if u have the same issue

coral relic
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sure

fading verge
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@robust gull might be rigging or weight paint issue

robust gull
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The arm is like going to wrong way or what to say. If i point my hand down so fingers points down ( like in the pic) the front part of arm points up and not down.

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Not good and spelling or grammar sorry

fading verge
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could be that the bone mightve rotated in the wrong way

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to act like that

robust gull
cobalt island
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@coral relic - Fixed the rig issue, the circle is back to where it is again rofl

coral relic
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what was it?/what did you do?

cobalt island
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I forgot to apply the scale after I resized it in blender which caused the rig to mess up but the circle was at a better spot. I applied the scale and fixed the messed rig but the circle went back to floating again

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The camera rig was lower in the body for some reason though in that messed up version

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So maybe it is a rigging issue or something

fading verge
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@robust gull you made sure the bones were not in the wrong direction?

robust gull
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@fading verge Tbh i have no idรฉa, i didn't make the rigging for it

fading verge
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ah rip

robust gull
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Downloaded it like this only thing i have done is scaled down the head

fading verge
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could be the model itself tbh

robust gull
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But is was a problem before that, oh really?

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I don't know what to look for

fading verge
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dunno how to help you at this point

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i apologize

robust gull
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Np ๐Ÿ˜ƒ

coral relic
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@robust gull go into armature edit mode and make sure that all arm bones are aligned along the same axes. you can display themin armature settings.

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i have a feeling that one or more can be rotated in a bad way

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another possibility is that weight painting is broken

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but that's something you'll have to learn about on YT I suppose

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it's not simple

pine harbor
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could it just be an effect of VRchat's IK settings? i've seen IK animations do some weird stuff over in MMD sometimes

cobalt island
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Bah, still didn't find a fix for not being able to reach floor and I can see a few people have this issue but no solution (example from someone else "The floor is about an (in-game) foot below my actual floor, and makes picking things up extremely difficult, if not impossible. This isn't a problem with my VRsetup, as my SteamVR Home's floor is properly displayed to match my real life floor")

steep tinsel
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Anyone know how to rig a feral model? xwX

fading verge
#

While weight painting the hands, the tips of my fingers split in half.moving it

cobalt island
#

My first model I made had that problem, not sure what caused it though anymore :x

#

never made a rig like that yet for vrchat Convex

steep tinsel
#

Drat xwx i can't seem to find a single person who has...

robust gull
#

I give up tbh can't figure out what's wrong or how to fix it

opal aurora
#

@steep tinsel feral as in 4 legged creature?

steep tinsel
#

Yep!

opal aurora
#

Parent the back left leg to the front right and back right to front left

#

Use the front legs as the main legs

#

It's not the most elegant way of doing such but it should work

#

Back left leg to front right leg
back left knee to front right knee
back left ankle to front right ankle

#

And vice-versa

naive tree
#

why would you want to be a 4legged creature and not a cute anime girl?

opal aurora
#

That will make said legs move in unison

naive tree
#

unless that's a 4 legged anime girl with huge tits, then it's ok

opal aurora
#

xD

naive tree
#

or she's RPing a neko girl

#

nyaa~ sips milk

opal aurora
#

@steep tinsel any luck?

steep tinsel
#

Maybe, if i knew how to use blender XD

#

I can't even rotate the camera

crisp tendon
#

time to learn !

cobalt island
#

@crisp tendon - heys, would you have any idea what causes avatars (say the premade ones) to have that blue circle for the vive that indicates the height of your player feet being at different heights? Some are on the ground which allows for easy picking up of items but can float higher making it harder. I have 1 avatar where its 1 foot above, the other I just made to test I got it just a couple inches above the ground. I was wondering if its because the humanoid rigs (mine and the one made for the animations for vrchat differ) so that if my legs/hips are 5 inches taller on my rig, it makes that circle float that much higher off the ground.

