#avatar-rigging

1 messages ยท Page 88 of 1

coral relic
#

you probably don't update the fbx that is in your unity project

#

or possibly your weights don't matter because your bones are incorrectly parented

neon quiver
#

btw does the humanoid need to be full green circle or is it ok if the circle has the doted green circle?

coral relic
#

@verbal zinc you sure can but it may be easier to fix the finger bones in blender

#

up to you

verbal zinc
#

I'm not good yet with bones in blender lol.

#

I can make roots and all

coral relic
#

well I don't know anything about maximo ๐Ÿ˜‰ must be magic

verbal zinc
#

basic stuff

calm needle
#

the spots with dotted circle are technicly optinal bones for unity's humanoid rigging. Some are still mandatory for VRC though

shadow shoal
#

Shoulders, Head, Chest and Neck are required

fading verge
#

What's the answer of seams in the neck?

restive solstice
#

I don't suppose anyone knows how to combine the Body_MeshPart0s in unity together?

teal locust
#

can someone help me with yhis?

charred sorrel
#

are there any offical vrchat models i could go off of with my model?

#

i keep having rotation problems/movement issues when i use my oculus and i can't figure out why they're so wonked

brisk crypt
#

@restive solstice unity separates meshes if the tri count is too high

earnest ivy
#

This is fun.

#

I need to remove the weights here

#

but I can't get under the pauldron to remove it

charred sorrel
#

what should the roll for all my bones be?

#

roll angle

charred sorrel
#

can someone help me with shoulders?

lost lotus
#

In blender I've got 4 bones in a chain for a dynamic skirt bone. how do I merge it down to like 2 bones? and no CAT's plugin optimization screws it up.

restive hill
#

lrn 2 weight paint, then

bleak vine
#

can someone help me with replacing Hairs in blender without messing up the armature and rig of the model ?

glad egret
#

you should use the same process as headswapping

#

tupper has an avatar workshop video, skip to about 1hr and he goes through it

raven pumice
#

When I look downward my avatar's whole body moves upward and his legs get stretched out. When I look upward my avatar's legs kind of collapse against the ground and eventually his torso starts clipping into the ground. What is happening with my rigging here

#

like the further i look up or down the more pronounced the effect becomes

glad egret
#

sounds like shitty weight painting

raven pumice
#

every other animation looks fine, it feels like some sort of IK rig issue or something

#

it doesn't happen while walking, only while standing still

#

i dont know if the pics help

charred sorrel
#

i'm having this same problem

#

did unity give you a pelvis error when trying to upload it?

raven pumice
#

it did say something about the angle of the hips and the legs, but nothing else

charred sorrel
#

it might be the angles

#

i'm having the same problem where my model keeps tapping his feet/legs don't bend right, i'm trying to play with the angles now

short mulch
#

Hello I am currently having an issue with my model in blender everything looks fine to me but before I exported I attempted to use pose mode to test it and its legs are stretched widely seemingly for no reason
wondering if that doens't matter or how to fix if it does
it looks fine while not in pose mode

raven pumice
#

Let me know if that solves it. I'm not sure what else to try

charred sorrel
#

i'll definitely let you know! it's frustrating, especially when trying to use vr

raven pumice
#

@short mulch if that's only in Pose Mode and not your normal model it shouldn't be a problem

short mulch
#

okay

raven pumice
#

Yeah I don't have VR unfortunately but I still want stuff to look right

#

I was kind of annoyed I ran into this issue after I spent like an hour and a half troubleshooting my visemes (eventually got them working)

torn nest
#

hey could someone help me out with my rig issue here?

daring glacier
#

What's wrong with it?

torn nest
#

So when I've been setting my rig up in unity, I've got this constant and reverting error where I change the parent bones of my shoulder bones to my chest bones back to it's parent which are unused bones apparrently. It's sorta difficult for me to explain, but may I dm you a visual?

daring glacier
#

Go ahead, I doubt I can be of much help, so link the screenshot here afterwards

fading verge
#

It is an IK issue; I find it happens on avatars that have short legs

torn nest
#

For shoulder bones?

fading verge
#

Nono, the whole legs stretching when looking down thing

#

You can't change the bone parent in Unity; it switches back when you leave the Rigging screen and throws errors

tough oriole
#

would any rigging pro's be willing to coach me through a model in a vc call?

fading verge
#

have you checked the weight paint?

#

should be red coloured, the area for the upper arms

ivory radish
#

u didnt

#

parent rest of arm to it

#

:/

#

if u can see blue dot and then a black dot inside of it

#

its not connected or parented

#

either that or u should try weight painting the rest of arm also

#

also bones move by rotating them

#

not sliding them around

sturdy talon
#

@charred sorrel Can you tell me how it goes to? I have been having the same problem for a while now.

ivory radish
#

ur dislocating their shoulder

tough oriole
#

can someone please help me?

#

I think it'd be easier to explain live.

#

When I try and edit the bones and then weight them to move the mesh, the whole model just explodes.

#

before

#

after

#

and these are huge and in the distance

ivory radish
#

i seen tat model before

tough oriole
#

Where?

ivory radish
#

in game

#

like dozens of times

#

creepy skeleton guy with red thing inside

tough oriole
#

I dont know how

#

the only 3d model i've found of this guy isnt available for download ordinarily

#

i had to email him to get it

#

and it's not made for VRChat at all

#

I've been working on this for like a week.

ivory radish
#

so u only now noticed

#

also couldnt u pic something easier xd

tough oriole
#

I wanted to be this character specifically

#

I got it to work in game, but the Mixamo bones are all sorts of fucked up

ivory radish
#

mixamo is for humans or at least bipeds with a human-like shape

tough oriole
#

Well I've been editing the bones

#

and then this happened

ivory radish
#

sometimes u get lucky but if its not then ur probably better off rigging whole thing

tough oriole
#

I have to rig it myself then?

ivory radish
#

probably

tough oriole
#

Cause i figure that the fact i'm editing pre weighted Mixamo bones isn't helping

#

i should probably rig it myself from scratch

#

fuuuck

ivory radish
#

just dont forget essential bones

#

and ive already seen that character in game several times so im sure theres a game addon or at least a place with it already lol

tough oriole
#

I was playing him like 15 minutes ago in the tron arena

#

with the broken version

#

i have no idea how you've seen it

ivory radish
#

idk wat it called but ya i seen it before with textures too

tough oriole
#

if so, it's super hard to find

ivory radish
#

wtf he cald

fading verge
#

oh i think

#

someone had this problem

tough oriole
#

Ainz Ooal Gown

fading verge
#

i tried to helped them with the materials

tough oriole
#

Apparently theres an MMD model

fading verge
#

but it was a lot harder than i thought

#

oh?

tough oriole
#

I cant find it for the life of me

ivory radish
#

yeet

fading verge
#

the dude i tried helping asked about the textures/materials being all fucked up

#

ive tried to seperate the model by materials but that wouldnt work out

#

confusing for me, this model

tough oriole
#

I found it

#

the whole site is in japanese

#

this some deep web shit

#

It's a PMX file.

