#avatar-rigging
1 messages · Page 86 of 1
winrar or 7zip?
7zip?
Think tupper have a video on that
No sorry happend to me ones i just restarted and it worked sorry
..
tupper talks about how you have to go through an extra step if you use 7zip https://youtu.be/7P0ljQ6hU0A?t=960
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
anyone know how to get 4 legged avatars to work?
Not sure, but since you can't set it to humanoid you'll have to do every single animation by yourself
https://imgur.com/a/PLoi0 any idea about model to help me?
any idea about bone parenting?
@fading verge Did the Force T pose and it did not do anything. So going redo everything just incase i mist something. *edit: problem seem to be fix once i redid the hand bones. and the enforce t pose is working now.
would i even be able to use this as an arm https://imgur.com/a/AwoFh
Quick question does VRChat have a texture size limit
Got a weird issue with weights in blender and couldn't find an answer on google. Hopefully it's not too dumb
I was trying to weight verts to a single bone, both with Assign and Weight Paint but some just refuse to go 100%
I fixed it by going through the other bones and removing them from the vertex group but that's terribly inefficient. Wondered what could have been causing the issue
You might be able to do it quicker by seperating the vertices from the mesh into an object, removing the vertex groups, selecting the mesh and then in pose mode parenting it to that bone and then joining that mesh back to the original mesh. If the vertices were connected to something you would just select the vertices in that area and hitting the remove doubles button on left side screen (edit mode only)
I guess. Just wondered why blender wasn't letting the verts go 100% to that bone. Couldn't see any kind of masking setting on
Not sure :x
@static parcel if a vertex is assigned for two bones on 100% each, then each bone will affect it 50%. Got the idea?
That's what I figured but when I selected just the one bone and manually assigned it, so remained 50% for some reason
Guys, what not to do, to prevert this mess with blendshapes? https://i.imgur.com/mlutjVe.png
I just tried to play with paranting, weihgt paint, moving everyting, but nothing lead to this result.
blend shapes are usually what you want to do last
or did the model come with them already?
yep
did you delete anything from the model?
yes, i done a lot of stuff. Remodel some parts, reperent several bones, changed some waights
but did nothing to face
did you remember to seperate the face into a sepearte mesh during your edits?
nope, so thats it?
this is probably the case, but i just tried to recreate this situation with clean model, and nothing bad happened
question for everyone: I wanted to add some bones to a model, however, they did not work with the dynamic bones. going back, I checked the weight paint, and when i tried to change it, it said the active group is locked. any idea how i could go about unlocking said area? the area in question would be the ears, though i can't provide pictures because I don't have the model readily available.
yes the bones were parented correctly
and if i remember correctly, almost all of the head was red when viewed with weight paint i think
please @white pond if you answer, otherwise i won't see it, as i'm going on lunch break soon.
Hey everyone, this has been asked a lot probably, but can someone share this dynamic bone asset with me perhaps? Would really appreciate it :) Some people in the game told me to just ask for it on discord
can someone help me with understanding gravity with dynamic bones? the character i'm rigging has broken handcuffs on their wrists with the chains hanging off, and i'm trying to get it so that the resting position is toward the ground rather than perpendicular to the wrist
question do i add whights on the skirt to the waist
@thorn beacon add a force to the dynamic bone in the Y direction
to simulate gravity
alright, should i reset the gravity position to 0,0,0?
also set elasticity lower so it doesn't snap back to the original shape that much
alrighty, thank you!
note that the bones' orientation may be different whan your world orientation, so look at the arrows on the bone, not the world to see what up, down, left, right is etc for that particular bone
this is all i have got up to just need to weight paint to make it move https://twitter.com/deanquelch/status/956588222167109632
What's a good way to shorten legs of my avatar?
like how do i do it
i really want to do it the way that you can shorten them in Pose Mode
nvm found it
pose > apply pose as rest pose
nvm ofcourse its not that easy why would it be
goddamnit its annoying, blender does it automatically in real time for me in two clicks, yet i cant apply it
and im like an hour in
I'm following Tupper's guide to importing a pmx file to vrchat. I'm able to make the correct visemes in blender, but they aren't showing up in unity when I create the lip sync.
oh god im suffering
Does anyone here have experience with .dae?
https://www.dropbox.com/s/24lqvjyzb5xcsdk/hips_parent.jpg?dl=0
Trying to do eye tracking right now. I'm trying to remove the parent of "Hips" here to move it directly under Armature, but it won't let me. Any idea why that could be the case?
Oh, nevermind. Armature had to be selected.
i assume someone here knows how to make a skeleton/armature, right? if anyone is willing to help me with that
removing stuff can make shapes go berserk
oops, responding to old stuff
ciaran: have you tried rigify? its a blender plugin
I hate when discord shows old stuff and makes no effort to tell you it's old
i was thinking there might be an easy rig maker
i've done minor bone stuff
but then i also figured that the whole process would be complex either way
to a degree
but i'll try that
yeah, rigify is in blender, just activate it, use it, and hope for the best? XD
the main problem i had was
x-axis mirror was not working
and i have no idea how to make a parent bone
naming
there's no other celty model i know of that i can download
that has bones
or doesnt cost 50$ on a random 3d model website
that's actually a best-case scenario
now i just need to figure out where addons are again
now to see if shinobu didnt manage to screew up
how do i permanently change the position of the model
because for whatever reason the celty model is offset
Heyo people the finger bones on my model go directly up for some reason and I dont know how to change them? Ant ideas
Fixed my problem! I was taking a step for people who didn't do the auto visemes
hopefully this works
alright, i've been messing around with dynamic bone gravity for the chains hanging off my avatar's wrists. it seems to work fine in tpose (resting towards the floor and wiggling fine) but as soon as i move any of the limbs, the chain goes rigid and points toward the body. i have no idea what to change to fix this
the only concern i have about the blender rigify
is that i didnt want to spend time moving the hand bones to fit the mesh's hands
is that fine?