#

Phew, sorry for the long post if you read that

#

Because the one I made that doesn't float as much does have shorter legs with hip closer to the ground

crisp tendon
#

It's definitely related to body proportions, it might be fixed soon โ„ข but it could still happen for some models

cobalt island
#

ahhh ok, that makes sense then lol. I tried everything till someone talked about animations cause I said my circle was on the ground once till i moved and it jumped 1 foot up after. Ill have to let him know he was on the right track

#

@coral relic Heys, you were right about the animations. I believe its because of the differing proportions of rigs used for our avatars and the rigs that are used for the pre-made animations from vrchat sdk

ivory radish
#

export meshes as bigger than usual bc if scale in unity is > 5 then it will trigger an error

#

make sure ur using scales <= 1 typically

robust gull
fleet echo
fading verge
#

is there a way to make dynamic bones not rotate along a specific axis?

rotund trout
#

The hair doesn't move w/ the head, how could I link those bones to the main head/body?

fading verge
robust gull
fading verge
#

looks like he summoned his Stand

robust gull
#

Took the bones from another avatar, i have a hard time getting fit so thinking of just taking Hips to wrist

neon quiver
#

I using blender. I try even redoing my rig from scratch again to make sure it was nothing wrong. When i import my model to unity and apply the configuration under the rig tab. the feet are twisted backwards. Not sure what to do anymore.

#

So on my 3rd try i went around and get rid of bone to see if the leg go back to normal and it seem to be the hand area that affect it. But I'm not sure how or why.

#

Though I am getting error "can't calculate tangent because mesh foot" doent contain normals"

#

Sorry for the long post.

#

Maybe i'll redo a clean file to make sure there no hidden error area.

fading verge
#

@neon quiver Does it do that even when you enforce t-pose in the rig menu

robust gull
#

How do i join 2 Armature?

#

in blender

vagrant rock
#

Whats the shortcut to detach a mesh from a bone

#

actually dont worry

fading verge
prisma magnet
#

is it possible to rig an avatar with a child object with a different layer name?

calm needle
#

pickled, if i had to guess, the model technicly doesnt have a shoulder bone

#

and is useing the upper arm bone as the shoulder

fading verge
#

but what should i map the shoulder to?

vagrant rock
#

Can anyone explain as to why one of my shoes are moving slightly with the other?

calm needle
#

odd are, youw ill have to create a shoulder bone

#

manly, sounds like a weight paint issue

vagrant rock
#

Yea its really weird

#

Like the shoe completely falls apart aswell

#

but only the left one

calm needle
#

mixamo?

#

or auto weight paint from blender?

vagrant rock
#

Auto weight

calm needle
#

ok, so it might be one of two things

#

flipped normals and/or holes in the mesh

fading verge
#

i cant really use mixamo because the feet are stuck together and i dont know how to use weight paint

vagrant rock
#

By flipped you meaning like duplicates and then just flipped?

calm needle
#

did you dupilcate then mirror?

vagrant rock
#

No just duplicated the right one then went cntrl m then put it on the other axis

calm needle
#

picke,d it aht was directed towards manly. You just need to use blender to give that sonic and invisible shoulder bone

#

yeah, that is mirroring manly

#

which means the normals are flipped as well

vagrant rock
#

ahh alright

#

cheers

calm needle
#

yeah, flipped normals do weird things to auto paint

#

it will also make the model look inside out when in unity

#

an easy way to tell if normals are flipped is to enable backface culling in blender

vagrant rock
#

Aight

calm needle
#

to easily enable it, hit the N key to bring up a new sidebar and its in that area

fading verge
#

how do i add bones?

calm needle
#

there are many ways to go about doing it but when i tend to do when a shoulder is missing is to extrude a bone from the tip of the upper arm, flip it, and then fix the parenting

vagrant rock
#

I'm always getting this

#

Mmd tools keeps failing?

#

Like i gotta keep putting it back in addons for blender

fading verge
#

are you putting the right folder in? are you enabling it in user preferences?

vagrant rock
#

yea

main cape
#

so i need some help i dont know where to begin i got a Tau Firewarrior model with the textures but i dont know how do rig it or get the texture on it

vagrant rock
#

its just really weird some times it works some times it doesnt

#

Follow that

main cape
#

its not a a mmd model and i tried the hitting shadeless as well it just goes white

vagrant rock
#

Just go to the cats tab on the side

#

import the model there

#

then go fix model

main cape
#

its a obj model file

vagrant rock
#

not to sure then sorry

#

@fading verge Thats what im getting

#

its in the right folder and everything

fading verge
#

odd

limpid bear
jovial dune
#

So I've got this cape on my model in blender

#

And I need to figure out how to stick some bones on it

#

Any tutorials or anything of this nature I could get a hold of?

crisp tendon
#

Any will do, bones tutorials on blender are very basic and usually very simple

jovial dune
#

what's the average number of bones used in dynamic things like capes/skirts?