#

I dont know what to do with that.

#

oh theres an MMD pack for blender

tough oriole
#

this shit's even MORE complicated

charred sorrel
#

can anyone help with this pelvis issue'

#

i can't find anything on google

tropic roost
#

does anyone know if its possible to make an animation where my avatar transforms

#

i dont need to move around or anything after i do, i just want it to transform into a stationary object

earnest rivet
short mulch
#

Hello I was told their is a way to upload a model with over 20000 faces/tris

#

but I can't find working info for it

#

anyone have a suggestion

raven pumice
#

My avatar seems to do this weird stance, where he gets on his tip-toes and puffs his chest upward, whenever he stops walking. Is this an issue anyone else has run into? With a fix?

shadow shoal
#

@short mulch Don't ask for that

#

Decimate the model

raven pumice
#

well i 'fixed' it by telling the game the avatar has no toes

fading verge
#

Hey guys, I'm not sure if this has to do with rigging, but here it goes.. I added a sweater to the base avatar on blender, it had its own bones and I did some arrangements to "add" the bones to the main ones. Now when I enter pose mode the parts connected to the body won't move.. Any ideas?

pine harbor
#

in blender, or in unity?

fading verge
#

Blender

#

And tried adding dynamic bones in unity, the bones moved but avatar didn't

pine harbor
#

it's all still one armature, right?

#

as in, the sweater and the base avatar belong to one armature, rather than there being two separate armatures where one's been parented to the other

fading verge
#

Yeap

pine harbor
#

"the parts connected to the body won't move"...hmm, did you check the vertex weights back in blender again?

#

if you can move the bones around, but the avatar mesh isn't following, the weight painting might've been messed up a bit during the process

fading verge
#

Oke

#

Thanks!!

fluid zodiac
#

what is the the time limit for gesture overrides?

fading verge
#

I assume it's either 10 seconds or 30 seconds

#

im not sure

fluid zodiac
#

same

fading verge
#

Re did it and now it works, but the bones on the skirt of the sweater don't move anything qwq

#

I have to assign it manually, right?

coral relic
#

@raven pumice where did you put the viewpoint in avatar descriptor?

stuck hamlet
#

lol did someone earlier ask for an exploit on the official discord

#

I've seen a lot of goof-ass questions here but that takes it

pallid raft
#

Hello

#

I am making this avatar as a commission

#

And idk why its arms look weird

wise summit
#

Spines are solid, they hover and kinda have a sway as they hover

tulip granite
#

If you need help on a commission then you probably shouldn't do it
Just saying

Because it's like we are helping you to earn money

No hate intended

fading verge
#

you could give some tips and let them figure it out

#

i guess if that works

light kindle
#

i think its more of the problem of: we're doing the work and your profiting

#

yore*

#

youre*

fading verge
#

oh

wise summit
#

Yeah, agreed

#

It's like they're asking us to do their job

fading verge
#

shrugs

#

guess they're just gonna have to figure it out themselves

wise summit
#

or see tutorials

fading verge
#

oh yeah, how's your hearing dio?

wise summit
#

Eh, better

#

Still recovering

fading verge
#

ah i see

wise summit
#

Right now I need some help working on a Wraith model

#

It's got no legs and hovers in the game so it's a bit challenging

fading verge
#

there was a user who had it as their avatar

#

i have no idea how they did it though

wise summit
#

Do you remember their username?

fading verge
#

Their name was Death...

#

i think

wise summit
#

Straight up just Death? That's gonna be hard to find

fading verge
#

Death... < with three dots

#

yeah

wise summit
#

Gonna be hard to find with all the edgelords on steam

fading verge
#

oh, its a vrchat account user

#

i believe

#

they had no numbers/4 digits at the end

wise summit
#

Ah, perfect

#

Do you remember the numbers? Every one is unique so it's easy to find people

fading verge
#

Their name was just >Death...<
and thats about it
i remember seeing them have one with custom animation that spawns something, and a really fucked up one

tulip granite
#

For legs you can add weightless bones

fading verge
#

^

wise summit
#

What about the sway?

#

Also, no idea how to do that, brand new to animations and such

tulip granite
#

Hovering animation you can watch my. Tutorial

wise summit
#

Oh sweet

fading verge
#

๐Ÿ‘€

wise summit
#

๐Ÿ‘Œ

tulip granite
#

It's basically 1minute

arctic venture
#

how do i fix this ?

bleak vine
#

why do i get an error "Loop in parents" ?

arctic venture
#

see strecthing the mesh

#

have i rigged wrong ?

pine harbor
#

looks like your model's doing a 180 degree twist around the waist region for some reason in unity

#

"why" it's doing that, i honestly have no idea, other than the fact that unity seems to be really finnicky about bone rotations and directions for some reason

#

i'd give that a shot, and if nothing seems to fix it, try reimporting the fbx

#

if that doesn't seem to do much, i'd try subtly messing with the bone rolls and/or the head/tail coordinates of the bones in blender, without pushing the bone alignment too far off from the original

#

yeaaaah, i've got no idea why -- i had a model get imported with a normal t-pose on the armature but arms distorted like flapping chicken wings just earlier today

glad egret
#

hip bone wont rotate, how do i get it to?

pine harbor
#

changed one bone coordinate by a tiny bit in blender and then it went to unity with no issues...no idea why =_=

#

i'm more inclined to blame unity, all we can do is try to figure it out

calm needle
#

@arctic venture looks like you just need to weight paint the tips of the fingers

pine harbor
#

@fading verge did you try enforcing T-pose while configuring the rig as humanoid?

#

yeah

#

hmm...if all the bones were assigned correctly during the rig, and it's only the waist that looks twisted

#

can't say for sure if it'd work, but if you want to try something before reimporting the FBX or going back to blender, i'd just click on the hip/pelvis bone in your armature's hierarchy and try to correct it manually by twisting it back around

#

upload it once it looks right, and see if that makes it behave as you'd like -- don't think there's any real way to test it locally as of right now

glad egret
pine harbor
#

only basis for suggesting that is that i've tried twisting and repositioning some bones like that on multiple avatar versions, and they all look slightly different from one another after uploading

#

forward as in, towards you/the camera?

glad egret
#

yes

#

rotating it that way doesnt work

pine harbor
#

i'd just be inclined to mess with the tail coordinates of the bone, but i don't know what that'll do to the rotation

glad egret
#

that just changes the bone size

pine harbor
#

like, set the X and Y coordinates of the tail to have the same value as the head, and then the Z value to be lower to make the whole thing point this way (or was it the Y axis that needed to be different rather than the Z...)