¯_(ツ)_/¯
yes
i should actually play that some day
my friend gifted it to me for my birthday but i gave up after like 3 hours
oh no
:(
oh i think gyazo is broken
but basically her legs are spread out and her shoulders are
not working
i have no idea how to fix this
I'm having an issue where the sleeves aren't attached to the arms
hey my feets are in the ground
https://imgur.com/a/LXKv3
any idea how to fix this ?
@past marlin have you looked at the weight mapping for your meshes in blender? Sounds like they aren't rigged
@slate skiff did you make sure your model was at 0, 0, 0 when you exported from your rendering software?
What does it look like in game?
@quartz hound how would I go about changing the weight mapping
cause i know the how big u are by the numbers
Boop go into pose mode in blender, press ctrl-tab select a bone ctrl-tab again and select a mesh and that should put you into weight painting
Blue means no weighting to selected bone red is full weighting
ok he is in the same place
Hmm how odd, those were the only problems that have caused that warning before for me
Thanks I'll try that now
hey guys
in my model i had to fix a few broken faces using recalculate normals
but the affected faces are a slightly different color then the rest of the mesh
so i these triangles of slightly different colors and it looks ugly
how can I make these faces colors' match the main model?
Got a picture?
how do i fix the character having a permament 😄 face
How do I weight to a bone
Boop select the bone then a mesh and set your brush to add and paint the mesh
Is that the neutral face or do you have facial rigging
I have a question.. I have a summer dress for a character.. which basically means two surfaces where the dress obscures the skin. I wish to glue to them together, but even with weight transfer and painting the transformation is not the same. Any idea how to properly glue the dress to the bust? They're both assigned to the same shape keys and seem to have proper weights.
I'm doing this in Blender
Does the dress have a rig?
its all one mesh
Exported right from a pmd (mmd) editor, custom (from scratch) model
So technically it has a rig.. the same one as the skin
For dresses that obscure the whole bust, its not too hard to make proper
but this one has a small part of the bust exposed
yeah one secv
see the parts of the mesh that are different color?
those are the faces that were fixed
previously in game, those faces would not appear at all, so i recalculated them
but now theres a color mismatch
When I'm weight painting do I want the sleeve attached to the arm?
@slate skiff Try raising the avatar's root joint up in the rigging screen, it should move the whole model upward including the feet
@past marlin yes, attach it to the arm bones
@dim snow have you checked to see what it looks like in game? Cause sometimes things look weird in Blender when they're actually fine.
apologies for my delay, had to eat
different behavior settings I'd imagine, damping being how much it resists initial motion, elasticity being its willingness to stretch and bend
theyre pretty simple
stiffness is how much motion of previous bone ignored
so say u have 1 stiffness, it ignores all the motion
so it acts like its attached
0 stiffness means it kinda floats freely
then catches up when moved
damping is opposite of how bouncy it is
elasticity is how quickly it will move/react
radius is just collision stuff
inert, i havent seen it have too much of an effect but i keep it between .8 and .95
@fading verge ty =)
...
in some other properties it may be like a value from X-Y
i most cases its a value from 0-1 used as a multiplier
so u could choose how much to multiply radius value
etc
@quartz hound I have not, it did it in uinty too, so I figured thats how it'd be. I'll check it out though
Is there a way to make a blendshape the 'idle' expression for an avatar, if the pose version is open mouthed?
Hey I need help with making visemes for xps models
@static parcel if your avatar has constant open mouth, try unmap jaw in unity
There's no jaw bone if that's what you mean
the "sil" blendshape stands for silence @static parcel
Oh neat
@dim snow I did this model too (it so messy), the black parts are backfaces of the hood, you can select all of them from uv editor, and then just delete or resize. https://i.imgur.com/kBX1GMf.png
So twisted feet thing still happening in the end. Thought i fix the problem. Not sure why it happened. First time i made .y rig for a different avatar it did not happenm try to test it again on a different avatar and thr same result happen. Wonder now if i export the file wrong for fbx. Guess ill look at more tutorial.
Anyone know about a facerig tutorial with CAT for 3ds max? I had found a simple one on youtube but I've lost it
the helll does this error mean
nvm a friend pointed out my issue
rotation script on some particles
So i've not done anything in regards for rigging so far as everything has come with that all basically done. But i'd like to see if this is possible. Would I just make the right bones but have them do nothing? http://prntscr.com/i5om5e
https://prnt.sc/i5omji i got this problem .-. i have no idea what to do
ok i give a try
no
your bounding box is too big, select mesh in unity and change extents and center values
usually 0.008 for extens is what u need
that has nothing to do with avatar height @wraith temple
i fix it thx
If I change my model's rest position (ie aim the hands a little more straight than tilting slightly down at the wrist) can it have an affect on my chara in game?
HEY @rotund warrenRYONE
did you just try and ping every single person in the chat....
im having trouble with my avatars and my chest comes up into my face a little after i move any help?!
It says my spine hierarchy is incorrect, what do i do?
@frigid flower have you tried using cats fix armature?
do you have a cats addon in the first place?
