#avatar-rigging

1 messages Β· Page 89 of 1

quiet zinc
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if anyone is interseted, pls PM me

flat sierra
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dang got it into unity finally but a huge chunk of its face is missing for no reason

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I recalculated normals and it didnt fix it

peak drum
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Hey, does anyone know where i would be able to get the dynamic bones asset?

coral relic
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the only answer you'll get here is unity asset store

peak drum
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ok, thanks anyways

hot plank
drowsy storm
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how do i swap a head on an avatar?

coral relic
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@hot plank go over the model with the L key in blender and delete any duplicated meshes (make a backup first). Sometimes meshes get duped during imports. Looks like in your case one of them is skinned and the other is not, so be careful not to delete the weight painted one (notice how only one pair of arms followed the bones).

lofty sparrow
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Is their a toturial about avatar rigging?

hot plank
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@coral relic do you mind kinda leading me through the process, its my first time rigging and weightpainting

coral relic
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I'm at work but I can take a quick look if you pm me the blend file. It can be a quick fix if you're lucky.

winter walrus
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Quick question

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When rigging a model that has less than 5 fingers

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Should I rig invisible fingers or just leave it at 3 ? (I am unsure how it affects gestures?)

pine harbor
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probably best to rig in dummy fingers if you want to use full body IK

winter walrus
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k thx

pine harbor
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if not...hm, not sure if it'll throw up any errors blocking you from uploading -- i did it anyway just to stop the SDK throwing up complaints

naive tree
thorny gate
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Does anyone know if there is a way to ignore Blender when it tries to prevent me modifying the base pose because of shape keys?

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I really need a way around this, I don't want to go slicing up my model and deleting shape keys.

coral relic
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why are you applying the armature?

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if you want to modify the base pose then you have that option in pose mode

thorny gate
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@coral relic immediately before applying

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Pose > Apply > Apply as Rest Pose

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Gets me this, which is not what I want.

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However, the way I normally do it when modifying the base pose works, which is what I was trying to do.

coral relic
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hm ok. so you probably have shape keys only on the head. what I'd try is to separate the head from the rest of the body, delete all shapekeys from the body, then apply armature. at the end you can join the meshes again

dreamy warren
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@quiet zinc if you want to commission someone then go to vrc traders discord server

thorny gate
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Yeah, I basically shattered the model, deleted the basis shape keys from all the parts, then remerged.

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Oh well, got it.

thorny falcon
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Hi so I got this avatar and it doesn't have bones in the head, what should I do?

final cave
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If it says Your rig has the upperchest mapped in the human rig. This willl cause problems with ik. What do i do?

thorn willow
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take it off

final cave
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if i do it gives me another error

thorn willow
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fuck around with the bones in Blender

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mainly the spine parts

final cave
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yeah its talking about spine and for some reason i cant open it in blender

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is there a way to get a .amd in blender?

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.smd

naive tree
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takes 2 seconds to google

final cave
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sorry yeah stupid

river oriole
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Hey.. when combining two armatures and two meshs into one. Is there a way to keep the weight painting on both? As of right now only my main mesh has kept it's weight painting after joining the two armatures. I'm sure there's got to be a way both meshs have their own weight painting before I combined thrm

ivory yarrow
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Hey guys ^^
I hava a problem with my rig
Sorta
Everything is mapped correctly
Like this

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but I have an issue in the sdk saying that nothing is mapped

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any ideas?

crystal vector
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@ivory yarrow Can you show your bone hierarchy?

ivory yarrow
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I already have sucessfully uploaded this model before with the same hierarchy and bone mapping
I only wanted to make an update with dynamic bones, lipsynch and maybe custom animations
The latter hadnt't been tested yet.

