#avatar-rigging

1 messages ยท Page 87 of 1

native egret
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could it be the names

near fulcrum
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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?

fading verge
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@velvet tulip weightpaint that

velvet tulip
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i did

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is there a specific way i should weight paint it though?

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cause i just left it with the automatic thing and it seemed to work fine

fading verge
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@near fulcrum go back to blender and reparent

mental lynx
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I've never had a character with such a ridiculously high polycount to work on

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Especially one so easily destroyed from decimating it

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This is tough.

daring glacier
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How many are you dealing with?

mental lynx
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192k

daring glacier
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Damn.

mental lynx
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I have it down to 30-something

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It's starting to fall apart from decimation

glad egret
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does the spine bone size matter?

daring glacier
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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

mental lynx
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All my friends keep doing that thing where you change the SDK values to upload higher polycount.

daring glacier
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That might be why my computer explodes and goes from a solid 60 fps to 20.

mental lynx
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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.

daring glacier
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(When certain people join that is)

midnight plaza
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I dont think poly count effects performance

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much

mental lynx
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It shouldn't.

midnight plaza
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its usually the people who dont optimize that lag you

mental lynx
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Your average GPU is built to handle millions of poly at once.

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Its physics that take up CPU stress

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Especially because the Unity settings that VRChat are on are absolutely fucking terrible.

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Doesn't use more than 20% of my CPU, doesn't use more than 4% of my GPU.

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And I lag.

daring glacier
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Hmm, I see. What about those effects that some characters vomit out? How taxing are they?

mental lynx
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Effects are taxing when it's overbearing

midnight plaza
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effects yeah

daring glacier
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For example, whenever this half-naked purple haired goku-like muscular guy comes in...

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My fps just drop and I have to restart my game, there's no fixing it, and I see it everywhere now.

mental lynx
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Most effects are also essentially 2 poly, so when you have 10,000 of them being spewed out a second

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It gets bad

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That's because VRChat has one hellish memory leak

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But like, it leaks... itself.

midnight plaza
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the spawning of the 10000 polys is what lags you

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not the polys themselves

mental lynx
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It's not the usual memory leak where it starts taking up too much CPU

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It's the leak where it wont release what it has and refuses to take more.

midnight plaza
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it has seperation anxiety ok?

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be nice to it

daring glacier
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It's basically like entering a room the first time then?

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When all the polys are loading for you

mental lynx
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I'm so tired of having an octo-core with 4.1ghz and an R9 390 GPU that goes completely unused.

midnight plaza
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once it loads, youre fine

mental lynx
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I pray they fix it.

midnight plaza
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planning on making a vr rig?

mental lynx
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Not even, this is what I had at the time

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It'd be nice to get VR someday

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Expensive, though.

daring glacier
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Does blocking those models have any effect on lowering how much they are ramming your fps into the dirt?

mental lynx
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Maybe if my patreon payout is good

midnight plaza
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if you block people that havent atlas'd their models, then you will see a performance increase yes

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less draw calls

daring glacier
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I see, I see, thanks.

mental lynx
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yeah who doesnt atlas their models ๐Ÿ‘€ ๐Ÿ’ฆ

midnight plaza
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I can make a private room and show you a model without atlasing, and the same one with atlasing

spice jetty
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top 2 comments as well

fading verge
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I have a question what is atlas? Is it where all the textures are together in 1 file?

velvet tulip
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ooo

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thanks rei i'll check this out

daring glacier
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That'd be nice, I did make a model but I atlased it.

midnight plaza
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its all the materials on one map

spice jetty
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np gl top 2 comments SUPER importante

mental lynx
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Atlas is where you make your avatar really really muddy and ugly

fading verge
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@midnight plaza thanks

daring glacier
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I looked up that mega guide and since automatic wasn't working I did it manually, it was pretty fun.

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My character still looks the same tho

midnight plaza
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so it knows the shirt is at pos 0,0 on this 4k image

mental lynx
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Most people don't atlas

fading verge
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How does atlas help frames?

mental lynx
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Single mesh loading instead of multiple-mesh

midnight plaza
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Instead of calling 20 times, youre calling once

mental lynx
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Because VRChat needs a severe update

midnight plaza
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and it has to call those mats every time you want to look at it

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so if you spin, it renders, unloads, re renders

daring glacier
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Oh wow I just noticed the guy who made the mega guide is actually Tupper in the VRChat team lol.

midnight plaza
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thats 40 calls now

daring glacier
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It isn't something that's extremely complicated to do, and if it increases everyone's performance you should definitely look into it.

mental lynx
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I dont get it.

midnight plaza
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you take the seperate parts and fit them together on one picture

glad egret
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would adding shape keys work if my model's lashes are part of the face mesh?

mental lynx
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This model's face must be 7k tries total or something

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And I can't decimate it or I lose the keys

midnight plaza
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7k is good though

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nice looking face

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check shoes, one of my models have 40k tris shoes

daring glacier
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I had socks inside my shoes.

midnight plaza
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and a 7k pendant button that I didnt even see

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yeah dude, thats sanitary

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duh

mental lynx
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I did a Madoka for someone

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Lemme get the screenshots, it was ridiculous

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You could tell the creator had some fetishes

midnight plaza
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ooh

fading verge
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Where do you advertise?

midnight plaza
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keep it sfw

mental lynx
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Fully controllable 16-unit tongue

midnight plaza
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oh lol

daring glacier
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Oh my goodness.

mental lynx
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A camel-toe I removed

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No screenshot for that one for SFW reasons

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And the most fucking well-modeled feet I've ever seen.

