#avatar-rigging
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So I got a bone parenting issue. Lowerleg is not first child of upperleg. The knee spasms are bugging me like crazy! Is it possible to fix the parenting issue quickly in Unity or do I need to use blender then re-import my model again and redo my dynamic bones?
@velvet tulip weightpaint that
i did
is there a specific way i should weight paint it though?
cause i just left it with the automatic thing and it seemed to work fine
@near fulcrum go back to blender and reparent
I've never had a character with such a ridiculously high polycount to work on
Especially one so easily destroyed from decimating it
This is tough.
How many are you dealing with?
192k
Damn.
does the spine bone size matter?
I had a 47k~ish one, and decimating it already took a big toll on most of the things it had, had to go fixing them manually, and then still had to remove some useless hidden geometries
All my friends keep doing that thing where you change the SDK values to upload higher polycount.
That might be why my computer explodes and goes from a solid 60 fps to 20.
They're also Unity devs, so they know what hurts Unity and what doesn't. They all claim that Unity deals with polycount much easier than this system gives it credit for, and it's the collisions that need to be limited.
(When certain people join that is)
It shouldn't.
its usually the people who dont optimize that lag you
Your average GPU is built to handle millions of poly at once.
Its physics that take up CPU stress
Especially because the Unity settings that VRChat are on are absolutely fucking terrible.
Doesn't use more than 20% of my CPU, doesn't use more than 4% of my GPU.
And I lag.
Hmm, I see. What about those effects that some characters vomit out? How taxing are they?
Effects are taxing when it's overbearing
effects yeah
For example, whenever this half-naked purple haired goku-like muscular guy comes in...
My fps just drop and I have to restart my game, there's no fixing it, and I see it everywhere now.
Most effects are also essentially 2 poly, so when you have 10,000 of them being spewed out a second
It gets bad
That's because VRChat has one hellish memory leak
But like, it leaks... itself.
It's not the usual memory leak where it starts taking up too much CPU
It's the leak where it wont release what it has and refuses to take more.
It's basically like entering a room the first time then?
When all the polys are loading for you
I'm so tired of having an octo-core with 4.1ghz and an R9 390 GPU that goes completely unused.
once it loads, youre fine
I pray they fix it.
planning on making a vr rig?
Not even, this is what I had at the time
It'd be nice to get VR someday
Expensive, though.
Does blocking those models have any effect on lowering how much they are ramming your fps into the dirt?
Maybe if my patreon payout is good
if you block people that havent atlas'd their models, then you will see a performance increase yes
less draw calls
I see, I see, thanks.
yeah who doesnt atlas their models ๐ ๐ฆ
I can make a private room and show you a model without atlasing, and the same one with atlasing
@velvet tulip I spent 80 hours in blender trying to solve what your talking about https://www.youtube.com/watch?v=IZPqxADetWE&index=2&list=PLVjqNAJqhr_EEKaepqEDt-muPi-sEbPLJ&t=17s helped me a ton I'd recommend it
This is a tutorial on how to overcome errors that can occur when using the automated bone weight function in Blender 2.5
top 2 comments as well
I have a question what is atlas? Is it where all the textures are together in 1 file?
That'd be nice, I did make a model but I atlased it.
its all the materials on one map
np gl top 2 comments SUPER importante
Atlas is where you make your avatar really really muddy and ugly
@midnight plaza thanks
I looked up that mega guide and since automatic wasn't working I did it manually, it was pretty fun.
My character still looks the same tho
so it knows the shirt is at pos 0,0 on this 4k image
Most people don't atlas
How does atlas help frames?
Single mesh loading instead of multiple-mesh
Instead of calling 20 times, youre calling once
Because VRChat needs a severe update
and it has to call those mats every time you want to look at it
so if you spin, it renders, unloads, re renders
Oh wow I just noticed the guy who made the mega guide is actually Tupper in the VRChat team lol.
thats 40 calls now
It isn't something that's extremely complicated to do, and if it increases everyone's performance you should definitely look into it.
I dont get it.
you take the seperate parts and fit them together on one picture
would adding shape keys work if my model's lashes are part of the face mesh?
This model's face must be 7k tries total or something
And I can't decimate it or I lose the keys
7k is good though
nice looking face
check shoes, one of my models have 40k tris shoes
I had socks inside my shoes.
I did a Madoka for someone
Lemme get the screenshots, it was ridiculous
You could tell the creator had some fetishes
ooh
Where do you advertise?
keep it sfw
Fully controllable 16-unit tongue
oh lol
Oh my goodness.
A camel-toe I removed
No screenshot for that one for SFW reasons
And the most fucking well-modeled feet I've ever seen.
Each with toes and shit all with prepared bones.
8^)
oof
There
Absolutely destroyed this poor model to make it fit 19.9k
GOOD ENOUGH
Quick decimation broke all the shape keys.
Good, great.
gg
You took a step forward and then life threw you off the cliff.