#

but wait, that bone's the hip

#

i think it's meant to be pointing either straight up or down

glad egret
#

yeah but i dont think that rotation is normal

#

every other model of mine has the spine bone rotated right

#

but i cant fix this one

pine harbor
#

@fading verge i thiiiink it helps, but it's supposed to still work even if it's not T-posed as long as the bones are named and structured correctly

glad egret
#

does it matter if its rotated like that

pine harbor
#

@glad egret it might, but hopefully not -- the most common warning i get from unity is about the angle between the hip and thigh bones being incorrect

#

i get more errors if the hip bone's parallel to the ground rather than perpendicular to it

#

@fading verge that's probably unity being an ass with the import then =_=

arctic venture
#

@calm needle Thanks dude found some hidden red areas in the model

coral relic
#

@fading verge I just had a very similar problem

#

in armature edit mode check every bones Roll on the properties panel (N key)

#

for me I had to reset roll to 0 deg

#

also Crtl+N recalculates roll, it might help you

#

looks like hips most of all

shrewd linden
#

question I have this model that doesn't have any foot bones so I can't set it to Humanoid in unity. So I need to know the root node if i set it as Generic

coral relic
#

whatever roll you have on the hips, try changing it by 180deg

#

Jules, give it a bone at 0,0,0 and call it root

shrewd linden
#

huh?

coral relic
#

well, what do you mean by "need to know the root node"? maybe I didn't understand what you're asking

shrewd linden
#

trying to take a screenshot but it's not letting me

#

basically if you're trying to set animation type as generic in unity you need a root node

#

and idk what that is

coral relic
#

@shrewd linden if I understand correctly, you'll have to add a bone to your armature (if you don't have one already) that sites on gorund level in the center. you don't have feet so the game doesn't now where you touch the floor. said bone should be at the top of hierarchy (whatever the 'hips' are on your avatar should be parented to the root). https://i.imgur.com/L8C6ZkW.png

shrewd linden
#

okey

#

thanks

coral relic
#

I mean you can tell unity to use any of the existing bones as root node, but you may end up with half of your avatar in the ground or something

lavish perch
#

Does anyone have any skeletons with dynamic bones?

coral relic
#

sure, why?

lavish perch
#

would i be able to borrow one anf try use it in maya to create my own avatar?

#

im kinda new to VR Chat

#

i want to create a model, bind it in Maya so all the weights are how i want them, but i want dynamic bones too, but idk how to do that

coral relic
#

you set up dynamic bones in unity, not it 3d software

lavish perch
#

Ah alright then, ill have to try and mess around with it myself, thank you :)

if you have any tips or anything to help tho when i start working on it, that would help too thank yo u:)

coral relic
#

Tupper has good video tutorials. Come and ask if you need help with something specific, don't worry.

#

make a standard skeleton in maya/blender, skin it how you like it and then after exporting to unity you use a plugin called dynamic bone where you tell the engine which bones wobble and how

lavish perch
#

Where would i find the plugin?

coral relic
#

unity asset store

#

it's 20 bucks though ๐Ÿ˜ซ

lavish perch
#

i dont has moneys

cobalt geyser
#

Anyone ever experienced the arms of the model being shorter than yours?

#

I have 2 models with the exam same arm length, one has the correct length compared to my real life arm but the other doesn't.

#

even though they both have the same length

cobalt island
#

The arm mesh might be the same length but maybe the bones are different lengths

cobalt geyser
#

so I might have to re rig the character?

fading verge
#

D:

lavish perch
#

Does anyone here own the Dynamic bone plugin, thats willing to just add quick dynamic bones to pre-made models?

fading verge
#

what is the keyboardcombination again for creating a bone in blender?

teal pecan
#

I need some help

#

I have an avatar that faces the right way for me in mirrors but others see him walking and turned sideways

fading verge
#

I had a similar problem where my avatar faces the right way while walking but spins quickly when walking to the side?

#

Fixed it by disabling IK...

teal pecan
#

@fading verge Where do you disable IK at?

fading verge
#

My model only had 4 fingers so I just shifted middle to ring and ring to little, so it would have the middle finger missing in the rig

#

If your model has no thumb you could also set that to something else and it would disable IK

teal pecan
#

hmmm, all my fingers seem to be there though

fading verge
#

Is it a model you made yourself? You could set the ring and middle fingers to the same bones and define it as the ring finger in Unity

#

As long as either the thumb, index, or middle fingers are missing in the rig, IK will be disabled

teal pecan
#

It's not, but ok I'll give that a try, thanks

hoary torrent
#

okay, so my model has cat ears inside the head and i want to get them out to stay permamently but idk how to do it within blender

cobalt needle
#

Hey guys~ I have a little problem with my tongue bones~ everytime my character moves and I'm talking there are meshes glitching out of my head

#

I was told to parent the tongue bones to the head but I deleted them a long while ago in blender... any way to fix this another way?

fading verge
#

Weight paint the tongue to the jaw bone if you have one

paper sparrow
#

hey quick question. does anyone know if VRchat supports bone constraints. I'm making a character that has pistons on its arms that need to extend whenever the arms bend. I just want to know if its possible. so i dont waste my time trying to figure it out.

fading verge
#

You're able to change how much everything bends when you set up your rig but aside from that I'm not sure

paper sparrow
#

ah what i need is 2 bones that always aim at eachother

#

one thats parented to the upper arm and one to the lower

hazy tusk
#

I have a model with eye tracking, left and right work normally

#

But up and down make the eyes go forward and back

#

Like, out of the body, like they're on a giant circle thats larger than the body

#

But if the bone parenting was incorrect, I assume left and right wouldn't work either. Anyone had this?

paper sparrow
#

i believe they said eye tracking is broken this patch

hazy tusk
#

Yes but this isn't an issue there

#

Yes but this isn't an issue there

#

It's an issue with the eyes literally popping out, instead of looking up and down

#

In blender

#

So when eye tracking is fixed, the eyes will perform incorrectly

opal aurora
#

Can you take a screenie of your eye bones?

paper sparrow
#

ah sorry i misunderstood.

hazy tusk
#

Yeh, I'll send em when I get home. Thoughts while on the road, sorry

opal aurora
#

Aight, safe travels

paper sparrow
#

its possible there is history on the bones or grouping with different orientations in the skeleton that might make them move in a different direction

#

at least thats usualy the problem in maya when you get results like that

silent fulcrum
#

can someone tell me how to weight paint im having trouble its like im weight painting to nothing

opal aurora
#

Select all bones and alt+r to set their rolls to 0

#

In blender that is

paper sparrow
#

you should look up a tutorial on that. weight painting isnt something you just explain.

silent fulcrum
#

sure it is i just need to know how to start it off

paper sparrow
#

what program are you using?

silent fulcrum
#

blender

paper sparrow
#

ah, cant help you with that. i use maya sorry

silent fulcrum
#

tryin to paint both these blocks to the bone

#

but when it seems like im doing it pose mode doesnt move them

cobalt island
#

Are you weight painting correctly? blue is 0 weight and red is 100

silent fulcrum
#

mhm

#

when i did wat ex said it moved the pieces but pose mode still didnt move them

#

ok i got it now finally nvm

#

didnt have bone selected

frigid flower
#

I cant seem to keep my legs from clipping into my coat, I know I need to use dynamic bones or colliders but not sure where to put them on my coat since it goes to my feet

stuck edge
#

Any idea what's going on?