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Each with toes and shit all with prepared bones.

daring glacier
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8^)

mental lynx
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Im most certain this character is supposed to be 14

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sigh...

gaunt belfry
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oof

mental lynx
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There

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Absolutely destroyed this poor model to make it fit 19.9k

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GOOD ENOUGH

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Quick decimation broke all the shape keys.

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Good, great.

fading verge
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gg

daring glacier
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You took a step forward and then life threw you off the cliff.

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Feels really bad when that happens. I ended up making my own shape keys. They look awful, but decent enough I guess.

near fulcrum
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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.

fading verge
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@near fulcrum dm me

royal glen
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Is the eyetracking bug fixed yet?

fading verge
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@royal glen not that i know of

royal glen
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uguu

mental lynx
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Eye tracking bug?

opal aurora
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Eyetracking is currently non-functional and may be fixed on the next patch

mental lynx
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That explains a lot

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I thought I fucked up

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Guess I wont be making characters

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Wait, is it broken in Unity/VRChat?

opal aurora
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VRChat

fading verge
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@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

opal aurora
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Automatic first with the mesh separated so it doesn't afftect other weights and then tiddy it up manually @fading verge

low parrot
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This and the pink version have these bones that are rigid and end up looking really wrong when moving the arms

dry marten
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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?

restive hill
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@low parrot looks fine, i would merge the HELL out of those arm bones

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actually, make 4 dummies, so they move with the arm bones, copy both arm bones and parent the kimono flops to em

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merge the hell out of those cloth ones, though, i'd probably get them down to 5-6

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then you can just put in 4 dynamic bones with cloth settings, rather than 12

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but sheez, get those lines down to 5, even that seems excessive

low parrot
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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?

restive hill
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blender

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it's actually pretty easy

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worst case scenario, you have to do it manually, with the CATS function

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what you want is "mix weights"

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just select the bone you want gone, hit mix weights, and it merges the bone into the one above it

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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

silent fulcrum
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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?

restive hill
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then parent the moving bones to those

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no idea 4rd

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err 3rd

silent fulcrum
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ty

restive hill
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oh, that's what "bone merging" under optimization does, btw

low parrot
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Any clue why it's greyed out?

restive hill
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copies the hips or head, and attaches the skirt/hair

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you have to select a single bone

low parrot
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oh

restive hill
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edit mode on the armature

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like, i have a Leafa from sword art 2

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her entire skirt is attached to a copy of the hips

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tbh, it's not really necesary, since dynamic bones has an exclusion function

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but it makes it neater and less selecting stuff

low parrot
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um, tbh, I don't know how to get into edit mode, I've only blendered for like 2 days lmao

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ah

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I think I figured it out?

restive hill
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haha

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tab

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the UI for blender is incredibly... something

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it is VERY particular

fathom bronze
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Lol "something"

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Blender was designed by a blind man with no hands.

restive hill
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shit.

restive hill
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these models saved with her sandals half inside the plane shes supposed to be standing on

low parrot
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So

fathom bronze
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"Ah yes, the shortcut shall be..." throws dart at board "Alt..." another dart "+Shift..." another "+8!"

low parrot
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am I in edit mode?

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'cause I selected a single bone, I think

restive hill
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select her skeleton, have it be orange

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press tab

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select a bone, it be orange, the rest blacvk

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you might want to see if bone merging under optimization would be willing to do it for you

low parrot
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I see

restive hill
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higher merge ration = less bones left

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*ratio

low parrot
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Looks like it's not. Set it to 100% and only merged the first 3 lines

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gotta do it manually

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but that's okay, it's good to learn to do it manually

restive hill
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it's a fairly easy task, you can hide the body skeleton bones to make it easier

low parrot
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How would I do that?

restive hill
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h

fathom bronze
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You're a fairly easy task.

low parrot
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neat!

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how would I unhide it afterwards?

restive hill
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hm, anyone know how to move armature AND mesh vertically?

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alt-h

fathom bronze
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alt h

restive hill
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i need to get her sandals out of the ground

fathom bronze
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Uh

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Maybe move one up then the other, using the same Y value as the first?

low parrot
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okay, so I can select and hide bones now, you mentioned renaming them, but Shift+D makes me able to move the bone around

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or

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copies it?

fathom bronze
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shift d copies, I believe

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It also makes duplicates in Unity too

restive hill
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just cancel the move

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you COULD move it, but that way it just stays

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it'll be perfectly aligned with the bone you copied, to make sure you select the right bone

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*so make sure

low parrot
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I see. Is there a way I can see a bone list in Blender?

restive hill
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then parent the copy to the original, then parent the floppy parts to the copy

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yes

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top right by default, there's a big ol bone tree

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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

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or sleeves or w/e

low parrot
restive hill
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yeah, expand armature out

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and merge the meshes after XD

low parrot
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OHH

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merge the meshes?