#

Like how far can I allow myself to go before I should expect people to start stuttering

crisp tendon
#

stuttering would be difficult, but performance issues might start around 15-30

jovial dune
#

alright

fading verge
#

how do i map the pelvis? it says its not rigged

hallow spire
#

hey anyone here who can help me with dynamic bones as i cant afford to buy the asset

crisp tendon
#

@hallow spire There's free alternatives

hallow spire
#

@crisp tendon i basically just want the nose and ears of my model to be pysics enabled

crisp tendon
#

@hallow spire Look into Unity Rigid bodies then

hallow spire
#

do you have a video since i used unity for apporixmately 5 actions spanning over 20 minutes ๐Ÿ˜„

crisp tendon
#

I have never used it so i can't really recommend anything, but there's probably some really good tutorials on youtube

hallow spire
#

alrighty thanks for the hints tho

naive tree
#

sry for not avatar related q, but was wondering if any1 is using plug usb adapters to charge their controllers (vive) without any issues?

crisp tendon
#

I've used mine since last year and haven't had any issues

naive tree
#

ok sweet, not gonna use pc usb charging, it's just too slow

craggy fulcrum
#

I only charge them off an adapter like that

#

They even come with wall adapters

fading verge
hallow spire
#

AHH THIS IS SO COMPLICATED

low parrot
#

https://imgur.com/0Rwvcwr
So I was about to upload a model, and I got this warning on the Build & Publish menu. Is this a big deal, or should I just leave it alone?

gloomy loom
#

Fleshy ill be honest yoyr avatar looks cute af like that

fading verge
#

I already have two hilarious outtakes of this avatar, just wasn't looking for a third

gloomy loom
#

You need to parent thearm and finger bones relaxed

#

Youll look weird, especially if you have vr

low parrot
#

okay, how do I go about doing that?

#

This is only like my second model import

gloomy loom
#

Google how to parent bones in blender

#

Id show you with pictures but im not at my computer atm

low parrot
#

alright, thanks

gloomy loom
#

Np

#

The basic idea is your arm bones want to move with each other

#

If the bones are parented they wont move naturally

jovial dune
#

it says "this avatar has not been imported as a human rig and will not play VRChat's provided animation set"

#

Where do I go to open that green menu and set my bones settings?

cobalt current
#

click your fbx in your assets folder, after you click it, look on the right pane of unity and there should be an option there to rig it as humanoid

hallow spire
jovial dune
#

thanks @hallow spire

#

just had to set the "chest" and remove the "toes" bit

gloomy loom
#

Also make sure the head doesnt have a bone attached to the chin

soft shell
#

I've seen a few with those. What problems does that create?

jovial dune
#

Far as I know it doesn't. This is a continuation of an already-working mesh I did about a month ago

#

I imagine if it didn't have the problem back then it wouldn't all of a sudden now.

gloomy loom
#

If you have hair or glasses attributed to that then itll move as you speak

main cape
#

where can i get a prefab rig for vrchat?

gloomy loom
#

I dont even know if that exists. I guess just search up rig in the vrsdk and see if you get any hits

#

Why do you want a prefab rig?

main cape
#

i just want a rig in general so i know i am doing this right i have a model of a Tau Firewarrior but i cant rig to save myself :/

jovial dune
#

@main cape Have you tried mixamo?

main cape
#

mixamo?

jovial dune
#

You import your model in mixamo and it has you line up little targets with different body parts and if all goes well it'll rig it for you and let you export it

#

It also has a massive list of built-in animations so you can test it all out and see if it works

#

and it's in-browser

#

every rig-noob's (mine included) dream

main cape
#

your a god send dude trying it just now ๐Ÿ˜„

jovial dune
#

lol

#

Also it doesn't work if you have floating meshes that aren't connected

#

That's the problem I'd originaly ran into

#

I just made temporary faces connected the head to the neck, rigged it up, then got rid of them after

#

because I have a big cloak looking thing convering my neck but inside that the head itself is actually just kinda floating

main cape
#

whats the shortcut to parent a bone again and keep the offset in blender?

naive tree
#

ctrl+P, or use cats parent

#

@main cape

frigid flower
#

So my models leg stretches whenever I walk, I think its because my model is wearing a coat and it merged with the legs. I dont know how to fix it

ivory radish
#

bad weight painting

naive tree
#

or bad bone parent

#

can be couple problems

ivory radish
#

also ac u can also use parent property

naive tree
#

or leftover bone

gloomy loom
#

I alway forget which bone you select become the parent when you do cntrl p. Is it the first or second

frigid flower
#

I'm not sure what to get rid of and what not to

naive tree
#

last is the one you add previous bones

#

last selected thing = active

frigid flower
#

I would send a pic but I don't know how to convert it to imagur

main cape
#

okay so i got it all sorted rigging wise but for some reason its now not showing any of the textures and is fully black?