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But the thing is even with reverting all changes to the working state I still get the error

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And Unity have no problem animating the character, in both working and in dev state

crystal vector
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@ivory yarrow OK so a lot of the bones aren't directly parented to their correct parents. I wonder how you uploaded that πŸ˜„
You either have to fix that manually or use cats

ivory yarrow
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let's haed back to blender and do a great cleaning then
Thx. I'll try that and report wether it works or not

old vine
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Anyone know why the weight painting differs in unity when compared to blender?

ivory yarrow
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it seems to wΓΆrk
thx a lot

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it looks like I have broken the arms tho.
Should be easy to fix anyways

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and the legs are boken too

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damn

crystal vector
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@ivory yarrow What is broken exactly?

ivory yarrow
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parts are not moving

crystal vector
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Did you fix it manually?

ivory yarrow
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yes

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but I have just fixed it

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I think I deleted too much

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Everything is confirmed back to working again from tests withinVRC itself

weary geode
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@river oriole You just need to set armature of the mesh you import to be the same armature as the other

devout river
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does someone know how to fix the bones in a coat for an ncr veteran ranger from fallout new vegas, if so can you slide in my dm's and i can send you either of the 2 if you can thanks!

vale shell
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Does anyone here have experience with Autodesk Maya or 3DS Max?

paper sparrow
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i use maya

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@vale shell what do you need?

vale shell
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Do you also know how to sculpt?

paper sparrow
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i do

vale shell
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awesome

paper sparrow
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πŸ˜ƒ

vale shell
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I just now got Maya, so I don't really know how to do stuff and would need someone to help me to get started

paper sparrow
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are you familiar with 3d modeling at all?

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or what exactly do you want to do with it?

vale shell
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I mostly just want to rig at first

paper sparrow
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ah straight to the hard stuff πŸ˜›

vale shell
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I find 3d modelling harder

paper sparrow
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fair enough πŸ˜›

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i assume you are familiar with the concept of skinweight painting?

vale shell
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not really

paper sparrow
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ok to bind a model to a skeleton you need to assign influence to each vertex on a model for every bone

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this is called skinweight painting

vale shell
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oh, ok

paper sparrow
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you'd best look up a tutorial on how to do this since its hard to explain without showing someone

vale shell
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ok

paper sparrow
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also look up how to make a skeleton

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as for the model i assume you are using a pre-made one

vale shell
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I have one pre-made that I want to test Maya with, because even Mixamo effed up on it

paper sparrow
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ah

vale shell
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although it is a normal human

paper sparrow
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so i assume it doesnt even have a skeleton then

vale shell
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Nope, it needs a full skeleton

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(sadly)

paper sparrow
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well best look up a tutorial for that as well then. cause making a skeleton in maya is alot more complicated than using mixamo

vale shell
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I know

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because of all the joints and so on

paper sparrow
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aye and you need to know where the bones go

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what order they need to be parented in

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etc

vale shell
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Normally the highest parent is the hip, isn't it?

paper sparrow
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correct

vale shell
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and it is always left to right

paper sparrow
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though i believe for vrchat you need to make a root joint

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so thats the highest one

vale shell
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from the most centered to the outstide

paper sparrow
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yes

vale shell
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the biggest problem is - I think - the non normal bones, for the eyes for example

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well "bones"

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Rigs

paper sparrow
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those are blendshapes

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thats a bit more complicated than a skeletal rig

vale shell
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ok

weary geode
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Hips = root in vrchat

vale shell
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Yeah

weary geode
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Hips > Spine > Chest > Neck
Shoulders parented to chest with offset
Upperlegs parented to hips with offset

vale shell
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This character would be my first own rig, but not my first own avatar

paper sparrow
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ah ok so no root joint

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good to know

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i'm working on my first avatar not my first model / rig πŸ˜›

vale shell
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I got a nice pre-made thing from someone

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aah 3ds max is finally installed and updated

paper sparrow
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not exactly gonna have a default humanoid rig

vale shell
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That looks a bit like Atlas

paper sparrow
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i took some inspiration from portal yes

vale shell
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πŸ‘

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πŸ€”

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aaand Maya crashed on start

paper sparrow
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get used to that

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maya does that a lot

wary wave
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I have a bit of an issue

vale shell
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I know

wary wave
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My avatars legs are always bent in seated mode, but not standing

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I think its due to rigging but I'm not sure

fading verge
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I like the pose

vale shell
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It looks funny

wary wave
fading verge
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Did you change your height in the settings?

wary wave
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Thats the thing, as I said its fine in standing mode

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Its seated that messes up

cunning marlin
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Anyone here good at mapping bones?