restive hill
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mix weights also does the weight mixing for you, so you dont have to paint

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omg yes, if you keep those separated, you'll tank everyones frame rate

low parrot
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ah, geez, okay, how do I go about doing that? Sorry for being such a burden ;_;

restive hill
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press "join meshes"

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super ez

low parrot
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Oh, cool! So once I've seperated them to decimate, I should always join them after?

restive hill
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YES

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YES YES YES

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YES

low parrot
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omg I didn't realize it was that big a deal

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thank you for telling me

restive hill
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that's basically how i learned everything to start, then i had to puzzle out weight painting

daring glacier
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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.

restive hill
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a LOT of that is one-off, then you can skip through

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oh

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to weight paint

low parrot
restive hill
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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

low parrot
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I tried it and it says it did it successfully, so I guess it worked?

restive hill
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look in your tree

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you should have only one mesh

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if you didnt notice anything else, you should be golden

low parrot
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Oh yeah I joined the mesh

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I was talkin' about the bones

restive hill
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um

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insufficient data

low parrot
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I think I got it no worries

restive hill
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that model should be in a t-pose better, though ๐Ÿ˜›

low parrot
restive hill
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i would definitely try and stick with easier models at 2 says in XD

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oh god no!

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totally wrong

low parrot
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I'm challenging myself I think xD

restive hill
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revert your save

low parrot
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oh no

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ah geez

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alright

restive hill
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you HAVE been doing sequential saves, right?

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anyway

low parrot
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back to the insane 15-bone long sleeves xD

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so how many bones do I want in the sleeve? Do I not want 6 total lines of bones per sleeve?

restive hill
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you should have dotted lines between

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in unity, it will just be longer bones

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so you want one bone, then merge 2 bones, then skip one, then merge weights 2 bones

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leave one at the end maybe, might make it look better?

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idk

low parrot
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I see now

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yeah I didn't leave one at the end before

restive hill
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pretty sure that your first try would have a normal sleeve ending in very stiff stuff

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tbh, you don't need many bones, vrchat is never very precise anyway

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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

low parrot
restive hill
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uh

low parrot
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It's also uneven on both sides but that's an easy fix I guess

restive hill
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no, the bones should be evenly distributed down the sleeves

low parrot
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oh

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gosh xD

restive hill
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that way, the flexing is evenly distributed

low parrot
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I see

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So should I mix every like 3 bones?

restive hill
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2-3 probably

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idk, try one, see how it looks, ctrl-z it back if you dont like it

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i'd go with 4-5 bones per line

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it's a good number of bones for posing and rendering, but not for running around in vr worlds showing people de wey

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gotta gittit down

low parrot
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mmkay

restive hill
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i keep meaning to make a terrible knuckles

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mouth visemes based on insane shape keys.

low parrot
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I don't even know what visemes are, I really gotta study up

restive hill
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cats does a VERY good job at making it easy, if you want perfect, i hope you have a lot of free time

sudden hare
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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?

restive hill
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uhm, yes, but you have to do weight painting somehow

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if you dont have dangly bits, automatics should work

sudden hare
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it has quite a few dangly bits

restive hill
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i've had a face get attached to hair, it was odd.

restive hill
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oh

sudden hare
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the only chest bones it has are spine, left arm and right arm

restive hill
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if i was doing that one, and it worked otherwise, i'd just slap bones in, name em, and not attach em to anything

sudden hare
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left arm and right arm could be renamed to shoulders, but then that'd mess up the arms

restive hill
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unity/crchat will be happy

sudden hare
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that could work?

restive hill
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idk

low parrot
restive hill
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one way to findout

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relaxed: perfect

sudden hare
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i'll try it i guess

low parrot
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Yeahhh boi

sudden hare
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i just need to figure out how to get it back to where i can actually add bones

low parrot
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okay, so now that this is done I can export it into unity and add bone physics to it?

restive hill
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are they all parented?

low parrot
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er

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I don't know what that means xD

restive hill
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hm, there's a couple ways to do this

low parrot
restive hill
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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

low parrot
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ah, that's the Shift+D thing you were talking about

restive hill
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yes

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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

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for instance: if you put dynamic bones on the hips, it's hilarious

low parrot
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so I copied them with Shift+D, and canceled the movement, but I can't move them around in the tree

restive hill
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to change parenting: select the bones you want to parent, THEN select the parent, THEN press ctrl-D, and keep offset

low parrot
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I think one of my buds has a fully dynamic bone avatar, it looks really squishy

restive hill
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yeah, this is the easy way, the other way you put DB exclusions in... also pretty easy actually

low parrot
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So Left arm.001 and left.elbow.001 are the copies, so I select originals, and parent them to the copies, right?

restive hill
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opposite

low parrot
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eek

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okay

restive hill
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parent the copies, rename them for clarity

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have elbow parent to original

low parrot
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is there a rename bone key?