I do not
@frigid flower https://vrcat.club/threads/cats-blender-plugin-0-6-1.6/ get this and then try Fix Model, it fixes majority model armatures
and it has lots of useful stuff in it besides that
can i take the unity file and put it back in blender
yes, blender can import fbx, or use it with cats plugin, change to fbx andhit import
So how do i fix the bones from here @naive tree
click Fix model and hope it fixes your armature
it fixes most model armatures if you do not edit the model prior
Anyone know how to fix this https://gyazo.com/727bc9a50926dc9fa0e39df740e798a1
https://prnt.sc/i5oy40 I am new to this. This is my first model. How do I parent the hair to the bones so they move when I set dynamic bones in Unity?
you need to weight them
@frigid flower sure
OK so, I had a character that could only tpose because it didn't have enough bones to be humanoid
so i cheated and split a bunch of bones
now it looks like this
the texture mirroring thing is annoying too
i fixed it in blender so what's going on
im ok with it looking a bit wierd
i just want it to work
I don't suppose anyone knows the hotkey to dissolve. Since Ctrl+X ain't working out so hot.
hey im having the problem where when i rig my model to unity to make it humaniod it says it has no hips but yet it does
anyone know a fix?
@obtuse ether in unity, under rig, click configure and set your hip bone manually
oh the rigg didnt transfer i guess lol thats a problem i have to fix now i guess
heh no bones
hm... anyone know how to get rid of the "bone heat" warning when adding amature to a model?
Anyone know why mixamo wouldn't be rigging fingers? Just a bad model? First time it did index and thumb, second upload only did index
@clear tulip sometimes Mixamo can't "find" the fingers so as a result they only make a few bones for tyhe fingers that they do find. That's why i don't really like suing mixamo i prefer manuelly adding my bones to a model.
This makes for fun times when testing animations
That's what I was afraid of, idk how to rig, never tried
Does anyone know how to make a public in-game avatar private?
I use Mixamo to make it easier on myself, and then go on to make changes
Whay do you use for that? I'll try to stumble through tutos lol
Though, I think I have the hang of it now and I'm thinking of doing some more all by myself
For learning reasons
It's easier to learn by copying, rather than wasting time and fucking up constantly
imo at least
Does anyone know how to make a public in-game avatar private?
What software do you use for rigging?
Afaik, just don't put it on a pedistal @ionic storm
blender @clear tulip
As long as you keep it to yourself, and not on a pedestal, then no one else should be able to use it themselves
ah
(aside from any of them good ol' hacker gods)
Though I've yet to run into any lately
So my neck bone has disappeared after using cats
anyone have some video resources to add fingers onto a mixamo-rigged skeleton in blender?
Does anyone know how to change a model's origin in unity? My model's feet are below the origin point.
ok, so i got this model uploaded only to go on and discover this, the rig is perfect and everything
but his top and chest are all deformed
So continuing what I was talking about before. I tried creating a empty object to connect the avatar to so I can manually change where the avatar is, but now the avatar is the size of a giant. Anyone know something else I can do? Or something I can do to fix the avatar size.
Is there an easy way to transfer weights from one bone to another?
Specifically, like, delete a bone and send its weights to its parent
like weightpaint?
yeah, just all of it
Specifically, my model's eye bones don't have any weights/verts. They're all in the child bone
which isn't an issue, except CATS refuses to accept the eye bone as a functional eye bone because it doesn't have any of its own weights/verts
oh rip idk how to deal with eye bones
they're bones like any other
yeah but i never done anything with eyes
so i can't picture it, keep asking you'll get someone useful
I figured it out
o nice
select vertex group - select - remove - select other vertex group - assign
gj
idk enough to help but nice avatar
@random lotus i tried a klonoa avatar too man
I think it's roughly the same as for speech, i'd say roughly 15-20 meters
I assume the default 500 in 3D sound settings means 500 meters?
Anybody here know how i'd go about getting the back legs to either follow the front ones (in reverse order or even symmetrical) on this one?
i've tried cross-parenting both leg sets already to no avail
https://cdn.discordapp.com/attachments/390048413493755904/406306174968004610/unknown.png
Besides reanimating it completely that is
The rig is set as humanoid, the arm bones are simply hidden
@fluid zodiac maxrange is in meters, i'm not sure about that variable specifically
hmm
Dang, i wouldv tried the cross parenting to heh. Never attempted something crazy like that
Well i did rig this one from scratch so any changes necessary could be done to it if needed, but as it stands, cross parenting gets them in odd angles and very stretchy
I've tried setting an intermediary set of leg bones, symmetrical and cross parenting, and even tried to use the exact same leg bones for it (via duplication and weight transfering) sadly to no avail
The main body bone is parented to the waist so turning would work perfectly fine, my only issue is getting them legs to move haha
So have a model here which already has bones, but seperate models for the head and body. How would I go about combining them in unity so I can rig them? This model was from a unity based game and it doesn't play nice in blender, so I'd like to keep it in unity if I can
You can not do such in unity unfortumately
Well, if its just 2 meshes and they animate correctly you can probably get away with just using it as is
anyone have some video resources to learn how add fingers onto a mixamo-rigged skeleton in blender? Is it possible to add onto the skeleton with just the downloaded fbx?
You might be able to parent it together.
so i got this problem my model looks fine for me but to everyone else either the head or the body is facing the wrong way anyone know how to fix this?
I'm having a fuckin hell of a time trying to bring a certain model below 20K
everything I try, the topology completely breaks down before I even get close to 20K
Maybe try and do it by hand? prolly some tutorials on that
Is it a really high poly base model? You could try doing retopology.
@opal aurora have you tried to remove the bones for the back legs and weight painting the front bones to the legs in the back in a cross formation?
Never tried it, but it might just work if parenting doesn't.