zinc aurora
#

just 5.2 degrees off is still pretty close to 180, i get that error on lots of avatars and just upload anyway, havnt noticed anything wrong ingame.

fading verge
vivid wagon
#

Does the tail have bones?

stuck edge
#

I think I can work around this

#

Just use my avatar without materials

#

as like the "driver"

fading verge
#

yeah it has bones

#

i put a dynamic bone in there to make it move, jsut cant figure out how to make it bend

vivid wagon
#

I havent worked with non-bending tails yet, sorry

fading verge
#

nps

zinc aurora
#

Might work if you split the bone into several, so its not just one long one, not sure that would solve it tho.

fading verge
#

I was thinking that but that would require putting it into blender again ;_;

vivid wagon
#

Worth a shot

restive hill
#

Yeah, you want to add bones and change weights, you'll need blender or something

fringe stratus
#

I can't get the head bone to move the head, only the neck bone moves the head

opal aurora
zinc aurora
#

@fading verge you can just import the fbx from the unity directory and edit it, it will update in unity and after double checking the bone mapping i think it should be fine.

fringe stratus
#

thanks

opal aurora
#

@fading verge add weight on your Y axis for the tail in the dynamic bones

#

The value can either be negative or positive but tends to use really large values

ember basin
#

Does anyone know the difference between the Outside Bound and Inside Bound in Dynamic Bones colliders

cosmic mica
#

how do i clear the armature pose in pose mode to reset it to what it was?

opal aurora
#

Outside keeps things out, inside bound keeps ehm in

#

@cosmic mica click on the armature (bones specifically)

#

Then click on the small stickman icon under the hierarchy window

#

Press reset on the pose

cosmic mica
#

thaaaaaank you

opal aurora
#

I'm sick as all hell can be but i can still help haha

vivid wagon
#

@opal aurora I hope you get well

opal aurora
#

Thank ye

stable frigate
#

How do i get my avatar from not faceing the ground in unity? It breaks the avatar.

cosmic mica
#

@opal aurora Reset Position on bones does not allow me to contiune editting thier pose after that, turning it off puts it back in the bad pose

opal aurora
#

What do you want to do specifically?

cosmic mica
#

it was in a pose that was okay, but after i editted the bones cause i redid the hand (its a wierd hand) the pose worked on top of that new bone edit so now the bones are over-posed, i need to reset it to be the pose that the edit bones are in

hazy tusk
opal aurora
#

You could simply do such in edit mode on the bones

hazy tusk
opal aurora
#

I think the bones are too close to the eyes

cosmic mica
#

o_O?

#

i just need to clear the pose in pose mode

#

so that it defaults to what pose the bone edits are in

#

but i need to continue doing pose adjustments

#

actually now its not posing at all

opal aurora
#

I think there's a pose variable under the hierarchy you can remove after reseting the pose

cosmic mica
#

i did just that right now, and now it wont pose at all anymore

#

wait i got it

#

had to poke the slider

opal aurora
#

Hmm

vast bolt
#

Is there a way to add a extra bone to armature? :[, or is that kind of a idiotic idea?

cosmic mica
#

im just gonna have to repose it manually

#

click the bone then press E and drag for new bone

vast bolt
#

In... Blender?

cosmic mica
#

yes

vast bolt
#

Alright.

cosmic mica
#

in blender

vast bolt
#

I'm too frightened to do that. After attempting it twice xD

tough oriole
#

Why this happen

#

All the bones are indiviual, but i copied and pasted them from eachother. Why is this happening?

#

Will this matter when I apply automatic weights?

opal aurora
tough oriole
#

Nothing is weighted yet, this should be a problem with the parenting i think.

opal aurora
#

Use auto normalize to not have overlapping weights

tough oriole
#

These are all indiviual mesh parts.

opal aurora
#

Just givin' ya a heads up for weighting later on

tough oriole
#

Ah ok

#

New problem

#

Hands explode when I do the weights

tardy harness
#

Hm, in Blender my pieces are in english, but in unity they're in japanese. Is there a fix to this?

tough oriole
#

Change language settings in Unity maybe?

#

The models pieces are named differently?

tardy harness
#

Yeah. Here one sec.

tough oriole
#

Thats weird

#

probably an MMD thing

tardy harness
#

Yeah, I tried doing the whole "Shape keys" in blender. But it doesn't seem to work.

charred sorrel
#

my model keeps tapping his feet and i can't figure out why

#

i stand in one spot with my vr and his feet tap all weird

restive hill
#

Aliens.

opal aurora
#

That's literaly meshes and bones

#

Meshes are english, bones are in japanese

left hound
#

i added a xps pose on blender and its perfect but when i go to unity its not right any help?

tardy harness
#

Hm, so is there a way to translate it within unity or blender so I don't have to guess? Or do I just not "Fix model"

restive hill
#

Cats plugin

opal aurora
#

If you hit fix model the bones should be in english

tardy harness
hazy knot
#

Did you hit the CATS translate bones button?

left hound
#

how to fix pose on unity?

hazy knot
#

I imported that same model and didn't have any problems

#

@left hound What do you mean? Whats' wrong with your pose?

tardy harness
#

Hmm. I did click on Translate bones, but it said that it translated 0? Does that matter?

tough oriole
#

How do I stop this

#

More importantly, How do i get rid of the two on the left

hazy knot
#

Are they just random floating verts?

charred sorrel
#

how do i get the feet to stop tapping?

tough oriole
#

they're a couple of bone digits in the skeletons hand

#

actual skeleton, not rigging skeleton

#

like knuckle bones

left hound
hazy knot
#

That I'd like to know. I think it has something to do with the model not having toe bones and the height being offset, @charred sorrel

tough oriole
#

each bone is an individual mesh

hazy knot
#

But are they needed for something or could they be deleted as duplicates?

charred sorrel
#

@hazy knot ahhh, could it also be a pelvis error?

hazy knot
#

Maybe. I haven't pinned it down yet and I wonder if anybody has found a solution

charred sorrel
#

i keep getting the pelvis/thigh bone issue on every single model i rig and i ask in here a lot, but nobody ever answers me

tough oriole
#

I'm gonna duplicate the whole hand and flip it to make a right hand

#

but those 2 are just kinda

#

there

#

and i need them to NOT be

hazy knot
#

so select the verts and delete them? That should be enough.

tough oriole
#

oh I think i get it

hazy knot
#

go to mesh, edit mode, b to box select, grab them all and delete

tough oriole
#

hold on

#

mmmmno

#

when I select those 2 it selects the regular bones i need too

hazy knot
#

@charred sorrel I saw a tutorial that showed how to move the spine up if there is a rotation issue, it's done in unity on the avatar rigging screen. I've not tried it myself but I might give it a go after I get home from work.

tough oriole
#

the bones arent mirrored or anything

#

i cant figure out why those are there

charred sorrel
#

move the spine up? that might make sense

#

i'm at work as well but i'll try that when i get home!