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ain't there in the right-click menu

restive hill
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double-sleek

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(cleek

low parrot
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wow

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I can't believe I didn't try that

restive hill
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i cant believe you didnt either

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huhuhu

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anyway, i always name ming Root_whatever

low parrot
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mm

restive hill
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makes them LOTS easier to find in the list

low parrot
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so like root_left_arm

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I guess it's up to me but that's a good way

restive hill
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Root_Left_Upper_Kimono, Root_Left_Lower_Kimono

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then Right

low parrot
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mmm, that's more descriptive

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nice

restive hill
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yeah, always assume you're going to be looking at this in 6 months wondering what is utter fuck you were thinking

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*what in

low parrot
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that's true

restive hill
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so by attaching those dumy roots, you just have to DB onto everything named Root_xxx

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one for the hair, and another for each other root

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im not sure if theres a better way to do this... so that you can just put one per sleeve

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but i suspect that weird things might happen in a lot of cases

low parrot
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Say, is the parenting bone shortcut really Ctrl+D? It's not doing anything after I selected the copy and then the original

restive hill
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ctrl-p

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mouse has to be in the view window for some reason

low parrot
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There we go, and I hit Keep Offset

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I feel like I did

restive hill
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ya, have to be in edit mode on the armature

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that is opposite

low parrot
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okay, as I thought, I already undo'd it

restive hill
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sleeves should be on root, normal skeleton should be on arm

low parrot
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Oh, so I'm more disconnecting the sleeves from the real arm to the copy?

restive hill
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exactly

low parrot
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ahhh

restive hill
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the root moves with the arm parent

low parrot
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I see, so it's like

Real arm > Copy > Sleeves

restive hill
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real arm > real elbow > real wrist

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bot

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both

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so DB on various roots affects nothing else

low parrot
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I see

restive hill
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without having to exclude anything

low parrot
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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

restive hill
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yup

low parrot
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neato

restive hill
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but the upper and lower sleeves move independently, so you need 2 roots

low parrot
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right

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or, at least for one side of her

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ah, actually, lower should be connected to her elbow

restive hill
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yep, correct

low parrot
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no it's not

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lmao

restive hill
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haha, at least you're catching it

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oh, left_upper should be parented to left arm, not left shoulder

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i think

low parrot
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Yeah I didn't fix that after Shift+D'ing it

restive hill
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yeah, elbow is the forearm

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it's WAY neater for heads, since if you have a lot of hair, it all parents to head

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so if you have a Root_Hair, that cleans up the tree a lot if you collapse the root hair tree

low parrot
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So now, left arm leads to both left forearm (for some reason called elbow on mine) and root_left_upper_kimono

restive hill
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it's a unity naming convention i think

low parrot
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and left elbow leads to left wrist and root_left_lower_kimono

restive hill
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i think that's just cats making things easier to rig for vrchat

low parrot
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I see

restive hill
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nope

low parrot
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;_;

restive hill
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oh wait

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its 3 am i think i read it wrong

opal aurora
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That seems correct

restive hill
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yeah it is

low parrot
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omg thank you

restive hill
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i mean NOPE, START OVER FROM SCRATCH

low parrot
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now for the right side, which now that I know how to do, I can do a lot faster!

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noooo

restive hill
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you are the weakest link, good pie

opal aurora
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8:37am, brain is pasta

restive hill
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yeah, imma go pass out, gl hf dd

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i hope i saved you a couple hours of trial and error there XD

low parrot
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thanks for the help! you really did

restive hill
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pass it along!

low parrot
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Mind if I add ya' in case I need help tomorrow?

restive hill
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sure

low parrot
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thanks again!

mental lynx
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This model is a nightmare.

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It wont decimate anymore and says its below 19.9k tries, while Blender says its over.

glad egret
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dont make an atlas

mental lynx
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Not just the atlas, I can't get it to the tris I need

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CATS isn't allowing it, strangely.

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Yep, over the tri limit. CATS is on crack

mental lynx
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Much better when not exploded

shy gull
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this is probably a rigging issue so I'll assume I could post it here

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initially I thought it was an issue with the location of the spine

mental lynx
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Try increasing your character's height

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I want to see how it moves

shy gull
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alright

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why might this help?

mental lynx
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Your character positions themselves differently based on height

shy gull
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alright

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I think I understand

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It's currently uploading

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not a substantial difference

silent sequoia
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does anyone know how to fix this?

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i just rigged it

fading verge
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enforce t-pose?

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see that pose tab just below the bones section on the right

#

and click on it then enforce t pose

silent sequoia
#

im sorry im a bit "acoustic" i cant find it ๐Ÿ˜›

fading verge
#

its

#

right there

silent sequoia
#

thank you very much

#

youre a life saver

fading verge
#

np! ๐Ÿ‘

#

you dont always have to enforce t pose tho

#

if the rig works well the way it is, then no need to enforce ^

silent sequoia
#

i dont know it wont let me use it unless its t posed

fading verge
#

ah

mental lynx
#

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

silent sequoia
#

๐Ÿ˜›

fading verge
#

gg

silent sequoia
#

try deleting thoes parts if and covering the void with underwear or something

earnest lagoon
#

could anyone help me? D: i hope im askin in the right tab, what scale size should i use for adult type models?

silent sequoia
#

depends of how you scaled the model before unity

#

if im not wrong the cube element is about 1m high

fading verge
#

^

glad egret
#

make it about 1 1/2 or 1 3/4 blocks high

#

2 if you want to be very tall

stuck hamlet
#

The sdk's test avatar is a decent height to gague with

#

imo

mental lynx
#

It took over an hour, but I got this 210k model down to 19.7k

fading verge
#

๐Ÿ‘Œ

static flame
#

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

opal phoenix
#

you have CATS blender plugin?