ivory radish
#

u didnt import any of the textures lol

main cape
#

i did they are all in a file beside it

ivory radish
#

... ur not listening

#

u didnt IMPORT them

#

make a folder called Textures next to it

#

put textures inside it

#

then reimport the character prefab

#

next time put the textures beforehand

main cape
#

i did that before hand same bloody issue

#

so stop being so condesending

warped oyster
#

Don't put them inside Materials folder tho, just import the pictures inside the "Tau Model" folder in Unity.

main cape
#

i'll see if that maybe sorts it

#

okay i am confused asf when it has no shader on its white but as soon as any material is put on the model it goes black?

digital sage
#

u gotta put the materials in first then the model to get textures

ivory radish
#

no u put the textures first

#

and the textures should be assigned automatically when imported into unity

digital sage
#

oh yea textures

#

nah @ivory radish it doesnt thats materials

ivory radish
#

yes it does

#

u put a folder called Textures

#

with the textures inside

main cape
#

omg how many times do i need to say i have done that the materials are coming up in the list its just when i attach them they are going black

ivory radish
#

and it autoassigns them to their materials

#

once u import the fbx

digital sage
#

oh wtf

#

hmm

ivory radish
#

did u try using standard shader

gaunt belfry
#

Could it just be that the UVs are borked?

fading verge
#

does anyone know how to fix a model twisting backwards in vrchat

main cape
#

this is what i am currently seeing i dont know how to tell if the UVs are borked :/

fading verge
#

how difficult would it be to add bones to a model so i can give it jiggle physics?

warped oyster
#

@main cape try setting Metallic to 0.

main cape
#

still the same :/

fading verge
#

@fading verge if the skeleton's already set up it wouldn't take too much effort

#

just a matter of attaching them to the chest and positioning them correctly? @fading verge

gaunt belfry
#

@main cape does the textures apply correctly in blender?

main cape
#

no it doesnt but earlier one before i used cats to fix the model rigging it worked fine

fading verge
#

@fading verge Yeah something like that. You might have to play around with the parenting of the breast bones

gloomy loom
#

youd want to remove the weight original bone have on the breast, then extrude a root breast and two new boob bones and weightpaint them yourself. then in unity use dynamic bones

#

but cats makes that easy for you with rooting the breast with a totally new bone in the same position as the old bone that the cheast was weighted to

restive hill
#

It's pretty easy to just duplicate and rename a bone, anyway

fading verge
#

how do i make the avatar in blender bigger?

gloomy loom
#

I think its cntrl alt s

fading verge
#

never used that shortcut before but I'd be careful, alt-s shrinks/fattens mesh and does so unevenly. s scales the object proportionally at every axis

frigid flower
#

Does anyone know how to uv map?

fading verge
#

what's the best way to add dynamic bones to a skirt/dress that has multiple levels of bones? i can't seem to get it right no matter where i add them

vernal birch
#

Is there a way to attach a bone from another armature to the model armature?

ivory radish
#

ye

limpid bear
ivory radish
#

not enough bones

#

or not mapped correctly

golden geyser
#

Ugh

I'm having trouble with my eye blinking animation; It works in unity, works in the in-game avatar selector menu, but not when I'm actually wearing the avatar

I have other avatars with the same kind of blinking animations & the same settings and they work all the way

Anyone have any idea?

wet kelp
#

Weird question, but a friend of mine wants me to add jiggle physics to boobs for a model of hers. anyone have good settings for dynamic bones that are good for that?

golden geyser
#

@wet kelp I'd recommend them to play with them a bit! Settings can look different on a lot of things, depending on their length etc

ivory radish
#

whats wrong with people and trying them

#

there are dozens of mixamo animations and many settings work

vernal birch
#

Can anyone tell me why in blender my character's hair mesh stretches when arms are moved and it does not move upon hair movement?

ivory radish
#

its weight painted poorly

#

and maybe the hair bones not parented to it

worldly arch
#

not sure what i messed up

wet kelp
#

alright i got another problem does anyone know what ArgumentExceotuin GUILayout: Mismatched LayoutGroup.Repaint means? im getting that error and it wont let me build my model

lofty topaz
#

tried to look for it on google but meh

gentle shuttle
#

So I have an mmd character that I had to delete the shape keys for to reduce the number of faces and I want to add back the deault keys that came with it