Feels really bad when that happens. I ended up making my own shape keys. They look awful, but decent enough I guess.
Would anyone be willing to take this pmx for me and fix it's leg parenting for me? I'm over my head here. Doubt it'll take more than a min for anyone who knows what to do. Pls msg me.
@near fulcrum dm me
Is the eyetracking bug fixed yet?
@royal glen not that i know of
uguu
Eye tracking bug?
Eyetracking is currently non-functional and may be fixed on the next patch
That explains a lot
I thought I fucked up
Guess I wont be making characters
Wait, is it broken in Unity/VRChat?
VRChat
@opal aurora okay so I have a hair mo del and I added some more to it, basically I just have to do the automatic weighting and it'll work? Or is it best to manual
Automatic first with the mesh separated so it doesn't afftect other weights and then tiddy it up manually @fading verge
https://gyazo.com/156bd61f8f51476122b14cd4efa0fac4
So, I'm trying to fix this character's kimono.
This and the pink version have these bones that are rigid and end up looking really wrong when moving the arms
Just curious. Is there no way at all to get a characters arms to match up to your movement if adjusting height doesn't work?
@low parrot looks fine, i would merge the HELL out of those arm bones
actually, make 4 dummies, so they move with the arm bones, copy both arm bones and parent the kimono flops to em
merge the hell out of those cloth ones, though, i'd probably get them down to 5-6
then you can just put in 4 dynamic bones with cloth settings, rather than 12
but sheez, get those lines down to 5, even that seems excessive
Alright, problem is, I've never done that, so I have no idea how merging bones works - do I do that in Blender or Unity?
blender
it's actually pretty easy
worst case scenario, you have to do it manually, with the CATS function
what you want is "mix weights"
just select the bone you want gone, hit mix weights, and it merges the bone into the one above it
select the upper and lower arm bones, shift-d, and rename it, i'd probably go Root_Upper_L and then just use Upper/Lower R and L
hey i havent been able to upload an avatar my unity keeps freezing on processing upload, says at bottom failed to delete temp folder: etc etc anyone know how to fix this?
ty
oh, that's what "bone merging" under optimization does, btw
copies the hips or head, and attaches the skirt/hair
you have to select a single bone
oh
edit mode on the armature
like, i have a Leafa from sword art 2
her entire skirt is attached to a copy of the hips
tbh, it's not really necesary, since dynamic bones has an exclusion function
but it makes it neater and less selecting stuff
um, tbh, I don't know how to get into edit mode, I've only blendered for like 2 days lmao
ah
I think I figured it out?
shit.
these models saved with her sandals half inside the plane shes supposed to be standing on
So
"Ah yes, the shortcut shall be..." throws dart at board "Alt..." another dart "+Shift..." another "+8!"
select her skeleton, have it be orange
press tab
select a bone, it be orange, the rest blacvk
you might want to see if bone merging under optimization would be willing to do it for you
I see
Looks like it's not. Set it to 100% and only merged the first 3 lines
gotta do it manually
but that's okay, it's good to learn to do it manually
it's a fairly easy task, you can hide the body skeleton bones to make it easier
How would I do that?
h
You're a fairly easy task.
alt h
i need to get her sandals out of the ground
okay, so I can select and hide bones now, you mentioned renaming them, but Shift+D makes me able to move the bone around
or
copies it?
just cancel the move
you COULD move it, but that way it just stays
it'll be perfectly aligned with the bone you copied, to make sure you select the right bone
*so make sure
I see. Is there a way I can see a bone list in Blender?
then parent the copy to the original, then parent the floppy parts to the copy
yes
top right by default, there's a big ol bone tree
it can get pretty messy with defaults, this also has the nice side effect of cleaning up the tree if you have a big skirt
or sleeves or w/e
https://gyazo.com/afa9c1b0fec5b1111a64668f34ee9ffb
Am I looking in the right place? I don't think I've moved things around
mix weights also does the weight mixing for you, so you dont have to paint
omg yes, if you keep those separated, you'll tank everyones frame rate
ah, geez, okay, how do I go about doing that? Sorry for being such a burden ;_;
Oh, cool! So once I've seperated them to decimate, I should always join them after?
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that's basically how i learned everything to start, then i had to puzzle out weight painting
It's indeed a great tutorial, if atlasing does not work for you do check out his manual atlasing guide, it's worth for everyone's sanity and fps.
https://gyazo.com/bdf00c66102749238ae93cb59901688a
It's kinda hard to see, but I selected a bunch of bones, up to where I think they should stop. Can I just hit mix weights and it'll all mix into the bone right above them?
weight painting:
select a bone in pose mode
select mesh
select "weight paint" in the dropdown that displays edit/object in the main view window
I tried it and it says it did it successfully, so I guess it worked?
look in your tree
you should have only one mesh
if you didnt notice anything else, you should be golden
I think I got it no worries
that model should be in a t-pose better, though ๐
https://gyazo.com/3d10e357942e3a6f684cf03fa221a555
So, not done yet, but is her left sleeve lookin' better with the amount of bones?