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Also, @wary wave What are those extra bones on the ground? Did you forget to remove toes?

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You have your thigh bones, knee joint, shin bones, ankle joint, foot bones, and then two sets of extra bones after. If you're having issues, that might be it.

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Basically, I would move your ankle joint down, realign your foot bones, remove extra bones, the are probably causing collision issues.

wary wave
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Ah, they are from the example avatar armature and have never caused a problem on any of my other avatars

cunning marlin
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They wouldn't on some, but on others, they can be problematic.

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Since bones are generally parented to the mesh surrounding them. It's not hard to fix in blender.

wary wave
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I'll try removing them then

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Thank you

cunning marlin
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I would just grab to ball at ankle joint and drag it down abit and then the ball at the end of foot and out and up.

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And then remove the rest after that. Make a back up, first.

west cliff
cunning marlin
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🀷

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I mean, your bones look off center but also, that may refer to rotation of bones, indicating that it is not facing forward?

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I can see that they aren't centered in the model.

west cliff
cunning marlin
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Oh, I get it.

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The angle between PELVIS and UPPER THIGH bones is too sharp forward. It wants the joints pretty much on the same axis

west cliff
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same axis as the hip bone, then?

cunning marlin
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Pretty much.

west cliff
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i'll try it here :D

cunning marlin
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I'm working on a similar project, right now. xD

west cliff
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:3

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n o p e

native isle
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Hello everyone, have you experienced the problem with your avatar when it stands like in question mark pose?

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I thought it's the rigging problem so I came in here

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Yeah it's definetelly is

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Just moved the bones a little bit and it fixxed the question mark pose

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XD

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But also I got more problems to deal with now

compact sky
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Anyone here familiar with generic rigging when it comes to vrchat avatar?

brisk bane
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I am :0c

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whats the issue @compact sky

compact sky
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@brisk bane I was wondering what is possible by using a generic rigging in vrchat. I believe I've heard somewhere that its possible to use a custom animation controller that way, will the variables for movement and emotes still be fed to that controller?

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what about IK?

low parrot
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Why're these all red?

brisk bane
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@compact sky if youre talking about getting your animations into vrchat, you'll have to use the CustomOverride, otherwise i think i may have misread the question a bit

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@low parrot have you tried enforcing t-pose?

low parrot
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I haven't, but I also don't know how to do so

brisk bane
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i think #animation is better fit for your issues, since they know more about animation than i do

compact sky
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@brisk bane I know I am asking something annoying right now, but could you repeat my question in the way you've interpreted it? if you would do that, I'm sure I can ask my question much clearer. I am not talking about custom animations on human rigging. I'm not new to any of that

low parrot
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I see, thanks @brisk bane

brisk bane
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oh im just now realizing you meant the generic animation type in the rig settings, sorry. i actually dont know much about that at all, since i found no need for it myself

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np @low parrot

compact sky
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@brisk bane Thanks for trying anyway ^^

wet zinc
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Does anyone know an accurate angle to work on the hands? Its so disorienting lol

compact sky
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what do you mean?

low parrot
weary geode
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@low parrot you can force t-pose

low parrot
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I thought that's what I was doing, but I guess not, lol

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How do I do that?

eternal bone
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Hello, how do I put mixamo animations FBXs that I downloaded into unity to apply them?

weary geode
low parrot
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wow

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That's so much easier

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thank you

eternal bone
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can they go in these folders?