#

how do I do that

azure lotus
#

rigging the legs to unity is difficult as well

modest anchor
azure lotus
#

@modest anchor weited mesh

#

weighted*

#

anyone have a clue for what i should do?

brisk mesa
#

well where is your origin for miia?

bold atlas
#

Gimme one sec and i'll help ya

brisk mesa
#

also yeah those shoes need to be weighted to their proper bones

bold atlas
#

There's a few issues going on

#

You need to fix your vertex groups, as well as the weighting

#

fixing your vertex groups will get the right pieces to move with the right bones

#

and weighting will make sure the bones affect the mesh the right way

#

also i found your image on imgur as listed, so be sure to unlist your stuff!

modest anchor
#

no idea how to unlist that

bold atlas
#

when you upload a file you can disable adding to gallery or something like that

wintry orchid
#

Can someone explain this

granite kestrel
#

You're missing Chest

#

Upper chest should be blank, but you need Chest

craggy fulcrum
#

^

cobalt cobalt
graceful wave
#

Hoping someone can help me out... I imported another set of hair onto my model, but forgot to copy over the skeleton. So after I copied over the skeleton and it's in the right place, how do I now make that a child of the character's skeleton?

#

Or more specifically how do I rig it onto the hair

fading verge
#

Anyone here know how to...

#

Add new bones on blender?

#

I found a model I wanna do with no Right and Left Ankle ;~;

craggy fulcrum
#

There are good rigging tutorials you should watch to learn those basics

graceful wave
#

Yeah I probably should watch them but... they're all like 45 minutes to over an hour which is insane.

craggy fulcrum
#

Watch them on 1.5 or 2x

#

There are also other, shorter tutorials

#

Best way to learn instead of someone here explaining every step and taking hours to do so

graceful wave
#

I figured it'd be something simple like dragging the hair skeleton under the main skeleton

limpid bear
graceful wave
#

Looks like a bad case of boneitis.

limpid bear
#

should the fingers be "Connected" to wrist?

graceful wave
#

Oh hey, I did it. All I had to do was select both skeleton's and hit ctrl+j to join them.

modest anchor
#

Thanks to everyone who gave me advice, got everything working and learned quite a bit.

warm crow
#

My gosh

#

Shut up

long patio
#

yo im new to rigging and avatars and modeling and blender in general- im guessing when the bones or spikes are gray its not good?? I tried the model already and when i walk, the boots disconnect from the legs and im assuming its because its gray but im not sure http://prntscr.com/i57e37

Lightshot

Captured with Lightshot

graceful wave
#

Make sure the legs are mapped properly. Drag them (the gray legs) onto the model where the knees are I believe.

long patio
#

the ones that were green went gray

quiet bluff
#

jason just go to your bones in blender on the right and delete the 3rd leg

#

aka large bone inbetween the feet

long patio
#

would that fix the legs coming out of the boots problem??

balmy summit
#

How can i delete the black from the fur of the ears?, what i can apply?, the original one is transparent https://prnt.sc/i57myt

Lightshot

Captured with Lightshot

graceful wave
#

I'm trying to do weight painting
But the bone I want to weight paint isn't showing up under Vertex Groups
How do I fix this?

#

Whenever I select the bone in question the entire model turns pink instead of blue

balmy summit
#

i did that as well, you need to click again on the bone you want to paint over

graceful wave
#

Yeah I did, still pink. Pretty sure it's because it isn't in a vertex group

vagrant olive
#

@balmy summit Shaders > Unlit > Transparency Cutout.

balmy summit
#

thanks ;v;

buoyant berry
#

Hey Ive uploaded my avatar but its invisible but some of its object infront of a mirro but I can see it first person just fine. Anyone know why?

gentle shuttle
#

So keep my meshes unmerged right emoji

restive hill
#

whats the unity button to move something around so you can see dynamic bones work?