i would definitely try and stick with easier models at 2 says in XD
oh god no!
totally wrong
I'm challenging myself I think xD
revert your save
back to the insane 15-bone long sleeves xD
so how many bones do I want in the sleeve? Do I not want 6 total lines of bones per sleeve?
you should have dotted lines between
in unity, it will just be longer bones
so you want one bone, then merge 2 bones, then skip one, then merge weights 2 bones
leave one at the end maybe, might make it look better?
idk
pretty sure that your first try would have a normal sleeve ending in very stiff stuff
tbh, you don't need many bones, vrchat is never very precise anyway
fun fact: use GIMP to save transparent textures as photoshop PSD files, to get transparency to work. trying to do transparency with png is a shitshow
https://gyazo.com/734acab393abddc85648ba5c7ef396e4
Number of bones might be off from your recommendation but is the concept better than before?
uh
It's also uneven on both sides but that's an easy fix I guess
no, the bones should be evenly distributed down the sleeves
that way, the flexing is evenly distributed
2-3 probably
idk, try one, see how it looks, ctrl-z it back if you dont like it
i'd go with 4-5 bones per line
it's a good number of bones for posing and rendering, but not for running around in vr worlds showing people de wey
gotta gittit down
mmkay
i keep meaning to make a terrible knuckles
mouth visemes based on insane shape keys.
I don't even know what visemes are, I really gotta study up
cats does a VERY good job at making it easy, if you want perfect, i hope you have a lot of free time
a model i'm trying to set up lacks neck and shoulder bones, is there any way to give it some without remaking the whole armature?
uhm, yes, but you have to do weight painting somehow
if you dont have dangly bits, automatics should work
it has quite a few dangly bits
i've had a face get attached to hair, it was odd.
oh
the only chest bones it has are spine, left arm and right arm
if i was doing that one, and it worked otherwise, i'd just slap bones in, name em, and not attach em to anything
left arm and right arm could be renamed to shoulders, but then that'd mess up the arms
unity/crchat will be happy
that could work?
idk
hid the body bones, but does this look better?
https://gyazo.com/0c8cb7127aaafb275b044ff5f8536682
i'll try it i guess
Yeahhh boi
i just need to figure out how to get it back to where i can actually add bones
okay, so now that this is done I can export it into unity and add bone physics to it?
are they all parented?
hm, there's a couple ways to do this
https://gyazo.com/cc1700fa9e98186f65b50d1d4016c1a0
They are connected on the bone tree, is that what parenting is?
easy way with 2 more bones:
copy upper/lower arms, parent them to the original
parent moving stuff to copies
put dynamic bones on the copies
ah, that's the Shift+D thing you were talking about
yes
if you put dynamic bones on the left arm, that will work too, BUT you have to put exclusions in, or EVERYTHING will behave like cloth
for instance: if you put dynamic bones on the hips, it's hilarious
so I copied them with Shift+D, and canceled the movement, but I can't move them around in the tree
to change parenting: select the bones you want to parent, THEN select the parent, THEN press ctrl-D, and keep offset
I think one of my buds has a fully dynamic bone avatar, it looks really squishy
yeah, this is the easy way, the other way you put DB exclusions in... also pretty easy actually
So Left arm.001 and left.elbow.001 are the copies, so I select originals, and parent them to the copies, right?
opposite
mm
makes them LOTS easier to find in the list
yeah, always assume you're going to be looking at this in 6 months wondering what is utter fuck you were thinking
*what in
that's true
so by attaching those dumy roots, you just have to DB onto everything named Root_xxx
one for the hair, and another for each other root
im not sure if theres a better way to do this... so that you can just put one per sleeve
but i suspect that weird things might happen in a lot of cases
Say, is the parenting bone shortcut really Ctrl+D? It's not doing anything after I selected the copy and then the original
https://gyazo.com/34fea47579eb61b2b2dd7d8b228ee05d
They're both selected
There we go, and I hit Keep Offset
https://gyazo.com/3cf5f898152ee18112e8af963f84a2d5
I hope I still somehow didn't do it backwards...
I feel like I did
okay, as I thought, I already undo'd it
sleeves should be on root, normal skeleton should be on arm
Oh, so I'm more disconnecting the sleeves from the real arm to the copy?
exactly
ahhh
the root moves with the arm parent
I see, so it's like
Real arm > Copy > Sleeves
real arm > real elbow > real wrist
bot
both
so DB on various roots affects nothing else
I see
without having to exclude anything
So the real arm splits into two paths, the real rest of her bones, and then to the copy path which has the sleeves that will have physics
yup
neato
but the upper and lower sleeves move independently, so you need 2 roots
right
https://gyazo.com/2c9182f1ffea72573326f0333db6a401
So here's the final product, I think it's right
or, at least for one side of her
ah, actually, lower should be connected to her elbow
yep, correct
haha, at least you're catching it
oh, left_upper should be parented to left arm, not left shoulder
i think
Yeah I didn't fix that after Shift+D'ing it
yeah, elbow is the forearm
it's WAY neater for heads, since if you have a lot of hair, it all parents to head
so if you have a Root_Hair, that cleans up the tree a lot if you collapse the root hair tree
So now, left arm leads to both left forearm (for some reason called elbow on mine) and root_left_upper_kimono
it's a unity naming convention i think
and left elbow leads to left wrist and root_left_lower_kimono
i think that's just cats making things easier to rig for vrchat
I see
but yeah, that looks right, right?