#

it's not the bone rolls, i already tried that

hazy knot
#

Yeah that way the rotation is closer to a straight line 180

charred sorrel
#

when i went into side view and moved the thighs in/out towards the front and back of him it gave me different angle measures but got no where near 180, it just went up to 110 and then went back down

hazy knot
#

I'm not sure, Poly. I'm still learning Blender myself. I don't have a copy in front of me to look through the settings. Maybe check the mesh option in the bottom left for any options that might relate to linking?

tough oriole
#

I'm getting it

hazy knot
#

Yeah I'm pretty sure that measure is the degrees between spine and hips

tough oriole
#

i was in object mode

#

i can manually destroy the mesh with edit mode

hazy knot
#

sweet

tardy harness
#

Hm. Should I start from scratch @hazy knot ? I'm still having the issues with jp text.

hazy knot
#

might want to try just importing and fixing immediately. Check if the bones change

#

I know that model is a pain to decimate

charred sorrel
#

I'll play with it, what time do you get off work @hazy knot ? Could you let me know if you find a fix?

hazy knot
#

I'll be home in about an hour

charred sorrel
#

Oh awesome, lemme know! I've been searching everywhere for a fix for this stupid error

#

not even google had it, it just kept spamming a link to a steam thread where someone only responded with "same problem" but no solution

opal aurora
#

What's the issue.

charred sorrel
#

pelvis/thigh bone angle error

hazy knot
#

happy feet dance

charred sorrel
#

all my models that have the error do it

opal aurora
#

Rotate it into place?

charred sorrel
#

i tried rotating the bone and it didn't change anything

opal aurora
#

In blender?

charred sorrel
#

yeah

opal aurora
#

Is it straight up.

charred sorrel
#

i tried to adjust it to be straight, didn't do anything either

opal aurora
#

Large side down, small side up

charred sorrel
#

yup ;;

opal aurora
#

What's the angle deviation.

charred sorrel
#

i literally have no idea what's wrong

#

unity says it's 82

opal aurora
#

It's straight up and the angle says it's 82?

charred sorrel
#

yep

opal aurora
#

That makes no sense...

#

Change your rig from humanoid to generic and hit apply

#

Change back to humanoid and hit apply

#

Check configure tab to see if everything is correct

#

Try to upload again

charred sorrel
#

i also tried that unfortunately, didn't change the angle

#

if you're around in about an hour and a half i can provide screenshots, i'm at work D:

opal aurora
#

Does your hip bone have any roll?

charred sorrel
#

i tried to change it to 0, 90 and 180, all didn't change anything

#

it's the weirdest error

#

i don't know how to fix it

opal aurora
#

Have you also tried to drag outvthe model into the hierarchy again?

#

The prefab might've gone rogue

hazy knot
#

Yeah if you drag it in before you rig it, sometimes that can happen

opal aurora
#

Also when you're in blender, go into edit mode and select all the bones

#

Press alt+R and it'll set all their roll value to 0

fading verge
#

I know in Maya bones can have an "orientation" which determines which angle they rotate; I'm not sure if these are reflected in Unity or not

opal aurora
#

That would be roll in blender

#

To which, yes they do

charred sorrel
#

yeah, i tried to redrag, i get the error every time D:

#

i don't think all my bones are 0 so i'll try that once i'm home

#

but the thighs and the hips/spine are all 0 and it didn't work

opal aurora
#

That's quite odd...

charred sorrel
#

is it the roll that's the issue or the position of them? cause i don't have a screenshot on me but i'll sketch what the bone structure looks like real quick

opal aurora
charred sorrel
#

it won't let me send a pic

#

hang on

#

that's essentially what it looks like on my model

#

i'll provide a screenshot when i'm home

tough oriole
#

How to i reparent the right hand

#

Right hand (on the left) is a duplicate of the one on the right, and you can see the dotted line that still connects it to the arm bone on the right. How do I set it to be the arm bone on the right?

#

This isnt the rigging skeleton

#

this is meshes

opal aurora
#

This is joints

tough oriole
#

right

#

yes

#

thank you

#

but how do i fix it

opal aurora
#

You remove them

#

Vrc don't use them

tough oriole
#

How do i remove it

opal aurora
#

Neither does it use rigid bodies

#

In the hierarchy

ivory hedge
#

How would I get my model to reach out and grab in game objects? My model doesn't seem to want to grab things in game such as things in the Lobby like those blocks on the tables.

tough oriole
#

I'm not sure where it is @opal aurora

opal aurora
#

Can you take a screenshot of your hierarchy?

tough oriole
#

it's big and stupid

hazy knot
#

@ivory hedge , did you rig the model in unity properly?

tough oriole
#

Cube.000 is the wrist cluster that't jointed to the arm bone

ivory hedge
#

@hazy knot Yes I did and it still doesn't seem to work.

tough oriole
#

Arm L is the arm its attatched too, and i'm just realizing it's mirrored.

opal aurora
#

Wait could they be actualy vertex groups?..

#

I doubt it but sti...

tough oriole
#

mirrored

hazy knot
#

do you have a bone structure set up yet?

tough oriole
#

Yeah.

#

It's not weighted or anything yet

#

that's what i'm trying to fix

opal aurora
#

Why are there 2 extra pelvis bones?

tough oriole
#

?

hazy knot
#

So find the bone that is parented to the other side, if you click the bones you can open the bones tab on the right and click through, and there is a tab on the right that shows you what each bone is parented to. You can edit that box in edit mode.

opal aurora
#

I see 3 bone extrusions on there

hazy knot
#

You do have two extra bones on the pelvis that aren't probably needed.

tough oriole
#

Ah, i have those as hips

#

I could delete them, yeah.

#

but Bean it's not anything to do with the bones

#

its the mesh

hazy knot
#

The one thing I'm sad about is that unity doesn't utilize the groove bone like MMD does. No more hip swing action for me ๐Ÿ˜ญ

tough oriole
#

The "Wrist bones" mesh is attatched to the left arm's mesh elbow

#

exsgt said it's something to do with joints

opal aurora
#

Yep, rigid bodies & joints are unused entirely in vrc for avatars

tough oriole
#

I'm just worried cause it does this when I rotate one

#

Also, the left forearm bone is a mirrored copy of the one on the right

opal aurora
#

Are the bones parented to eachother though?

#

If not then you're fine

tough oriole
#

The actual bone rig is completely fine

opal aurora
#

Then it should be fine overall

left hound
#

after clicking fix model the pose that i wanna use gets reset to the original t pose any idea?

opal aurora
#

Pose it after fixing

left hound
#

it doesnt work.

opal aurora
#

Why not?

left hound
#

dunno why but after i click fix model even if i try to import the pose, the model will stay in t-pose.

opal aurora
#

Oh it's that kind of pose...

left hound
#

i even tried to rename the bones in pose file but still it doenst work

tough oriole
#

Oh duh

#

this is why i need to get rid of that

opal aurora
#

Alright i'm honestly unsure of where you'd go from here but, to actually keep that pose you may need to export it without fixing

tough oriole
#

After auto weighting the skeleton to the meshes, the left hand gets exploded.