#

also, enma, GIMP saved as PSD is pretty good for transparency, and if the texture is separate, a cubed shader can do transparency

noble jetty
#

could I get some help real quick?

restive hill
#

no unless you ask a question

noble jetty
#

I used mixamo to rig a skull kid model, and the elbows move but the shoulders don't

restive hill
#

i have only used blender so far, i'd use pose mode in that

ember nest
#

smoo the play button on top the click the name of avatar

#

then*

restive hill
#

it's playing, and i can select stuff, but idk how to move them around

#

i didnt even know you could until i saw a video XD

ember nest
#

oh there tabs at top hit the one left of game if i remember correctly

restive hill
#

yeah, ive got it on scene, but i cant get it to grab the model

#

oh wait, there it goes, weird.

ember nest
#

ok ๐Ÿ˜ƒ

#

yeah sometimes it takes a moment

restive hill
#

ya, had to grab the box

#

WHILE it was in play mod, in the scene tab

#

*mode

#

welp, this looks like a working shinobu char

#

still not sure on good values for hair/skirt bones ๐Ÿ˜›

#

high inertia and high force? or low everything...

ember nest
fading verge
#

how do i move the bones along with the mesh, i just wanna move it up

#

so i can recenter the origin

#

Usually you can just select the root bone and move it and the mesh should move with it

#

Unless it isn't weighted yet

restive hill
#

ohhh, i get it, exclusions lets you NOT move bones. and dummy root bones makes that a moot point

#

durr, took me long enough

fading verge
#

weighted

#

not sure how to go about moving it

#

ok got an example on how to do it

surreal parrot
#

So guys

#

My character's camera is over his shoulders

#

And the descriptor is in the dead center of the model

#

Any idea whats wrong?

shadow shoal
#

Set it between the eyes

surreal parrot
#

It is

#

But in game the camera is over my shoulder

neon quiver
#

@fading verge i will try that once back home. still leanring how unity works.

surreal parrot
#

This is what it looks like in game

#

Sorry for the garbage quality

#

Took it with my headset on

#

Like the character's center of mass is just to the left of that blue square

torn isle
#

Are you sure the model in unity is zeroed out? @surreal parrot

#

For position?

surreal parrot
#

Yep

#

It was

#

Still did that

torn isle
#

Even doing a new project doesn;t work? @surreal parrot

#

I've had that issue and had to start a new project.

surreal parrot
#

Damn

#

No I haven't

torn isle
#

I mean if it's an already rigged character it shouldn't take much time.

surreal parrot
#

Could I copy over all the assets to the new project

torn isle
#

What did you add to the character?

surreal parrot
#

Nothing

#

It just is in a bunch of pieces

#

It was a modular gmod player model

#

So lots of different bits

#

All that have different textures

torn isle
#

You should be able to.

surreal parrot
#

Kk

#

I'll try

#

But ya

#

Thats what it looked like

torn isle
#

Be sure to use the blender fbx.

#

When dragging.

surreal parrot
#

Yep

#

Also

#

Would the materials carry over?

torn isle
#

Should be the same.

#

Just reimport the textures, sdk, shaders, and fbx.

#

Should be fine.

spring crescent
#

Can someone please point me to a tutorial for eye rigging? I've been told they are problematic.

surreal parrot
#

Mkay

#

Also

#

One more question

#

Could i edit this in unity

#

Because that is t-pose aparently

torn isle
#

No experience with that.

#

Sorry.

#

Haven't run into broken fingers yet.

surreal parrot
#

Ah

#

Well thanks anyways

sturdy talon
#

Does anyone know a way to fix the avatar so it does not bend it's knees or lift it's heels off the ground when you move your head up and down?

ivory radish
#

set rotation of finger tips to 0 0 0

#

and ignore tpose warning

sturdy talon
#

ok I will try that

ivory radish
#

not u

fading verge
#

I find the character usually bends its legs like that if it has unusually short legs

sturdy talon
#

ah

fading verge
#

My nidorina avatar does it

ivory radish
#

only fix i know of is disabling full body IK

sturdy talon
#

How do I do that?

ivory radish
#

idk how to disable it manually other than changing rig to not have main fingers

fading verge
#

Yeah, disabling just the thumb is enough to disable it

sturdy talon
#

Where can I go to disable the fingers?

fading verge
#

It's in the rig, set the finger bones to "none"

sturdy talon
#

ok

fading verge
#

When you go to compile, it'll have a yellow warning saying IK is disabled because fingers aren't mapped

calm prairie
#

does anyone know how to make a character in blender go into a t-pose?

slim heron
#

Can anyone help me figure out how to straighten my characters arm.
https://i.imgur.com/olM2vlU.jpg
One arm is like lopsided and when I try to fix it in the configure screen it just makes his arm super crooked like broken.

fading verge
#

You can edit the rotation value on the bottom right after selecting the arm bone

#

There's also an "Enforce T-Pose" button but last time I used it it messed around with my avatar's fingers

slim heron
#

Yeah that's the thing I do that and it doesn't really change anything for me, his arm still looks broken and off. Where is that button though?

fading verge
#

Just under the area where you map your bones to the rig, there's a little button that says "Pose"

#

Click there and it'll open a menu

slim heron
#

okay I'll check it out thanks.

fading verge
#

how do I add particles into custom emotes?

ivory radish
#

u have to edit the animation

#

and add particle on and off keys

sturdy talon
#

I removed the thumbs. It caused the avatars legs to only move when you walk around using the crontrollers. Legs do not bend and the legs do not do the walk animation when you move around your own irl space.