https://gyazo.com/a84b00a52926ab6e4edd64698c3068ca
nope
;_;
That seems correct
yeah it is
omg thank you
i mean NOPE, START OVER FROM SCRATCH
now for the right side, which now that I know how to do, I can do a lot faster!
noooo
you are the weakest link, good pie
8:37am, brain is pasta
yeah, imma go pass out, gl hf dd
i hope i saved you a couple hours of trial and error there XD
thanks for the help! you really did
pass it along!
Mind if I add ya' in case I need help tomorrow?
sure
thanks again!
This model is a nightmare.
It wont decimate anymore and says its below 19.9k tries, while Blender says its over.
And making an Atlas does this
https://gyazo.com/7f915cf801f2f428dc6a3c58fdfa9622
dont make an atlas
Not just the atlas, I can't get it to the tris I need
CATS isn't allowing it, strangely.
Yep, over the tri limit. CATS is on crack
this is probably a rigging issue so I'll assume I could post it here
initially I thought it was an issue with the location of the spine
Your character positions themselves differently based on height
alright
I think I understand
It's currently uploading
not a substantial difference
enforce t-pose?
see that pose tab just below the bones section on the right
and click on it then enforce t pose
im sorry im a bit "acoustic" i cant find it ๐
np! ๐
you dont always have to enforce t pose tho
if the rig works well the way it is, then no need to enforce ^
i dont know it wont let me use it unless its t posed
ah
I do all this work on a model
And what do I find when I decimated the wrong material too much
It has full genitalia
These dang horny model makers
๐
gg
try deleting thoes parts if and covering the void with underwear or something
could anyone help me? D: i hope im askin in the right tab, what scale size should i use for adult type models?
depends of how you scaled the model before unity
if im not wrong the cube element is about 1m high
^
It took over an hour, but I got this 210k model down to 19.7k
๐
I'm having trouble with the Hiearchy of the spine, I've thrown it in CATS and fixed model, but in unity it's giving me mixed messages
https://gyazo.com/cf3b8d2cbce296221bfb0371ec7b85b7
so a problem keeps happening to me in a shit ton of models, I try to open them on blender but I cant, i go through the files but no pmx file no nothing related to the model, just the folders.
but it appears on unity
you have CATS blender plugin?
what errors are there?
me?
It basically says: if I follow the model the build says : spine hiearchy incorrect
if I change it to a more correct hiearchy it says "can;t apply animation"
last 2 images kinda fight eachother
IF you have the answer or a suggestion: Please DM it to me sincei i'm going AFK for 1-2 hours
The face of the model that had to have 90% of its polygons removed, alongside way too many sexual aspects
https://gyazo.com/739e8abea932fc133cc378619ff808f2
Nearly finished rigging it. Gotta sleep tho
Anyone what might cause a problem where I changed the hair on an avatar, and now it floats behind her head in the game? Everything appears normal in blender and Unity..
I had to assign the bone parents but I may have misclicked... hm.. lemme check
@static flame what kind of models are those? pmx? fbx? blend?
when you go to import pmx in blender it will ONLY show pmx and so on
make sure you use the right import function
I deleted the files because they werent showing. but I remember they they .pmx on them
when i go to the files in explorer
so you have to use the big Import Model button in the CATS tools tab
you probably went to Open File in blender, this will only show .blend files
i dont have that but I have the mmd tools one
i just click on that, go to import, and it shows me the pmx files.
also
there's a model i just now downloaded, in the page it has colors, in blender its grey, i click on shadless, then it turns to all pink instead of its colors, and in unity its grey again.
Sounds like you are missing the textures for the model
nah i have those
In blender, you can go to the materials panel and make sure they are all linked correctly
o ok
why not install CATS? it has another button that will fix everything for you
it's right there in the link I gave you
you have to watch some kind of tutorial my dude
otherwise it's going to be a nightmare
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
Once youโve installed CATS, go to blender and click file>user preferences and search for CATS.. it should pop up, and check the box.. then itโll show in the left hand panel where tools is
i know how import stuff but i dont know how to use cats
I already have uploaded two models to vrchat
Kayla Jade has some good tutorials on YouTube involving cats
imma skip cats for now
Cats is literally a life saver I swear... youโll save yourself hours by watching a small tutorial my dude
you have verts that aren't influenced by any bones
you have to go to blender and weight paint them
Alright, thank you.
is it ok if the avatar is OBJ?
coud i get some help i forgot how to get stuff rigged how do i do thath again?
umm you mean you forgot how to rig?
i start with the hips and work my way up
will it help if ill show you how i did mine?
i just need to know where thath darned button is
one sec
ok
1 set humenoid 2apply 3config
oh and ofc the click :3
after you do that you drag the model to the hirarcy
@blazing crescent
i need some help error message wich i dont exactly know how to fix
hwy wont this pic upload
umm try saveing it with mspain as jpg and upload to imgur then paste the line it will show here
well i had this problem before when i didnt translate the bones
i got this from the internet
should the tip of my spine bone sit under the chest bone?
