#avatar-rigging
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btw does the humanoid need to be full green circle or is it ok if the circle has the doted green circle?
@verbal zinc you sure can but it may be easier to fix the finger bones in blender
up to you
well I don't know anything about maximo ๐ must be magic
basic stuff
the spots with dotted circle are technicly optinal bones for unity's humanoid rigging. Some are still mandatory for VRC though
Shoulders, Head, Chest and Neck are required
What's the answer of seams in the neck?
I don't suppose anyone knows how to combine the Body_MeshPart0s in unity together?
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
@restive solstice unity separates meshes if the tri count is too high
This is fun.
I need to remove the weights here
but I can't get under the pauldron to remove it
can someone help me with shoulders?
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.
lrn 2 weight paint, then
can someone help me with replacing Hairs in blender without messing up the armature and rig of the model ?
you should use the same process as headswapping
tupper has an avatar workshop video, skip to about 1hr and he goes through it
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
sounds like shitty weight painting
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
i'm having this same problem
did unity give you a pelvis error when trying to upload it?
it did say something about the angle of the hips and the legs, but nothing else
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
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
Let me know if that solves it. I'm not sure what else to try
i'll definitely let you know! it's frustrating, especially when trying to use vr
@short mulch if that's only in Pose Mode and not your normal model it shouldn't be a problem
okay
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)
hey could someone help me out with my rig issue here?
What's wrong with it?
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?
Go ahead, I doubt I can be of much help, so link the screenshot here afterwards
It is an IK issue; I find it happens on avatars that have short legs
For shoulder bones?
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
would any rigging pro's be willing to coach me through a model in a vc call?
have you checked the weight paint?
should be red coloured, the area for the upper arms
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
@charred sorrel Can you tell me how it goes to? I have been having the same problem for a while now.
ur dislocating their shoulder
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
i seen tat model before
Where?
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.
I wanted to be this character specifically
I got it to work in game, but the Mixamo bones are all sorts of fucked up
mixamo is for humans or at least bipeds with a human-like shape
sometimes u get lucky but if its not then ur probably better off rigging whole thing
I have to rig it myself then?
probably
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
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
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
idk wat it called but ya i seen it before with textures too
if so, it's super hard to find
wtf he cald
Ainz Ooal Gown
i tried to helped them with the materials
Apparently theres an MMD model
I cant find it for the life of me
yeet
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
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
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
Any idea how to fix this stretch? (Blender bone rotation caused it i think)
https://drive.google.com/open?id=1iP2iHWHLygqucdqsts2x7dtMwi5oMdMP
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
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?
well i 'fixed' it by telling the game the avatar has no toes
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?
in blender, or in unity?
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
Yeap
"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
https://blender.stackexchange.com/questions/6994/bones-not-moving-in-pose-mode
there's this suggestion if it's the bones being unable to move in pose mode specifically, but not entirely sure what's happening in your case
what is the the time limit for gesture overrides?
same
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?
@raven pumice where did you put the viewpoint in avatar descriptor?
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
Need some help rigging up a character like this (Good ol wraithy)
https://imgur.com/a/lvEKt
Spines are solid, they hover and kinda have a sway as they hover
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
i think its more of the problem of: we're doing the work and your profiting
yore*
youre*
oh
or see tutorials
oh yeah, how's your hearing dio?
ah i see
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
Do you remember their username?
Straight up just Death? That's gonna be hard to find
Gonna be hard to find with all the edgelords on steam
Ah, perfect
Do you remember the numbers? Every one is unique so it's easy to find people
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
For legs you can add weightless bones
^
Hovering animation you can watch my. Tutorial
This is a tutorial on how to make a simple animation in unity for VRChat which can practically have tons of uses like example making something hover or like ...
Oh sweet
๐
๐
why do i get an error "Loop in parents" ?
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
hip bone wont rotate, how do i get it to?
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
@arctic venture looks like you just need to weight paint the tips of the fingers
@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
help how do i get this to face forward https://imgur.com/a/AuyHp
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?