I think I managed to do it
I did 3 seperate decimations
50% collapse, 15 degree planar, 55% collapse
also why do I always end up in rigging when I mean to go to MMD
though I guess it helps that I'm here cause I'm having trouble re-doing the bones
I'm trying to remove bones without fucking up the weight paint
okay, so ive watched a few tutorials, and im feeling ready to start trying to accomplish this... but i cant figure out how to get the model that i have imported into blender. Its an fbx that I downloaded from maximo. Is it possible to open that up and alter the bone structure?
all i managed to find while looking was the import option, but it doesnt visibly seem to do much of anything... i have never used blender before though
@sturdy talon you can't in unity you need to open it in blender and move it up until the legs are ate y=0
@brisk mesa Dats a lot of jiggle Bones
Love it
@brisk mesa spooky
@clear tulip so when you select import - fbx, nothing imports for you?
Nope, I still saw the same ole cube sitting therw
Try opening the model with another program it might be broken or its very small and it appears in the cube, sometimes mixamo does this Idk why ¯_(ツ)_/¯
Oh yeah I think the model is incredibly tiny, when in unity trying to upload it, I have the scale at 130 lol
Good tip
Try reigning it with mixamo it should export it at a scale of one
What would be the easiest way to amend that, can you scale up the model in blender?
Do you mean reuploading the fbx that I downloaded from maximo?
You can resale it in blender too there's a button at the bottom of the app where you can select rotation, scale and move
Okay, I will try that in the morning, I gotta get some rest. Thanks for the help
No problem, always trying to help when I can : )
So I have a character that's 80% tail.
And an early version of it I was able to get that tail to follow behind the Avatar using dynamic bones.
I have yet to be able to recreate it.
Any ideas?
whats the issue?
The tail drops downward through gravity
Beforehand, it'd follow me around
I only have one bad screenshot of it
Oh right, IMGUR
I could get it to coil and all that
Now it falls through the ground
and its still on dynamic bones?
Yes
all I could say is mess with the sliders...
One of the settings I had must have allowed it to ignore gravity effects
I'd cehck more but not near my pc with unity rn
well dynamic bones tend to do that themselves
they try to revert to the shape you have them in
i need help with that
Oh I think I figured it out
so make them more rigid, give them at least .0005 of elasticity and damping,
Cant have inertia at all?
g2g, glhf
what does that mean?
well this was useless
So, you need to go through your model's rig and make sure it has everything mapped that isnt a dotted circle
Can I get a quick screenshot
i dont have the chest
Fake one
I had to fake a right leg and pelvis on my character Im doing now
If anything I type turns to Japanese lettering, let me know.
Somethings I accidentally hit the hotkey that turns on IME
create fake bones like this for example
tried that
it turned red
have you parented them?
You need to make sure the bones could be similar to whatthe placement could be like and give them a parent
what i really need is an mmd of that spiderbitch
wat
Miia was the only one I cared about because I went into the series thinking it was about her and the guy
yknow, the spiderbitch that was in the same manga/anime as the lamia chick
oml that model?
and the centaur chick and the mermaid chick and the harpy chick
The moment I realized it was a harem, I left.
This isnt the channel for this conversation though
https://cdn.discordapp.com/attachments/387987989319385099/406406105170968577/stickers.PNG The stickers on her are blurry since I just added them to the main texture file I Atlased on her. Would there be a way to just import the stickers as a separate texture and apply them within unity to have them be sharp?
is there an easy tutorial on how to set a pre-rigged character into a t-pose? i've been looking, but i can't find any useful info on this for the life of me
I don't use atlasing due to how low quality it comes out, so I wouldn't know
I just make as little amount of mesh/textures as possible
Keeps the textures at a decent quality
mfw s.o. told me i spend hours on this and that i should just finish some of these avatars instead of moving on so fast
but it's like YO I KNOW BUT LOL the broken shit
Heya
So ive rigged up a model in Maxmio or what ever its called
Now what do i do once thats done?
you have to click their name I think
can anyone help? my chest keeps buffing up into my face because of the animation!
i mean its where i want it to be
could it be the angle of my chest??
could be
if the bone for the chest is pointing far forwards then that could be it
I'm at upload 8 of trying to find out how to get the tail of my character to stay above ground. The previous one was a step backward.
Gotta keep trying.
Im thinking the unit that counts as the leg needs to be tall so the rest of the body will follow suit.
Or, the rest of the tail, I should say.
@mental lynx can you rotate it? in unity?
in scene without on play
just go to the bone you want in the heirachy
and rotate it
I'm needing to get the body from sinking into the ground with the tail, because the tail follows the body
I think I know what may be causing it, actually.
ah
But Im stuck mid-upload and will have to move where the dynamic bones begin?
No wait that'd remove the snake wobble she does
Dammit
No worries
Up to upload 10, woo I wish there was a better way to test this.
If this one doesn't work, guess I'll move the bone structures up one
And with that, I just wasted my time uploading this character because I forgot to change the parent to these dynamics
Well, I may need to get outside help with this later.
Having 7 hours of sleep since tuesday...
not doing me any help. probably also why im like... here talking with myself
hey there, i exported a model from blender to fbx and into unity, but the jaw blend shape isnt appearing, and i definatly unticked apply modifiers
i guess this is why the bone are twisted because fo these errors? https://i.imgur.com/l6ChS9U.png
Just don't undstand how the first i made this avatar it work the first time with no error and now it does. :-0
How do i find those 3 bones that have no weight? I been looking for them.
I have an issue with my ear bones that I haven't found an answer to
ear bones?
custom rig?
no it's one I found on deviantart and customized yesterday
yeah when I move my head in game the entire ear floats around like it's tied to my head with a rubber band
I'd like to have the bottom of the bone rigidly attached to the head so it only pivots
like the hair or skirt
where do you have your dynamic bones?