Did you fix the model in blender, translate and all?
You get every mmd from the internet
yeah youll see in blender you have an option to auto translate when you import the model
https://imgur.com/h8DJB0V
btw ive got a new problem the entire mesh is stuck and doesnt move any ideas?
its stuck in its idle pose and nothing moves
Hey all, is it possible to change this avatar's tail from this ingame...
To work like this?
I tried changing the rig but the changes didn't do much
does anybody know how to fix this
the legs and pants are seperate so the pants wouldn't move with the legs when I move
Meeergee
Okay so I canโt get the avatars hair to stay on her head... it looks normal in blender and Unity, but floats slightly behind her in the game..
The hair was taken from another model, I moved the mesh and the bones within the same hierarchy as the body, but Iโm unable to find a way to parent the new hair to the bones of the body.. suggestions?
I tried to merge them but it doesn't work for some reason
@spiral sparrow by changing the rig do you mean rotating the tail bones?
hm i dont quite understand what you're trying to do
do you want the tail animated or something?
Trying to make the tail appear curved ingame rather than in t-pose position
but got no clue what im doing
Is it done through animations?
Trying to atlas but canโt figure it out
@spiral sparrowi thing its because it shouldnt be humanoid.. not sure tho
hey guys, I have a problem with transparency. I have this peace of mesh for blushing shapekeys and it show up like this https://i.imgur.com/6vRVVtz.jpg
the texture is png, could this be a problem?
basically wherever the texture is transparent it makes the rest of the avatar see-through
makes no sense to me
or simply isn't transparent. strange that one eye sees it differently that the other in vr
is the shade
a seperate model?
that youve attached to your avatar
is there a single texture only used for that area?
some models use a single texture file
but im not too sure whats happening here
If you're using cubed shader, use cutout not fade
it's a separate mesh but the same object (joined all meshes). it sits inside the head and is pushed out via a shapekeys. it has it's own material and it's own texture
someone else had this problem too but I don't think they solved it https://cdn.discordapp.com/attachments/276963122944802816/406784834288222218/Screen_Shot_2018-01-27_at_8.17.17_PM.png
I have cutout on the whole avatar tho
I tried all options already, even the Standard shader doesn't look much different
Use fade and on your texture tick "alpha is transparency"
preach exsgt
@sand patrol ^ here's your solution
How would I go about having 2 models in the same avatar which both move the same as each other?
So like if i move my left arm the other models left arm also moves
when I'm trying to upload my avatar, I get this message
"Error updating content. Unity package upload failed. Failed to create file record."
yeah, even making sure to detach the ID
I've waited a few minutes so I'll try once more
oh there we are lol
@normal blaze Duplicate your armature in edit mode and assign the 2nd model to those duplicated bones, and have the duplicate bones parented to their originals with offset
Damn this is more complex than I hoped
Blender doesn't like my model, the skirt and other stuff mess up with I import it (it's an FBX)
tfw you wanna move your other six arms but you cant lmao
what is complicated about it ?
@normal blaze if part of your skirt goes invisible, enable outline in cubeds shader
if it's jus some parts, enabl eculling in blender and flip the invisible faces
CANSOMEONEPLEASERIGAMMODELOFSTITCHFORME I FOUND ONE FOR MMD AND I CANT DO IT BECAUSE IM A MORON
no 
Shammy, I'm currently trying to work on the exact same model as you, if you figure anything out about the missing/messed up textures, can you let me know?
What are you doing with it Kaiser?
What do you mean? Just trying to get it as an avatar
You don't need to convent it with blender, it already works as is
from the pic you just put, that's a duplicated mesh with reversed normals to fix culling issue
Yes, but it doesn't have fingers
eh mine does
did you get it off models resource?
Models-Resource for me
that you can just put it straight into unity
But it doesnt have fingers for me
I also plan on adding gestures/facial expressions later on.
Then you'll need to manually make those by editing the texture
which you don't need blender for
I use unity for that then?
I had one where the nose was just a transparent shadow. Looked really weird until I redid the texture in gimp. Filled it with color from the center of the face texture, and pasted the original shading in
For that model, yes. The face is just a flat texture, there's no shapekeys
What about the fingers though?