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
that just changes the bone size
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
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
@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
does it matter if its rotated like that
@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 =_=
@calm needle Thanks dude found some hidden red areas in the model
@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
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
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
huh?
well, what do you mean by "need to know the root node"? maybe I didn't understand what you're asking
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
@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
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
Does anyone have any skeletons with dynamic bones?
sure, why?
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
you set up dynamic bones in unity, not it 3d software
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:)
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
Where would i find the plugin?
i dont has moneys
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
The arm mesh might be the same length but maybe the bones are different lengths
so I might have to re rig the character?
D:
Does anyone here own the Dynamic bone plugin, thats willing to just add quick dynamic bones to pre-made models?
what is the keyboardcombination again for creating a bone in blender?
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
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...
@fading verge Where do you disable IK at?
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
hmmm, all my fingers seem to be there though
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
It's not, but ok I'll give that a try, thanks
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
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?
Weight paint the tongue to the jaw bone if you have one
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.
You're able to change how much everything bends when you set up your rig but aside from that I'm not sure
ah what i need is 2 bones that always aim at eachother
one thats parented to the upper arm and one to the lower
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?
i believe they said eye tracking is broken this patch
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
Can you take a screenie of your eye bones?
ah sorry i misunderstood.
Yeh, I'll send em when I get home. Thoughts while on the road, sorry
Aight, safe travels
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
can someone tell me how to weight paint im having trouble its like im weight painting to nothing
you should look up a tutorial on that. weight painting isnt something you just explain.
sure it is i just need to know how to start it off
what program are you using?
ah, cant help you with that. i use maya sorry
tryin to paint both these blocks to the bone
but when it seems like im doing it pose mode doesnt move them
Are you weight painting correctly? blue is 0 weight and red is 100
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
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
Any idea what's going on?
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.
http://prntscr.com/i6tp6d any genius out there that knows how to make this tail bend
Does the tail have bones?
I think I can work around this
Just use my avatar without materials
as like the "driver"
yeah it has bones
i put a dynamic bone in there to make it move, jsut cant figure out how to make it bend
I havent worked with non-bending tails yet, sorry
nps
Might work if you split the bone into several, so its not just one long one, not sure that would solve it tho.
I was thinking that but that would require putting it into blender again ;_;
Worth a shot
Yeah, you want to add bones and change weights, you'll need blender or something
I can't get the head bone to move the head, only the neck bone moves the head
@fringe stratus https://youtu.be/Tl4qTgwQwYw
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
@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.
thanks
@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
Does anyone know the difference between the Outside Bound and Inside Bound in Dynamic Bones colliders
how do i clear the armature pose in pose mode to reset it to what it was?
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
thaaaaaank you
I'm sick as all hell can be but i can still help haha
@opal aurora I hope you get well
Thank ye
How do i get my avatar from not faceing the ground in unity? It breaks the avatar.
@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
What do you want to do specifically?
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
https://puu.sh/zbBck/02119f2ce5.png
@opal aurora question from earlier
You could simply do such in edit mode on the bones
https://puu.sh/zbBdh/37d537d4b2.png
left and right is clear tho
I think the bones are too close to the eyes
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
I think there's a pose variable under the hierarchy you can remove after reseting the pose
i did just that right now, and now it wont pose at all anymore
wait i got it
had to poke the slider
Hmm
Is there a way to add a extra bone to armature? :[, or is that kind of a idiotic idea?
im just gonna have to repose it manually
click the bone then press E and drag for new bone
In... Blender?
yes
Alright.
in blender
I'm too frightened to do that. After attempting it twice xD
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?
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
Nothing is weighted yet, this should be a problem with the parenting i think.
Use auto normalize to not have overlapping weights
These are all indiviual mesh parts.
Just givin' ya a heads up for weighting later on
Hm, in Blender my pieces are in english, but in unity they're in japanese. Is there a fix to this?
Yeah, I tried doing the whole "Shape keys" in blender. But it doesn't seem to work.
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
Aliens.
i added a xps pose on blender and its perfect but when i go to unity its not right any help?
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"
Cats plugin
If you hit fix model the bones should be in english
Hmm. I did that and re-exported it and I'm still getting this http://prntscr.com/i6w8pg
Did you hit the CATS translate bones button?
how to fix pose on unity?