I made a root bone for all the stuff in the head, and the dynamic bone is on that
right now I have all the hair excluded because part of the hair doesn't have a bone on it...
that would be the problem
i would sugest putting a dynamic on the base of the ears
or exlucde just the base of the ear
so do I need 2 dynamic bone scripts, one for each ear?
i think nifskope was not able to export the skin weights
seems inefficient
can i fix this? like, hiding the bones and still have the original rig intact?
hence why i said try doing an exclusion for just the ear base
does posing the skeleton do nothing?
the ear has 2 bones, the bottom one moves almost the entire ear and the top one has a little bit of weight to it at the top
I don't know how to pose on 3DS max :x I'm a noob sincerely
the ear moves properly with the head
it looks like the hair root bone isn't connected to the head
I can just grab move it
Ok so whenever I use cats to fix my model, it deletes the neck bone. I'm guessing the reason is because it's not weighted maybe. Can anyone help me weight that one bone?
maybe I can put the dynamic bone script directly on the head instead, since that one's rigidly attached to the rest of the armature?
or is there a setting I can toggle so the root bone won't move
and just remove the loose root bone
can someone help? my character is stuck in a weird pose. when i change the rig to anything other than humanoid it'll go in a t pose
however in humanoid it'll go into an animation pose
I think the rest pose on your character might be screwed up in blender, I'd go check if I can apply a T-pose as rest pose
no it's not blender. lemme explain
i was making an animation for my avatar, and i the original and duplicate avatar. i accidentally put the animation on the original instead of the duplicate, so i deleted the animation on the original and now it's stuck in this pose
oh that, yeah the tutorial I followed said to never ever work with animations on the original model and I didn't lol
I hope you have a backup
could just reimport, you shouldn't lose that much work, you can just drop the animation file on the new one
ok i was able to find the missing rig area and add weight to them. :). now i just need to figure out the other error of saying it dosnet contain normals. :/
is there no way to copy all my pre existing work onto the new model?
I think you can copy the dynamic bone script along with the settings from the gear icon
anyone can help me with my problem?
but you have to do that for each one
yeah each one, so not all at once ;___;
ok, thx
I made the root hair bone "connected" in edit mode and it vanished, now everything is parented to the head and I can't grab move anything away
so in theory it should be fixed...?
as long as I reimport and add the dynamic bone script to the head instead
also a part of the hair doesn't have bones on it, or not skinned to anything
Ok so no more error showing for unity but the feet still show backwards. I'm so lost on what to do. https://i.imgur.com/hj2Hpx8.png
am I out of luck if I want beautiful flowing hair without losing my sanity trying to weight paint manually?
Unless you can find it pre-rigged, bones are gonna be necessary for using Dynamic Bones to get the flowing look
I'm pretty sure this is how the model imported originally, there's a couple of versions of this in avatar worlds and none of them have nice hair
@neon quiver I never figured out how to fix the feet or other body parts twisting all the way back
hmm, my avatar has two sets of eye bones that seem to do the same thing, worked alright in-game last night though o.O
that's not a problem, is it?
@manic marsh where would the legs be positioned after re-weighting? I'm sure that at that distance from the back legs it would go airborne
I think I fixed the ears by using two separate dynamic bone scripts, one for each ear
that way they pivot from the bottom of the ear bone
probably not an optimal solution, but at least it works
the model is otherwise perfectly optimized at least
Singular rooted dynamic bones move only in regards to said bone, so hair and animal ears move weirdly according to such
Well people just root every set of bones nowadays and seem to not understand why their dynamic bones rotate/pivot at an angle (that being of the central root bone)
Having multiple dynamic bone scripts isn't going to kill anyone, the same ammount of bones will be affected (+1 per root) and in general, having a single root reduces fluidity, unless you go reaaal crazy nobody should lag at all
ok that's good to know
I'm still sad about the hair, seems pretty unfixable without doing everything from scratch
but at least I got the ears working for extra cuteness
Anyone have any idea why my non-humanoid avatar with dummy bones to fit a humanoid rig is always stuck lower than it should be?
editing its position through animations doesnt change anything because it'll always reset when previewed/in-game
What do I need to look out for when making a completely from scratch avatar for body tracking?
Hiyas. Using cat plugin in blender. After using fix model there is something odd with the wristbones. Cat did not seem to remove all of the extra mmd bones on the fingers. Can i use mix weights on the extra finger bones? And what to do with the weird wristbone?
Use remove zero weight bones on the extra fingers
And what is odd with the wrist bone?
Struggling with posting the picture, lol. Give me sec
how it should be https://i.imgur.com/ujHRF87.png and how it ends up https://i.imgur.com/c1j8ZZJ.png
even if i set the model to be below the ground, it'll still rise to the spot in the second image when previewed/in-game
Is it a generic model?
humanoid with dummy bones
Ayo, i'm working on a MMD model in blender right now and i'm using CATS. I want to add eye tracking but the model didn't come with bones for the eyes. How would I go about adding those bones?
Go to your rig configuration
the model works fine in generic, it's only in humanoid when this problem happens
Lower your model in the 3d view with the arrows (supposedly via the hip bone)
Apply
You need to have a controller attached for the position to update in unity
And it must be playing aswell
@opal aurora was the picture visible for you?
Extremely weird on my side tbh, got a checkerboard pattern all over it
https://imgur.com/gHvJSP0
oki i have this issue that when i edit the mesh by useing modifer i cant get the body to move with the rig
@opal aurora https://imgur.com/gallery/hFmIZ
moving the hips in the rig config screen didn't work for me, the model is still automatically stuck at that position in the 2nd image whenever i go preview/in-game
i dont think there's anything wrong with the way i set up the dummy bones https://i.imgur.com/n0DYMUF.png
@odd bronze and the model is weight painted right?
the model is already weightpainted with its original bones
only the dummies arent weightpainted
Hmm
I believe if this is an in game issue, I've had it before where the hips refuse to me up or down in the actual game
Anyone mind helping explain why my titty bones don't want to show up in unity? I created them in blender, duplicated chest bone into RootBreast, then created two bones from that bone named BreastRight and BreatLeft, assigned vertexes, moves fine in pose mode. But in unity, the bones just don't seem to want to exist?
have you tried dynamic bones on them?