fading verge
#

Yeah

#

Threw it in cats

opal phoenix
#

what errors are there?

fading verge
#

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

mental lynx
#

Nearly finished rigging it. Gotta sleep tho

wild arch
#

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..

mental lynx
#

The bone parent may have been changed

#

Did you move it at all

wild arch
#

I had to assign the bone parents but I may have misclicked... hm.. lemme check

coral relic
#

@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

static flame
#

I deleted the files because they werent showing. but I remember they they .pmx on them

#

when i go to the files in explorer

coral relic
#

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

static flame
#

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.

void idol
#

Sounds like you are missing the textures for the model

static flame
#

nah i have those

void idol
#

In blender, you can go to the materials panel and make sure they are all linked correctly

static flame
#

o ok

coral relic
#

why not install CATS? it has another button that will fix everything for you

static flame
#

idk how to

#

:)

#

i have the link

#

someone sent it

coral relic
#

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

wild arch
#

Once youโ€™ve installed CATS, go to blender and click file>user preferences and search for CATS.. it should pop up, and check the box.. then itโ€™ll show in the left hand panel where tools is

static flame
#

i know how import stuff but i dont know how to use cats

#

I already have uploaded two models to vrchat

wild arch
#

Kayla Jade has some good tutorials on YouTube involving cats

static flame
#

imma skip cats for now

ruby tusk
#

Hey guys , I need help with my avatar, do you have any advice on what I could do?

wild arch
#

Cats is literally a life saver I swear... youโ€™ll save yourself hours by watching a small tutorial my dude

coral relic
#

you have verts that aren't influenced by any bones

#

you have to go to blender and weight paint them

ruby tusk
#

Alright, thank you.

static flame
#

is it ok if the avatar is OBJ?

blazing crescent
#

coud i get some help i forgot how to get stuff rigged how do i do thath again?

silent sequoia
#

umm you mean you forgot how to rig?

blazing crescent
#

yes

#

prty much

silent sequoia
#

i start with the hips and work my way up

blazing crescent
#

no its rigged but i mean in unity

#

ben a while

#

been*

silent sequoia
#

will it help if ill show you how i did mine?

blazing crescent
#

i just need to know where thath darned button is

silent sequoia
#

one sec

blazing crescent
#

ok

silent sequoia
#

1 set humenoid 2apply 3config

#

oh and ofc the click :3

#

after you do that you drag the model to the hirarcy

#

@blazing crescent

blazing crescent
#

i need some help error message wich i dont exactly know how to fix

#

hwy wont this pic upload

silent sequoia
#

umm try saveing it with mspain as jpg and upload to imgur then paste the line it will show here

blazing crescent
#

help pls

silent sequoia
#

well i had this problem before when i didnt translate the bones

blazing crescent
#

i got this from the internet

glad egret
#

should the tip of my spine bone sit under the chest bone?

blazing crescent
#

i got the mmd of the internet

#

coud be the problem

fading verge
#

Did you fix the model in blender, translate and all?

#

You get every mmd from the internet

silent sequoia
#

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

spiral sparrow
#

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

humble dock
#

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

astral ridge
#

Meeergee

wild arch
#

Okay so I canโ€™t 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 Iโ€™m unable to find a way to parent the new hair to the bones of the body.. suggestions?

humble dock
#

I tried to merge them but it doesn't work for some reason

glad egret
#

@spiral sparrow by changing the rig do you mean rotating the tail bones?

spiral sparrow
#

Yup that's what I mean

#

Not too familiar with the terminology

glad egret
#

hm i dont quite understand what you're trying to do

#

do you want the tail animated or something?

spiral sparrow
#

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?

tardy canyon
#

Trying to atlas but canโ€™t figure it out

fading verge
#

@spiral sparrowi thing its because it shouldnt be humanoid.. not sure tho

spiral sparrow
#

Managed to solve it

#

Forgot that the animaton menu lets you do it

coral relic
#

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

fading verge
#

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

weary geode
#

If you're using cubed shader, use cutout not fade

coral relic
#

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

fading verge
#

ah

#

try what primu said

coral relic
#

I have cutout on the whole avatar tho

#

I tried all options already, even the Standard shader doesn't look much different

opal aurora
#

Use fade and on your texture tick "alpha is transparency"

coral relic
#

oh shit it worked!

#

thanks!

fading verge
#

preach exsgt

coral relic
#

@sand patrol ^ here's your solution

normal blaze
#

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

earnest kite
#

when I'm trying to upload my avatar, I get this message

"Error updating content. Unity package upload failed. Failed to create file record."

normal blaze
#

Have you tried again? @earnest kite

#

I get that sometimes and retrying works

earnest kite
#

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

weary geode
#

@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

normal blaze
#

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)

fading verge
#

tfw you wanna move your other six arms but you cant lmao

weary geode
#

what is complicated about it ?

naive tree
#

@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

normal blaze
inner bane
#

CANSOMEONEPLEASERIGAMMODELOFSTITCHFORME I FOUND ONE FOR MMD AND I CANT DO IT BECAUSE IM A MORON

naive tree
#

no iris

shy vault
#

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?

normal blaze
#

What are you doing with it Kaiser?

shy vault
#

What do you mean? Just trying to get it as an avatar

normal blaze
#

You don't need to convent it with blender, it already works as is

weary geode
#

from the pic you just put, that's a duplicated mesh with reversed normals to fix culling issue

shy vault
#

Yes, but it doesn't have fingers

normal blaze
#

eh mine does

fading verge
#

where did you two get the model?