#

Also the hands do not change with gestures

fading verge
ivory radish
#

u didnt turn it off

#

also emotes get cut off before they end for some reason so stop the particle before

fading verge
#

add particles in here?

hazy tusk
soft shell
#

Well this was unfortunate. I seem to have lost half the hair bones somewhere while adjusting the settings and not sure how far back it was. Anyway to readd bones in Unity itself?

hazy tusk
#

Any time I'm parenting, it's just not connecting. I can't merge the random bone into them, merging bones within chain does nothing

oblique karma
#

how do you reset the animation of an avatar you d idnt mean to animate in unity?

fading verge
sharp viper
#

weight painting is so much nicer by anchor, jeez, where has this been all my life

warped basin
#

I'm getting a strange bug where my character's hips will rotate either direction on every other step, I'm trying to increase height slightly to fix it but are there nay other ways? It doesn't happen in mirrors, only for other player's point of view

surreal parrot
#

Ok

#

So

#

Poaaibly

#

Possibly

#

Foe anyonw who has broken finger issues

#

Just rotate them when setting up the skeleton in unity

#

It says it's not in a t-pose

#

But I guess that part of the skeleton doesn't matter to vrchat

#

Gonna see if it works now

fading verge
#

@warped basin i have that problem with my own avatar too, there are no errors or anything so Im just really confused

#

but not steps, it's the avatar standing still

opal aurora
#

Hmm... it sounds like either the hips' at an odd angle or it has roll to it, same maybe for the rest of the body

fading verge
#

the bones on my rig are completely straight and in the right directions
i wouldnt understand why that would cause the hips to be angled

opal aurora
#

Then that is odd...

#

Is the origin directly at the root of the feet?

warped basin
#

It's just odd that it doesn't happen in mirrors

opal aurora
#

Yeah normaly those things show up client-side aswell

fading verge
#

mhm

opal aurora
#

It could be the location of the bone if it was moved at all aside being rotated

#

As the weighted parts would try to follow the new location whilst they were previously designed to follow the previous one

fading verge
#

hm

opal aurora
#

It's odd to look at xnalara bones, but atleast they're better than source ones

warped basin
#

My bones also look equal, but the point where the widget appears is the left hand instead of between the feet

#

when I select the main avatar

opal aurora
#

If the hips, spine and chest don't overlap eachother and are parented, oriented correctly, it should work

fading verge
#

they're not overlapped, since that error would show up
otherwise fuck blender

#

๐Ÿค”

opal aurora
#

No i mean, literaly a slight overlap can also cause issues

#

Even if no error appears

#

The zero size error per example only occurrs if a massive ammount of the bone overlaps another

fading verge
#

ah

opal aurora
#

Say 60-70%+ of the bone

warped basin
#

none of my bones seems to overlap, and no visual effets happen in the mirror.. I don't get it

#

i had another similiar bug with the mirrors

opal aurora
#

I think you might have something offscreen, due to the selection box

#

Maybe a bone way off in the distance, or even a mesh

fading verge
#

mhm

#

going over my bones atm

warped basin
#

Seems the "waist" bone which is'nt the actual root bone isn't part of the skeleton

opal aurora
#

Huh?

#

That's... something

fading verge
#

? ๐Ÿค”

warped basin
#

I don't get the heirachy

#

it's some game rip I was making for someone

opal aurora
#

Oh...

fading verge
#

ah

warped basin
#

This seems to be the only issue it has, so I wasn't sure

#

everything that's a child of that wasit is a normal skeleton

opal aurora
#

Spine 1 should be parented to hips, waist to hips and mix weights on the waist so that the hips are now the waist essentially

ivory radish
#

not always

#

on valve rigs i set the spine to the center spine

#

a spine bone in between spine and spine2

#

mostly bc thats where most of the weight goes

opal aurora
#

That depends on the model in it of itself, i'm talking about the situation at hand

warped basin
#

Seems the parent object is just meshes, the true avatar starts at tr0002_00

opal aurora
#

Yeah the armature starts there

warped basin
#

Weird, when I look at it in configure view the waist, origin stuff is all in the correct spots

opal aurora
#

Maybe try to re-insert the model into the hierarchy and check if there're changes?