Nvm I'm retarded, I incorrectly named the root
anyone know how to do custom emotes without mixamo, i wanna make one from scratch but everytime i move a bone, it reverts back right after
@valid rapids well hello there
Ok, so that fixed the dynamic bones working, but it didn't fix the bones not showing up where they should be
https://imgur.com/z4F07P1
I have to put really low values to add movement because they register all the way there for some reason?
@uncut yacht they dont show up but they are still there unity does that sometimes idk why
@low reef pss kid
i might be able to help you @low reef
https://i.imgur.com/WWvtm2D.png i have gotten this far.. trying to edit a skeleton rig made by maximo, but how can i select those bones? do i need to scale down the one sticking out of the head to be the spine? it worked fine in the animation tests in maximo
the stick out of the head should have no weight thus is uselles
you can delet it if you want
@clear tulip if you want to be sure it doesent have any weigt you can go into pose mode and than select the mesh than go to weight paint
if it shows purple it does nothing
i know what a few of those things are... lol i think its time to watch more videos
@jovial dune hello? D:
tfw I changed a position of a vertex for basis shape key and went to reset it in all the other shape keys, but they were already updated
feels like I broke something
seems to be working though...
@clear tulip you dont really need to watch tutoraials on the basics most of the things are explainde by the descriiptions when you hover over the buttons ( or atleast thats how i learned blender : P )
eyes are not present in the avatar in unity https://i.imgur.com/eQptCRs.png
on blender, they're present, but I believe it has so problems with the location, because when eye-tracking to a corner of the eye, the eye dissappeared
did you drag the eye matieral to your model's eyes?
yes
weird
ok, this is weird https://i.imgur.com/CJHUhfn.png
however the eye textures are present https://i.imgur.com/yn8wmIp.png
...wait, why the eye tex mat is transparent?
also, as I can see on the miniature, the eye tex is correct https://i.imgur.com/pc4vXRo.png
What settings in Dinamic Bone are you using for breasts so they look natural?
I have a really nice one, let me load it up,
depends on the size, but this one I use on all of mine, looks pretty close to natural
Rip, I might come to ask later
didnt get yoru question @hallow bay
@sleek tendon thank you 
yw
@sleek tendon when I get into unity, my model eyes completely dissappear
and I don't know why that happens
because I showed with images that I checked that the texture and the mats are fine
@hallow bay i think your eye texture is set to transparent in the rendering mode
let me see
- the folder in unity where you keep the textures
https://i.imgur.com/bKs9Msq.png ignore the w_eyes, I tried to check if it was the texture fault by adding a texture on another avatar that worked, but didn't did much
Do you guys share the dynamic bones addon here?
@spring geyser no, and requesting it is considered as piracy.
Ok, my bad
try putting a material on p3-material 5?
I think its just assigned wrong
the texture
so open one up with the triangle
either drop onto main texture, or use the circle next to it to browse and select
that's the eye texture as you can see in the miniature
that is the same material for eye that I set in the folder
its on transparent
why is it on transparent ^
opaque does nothing 😦 https://i.imgur.com/N9fNeJT.png
might be anothe material then
look through them
cuz one of them is wrongly assigned it seems
is there any way to hide a material?
to be checking what material belongs to what part of the model
temporarily select a bright colour
like the blue hair maybe
do that to each one and revert it till you find the eyes
seems like that did the trick. https://i.imgur.com/O0Vg4nM.png
I found the material that belonged to the eye globe, and just assigned the eye tex to that mat.
seems like that did the trick for now. If eye tracking looks weird (when it get fixed on server) I'll just simply disable it. Thank you Xenu, I learned something new.
no worries 😃
Hello does anyone know how to rig my idea here ? http://prntscr.com/i614pc
arm movemenst and head movemenst should be carried out as peach doll
im completely new to rigging this shit
the cpt falcon came with a rig i could move peahc not
Grah. There's a weight on my character's head, attached to something on the a bone on the right side of my body, and i cannot for the life of me find it.
yeah fixing weights can be a bitch, especially in blender
I'm thinking it might actually be my neck pulling down against the head in a weird way....
Hoping that's it, because it's nothing else XD
Looking for somebody experienced in mapping bones. I have a character which needs a whole body boned.
enable Riggify in Blender
optionalle remove 1 or 2 spines, or just don't use them in unity
full skeleton in 1 go, just set mirror on in options (tab on the left)
So this Squirtle rig has no spine chest or neck, just arms/legs/head (and tail) all off the root bone. Will this cause problems?
so when you edit it mirrors it to the other side
you can't upload it most likely space
VRC needs chest etc I think
and if i say that this character is actually a little cube one that doesnt need bones but i need it to be mapped so i can do blend shape expressions?
I can probably adjust the rig if it needs the right heirarchy and spine/chest bones. No neck on the model though so I guess I can dummy that bone
yeah dummy bones isnt an issue, just don't weight htem
Yeah. Thanks! Think that will be my weekend project, need to relearn weight painting and that's a good excuse
Hey everyone! So I'm working on another abomination, and I'm REALLY close to having it work. The only issue is Unity throwing a fit over the t-pose. Is there anyway around this?
I would post pictures, but I don't seem to be able to..?
Links work. Upload to imgur then paste the link.