I imported that same model and didn't have any problems
@left hound What do you mean? Whats' wrong with your pose?
Hmm. I did click on Translate bones, but it said that it translated 0? Does that matter?
Are they just random floating verts?
how do i get the feet to stop tapping?
they're a couple of bone digits in the skeletons hand
actual skeleton, not rigging skeleton
like knuckle bones
@hazy knot https://i.imgur.com/Uk5CegE.png
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
each bone is an individual mesh
But are they needed for something or could they be deleted as duplicates?
@hazy knot ahhh, could it also be a pelvis error?
Maybe. I haven't pinned it down yet and I wonder if anybody has found a solution
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
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
so select the verts and delete them? That should be enough.
oh I think i get it
go to mesh, edit mode, b to box select, grab them all and delete
@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.
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
Yeah that way the rotation is closer to a straight line 180
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
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?
I'm getting it
Yeah I'm pretty sure that measure is the degrees between spine and hips
sweet
Hm. Should I start from scratch @hazy knot ? I'm still having the issues with jp text.
might want to try just importing and fixing immediately. Check if the bones change
I know that model is a pain to decimate
I'll play with it, what time do you get off work @hazy knot ? Could you let me know if you find a fix?
I'll be home in about an hour
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
What's the issue.
pelvis/thigh bone angle error
happy feet dance
all my models that have the error do it
Rotate it into place?
i tried rotating the bone and it didn't change anything
In blender?
yeah
Is it straight up.
i tried to adjust it to be straight, didn't do anything either
Large side down, small side up
yup ;;
What's the angle deviation.
It's straight up and the angle says it's 82?
yep
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
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:
Does your hip bone have any roll?
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
Have you also tried to drag outvthe model into the hierarchy again?
The prefab might've gone rogue
Yeah if you drag it in before you rig it, sometimes that can happen
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
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
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
That's quite odd...
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
This is essentially how it must be https://gyazo.com/82c6908734b1ba00562a67de8f63cecf
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
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
This is joints
How do i remove it
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.
I'm not sure where it is @opal aurora
Can you take a screenshot of your hierarchy?
it's big and stupid
@ivory hedge , did you rig the model in unity properly?
@hazy knot Yes I did and it still doesn't seem to work.
do you have a bone structure set up yet?
Why are there 2 extra pelvis bones?
?
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.
I see 3 bone extrusions on there
You do have two extra bones on the pelvis that aren't probably needed.
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
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 ๐ญ
The "Wrist bones" mesh is attatched to the left arm's mesh elbow
exsgt said it's something to do with joints
Yep, rigid bodies & joints are unused entirely in vrc for avatars
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
The actual bone rig is completely fine
Then it should be fine overall
after clicking fix model the pose that i wanna use gets reset to the original t pose any idea?
Pose it after fixing
it doesnt work.
Why not?
dunno why but after i click fix model even if i try to import the pose, the model will stay in t-pose.
Oh it's that kind of pose...
i even tried to rename the bones in pose file but still it doenst work
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
After auto weighting the skeleton to the meshes, the left hand gets exploded.
I HAVE to remove that joint or the left hand explodes
did you try seperating by materials then auto weighting?
well if i export it without fixing the model the pose is fucked up on unity xD
@spice jetty ?
@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.
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
After that you can use the animation with any normally rigged unity model.
Yep that's also what i do
same goes for xps models?
There's normaly a few surefire rigged bones that work well with vmd's
Cube.013 shows the highlighted mesh of the area
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.
the model that i have its xnalara not mmd xd
Same concept
is there a tutorial on that?
Doesn't matter honestly
Just be aware, you'll probably lose your hip sway.
Has the SDK been updated?
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?
In unity, to you HAVE to disable upper chest and replace the spine bone?
what's the purpose of that?
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
@cosmic mica In pose mode, highlight all bones with A, then press Alt + R/G/S to reset Rotation/Position/Scale
@left hound far as I know, youโll have to do it in blender
For all god gosh i cant figure this out, this models rig is fine but when i load it in vrcaht
But google something like changing the โresting poseโ and you should find it
Have you checked the weights in blender?