I've never understood the hate for blender ui, I think it's perfect
Use the psd format if you need transparency
@shy vault https://www.youtube.com/watch?v=0vdiCJRAExw try following this and see if it works
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Yeah. The Neptunia avatars don't have working eye or mouth bones, though.
At least the ones I found
Is there a way for me to add those somehow then?
can you set a certain point of a shape key to be the new original mesh?
you want a certain shape key to be a new mesh
?
@molten tulip
or like you want a mesh that's driven to say like 0.5 blink for example and make that a new mesh
He means set new basis
Delete the basis shapekey and use the new one as such ?
What usually works for me: Create new shapekey and select it, then in edit mode select the parts of the mesh being changed, then press ctrl + v > blend from shape, set the shape to blend from to the shapekey that is making the change. Then exit edit mode and put that new shapekey to the top of your shapekey list and rename it Basis
Anyway of copying weight from one working hand to a non working hand?
@weary geode recalculating the normals seems to make it look better but still not right - anything else you'd suggest?
https://puu.sh/zaNV4.png
Exported from blender ---> Exported from blender after recalculating normals ---> Imported to unity untouched
@robust gull you can mirror weights on blender and maya iirc :O
@robust gull Delete the non-working hand and duplicate the working one with shift + d, then shift + c to center cursor, set pivot point to 3d cursor and then S > X > -1
(assuming mirroring is broken)
Dont know how to mirror, so can't say if it's broken tbh
you can just put working hand into a new object and add mirror modifier to it
but doesn't always work with weights
why shift, just add a mirror modifier
it will weight for you
nvm im dumb and cant read
another 30h session
@spiral fog I want a mesh that's driven to say like 0.5 blink for example and make that a new mesh
Don't know how to mirror it, and i didn't put the weight on from the start, and i fucked up the hands somehow don't know what to do only making things worse so im tying to switch the hand now
@molten tulip PM me :D
@robust gull Is it broken like, it's not responding to the bone? :O
@molten tulip If you mean shapekey, create new shapekey and select it, then go in edit mode and select the vertices that are being positioned, then ctrl + V > blend from shape, select the blink shapekey and set value to 0.5
@spiral fog Yes it do that but it's ripping the mech and it's not painted like the my other and that's working
I got an error. Failed to find solution for one or more bones
Select your working hand in edit mode, and press P > Separate by selection, then exit edit mode and select the working hand object and go Modifiers > Mirror
@robust gull so it's broken from the rigging stage, and not yet in unity? :O
@weary geode I did like you said up there first delete the hand and i have chosen the mech on the other hand but got lost at then shift + c to center cursor, set pivot point to 3d cursor and then S > X > -1
@spiral fog I think it's in blender
x-x was there someone in here trying to rig yoshino earlier?
well don't do that, try mirroring first
But the mesh on the other hand is broken too, and evertime i try to fix it, it just get worse
Oh god
HAHAHAHA
Hahha
Kill it plz
God help us all the gremlin has risen from hell again
Yes one hand is working like it should but the broken hand have paint problem and broken mesh
I told you to try mirroring the working hand first, then you said it's broken too...
and now you're saying it's working again
What, no i never said mirror thing was broken, i said "Dont know how to mirror, so can't say if it's broken tbh"
well I told you how to above, have you done that?
Yes but i said i got lost at "then shift + c to center cursor, set pivot point to 3d cursor and then S > X > -1" only thing i can't find is that center cursor thing
I said don't do that though xD
try mirroring with modifier first
saves you having to do it manually
pivot point selection is to the right of mode selection
mode selection = the button that switches between object/edit mode and such
@weary geode https://puu.sh/zaP9F.png sorry but my skirts are still messed up on these models. you said somethinng about it being a duplicated mesh with reversed normals? is there anything I should do to fix that?
I'm here btw just trying not to mess up, reading slow hehe
is that screenshot in blender
yeah
turn culling on
in the N panel under shading you'll find "backface culling"
unity automatically does this
it looks the same in unity tho
then you need to flip those faces
Flipping does nothing
edit mode > select the inner skirt mesh > flip
there is no inner or outer skirt, it's jsut one mesh
and flipping does nothing to it
@spiral fog a masterpiece only mona lisa could rival
https://puu.sh/zaPsm.blend @weary geode
the skirt seems t obe flipped opposit to the rest of the mesh but I don't thinnk that's the problem?
Those shape keys ๐๐
Lol, that avatar ๐
So the mirror modifier should go on armature right?