Ah, there we go. Much obliged ❤
So yeah, Unity seems to break it entirely when forcing the T-Pose, which VRChat also does, if I'm not mistaken?
Hey, does anyone know why my character I created doesn't spin his head while he does a backflip?
can someone help me with mixamo auto-rigging? if i wanna auto-rigg it says : oops! please place all markers on the character! but they are all placed
does anybody know if a model is in the ground, how to get it up?
@bleak vine what is the model?
@plucky terrace make screenshot of your ankle bones from 90 angle in blender
smth like this http://prntscr.com/i63efi
number pad???
learning how to weightpaint wrists, is there a way to improve something like this? https://my.mixtape.moe/xafdpr.webm
trying to fix this weird issue in vrchat
bendy wrists
If you have enough faces for it, add more weight on the arm portion, and remember to use auto normalize so the weights don't overlap over 100%@small solstice
Check the weight on the forearm specifically
I think the set of faces before the small ones in the wrist should have around 60% weight on the wrist bone and the ones before it perhaps around 30-40%
Using auto normalize so the forearm keeps it consistent
does auto-normalize even out the weights or something? i never really used it till now
Yes it evens out the weights
If you use 100% per example it removes any influences from other bones so you don't need to remove the extra weight later on
o
A must-have-enabled in most weight painting scenarios if you wish to save up time
Mhm
i probably should wipe the weights off both arms and start from scratch now that i know auto-normalize is a thing
Might be a good idea to start from scratch, but if it seems to work as is for now, there shouldn't be any need for such
Overlapped weights don't always cause issues, but they may at times
Welp time to head off
Good luck with it
@opal aurora how about now? Can you see the picture? https://i.imgur.com/uc9vrdB.png
Sorry for not knowing, but what this this exactly mean? http://prntscr.com/i645n5
Actually, where do you even access the descriptor
@neon knoll are you trying to upload your avatar from the rig editor or from the scene?
I figured it out, whoops. I didn't put the avatar descriptor yet. Sorry if I asked this in the wrong channel
i need weight painting pro tips on the hands for the peace sign because no matter what I do I can't get the peace hand gesture to look good in VR
the back of my hand below the pointer always caves inwards in the peace sign but looks good for every other motion
@spice jetty do you have a screenshot of how it looks?
1 sec ill grab 1
I get in unity the warning that my feet is underground but when i upload the avatar it looks fine feet are above but the avatar descriptor is at my neck now hm so does the game set the avatar higher but not the descriptor ?
https://imgur.com/a/hAwqn it curves in under the pointer like that in VRchat but just a little worse. i was thinking there has to be something to like, add density or something of the like to make it a little more resistant to collapsing. if I lighten the weight paint any more gestures like thumbs up end up doing poorly
Have you tried rotating the first bone of the fingers?
I haven't, I've seen videos saying you want the bones properly aligned but I've never seen/understood why
Mixamo is rigging only 4 fingers on my character and not 5, anyone know why?
Hey I just added a bone structure to my model and I parented the mesh to the armature and when i go into pose mode the mesh wont move with the bones. Can anyone help me?
youve got to weight paint
whats that?
https://www.youtube.com/watch?v=IZPqxADetWE&list=PLVjqNAJqhr_EEKaepqEDt-muPi-sEbPLJ&index=2 it basically tells the mesh what bones to move with and by how much. this videos and the top 2 comments helped me a ton I'd reccomend going of this
This is a tutorial on how to overcome errors that can occur when using the automated bone weight function in Blender 2.5
ok thanks
np gl
@fading verge If your mesh is already weighted, make sure to add an armature modifier to your model
Is it a new model you made, or one you imported that was rigged?
This didnt have bones so I put them on
im trying to have the mesh pose into a fist
so i can put them into a particle system in unity
go into edit mode of the mesh and check the vertex group list, it may already have weights applied
then you'll need to weight paint it manually, follow the video that Rei linked
ok thanks
If automatic weights didn't apply, then it's probably because your mesh isn't parented correctly
Make sure your armature modifier on your mesh has your armature set as "Object", and make sure on the Object tab of your mesh, your armature is set as parent
Can someone assist me with dynamic bones
Can anyone here help me with a weight/bone issue?
basically, https://imgur.com/a/IRNFO
Are your hair bones connected to the head
does a motorcycle need bones?
@dark garden And they are following the head bone?
yeah the bones all seem to follow the head. it's only that top part that is stuck
pm me your blend file
okay, I have to add you to pm though
Has anyone found that Unity will just 'seize up' for around 10-20 seconds every few minutes constantly?
It used to be fine, but as my VRChat project grows, it seems to get worse and worse
ok
heres a possibly challenging question
this guy has blendshapes / shapekeys for moving his eyes up/down/left/right to look around
can i somehow use that for eyetracking?
I need some help with the bone structure of my character. his thumb is just streching
please dm me
looks like the thumbs may have been deleted off the model by mistake
Greetings. So, i've been editing a particular MMD on blender, or more specifically, combining two mmds. I've almost finished everything, and merged the two armatures deleting unnecessary bones, but for some reason, even when i use CATS to fix the model, my bones seemingly dont move anything in pose mode. And everything seems correctly weight painted. Wat do?
Not sure if anything it out of order with my layout... kinda puzzled
i need help rigging the skirt so it moves with the legs
bump
@L1ghtn1ngc4t#4924 you need dynamic bones
^$20 for it
i have it yes
i need it to not stay like a part of the torso though when i sit down
its like it awlayse has to be level
and thats what im trying to fix
i have added a motorcycle as an avatar how to make a sit for others to ride?
You don't
what you mean?