#

perhaps?

normal blaze
#

did you get it off models resource?

shy vault
#

Models-Resource for me

normal blaze
#

that you can just put it straight into unity

shy vault
#

But it doesnt have fingers for me

#

I also plan on adding gestures/facial expressions later on.

normal blaze
#

Then you'll need to manually make those by editing the texture

#

which you don't need blender for

shy vault
#

I use unity for that then?

restive hill
#

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

normal blaze
#

For that model, yes. The face is just a flat texture, there's no shapekeys

restive hill
#

Gimp is powerful but the UI is a bit picky

#

Not as bad as blender though

shy vault
#

What about the fingers though?

weary geode
#

I've never understood the hate for blender ui, I think it's perfect

restive hill
#

Use the psd format if you need transparency

normal blaze
restive hill
#

Yeah. The Neptunia avatars don't have working eye or mouth bones, though.

#

At least the ones I found

shy vault
#

Is there a way for me to add those somehow then?

molten tulip
#

can you set a certain point of a shape key to be the new original mesh?

spiral fog
#

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

weary geode
#

He means set new basis

crisp tendon
#

Delete the basis shapekey and use the new one as such ?

weary geode
#

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

robust gull
#

Anyway of copying weight from one working hand to a non working hand?

normal blaze
#

@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

spiral fog
#

@robust gull you can mirror weights on blender and maya iirc :O

weary geode
#

@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)

robust gull
#

Dont know how to mirror, so can't say if it's broken tbh

weary geode
#

you can just put working hand into a new object and add mirror modifier to it

#

but doesn't always work with weights

naive tree
#

why shift, just add a mirror modifier

#

it will weight for you

#

nvm im dumb and cant read

#

another 30h session

molten tulip
#

@spiral fog I want a mesh that's driven to say like 0.5 blink for example and make that a new mesh

robust gull
#

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

spiral fog
#

@molten tulip PM me :D

#

@robust gull Is it broken like, it's not responding to the bone? :O

weary geode
#

@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

robust gull
#

@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

stiff hornet
#

I got an error. Failed to find solution for one or more bones

weary geode
#

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

stiff hornet
#

I'ma send a screenshot here

#

...wait what

#

Nevermind no screenshot then

spiral fog
#

@robust gull so it's broken from the rigging stage, and not yet in unity? :O

robust gull
#

@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

spiral fog
fading verge
#

x-x was there someone in here trying to rig yoshino earlier?

weary geode
#

well don't do that, try mirroring first

robust gull
#

But the mesh on the other hand is broken too, and evertime i try to fix it, it just get worse

spiral fog
#

sidetracked: look at my cute d.va rig

stiff hornet
#

Oh god

spiral fog
#

HAHAHAHA

robust gull
#

Hahha

spiral fog
#

G G

#

EL OH EL

robust gull
#

Kill it plz

stiff hornet
#

God help us all the gremlin has risen from hell again

weary geode
#

I thought you said the other hand was working?

#

lol cookie, that's cute

robust gull
#

Yes one hand is working like it should but the broken hand have paint problem and broken mesh

weary geode
#

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

robust gull
#

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"

weary geode
#

well I told you how to above, have you done that?

robust gull
#

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

weary geode
#

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

normal blaze
#

@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?

robust gull
#

I'm here btw just trying not to mess up, reading slow hehe

weary geode
#

is that screenshot in blender

normal blaze
#

yeah

weary geode
#

turn culling on

#

in the N panel under shading you'll find "backface culling"

#

unity automatically does this

normal blaze
#

it looks the same in unity tho

weary geode
#

then you need to flip those faces

normal blaze
#

Flipping does nothing

weary geode
#

edit mode > select the inner skirt mesh > flip

normal blaze
#

there is no inner or outer skirt, it's jsut one mesh

#

and flipping does nothing to it

weary geode
#

ehhh it doesn't look like a single mesh

#

send me your blend file

gloomy loom
#

@spiral fog a masterpiece only mona lisa could rival

normal blaze
normal blaze
#

the skirt seems t obe flipped opposit to the rest of the mesh but I don't thinnk that's the problem?

gloomy loom
#

Those shape keys ๐Ÿ‘Œ๐Ÿ‘Œ

cobalt island
#

Lol, that avatar ๐Ÿ‘Œ

robust gull
#

So the mirror modifier should go on armature right?

robust gull
weary geode
#

you did separate hand as new object right?