@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
https://cdn.discordapp.com/attachments/401816037269438484/407335729262231553/unknown.png see? the rig is fine, i dont know what else could cause it
And is upper chest cleared?
If you're talking to me, i will check the weights again and the upperchest is cleared
Iโve never seen what happens if you include and upper chest but that looks like a chest problem
Yeah check the weights
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
Why does my character crouch when looking up in vr?
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?
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
so Element 12 is my characters mask, as you can see here: https://gyazo.com/7bba1be7bd43fd46441a16908dc0d364
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?
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
then in edit mode in blender, you select which faces you want to apply to material, then select the material and click apply button
thanks
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 
Are vrchat servers up yet :P
trying to rig my my characters left
anyone know what to do?
dont have much experiance so i cant tell if this is normal
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?
Just use miximo dude. Works like a charm.
I have this character rigged with Mixamo, but I want to rig his face plus Mixamo only rig 4 of his 5 fingers
Rig the face? You mean like lip sync?
I just want him to open/close his mouth when I talking and open/close his eyelids
That isn't controlled through bones. You can make shape keys for those.
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?
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.
I see
hey, i'm trying to set up the textures on this model but the mouth of the model appears incredibly small, as a dot, on the uv map and i can't seem to make it larger. does anyone know how i can fix this? https://gyazo.com/df4d086bf3730612e6a620c927a6a160
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
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?
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?
@final cave Don't worry, it's an easy fix. Just delete the upper chest bone.
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?
Does anyone know how to change the resting face of an avatar? Thank you!
Any idea
Why this type of tearing happens?
And how to fix?
The whole area is weighted
But it's still fucked
@thorny gate did you expand that area somehow, looks like a part of the mesh is clipping into the breast
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
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 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
https://i.gyazo.com/3b82ea16c909de0728c9a9a188a273d3.mp4 asks in here but cats made these eye bones like this, is there any way to make it.. like.. not?
i have a model plane with a texture that needs to be 2 sided with transparent cutout, what shader should i pick?
@thorny gate if that helps, I'm just telling you the best way of actually seeing the part of the mesh inside the breast
okay, thank you.
@opal aurora you around? i have screenshots now
or anybody that can help with this
Aye i'm here
I see atleast 3 hip bones
His tail is sideways on the hip in both directions?
wait okay so i don't need those bones?
the ones coming out to the sides and parented to the thigh
Alright so... do you have cats or neitri's tools installed in blender atm?
i do, but when i tried cats it messed up my skeleton and said i was missing a bunch of bones
You aren't going to try cats on that department
Are the side hips connected to the main hip?
As in parented
alright! lemme try it
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
Select bone of them
Actually
Check if the upper legs are connected in the bone properties
If they are uncheck that box
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
aghhhhh
what in the world is this error
it's configured correctly in unity, i didn't have to change it at all
Hold up a sec...
@autumn parrot try seperating the upper lip as it's own object (cntrl+p) and rejoin them (control+j)
Lemme look at the bones for a bit
i do use vr ;;
@charred sorrel I get that warning on 99% of all my models. They still look good in vr.
tap?
my model can't stand still, their legs move really restlessly and they crouch when i look up
Let's try something
That doesn't happen to me.
Go into the configure tab
At the bottom right there's a small tab called pose
Click it and press enforce t-pose
WAIT
Hmm?
OKAY THIS EXPLAINS A LOT
it was connecting the bone to the root and not the hips???
What is it?
mapping*
Ohhh
DUHHHH OMG
WOW i feel dumb
it's still not quite 180 though, how would i get it closer?
Well go fix that angle up even better now then haha
Give me another side angle but with the mesh hidden
Tilt it slightly to the left
YOOOOOOOOOOOOOOOO that fixed it!!!
There ya go
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
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
After you spend enough time in this you learn crazy things
I could just start porting models for source game mods with my experience so far
And that's just 4 months
are they weighted to the mesh @thick yarrow ?
oh dang!!
that's awesome omg, only 4 months??
you weight paint it i think
Weight paint
to the hand bone
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
If necessary
put the armature into pose mode then select the mesh and put it into weight paint mode
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
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
It may be arm lenght issues or...