@lapis osprey Weight mix the skirt bones to the leg bones
Hi guys, I seem to be having a problem with my model in unity. In the tv show they come from, the character dosnt move there legs, they kinda levitate close to the ground. Yet because of this, the model wont be accepted as a humanoid because it dosn't have feet or toe bones. Any reccomendations on how to get it as a humanoid without them?
make fake leg/feet bones that aren't weighted to your mesh
I've never created bones before. Don't exactly know how. LoL
I'm not sure what bones need to be excluded when making dynamic bones
in blender, select your armature go to edit mode with tab, then you can either go Add > Single Bone, or select a tail of a bone and press E to extrude another bone from it
exclude the bones that arent related to what you want to move in the same parent
any bones that you don't want to be influenced by the dynamic physics should be excluded that extend from whatever the root bone you set is
Eg. If you're creating dynamic bones for hair, you set Head as root and exclude the eyes and whatnot
ex: https://i.imgur.com/Sxg35i3.png with hair that isnt grouped together
Or make a spoof head bone that only has hair children and make that dynamic instead to avoid making exclusions
4 the future
Needed for clothes because making your hips dynamic causes problems
you set hips as root, not dynamic
If i wanted to move this guys feet out of the ground, what would i move up abit: the armature or the clone that Unity makes when setting the rig? https://gyazo.com/2fb82902ecf9552e285925b014d33c49
armature
k
or rather, when editing the model you'd move the mesh to offset the armature
I don't think it's something you can change in unity, never tried
cant you just raise the root bone? that's what I do and it gets my feet out just fine in-game
How you can add the sit script on an avatar ?
🤔
I mean is it possible to add the sit on a motorcycle avatar and others can ride ?
custom scripts cannot be added as components to your avatar
or you mean when creatign a world?
if it's a motorcycle avatar then no, it's not possible
but IK bones is a planned feature, you could do it with that possibly
your own avatar, yes
Kay thanks
If you want the motorcycle to appear only when an animation triggers it, then you'd use animation overrides (will need VR controllers)
otherwise you can just add it to your current model and you'd need to set a custom sitting pose as rest pose and create fake legs to prevent vrchat from animating your legs
sets gravitational influence on the bone, can only see the affect it has if your model has rigid body with gravity set
not sure if it actually has an affect in-game, depends on the world
Hey guys, my avatar's eye tracking isn't working and I cant figure out why
i used cats tool
and eye tracking testing works fine, i can rotate vertically and horizontally
and the correct eyes are selected in Unity
but when I get into game, the eyes do not move at all
does anyone have any idea why this is happening?
eye tracking is currently broken, won't be fixed until next patch
Oh, okay. I just went through all of my models and realized eye tracking was not functioning properly on all of them
A temporary "fix" is to create a blendshape where your eyes are positioned a bit further into your head to create the illusion of staring, some mmd models already have such a blendshape
but it depends on what kind of eyes your model has
there isnt anything we need to do in unity besides selecting the correct eye bones in rigging right?
nothing needs to be done in unity, the eye shapekeys relevant to tracking just need to be the first 4 in your shapekey list
ya
okay, i have been having a problem with the avatar i am setting up. when i try to publish it, it says "Humanoid avatar must have head, hands and feet bones mapped but i have. the only issue i see with any of them is i cant see the head bone. Please help?
is there a head bone on your amature?
yes.
like, can you see it in the hierachy
hm
is at an actual bone, not like the end of the neck bone
sometimes models can have bones and bone_ends
the head could be named as the bone_end of the neck
not sure though
no its not, and ive tried using that bone, which i deleted early on
ah rip
i have no knowledge at this point
its fine, it literally just worked,but then i rtied to fix a vertices group for my FOOT, and then it did that
im a sad boi
yeah
pm me your blend file
k
file is too big it says
i think i have a solution
my head vertices my be not linked to current head bone since i removed it
so i need to relink it, then ill try again
you mean parent right?
If you named it the same then it shouldn't be a problem
the mesh retains vertex groups even after you delete a bone
you using blender?
yes
one moment
in edit mode on your armature, select head bone then go to bone menu and scroll down to relations
Neck should appear as parent there
oh its just an example
oh ok
when you selected a bone
check parenting of your other bones too
what other bones would i check?
neck should be parented to chest, chest to spine, spine to hips
yup
shoulders should be parented to chest with offset, upper legs should be parented to hips with offset
yup
did you setup your avatar rig in unity ?
no i used mixamo as a stupid person then fixed it afterwards.
I mean
the model has worked in vrchat before, i just want to fix some things
waht do you mean?
when you import the model, on the import settings go to the rig tab
the "Animation Type" there should be "Humanoid"
yup
and the click Configure and make sure that it has set the bones correctly for everything
then click apply
yup
thats what it is except the head bone dosnt show up in the 3d view
thats how it is
buti cant see the headbone
in the 3d view
hm okay, you may not have previously applied your avatar rig, or you reimported your model after making changes to it
when i exported the model to unity, i set up some things in the export settings, like turn off baked animations, get rid of leaf bones, etc
i made a new file for blender but didnt change it for unity, so it was wierd
i wanted to fix th labels.
no to see if the model is messed up ingame like it was earlier
thanks for the help guys.
in-game its so bad
jesus christ\
hey guys, can anyone help me with this issue i'm having?
https://image.prntscr.com/image/g7OlcI-5Q7uN4jpLC0mEJQ.png
i don't know why my characters thumb is deforming like this
https://image.prntscr.com/image/p0Cft7_RQb6K3sMwuJiL5w.png
on a separate copy of the same character, i did some sort of automatic bone weight adjustment or something for the whole thing and it fixed the thumbs but messed everything else up
anyone know how i can make the original look like this second pic without messing everything else up?
i tried to get my own model for the past five hours but im getting flooded by errors only shortly into the tutorials