#

I HAVE to remove that joint or the left hand explodes

spice jetty
#

did you try seperating by materials then auto weighting?

left hound
#

well if i export it without fixing the model the pose is fucked up on unity xD

tough oriole
#

@spice jetty ?

hazy knot
#

@left hound What I do for importing MMD animations and poses is use a stock MMD model without fixing, import the animation onto it, export it into unity and rig it as well as you can, then dupe the animation out of it.

spice jetty
#

i had trouble with auto weights then i saw a video and the top comment said seperate mesh by materials then auto paint each piece

hazy knot
#

After that you can use the animation with any normally rigged unity model.

opal aurora
#

Yep that's also what i do

left hound
#

same goes for xps models?

tough oriole
#

I found this

opal aurora
#

There's normaly a few surefire rigged bones that work well with vmd's

tough oriole
#

Cube.013 shows the highlighted mesh of the area

hazy knot
#

Pretty much the problem is that a lot of the bones for the animation get renamed. The animation stops being able to stick to the skeleton, so in theory, yes.

left hound
#

the model that i have its xnalara not mmd xd

hazy knot
#

Same concept

left hound
#

is there a tutorial on that?

opal aurora
#

Doesn't matter honestly

hazy knot
#

Just be aware, you'll probably lose your hip sway.

vocal pollen
#

Has the SDK been updated?

tough oriole
#

I found this

#

It's parented to that mesh

#

but when i remove the parent

#

it explodes upwards

#

Should i just re duplicate the hand and remove the parent first?

tough oriole
#

In unity, to you HAVE to disable upper chest and replace the spine bone?

#

what's the purpose of that?

cosmic mica
#

i know i asked this before but how do i clear the pose in the armature pose edittor, i need it to be the pose that the dit bone is defaulted on

#

Reset Pose locks it, i cant edit it while its on

left hound
#

how to make this pose idle in vrchat?

weary geode
#

@cosmic mica In pose mode, highlight all bones with A, then press Alt + R/G/S to reset Rotation/Position/Scale

cosmic mica
#

thank youuuuuuu!

#

you are a life saver!

jovial dune
#

@left hound far as I know, youโ€™ll have to do it in blender

random lotus
#

For all god gosh i cant figure this out, this models rig is fine but when i load it in vrcaht

jovial dune
#

But google something like changing the โ€resting poseโ€ and you should find it

jovial dune
#

Have you checked the weights in blender?

weary geode
#

@left hound In blender, you can set it as rest pose by posing your bones in that position, then Ctrl + A > Apply as Rest Pose, and then applying your armature to the model and then add new armature

random lotus
jovial dune
#

And is upper chest cleared?

random lotus
#

If you're talking to me, i will check the weights again and the upperchest is cleared

jovial dune
#

Iโ€™ve never seen what happens if you include and upper chest but that looks like a chest problem

#

Yeah check the weights

random lotus
#

Ok now i fixed the weights but i have to move his ears back to the position i want them in but when i do before i can even get them there they start to bug out

#

This model is driving me insane now

tough oriole
#

Why does my character crouch when looking up in vr?

charred sorrel
#

mine does too

#

my character's arms also bend all funky when i put my arms down to my sides in vr and it's not the tracking. any ideas?

#

@random lotus it's not letting you move the ears back in pose mode?

brisk bane
#

not sure if this is actually possible..? but here it goes.

i'm wanting to be able to use two materials for one Element (or section of the mesh), so i can use seperate shaders, but i dont know where i can specify which sections of the mesh is each element, if that makes sense? So if i were to increase the materials size, how would i specify which element is tied to the portion of the mesh that i'm wanting?
https://gyazo.com/dbcdef4c7aaf779ac7df5d12f410d7a2

#

but if i went ahead and increased the size to 16, how can i bind the new Element 15 to the mask part of the mesh?

weary geode
#

you can't do that in unity

#

new elements that you add won't be assigned to mesh

#

you need to create new materials in blender

brisk bane
#

rest in piss, i was fearing that

#

oh well

#

shouldnt be too hard tbh

weary geode
#

then in edit mode in blender, you select which faces you want to apply to material, then select the material and click apply button

brisk bane
#

thanks

naive tree
#

welp, i'm going to hate myself, but I'll be adding loads and loads of backpack pins, later on gotta make 1 material for them, rescale and merge all pictures and uv them.. fuck me

#

or leave it to be 50 materials vrpill

astral ridge
#

Are vrchat servers up yet :P

light kindle
#

trying to rig my my characters left

#

anyone know what to do?

#

dont have much experiance so i cant tell if this is normal

autumn parrot
#

I'm trying to rig my model with riggify, but this happens when I try to bind the mesh with the armature

#

Anyone know why?

dusk pilot
#

Just use miximo dude. Works like a charm.

autumn parrot
#

I have this character rigged with Mixamo, but I want to rig his face plus Mixamo only rig 4 of his 5 fingers

dusk pilot
#

Rig the face? You mean like lip sync?

autumn parrot
#

I just want him to open/close his mouth when I talking and open/close his eyelids

dusk pilot
#

That isn't controlled through bones. You can make shape keys for those.

autumn parrot
#

I'm a total noob, how can I do that?

#

Thanks, I'll try it

#

Also, do you know how I can edit the Mixamo's rigg to add a finger on his hand?

dusk pilot
#

Np as for the fingers you can simply make new bones, position them correctly, automatically weight them in blender and set the parent to the hand.

#

It's a bit of a process I would explain it in detail but I'm sure other tutorials exist.

autumn parrot
#

I see

peak drum
#

the dot in question is in the lower middle of the texture

#

I'm getting it with the eyes too

#

hold up, i clicked unwrap and it fixed it

wooden elbow
#

I'm having problems all night: now it's telling me that the model's upper arms aren't specified, but they are! How can I fix this?

final cave
#

So when i try to rigg up this it says your rig has upperchest mapped in the humaniod rigg. this will cause problems with ik anyone know how i would go about fixing it?

wooden elbow
#

@final cave Don't worry, it's an easy fix. Just delete the upper chest bone.

autumn parrot
#

I've followed @dusk pilot 's tutorial but the mouth of my character is like that lol

His lips are glued on each other, it is not like that on the original model. Is there a fix for it? Can I like, cut the midle between his upper and lower lips?

slender shuttle
#

Does anyone know how to change the resting face of an avatar? Thank you!

thorny gate
#

Any idea

#

Why this type of tearing happens?

#

And how to fix?

#

The whole area is weighted

#

But it's still fucked

fading verge
#

@thorny gate did you expand that area somehow, looks like a part of the mesh is clipping into the breast

thorny gate
#

I'm only doing that to show what happens when I rotate a bone.

#

Look at the left one

#

That's what it normally looks like.