@weary geode It say i can't apply because of shape keys https://imgur.com/a/zbzJP
you did separate hand as new object right?
if so go to object data tab on hand and remove the shapekeys
I think so i did as you said "Select your working hand in edit mode, and press P > Separate by selection, then exit edit mode and select the working hand object and go Modifiers > Mirror" and if you look at the pic it's it own thing there in the list
ya, so just remove shapekeys from it
Hey primu, how do i go about parenting the duplicate bones to the original like you said earlier?
in edit mode, select duplicate bone then shift + select original and ctrl + p > keep offset
cheers, ill give it a go in a min
can also be found in the bones menu under "Relations"
I got a warning appled modifier was not first something didn't see eveything
yeah I was trying to do it via relations but it only showed the bones for the duplicate armature, not the original
ill try what you jsut siad anyways
@normal blaze omg that outfit looks like it from galaxy angel.
it may well be, the game the character is from parodies many games & anime
the outfit is called "milfeulle" so yeah, looks like that's what it's parodying
When i make a rig am i able to just make it from scratch? Do i need to use add on tools for blender? I have no clue how i got my first avatar to work. Guess it was just luck. ;( Now my rig broken.
@weary geode Im going to restart and do it one more time i think i did something wrong so just wanna check something with you, the bad hand should i delete that first? then do the mirror stuff with the good one
@neon quiver you don't need any "addon tools"
yeah you can delete the broken one, doesn't matter
cats blender plugin is useful though not required
your rig just has to follow certain conventions
how to turn off arm animation?
@weary geode Tried doing what you said earlier to parent the duplicate to the original but it's still not letting me select the original when im in edit mode for the duplicate
you're supposed to have the duplicate within the same armature as the original
you shift + d to duplicate
I mean, duplicate the bones within edit mode
not shift + d on the armature object
you'll also need to apply constraint if you want the duplicate to keep its relative position to the original and only apply rotation on pivot
I actually want both models to be perfectly on top of each other
oh.. then you probably don't need to duplicate armature at all
or do you mean vertically on top ?
https://puu.sh/zaSYK.png I got a thing going on where you look at different angles and it shows a different model
well you can just have both models connected to same armature then
no need to duplicate armature
it probably already has an armature modifier?
but you imported one model into the other I assume
you delete the armature of one of your models
and set the model to use the armature of the other model instead
select the model object, then on the modifiers tab you should see the armature modifier
set the armature to use in the object input box
then on the object menu, go down to parent and set the armature there too
someone if any good with rigging i need help im trying to apply the armature to the mesh and it said it failed to do it
Avatar I made is stuck in T-pose and I can't seem to find an answer
You don't need to apply armature to mesh
unless you're changing the rest pose or adding shapekeys from pose etc
@wise summit thereโs some sort of โresting poseโ option/system for your character
I did it a looooong time ago but you can modify the positions of the bones then apply that as the new โresting poseโ
Because chances are itโs rest pose is probably that T-pose rn
rest pose is supposed to be tpose
So maybe google changing rest pose of rigged meshes?
It's so dumb cause He has the normal motions so he's just a wobbling T-pose guy
Far as I know rest pose means nothing. My rest pose is more of a v-pose or an a-pose
I guess itโd be A-pose
As his arms are pointed down at a 45-ish angle
well it depends, mecanim likes to complain if your rig isn't in some form of a tpose
Lol
I don't know how to change rest pose, Blender I'm assuming?
Yeah
sounds more like an animation issue
btw why does every avatar who i rig end up having broken up arms
like everything looks good inunity
but when i go into the game his/her hands just
go nuts
@weary geode Looks like it works! Thanks for all the help
np
not sure if these is the place trying to find 2 to 3 items for my avatar and having a hard time finding them! want to add a blue flip phone, snubnose revolver and possibly a knife cannot easly find a flipphone nor the snubnose revolver
i took an unriged model and tried to rig it but i cant seem to make the armature apply on the mesh
@silent sequoia weight paint, don't ask me how to do it, i have no idea
@lucid socket check bbowroll
not sure exactly what you mean by "apply", but as I mentioned earlier, select your model then on modifiers tab add armature modifier and set the object to your armature
also go on object menu and set parent to the armature too
i know how to wight paint its just tidius i hoped theres a workaround i tried to aplay auto wight thingy in blender but it failed
ok
Mixamo weight painted everything for me
auto weight should work in blender
you can also try the rigify addon, might make it easier
i have horse problem
i used the sample bind pose on unity
because the t pose its standing like a human
Is there any sort of good visemes tutorial out there?
Can someone help me with stuff to do with Unity?
DM me if possible, would be much appreciated
@left hound https://docs.google.com/document/d/10BuA_ybyXSSXqXuf6cDyPm52VIpqptgyvuRaphcYH0M/edit use this for nonhuman with animation
Advanced Avatar Creation: Making Non Humanoids This tutorial was made using Unity Version 5.6.3p1 This tutorial assumes you already have the current SDK imported and knowledge of how to upload a basic avatar. You will also need an avatar you wish to upload as non-humanoid with itโs own set of a...
just ask G
Ask who?
the room
It should already be in a t pose unless you fucked up the model
Is the model rigged?
https://gyazo.com/29aa658c46a77529b7be9e961d079435
This happens when I auto weight my Model
Hahahaha sorry
hmm?