#

if so go to object data tab on hand and remove the shapekeys

robust gull
#

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

weary geode
#

ya, so just remove shapekeys from it

normal blaze
#

Hey primu, how do i go about parenting the duplicate bones to the original like you said earlier?

weary geode
#

in edit mode, select duplicate bone then shift + select original and ctrl + p > keep offset

normal blaze
#

cheers, ill give it a go in a min

weary geode
#

can also be found in the bones menu under "Relations"

robust gull
#

I got a warning appled modifier was not first something didn't see eveything

normal blaze
#

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

neon quiver
#

@normal blaze omg that outfit looks like it from galaxy angel.

normal blaze
#

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

neon quiver
#

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.

robust gull
#

@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

weary geode
#

@neon quiver you don't need any "addon tools"

#

yeah you can delete the broken one, doesn't matter

lilac moss
#

cats blender plugin is useful though not required

#

your rig just has to follow certain conventions

fading verge
#

how to turn off arm animation?

normal blaze
#

@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

weary geode
#

you're supposed to have the duplicate within the same armature as the original

#

you shift + d to duplicate

normal blaze
#

ah ok, cheers. I was jsut copy pasting

#

mb

weary geode
#

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

normal blaze
#

I actually want both models to be perfectly on top of each other

weary geode
#

oh.. then you probably don't need to duplicate armature at all

#

or do you mean vertically on top ?

normal blaze
weary geode
#

huh

#

are you doing that with normals

normal blaze
#

it's just a shader

#

idk what normals are tbh

weary geode
#

well you can just have both models connected to same armature then

#

no need to duplicate armature

normal blaze
#

That sounds easier

#

lol

#

how do I connect a model to an armature then?

weary geode
#

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

silent sequoia
#

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

wise summit
#

Avatar I made is stuck in T-pose and I can't seem to find an answer

weary geode
#

You don't need to apply armature to mesh

normal blaze
#

Oh I think I got it

#

Yess let's tes tit out

weary geode
#

unless you're changing the rest pose or adding shapekeys from pose etc

jovial dune
#

@wise summit thereโ€™s some sort of โ€œresting 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 โ€œresting poseโ€

#

Because chances are itโ€™s rest pose is probably that T-pose rn

weary geode
#

rest pose is supposed to be tpose

jovial dune
#

So maybe google changing rest pose of rigged meshes?

wise summit
#

It's so dumb cause He has the normal motions so he's just a wobbling T-pose guy

jovial dune
#

Far as I know rest pose means nothing. My rest pose is more of a v-pose or an a-pose

#

I guess itโ€™d be A-pose

#

As his arms are pointed down at a 45-ish angle

weary geode
#

well it depends, mecanim likes to complain if your rig isn't in some form of a tpose

jovial dune
#

Lol

wise summit
#

I don't know how to change rest pose, Blender I'm assuming?

jovial dune
#

Yeah

weary geode
#

sounds more like an animation issue

wise summit
#

^^

#

Agreed

median haven
#

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

normal blaze
#

@weary geode Looks like it works! Thanks for all the help

weary geode
#

np

lucid socket
#

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

silent sequoia
#

i took an unriged model and tried to rig it but i cant seem to make the armature apply on the mesh

warm pollen
#

@silent sequoia weight paint, don't ask me how to do it, i have no idea

#

@lucid socket check bbowroll

weary geode
#

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

silent sequoia
#

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

lucid socket
#

ok

jovial dune
#

Mixamo weight painted everything for me

lilac moss
#

auto weight should work in blender

#

you can also try the rigify addon, might make it easier

left hound
#

i have horse problem

#

i used the sample bind pose on unity

#

because the t pose its standing like a human

jovial dune
#

Is there any sort of good visemes tutorial out there?

oak badge
#

Can someone help me with stuff to do with Unity?

#

DM me if possible, would be much appreciated

lilac moss
#
#

just ask G

oak badge
#

Ask who?

lilac moss
#

the room

oak badge
#

right

#

basically - how do i put my avatar in a standing position in unity

fading verge
#

It should already be in a t pose unless you fucked up the model

oak badge
#

yeah

#

it is

#

but

#

how do i put it in a standing position like ingame

fading verge
#

Is the model rigged?

robust gull
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Hahahaha sorry

fading verge
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hmm?

lilac moss
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@fading verge ctrl+a -> apply scale before you auto weight the model

oak badge
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@fading verge ye

fading verge
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When you upload it to Vrchat itll use the avatar animations

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Failed to find solution for one or more bones @lilac moss

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Maybe cus only 1 side has Finger bones

lilac moss
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that's a blender error right?

fading verge
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yeah

mental lynx
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not only is eye-tracking not working

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Some of my models don't have eyes anymore

lilac moss
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haven't seen that error before

mental lynx
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Wouldnt have brought it up if I have, either

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I'll try reuploading

lilac moss
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sorry was for distoibed

fading verge
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Probarly some rookie mistake on my end

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Could it be that my finger bones have no vertex groups?