#

@fading verge

fading verge
#

there's a piece of the mesh inside the breast that probably isn't weighted

#

you weighted the outside, but you need to switch the view and look for the unpainted area inside the breast

thorny gate
#

I'm not seeing it

#

Inside the mesh?

fading verge
#

@thorny gate select the mesh and go into Edit View, change your viewpoint to Solid

#

edit mode*

#

just move your camera around and into the model and you should clip into the breast area. then you can check there for unpainted mesh

timber lion
thorny gate
#

If I paint in wireframe mode

#

will it solve that?

cosmic mica
#

i have a model plane with a texture that needs to be 2 sided with transparent cutout, what shader should i pick?

fading verge
#

@thorny gate if that helps, I'm just telling you the best way of actually seeing the part of the mesh inside the breast

thorny gate
#

okay, thank you.

charred sorrel
#

@opal aurora you around? i have screenshots now

#

or anybody that can help with this

opal aurora
#

Aye i'm here

charred sorrel
#

oh okay sweet! one sec

#

there's my skeleton

#

all rolls are 0

opal aurora
#

I see atleast 3 hip bones

charred sorrel
#

OH that's his tail

opal aurora
#

His tail is sideways on the hip in both directions?

charred sorrel
#

wait okay so i don't need those bones?

#

the ones coming out to the sides and parented to the thigh

opal aurora
#

Alright so... do you have cats or neitri's tools installed in blender atm?

charred sorrel
#

i do, but when i tried cats it messed up my skeleton and said i was missing a bunch of bones

opal aurora
#

You aren't going to try cats on that department

#

Are the side hips connected to the main hip?

#

As in parented

charred sorrel
#

nope! they're on their own

#

should they be connected?

opal aurora
#

Parent them to the hip

#

After that give me a headsup

charred sorrel
#

alright! lemme try it

opal aurora
#

On a side note, i think that what were going to do now is going to fix your issues

#

@charred sorrel you're not just parenting them and exporting it right away right?
I still got a thing or two to do about it

charred sorrel
#

OH

#

okay i parented them xD

opal aurora
#

Select bone of them

#

Actually

#

Check if the upper legs are connected in the bone properties

#

If they are uncheck that box

charred sorrel
#

done!

#

they were connected

opal aurora
#

Select the 2 hip bones now

#

Press mix weights on CATS

#

That will transfer the weight from both of them to their parent

#

Which in this case is the hip

#

After that is done, export it, change the rig from humanoid to generic and apply, then back to humanoid and apply

#

Check the configuration to make sure everything is alright

#

Done, try to upload

charred sorrel
#

aghhhhh

#

what in the world is this error

#

it's configured correctly in unity, i didn't have to change it at all

opal aurora
#

Hold up a sec...

dusk pilot
#

@autumn parrot try seperating the upper lip as it's own object (cntrl+p) and rejoin them (control+j)

opal aurora
#

Lemme look at the bones for a bit

charred sorrel
#

i do use vr ;;

dusk pilot
#

@charred sorrel I get that warning on 99% of all my models. They still look good in vr.

charred sorrel
#

that's why i'm trying to get rid of it

#

do your models tap?

dusk pilot
#

tap?

charred sorrel
#

my model can't stand still, their legs move really restlessly and they crouch when i look up

opal aurora
#

Let's try something

dusk pilot
#

That doesn't happen to me.

opal aurora
#

Go into the configure tab

#

At the bottom right there's a small tab called pose

#

Click it and press enforce t-pose

charred sorrel
#

WAIT

opal aurora
#

Hmm?

charred sorrel
#

OKAY THIS EXPLAINS A LOT

#

it was connecting the bone to the root and not the hips???

opal aurora
#

What is it?

charred sorrel
#

mapping*

opal aurora
#

Ohhh

charred sorrel
#

DUHHHH OMG

#

WOW i feel dumb

#

it's still not quite 180 though, how would i get it closer?

opal aurora
#

Well go fix that angle up even better now then haha

charred sorrel
opal aurora
#

Give me another side angle but with the mesh hidden

charred sorrel
#

the thing to the right is just the tail

opal aurora
#

Tilt it slightly to the left

charred sorrel
#

YOOOOOOOOOOOOOOOO that fixed it!!!

opal aurora
#

There ya go

charred sorrel
#

OMG that error was KILLING ME

#

thank you so much!!!

opal aurora
#

No worries

#

I'm used to fixing these up nowdays

#

It's like routine

charred sorrel
#

i'm still learning sdklfjsd, i'm only a few weeks into doing this stuff and i just got vr a few days ago so i wanted him to be near-perfect

#

thank you so much literally, no where on google had any solution to the issue

opal aurora
#

Well for a few weeks it's pretty good

#

I've been here for roughly 4 months now

charred sorrel
#

aw thank you! i'm trying omg, there's so much stuff to learn

#

it's frustrating but it's worth it once it's finally working

opal aurora
#

After you spend enough time in this you learn crazy things

thick yarrow
#

i have no idea how to do this...

opal aurora
#

I could just start porting models for source game mods with my experience so far

#

And that's just 4 months

charred sorrel
#

are they weighted to the mesh @thick yarrow ?

#

oh dang!!

#

that's awesome omg, only 4 months??

#

you weight paint it i think

opal aurora
#

Weight paint

charred sorrel
#

to the hand bone

opal aurora
#

If necessary

charred sorrel
#

put the armature into pose mode then select the mesh and put it into weight paint mode

opal aurora
#

Use auto normalize so weights don't overlap

#

With the hand specifically

#

Or if the spear has bones and weight, parent the side of one to it

#

That doesn't really matter

#

As long as you remember what the bones are they could be in japanese for all unity could care

charred sorrel
#

okay i just tried him in vr, his legs are working a lot better (he still taps but it's not as bad)

#

though there's one problem

#

that's what happens when i have my arms down at my sides and it's not my tracking

#

at least i don't think it is? i can crouch and feel around the floor 360 just fine

opal aurora
#

It may be arm lenght issues or...

#

Do you have dynamic bones on your hip bone perhaps?

charred sorrel
#

i have a dynamic bone on the first bone of his tail with his hips as an exclusion

#

though as of that screenshot the dynamic bone wasn't working

#

i forgot to put the root

opal aurora
#

Are the hips parented to anything?

hot plank
#

If a character has a dress, to which bone should i assign it? Dress shouldnt have bones yet. So should i assign the bottom half to hips or Spine?

charred sorrel
#

oh hips aren't parented to anything what

opal aurora
#

Depends on the dress

charred sorrel
#

parent them to the spine?

#

or keep no parent

naive tree
#

ususally dress goes to hips

opal aurora
#

Nah keep them unparented

hot plank
#

Its a long dress that i did cut down in half because i want the upper part move with the chest

opal aurora
#

Yuumi you got vee arr you can diagnose this

hot plank
#

Kinda tight, so it shouldnt move too much

naive tree
#

i just turned off vr

#

want to add some dank accessories to my cop miku and fix the hentai magazine

charred sorrel
#

do you happen to know any cause for the arms acting all wonky yuumi?