Do you have dynamic bones on your hip bone perhaps?
http://prntscr.com/i6zwch here's the structure
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
Are the hips parented to anything?
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?
oh hips aren't parented to anything what
Depends on the dress
ususally dress goes to hips
Nah keep them unparented
Its a long dress that i did cut down in half because i want the upper part move with the chest
Yuumi you got vee arr you can diagnose this
Kinda tight, so it shouldnt move too much
i just turned off vr
want to add some dank accessories to my cop miku and fix the hentai magazine
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
bad bone position? like shoulders too far out?
How much is it to commission a rigged vrchat ready character (already have model)
It's weird because i mostly see people in vr almost always with their hands like that
@charred sorrel i mean that's how people ar ein vr, as controllers are in front
oh is it normal for vr to wonk their arms like that then?
yes, that's normal
I rarely see people with their arms fully down
ahhh so there's no errors or anything?
just wanna square him fully away so i can work on learning how to do animations
ah cool! thank you!
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
Well dere ye go
that's how you identify vr ppl immediately ๐
oh i put my controllers to my sides and his arms just kinda stay bent
https://imgur.com/AgIOeco that's my arms down to my sides
๐คท
i use an oculus rift with 3 sensors so i have 360 tracking, it can't be that
It may be something to do with your arm lenght or even the bones' sizes in general, i sadly am unsure
my arms bend kinda odd on my schoolgirl miku
the elbows to be precise
prob cuz they are too short
or idk
If your arms are smaller than the models' they bend
If your arms're longer than the models' arms, they stretch
Or atleast it makes sense
i tried adjusting my height in vrchat and instead i clipped into his hair
so i can't go any taller ;;
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
i tried my actual height and his arms still bent funny D:
Yer bloody taller then meh
does mapping toes mess up anything?
makes people tip toe in vr
i kinda wanted my avatar to go on tippy-toes when i do in vr but i was told to keep toes unmapped
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
that's how i have his, i wanted to do tip-toes but i don't know how to do that without messing up ;;
to make him tip toe i think u need toes at the ground level and the ankle above
just an idea
Wait really?
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
I thought just having them at ankle-level, weighted and both essentially at ground level was how it worked
you'll probably right exs
I mean i'm sick n' tired, literaly, so i might be spitting out bs
Where is that window, if I may ask
Thank you very much!
you're welcome!! lemme know if that works! it happens to my model too
Worked instantly
oh good!!
can you screenshot your mapping?
๐ฆ
lol same
can you guys send screenshots of your skeletons?
https://gyazo.com/a0d9624ef9b950d354c53b0dcd8c179e
I dont really know what you want a screen shot of?
your shoulders aren't mapped
ohhh
map the breasts to the shoulder bones and go to muscles to make sure it moves correctly!
im an idiot
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
yeah it was just the shoulders. thanks so much ๐
no prob!
http://prntscr.com/i70a4q does anyone know how i make this tail fricken move
driving me insane
dynamic bones
^
yeah
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.
it doesn't look like you have the spine/chest/hips right @cold seal
model came that way
@fading verge lemme send you the settings for goku
@quiet zinc if you do want to do it yourself this guy's videos are long but very good to follow i found https://www.youtube.com/watch?v=nRnu_V9LUU0
Disclaimer - Sound broke on me part way through creating this so you will need to continue with Part 2 sorry for the inconvenience! Blender: http://store.ste...
Alright thanks dude
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
yeah i want it to be wavy basically
http://prntscr.com/i70b4m here's his settings
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
http://prntscr.com/i70bsz that's how i have his tail so it's not sticking out straight, it's just proportional editing in blender
Drakkar what model is it?
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.
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
@charred sorrel It's still not moving at all ;-;
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
@flat sierra http://prntscr.com/i70gjl
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?
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
any ideas why this is popping up when the bones are all mapped? https://gyazo.com/8a7b03baf6b648d27db0956121ef7bb0
Post your bone hierarchy?
I really need to commission somene to do my model