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WAIT

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THEY HAVE NOW

lilac moss
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it should be generating the vertex groups

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when you auto-weight it

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google these errors first, it's often something simple in blender

fading verge
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True

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Been doing asking this and googling it

weary geode
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automatic weights requires mirrored bones to be named and positioned correctly and mesh should have no doubles

fading verge
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Yeah, I'm doing the left finger bones RN

weary geode
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your model probably has doubles if it has parts of mesh that need different normal facing for culling

fading verge
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no doubles

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or atleast, it said "Removed 0 doubles"

weary geode
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well maybe fine in that regard then, unless you didn't have anything selected when removing doubles

vast bolt
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why would my arms... basically freak out?

tacit adder
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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

vast bolt
weary geode
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@tacit adder In renderer there are values for pivot of particles, could try that

tacit adder
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in renderer

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right?

torn isle
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Do you have vr? @vast bolt

weary geode
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but generally, if you have shape set to something that has a direction, you should be able to just rotate it through transform

torn isle
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I rigged that particular model and don't have issues with it on non vr.

vast bolt
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That is vr, yes~

torn isle
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Should work flawlessly.

vast bolt
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I have a test dumby in the other room palying with it.

tacit adder
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ah that makes sense

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its set to sphere

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and nothing

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yikes

torn isle
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What did you do in terms of importing and such? @vast bolt

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All I did for that model was fix model and then export.

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Didn't do anything else.

vast bolt
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Hm?

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Uh, the model works vr wise, just wonder if theres way to make it ... better, rigged better, I guess. o,o;

hallow spire
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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?

vast bolt
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Since her elbows are basically non existant.

fading verge
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@lilac moss Could it be that if the fingers are not properly symmetrically aligned?

tacit adder
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i need it to emit horizontally :l

hallow spire
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how to merge those shoulders?

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can anyone help?

tacit adder
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use cats blender tool

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fixes it for you @hallow spire

near fulcrum
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Cats doest always work tho

hallow spire
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wich function?

tacit adder
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fix model

hallow spire
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i will try

tacit adder
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meh for me it works every time

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but if i need to merge bones manually

hallow spire
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yeah i need to do it manually

tacit adder
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there is an option to mix weights

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in cats

hallow spire
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cats doesnt even find the neck

near fulcrum
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It cant fix an issue I'm having.

tardy canyon
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can anyone help me with atlasing please

hallow spire
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@tacit adder can i call you so you can walk me throughht a bit, i have zero experience weith all this

tacit adder
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its like really loud where i am, my brother and dad are blasting monster hunter world behind me

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they wont turn it down

tardy canyon
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if anyone gets the chance. I need some assitance with atlasing. if not Im stuck without an avatar

neon quiver
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Thanks for info
My rig probably just not fallowing the convention

fading verge
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messes with my perception

sleek tendon
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tahts a LOT of bones....

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You know you can just weight paint 3 parts for the same effect?

tacit adder
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i have that problem too, dunno how to lessen it but changing camera a bit and zooming in kinda helps?

fading verge
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i like to work on things on higher "specs" like drawing something thats fine on 1000x2000 but working on it in 3000x4000

tardy canyon
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gyle are you good at manually atlasing

tacit adder
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i dont atlas

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it doesnt allow me to change the shading of specific things in unity

sleek tendon
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things like this is what gives people 20fps tho

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take it easy on the bones, pro-tip, looks the same in outcome

fading verge
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original project to work on

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i gonna merge bones for vrchat, so i can use this for anything in the future

lilac moss
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no, bad symmetry wouldn't give an error it'd just look bad

fading verge
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Ok

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I went to a previous state where i CAN auto weight

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@lilac moss Solution found: I did alot of stuff with it so it probarly went batshit at some point, Auto weighting now works perfectly

lilac moss
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wew

fading verge
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I used to dispise rigging, but since I realised after every cntrl F I need to Primary mouse click, it's almost fun.

lilac moss
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you should try rigify, for humanoid models

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you should also use x-axis-mirror to do symmetry

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might be useful the next time you start from scratch

fading verge
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rigify?

lilac moss
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it's a blender plugin, it's packaged with blender by default

fading verge
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Ohyeah, what are the shortcuts for axis?

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X/y/z

lilac moss
raven pumice
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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?

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There's not even a root bone here

lilac moss
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what

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can you show us @raven pumice

main sage
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ok this is the wierdest thing ever

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not only are my feet somewhat in the floor

raven pumice
main sage
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but somehow it looks like

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depending on how high / low i look when walking

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it like raises my model off the ground or pushes it in

raven pumice
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There is no bone here for the torso, just the limbs and head and tail

main sage
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@raven pumice make dummy bones

raven pumice
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hm, going back it looks like there were more bones but CATS ripped them out

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yeah im going to do that

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I can just make new bones and parent the existing ones to them right?

main sage
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in the proper order, yes

median haven
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oh man this rigging stuff is super annoying

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i don't seem to be able to figure out why my hands are wonky

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in game

fading verge
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aanyone know fix

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your rig has errors, it will not animate until you configure your rig so it's all green

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It is all green

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head and hands too?

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it hasn't imported the rig so something is blocking that

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which is

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head and hands are okay too?

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what do you m,ean

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In your screenshot, next to the green guy, theres body, head, left hand, right hand

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are you sure they are all good? It never set your rig to humanoid because it failed

shadow moon
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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.

coral relic
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export to fbx, make sure to put that fbx in the assest folder of your project so it overwrites your current one

verbal zinc
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can you delete the armature from a model in blender and let mixamo rig it? I have a model missing some finger bones.

coral relic
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use export settings from Tupper's tutorial if you're not sure, but it should work anyway