#

he's fine regular desktop playing but in vr his arms won't go down to his sides

#

they just kinda bend funny

naive tree
#

bad bone position? like shoulders too far out?

charred sorrel
cold seal
#

How much is it to commission a rigged vrchat ready character (already have model)

naive tree
#

usually 30-50 i'd guess

#

depending on what u want in it

#

and ho whigh quality

opal aurora
#

It's weird because i mostly see people in vr almost always with their hands like that

naive tree
#

@charred sorrel i mean that's how people ar ein vr, as controllers are in front

charred sorrel
#

oh is it normal for vr to wonk their arms like that then?

naive tree
#

yes, that's normal

opal aurora
#

I rarely see people with their arms fully down

charred sorrel
#

ahhh so there's no errors or anything?

naive tree
#

look at other VR people

#

and you'll see the same ๐Ÿ˜›

#

i also run around like that

charred sorrel
#

just wanna square him fully away so i can work on learning how to do animations

#

ah cool! thank you!

naive tree
#

your hands are down if you put your controllers to sides

#

but if they are in front, your hands will be like that

#

as they are tracked at that position

opal aurora
#

Well dere ye go

naive tree
#

that's how you identify vr ppl immediately ๐Ÿ˜„

charred sorrel
#

oh i put my controllers to my sides and his arms just kinda stay bent

naive tree
#

๐Ÿคท

charred sorrel
#

i use an oculus rift with 3 sensors so i have 360 tracking, it can't be that

opal aurora
#

It may be something to do with your arm lenght or even the bones' sizes in general, i sadly am unsure

naive tree
#

my arms bend kinda odd on my schoolgirl miku

#

the elbows to be precise

#

prob cuz they are too short

#

or idk

opal aurora
#

If your arms are smaller than the models' they bend

#

If your arms're longer than the models' arms, they stretch

charred sorrel
#

short*

opal aurora
#

Or atleast it makes sense

charred sorrel
#

i tried adjusting my height in vrchat and instead i clipped into his hair

#

so i can't go any taller ;;

naive tree
#

i use my actual height on all my avatars and unmap toes

#

trying to put avatar height only caused problems

#

and im 180

#

vs 130~ avatars

charred sorrel
#

i tried my actual height and his arms still bent funny D:

opal aurora
#

Yer bloody taller then meh

charred sorrel
#

does mapping toes mess up anything?

naive tree
#

makes people tip toe in vr

charred sorrel
#

i kinda wanted my avatar to go on tippy-toes when i do in vr but i was told to keep toes unmapped

naive tree
#

or tha tmight be caused by bad bone position, but i just lower my ankle bone horizontally with the ground and unmap toes in blender

charred sorrel
#

that's how i have his, i wanted to do tip-toes but i don't know how to do that without messing up ;;

naive tree
#

to make him tip toe i think u need toes at the ground level and the ankle above

#

just an idea

opal aurora
#

Wait really?

naive tree
#

i dont know

#

that's what i would try

#

then work from there

#

oh, you can also decrease your height

#

that made my miku tip toe

#

when i went from 140 to 180 she went to normal

opal aurora
#

I thought just having them at ankle-level, weighted and both essentially at ground level was how it worked

naive tree
#

you'll probably right exs

opal aurora
#

I mean i'm sick n' tired, literaly, so i might be spitting out bs

charred sorrel
#

im weight painting ignore that but

#

like this?

mental lynx
#

I have no idea what is causing this.

charred sorrel
#

enforce t-pose in configuration window

#

i have that problem with my model too ;;

mental lynx
#

Where is that window, if I may ask

charred sorrel
mental lynx
#

Thank you very much!

charred sorrel
#

you're welcome!! lemme know if that works! it happens to my model too

mental lynx
#

Worked instantly

charred sorrel
#

oh good!!

cold seal
#

damn...

#

downloaded a model and show this in Unity

charred sorrel
#

can you screenshot your mapping?

cold seal
#

๐Ÿ˜ฆ

foggy juniper
#

lol same

cold seal
#

bones different in Blender and Unity

#

why

foggy juniper
charred sorrel
#

can you guys send screenshots of your skeletons?

foggy juniper
charred sorrel
#

your shoulders aren't mapped

foggy juniper
#

ohhh

charred sorrel
#

map the breasts to the shoulder bones and go to muscles to make sure it moves correctly!

foggy juniper
#

im an idiot

charred sorrel
#

NO YOU'RE FINE

#

i was sitting here getting angry at everything because of the pelvis/thigh error when it was mapped to the wrong bone the whole time

foggy juniper
#

yeah it was just the shoulders. thanks so much ๐Ÿ™Œ

charred sorrel
#

no prob!

fading verge
#

driving me insane

charred sorrel
#

dynamic bones

foggy juniper
#

^

fading verge
#

yeah

cold seal
#

isnt everything mapped already!

fading verge
quiet zinc
#

Hey guys. I'm new to doing anything with VR, literally started playing four days ago & now I'm trying to do modeling for the first time. I've seen a lot of videos but I'm still having trouble doing the very basics. Is there anyone that will take a commission? Or a place I should put a commission? I feel like it would be faster & better than me fumbling with it.

charred sorrel
#

it doesn't look like you have the spine/chest/hips right @cold seal

cold seal
#

model came that way

charred sorrel
#

@fading verge lemme send you the settings for goku

foggy juniper
fading verge
#

Alright thanks dude

charred sorrel
#

also i recommend adding a little bit of shape to it so it's not sticking out straight!

#

one sec

#

ohhh

#

i think i know why it's not moving

#

under exclusions put 3, for each put hips, thigh L and thigh R (or upper legs, whatever you named them)

#

then you can test it in unity by clicking the play button, selecting the whole rig and wiggling it with the arrows

#

if it doesn't move correctly i got goku's to be really wavy if that's what you're going for

fading verge
#

yeah i want it to be wavy basically

charred sorrel
quiet zinc
#

ya I think I want someone to do it for me

#

I feel like I'm not really doing as much good as i am just destroying my model & stuff

charred sorrel
foggy juniper
#

Drakkar what model is it?

quiet zinc
#

oh, i can't like the file...

#

one sec, i'll link the original page i got it from

rotund socket
#

My avatar has a scarf and when the head tilts down the scarf clips. What am I looking for in blender to fix this? I know it's something simple. The term that is.

quiet zinc
#

this

#

trying to get this rigged & I'm not really understanding what I'm doing. Plus VRchat doesn't accept a lot of the upload attempts I make just to see how scuffed it is in game

fading verge
#

@charred sorrel It's still not moving at all ;-;

foggy juniper
#

plus its free

flat sierra
#

is there a way to remove all vertex groups at once? cause this model has like 50000 and I gave up trying to remove it by hand after 20 minutes

naive tree
cosmic mica
#

in regards of a drawing trail, my marker trail is not staying behind after im done with it. how do i make it stay behind so i can break letters apart instead of being stuck with one long line?

flat sierra
#

thank you so much omg

#

I didnt think of clicking on that

low parrot
#

If I've exported a model from Blender into Unity, can I edit it in Blender and then re-export it to Unity and keep everything I edited in Unity? I really don't want to have to re-make a marker for it and such

#

Specifically to add visemes to it

fading verge
low parrot
#

Post your bone hierarchy?

ivory radish
#

map them urself

#

with config button

quiet zinc
#

I really need to commission somene to do my model