@fading verge ctrl+a -> apply scale before you auto weight the model
@fading verge ye
When you upload it to Vrchat itll use the avatar animations
Failed to find solution for one or more bones @lilac moss
Maybe cus only 1 side has Finger bones
that's a blender error right?
yeah
haven't seen that error before
sorry was for distoibed
Probarly some rookie mistake on my end
Could it be that my finger bones have no vertex groups?
WAIT
THEY HAVE NOW
it should be generating the vertex groups
when you auto-weight it
google these errors first, it's often something simple in blender
automatic weights requires mirrored bones to be named and positioned correctly and mesh should have no doubles
Yeah, I'm doing the left finger bones RN
your model probably has doubles if it has parts of mesh that need different normal facing for culling
well maybe fine in that regard then, unless you didn't have anything selected when removing doubles
why would my arms... basically freak out?
so how do i rotate a particle system in unity? im manually rotating it and entering different numbers in the x,y,z rotation but it wont budge... any help would be appreciated
@tacit adder In renderer there are values for pivot of particles, could try that
Do you have vr? @vast bolt
but generally, if you have shape set to something that has a direction, you should be able to just rotate it through transform
I rigged that particular model and don't have issues with it on non vr.
That is vr, yes~
Should work flawlessly.
I have a test dumby in the other room palying with it.
What did you do in terms of importing and such? @vast bolt
All I did for that model was fix model and then export.
Didn't do anything else.
Hm?
Uh, the model works vr wise, just wonder if theres way to make it ... better, rigged better, I guess. o,o;
hey i have a problem, the model i got has left and right shoulder, how do i jojn them to one so that unity can handle it?
Since her elbows are basically non existant.
@lilac moss Could it be that if the fingers are not properly symmetrically aligned?
so i changed it to a hemisphere and tried rotating it again but it ended up still emitting facing upwards https://i.imgur.com/dzTUKd4.png
i need it to emit horizontally :l
Cats doest always work tho
wich function?
fix model
i will try
yeah i need to do it manually
cats doesnt even find the neck
It cant fix an issue I'm having.
can anyone help me with atlasing please
@tacit adder can i call you so you can walk me throughht a bit, i have zero experience weith all this
its like really loud where i am, my brother and dad are blasting monster hunter world behind me
they wont turn it down
if anyone gets the chance. I need some assitance with atlasing. if not Im stuck without an avatar
Thanks for info
My rig probably just not fallowing the convention
is there anyway to make the bones that are in the back less visible but not invisible https://i.imgur.com/eIuYU8I.png
messes with my perception
tahts a LOT of bones....
You know you can just weight paint 3 parts for the same effect?
i have that problem too, dunno how to lessen it but changing camera a bit and zooming in kinda helps?
i like to work on things on higher "specs" like drawing something thats fine on 1000x2000 but working on it in 3000x4000
gyle are you good at manually atlasing
things like this is what gives people 20fps tho
take it easy on the bones, pro-tip, looks the same in outcome
original project to work on
i gonna merge bones for vrchat, so i can use this for anything in the future
no, bad symmetry wouldn't give an error it'd just look bad
Ok
I went to a previous state where i CAN auto weight
@lilac moss Solution found: I did alot of stuff with it so it probarly went batshit at some point, Auto weighting now works perfectly
wew
I used to dispise rigging, but since I realised after every cntrl F I need to Primary mouse click, it's almost fun.
you should try rigify, for humanoid models
you should also use x-axis-mirror to do symmetry
might be useful the next time you start from scratch
rigify?
it's a blender plugin, it's packaged with blender by default
no, this http://puu.sh/zaYb8/3219755fd8.png
Okay, I have an armature where everything is just like, limbs coming off of nothing. Head, Left Arm, Right Arm, Left Leg, Right Leg, Tail all just in a pile together. How do I stick these all under a proper Hips/Chest/Neck heirarchy in blender?
There's not even a root bone here
but somehow it looks like
depending on how high / low i look when walking
it like raises my model off the ground or pushes it in
There is no bone here for the torso, just the limbs and head and tail
@raven pumice make dummy bones
hm, going back it looks like there were more bones but CATS ripped them out
yeah im going to do that
I can just make new bones and parent the existing ones to them right?
in the proper order, yes
oh man this rigging stuff is super annoying
i don't seem to be able to figure out why my hands are wonky
in game
aanyone know fix
your rig has errors, it will not animate until you configure your rig so it's all green
It is all green
head and hands too?
it hasn't imported the rig so something is blocking that
which is
head and hands are okay too?
what do you m,ean
In your screenshot, next to the green guy, theres body, head, left hand, right hand
are you sure they are all good? It never set your rig to humanoid because it failed
how do I make sure my weight paints are saved when exporting. I keep having floating eyebrows, mouth, eyes, hair accesories and the likes. I paint them in blender to stay on the head and when I upload them to vr chat they just come off again.
export to fbx, make sure to put that fbx in the assest folder of your project so it overwrites your current one
can you delete the armature from a model in blender and let mixamo rig it? I have a model missing some finger bones.
use export settings from Tupper's tutorial if you're not sure, but it should work anyway