#

Sometimes the prefab doesn't update with all the changes

fading verge
#

any one here know how to add particles into emote? i bneen trying, idk how it works

ivory radish
#

u activate particle then deactivate particle

fading verge
#

by doing wat?

ivory radish
#

by adding property

#

particle IsActive or Enabled

#

either works

fading verge
#

like this right?

ivory radish
#

idk what it says

#

also it looks like u did not import

#

the rig as humanoid

fading verge
#

it humanoid

ivory radish
#

did u map it

#

ok

#

then yes on and off

fading verge
#

oh that is from the asset called particle ingredients, the bottom bit

#

where is this yes on an doff

ivory radish
#

keyframe

#

;/

#

u put red line on the keyframe

#

and u set on or off

#

or u just move the red line and check the box and it will add one

fading verge
#

smh or look up tutorials

#

not that hard

ivory radish
#

animating in unity with muscles is pretty annoying

#

i usually just animate the rig and then export the armature with anims

#

and then if i need to hide or show stuff

#

i put that in unity

#

especially since the muscle values are super small

#

and u cant make the curve graphics any taller

#

or at least i havent been able to

kindred thicket
#

Anybody know how to deal with having 4 arms on a model? I'd like to just mirror the movent to the secondary arms if possible

wanton forge
#

is it possible to change the camera position for the right eye only?

#

i want to be able to pull out my eye and view around corners and stuff

kindred thicket
#

@wanton forge Pretty sure your view isn't actually linked to your eyes

woeful idol
#

Does anyone know how to combine PMD and VMD files in Blender and export them for Unity?

#

Can't find any good tutorials either.

#

Also this is for an Object.

wanton forge
#

yes i'm just wondering if i can move the camera to be parented to the eye?

#

@kindred thicket

woeful idol
#

When I import a VMD it has no keyframes

coral relic
#

@cobalt island hey wanna know a funny thing? After we talked about the floor problem I went into vrchat and noticed that the exact same thing happens here. And not only on my custom avatars, even on the default ones. I have to set my height in game to 2.5m to touch the floor. But like you said, some of those characters have very unrealistic proportions, especially little catgirls lol. Luckily I can still grab objects on the floor but it's unnecessarily difficult.

wet kelp
#

anyone have an idea how I would stop my avatars legs from going through his jacket? Ive done it where the jacket is dynamic bones and all the leg bones are colliders but that didnt work. Anyone have any ideas?

coral relic
#

you have to add radius to any colliding bones

#

but it probably wont help tbh

wet kelp
#

ive done that, but if it clips through just make it bigger?

coral relic
#

the colliders will just go through the gaps

#

well, you can try, but the mesh will strech

#

honestly I don't think it's possible to get good results

wet kelp
#

so other words dont do the model?

coral relic
#

Sorry, I didn't mean to say that you should give up. I hope you find a solution. Just saying that I didn't ๐Ÿ˜‰

wet kelp
#

oh no worries haha

coral relic
#

there's a parameter on dynamic bones where you can restrict movement on an axis

#

maybe you could use that

#

like prevent it from swinging front-back

wet kelp
#

what option would that be?

coral relic
#

freeze axis i think

wet kelp
#

so probably freeze the x axis right?

coral relic
#

on the other hand it won't help with clipping when you crouch or something, hm

#

yeah I think so

#

it work fine on a tie, when it went into the chest but that's a bit different

spice jetty
#

https://imgur.com/a/tbbLM so my hands were originally skin colored go figure but they wont work right after atlasing. following tupper's tutorial i go to fix shadow stuff and these steps occur. Also, on my texture atlas the hands literally show up as 1 pixel. I don't have to rerig my hands a 4th time do i?

fading verge
#

ujuyu

cobalt island
#

@coral relic loll glad its not just me and a few people that notice this problem ๐Ÿ‘

woeful idol
#

Anyone know why my animation is broken like this?

robust gull
#

The bone transplant worked but i think the problem is my small legs, it really screws with the handtracking

onyx crown
#

Just heard in a stream that there's a fix to the broken eye tracking?

leaden moth
#

??