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im noob

low parrot
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@eternal bone I've never used Mixamo, but here's what I assume is a good way to do it via Googling it

"Hello, Willem. I stumbled onto your post earlier today while trying figure out for myself how to get Mixamo animations to work inside of Unity. I don't know if this helps, but I'll give it a shot. I downloaded my animations from Mixamo with the character included (T-Pose or w/Skin option) into a Unity FBX file. This should create an avatar for you to rig inside of Unity. I then saved those animations (and the model) inside of a subfolder called _MyAnimations in the Assets folder of my Unity project. On each animation, I had to change the rig animation type to 'humanoid', set avatar definition to 'copy from other avatar', and set your source avatar to that of the model you imported from Mixamo with your animations. Hit 'apply'. They should now play within the preview window when you select the animation tab. If you haven't created one already, you need to create an Animator Controller for your character. After that, I arranged my animations in the Animator window and assigned them to _MyController, which controls the actual character that I want to use. Once everything was in place, I hit play, and it is working with no problems...finally. I haven't finished it yet, but I just wanted to share what I have learned so far. I hope it helps."

eternal bone
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o

low parrot
opal aurora
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Those aren't necessary, but a bit of advice, merge your meshes before exporting

fading verge
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Going crazy here. I've got a model in t-pose that I'm rigging. Only issue is it's feet are practically overlapping at the symmetary point, so basically when I go to pose they're dragging a good part of the other foot with it. I've tried the weight brush, not really helping much since the feet are so close together. Anyone mind pointing me in a video that would help separating them so I can rig them as two separate feet?

low parrot
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Ah, will do, @opal aurora . Forgot to do that for this one

wet zinc
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@compact sky I did the rigging of a hand, but when I changed angles, it wasn't actually on the hand, it was angled wrong. Unless I adjust it after I do the hand?

compact sky
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Is your bone angle aligned with that of the hand mesh?

wet zinc
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Thats what I'm trying to do

compact sky
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I feel like there is still missing information to this situation

wet zinc
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I'm trying to allign it

fading verge
compact sky
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@wet zinc in blender or unity?

wet zinc
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Blender

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I'm rigging the model myself

compact sky
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Perhaps it might help to share an image of your blender bone structure of the hand in question

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the visualised part, not the textual hierarchy

wet zinc
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Its my first time rigging and I'm following a tutorial, I'm trying to allign the hand properly

compact sky
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I mean you can just move the bones to the appropriate places

weary geode
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you can use vertex snapping to snap the bone positions to the hand vertices

wet zinc
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@weary geode How would I do that?

weary geode
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at the bottom there's a little magnet icon

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you click the magnet icon to enable it, by default it's enabled whenever you hold ctrl key while moving something

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then select vertex from the list to the right of it

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then whenever you move the head/tail of a bone, it'll snap to closest vertice (or bone) that the cursor is positioned over

wet zinc
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That helped me a lot thank you!

weary geode
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np

rugged vale
vast bolt
still epoch
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why does this happen?

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please help

ivory terrace
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so -how do I unfuck this pseudo t-pose to make the arms work properly? πŸ€”

tardy harness
fading verge
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one question, does anyone know how to fix this Transparent issue? my hair is somehow Transparent in Unity, but in blender its completly fine

tardy harness
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@fading verge Did you change the shader of the hair?

fading verge
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Shadeless is ticked

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whenever i import an avatar to unity, i have to use Cutout Rendering mode

tardy harness
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Can you send a screenshot?

fading verge
tardy harness
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Oh

fading verge
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this is weird

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i tried everything, unticked Use Alpha...

tardy harness
fading verge
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yea

dense helm
fading verge
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Cubic thingy

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outline shader?

dense helm
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outline mode

fading verge
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oh

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Tinted

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?

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lmao

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works now

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and i was 1 hour in blender fixing this issue

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thank u guys

dense helm
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also does anyone know how to fix this?

fading verge
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i just set it to 0 and shadow to 0, dont want Outliner

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weight painting issue i guess

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yea i did

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and set the color to white

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i removed some of the hair

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i might redo things in blender

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because now i know how to fix :p

dense helm
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theres only three mesh's

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how would I connect them?

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cause I mean I've combined them all into one mesh

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and I even attempted trying to add automatic weights to the bones and bind the mesh to it but that either fucks up the whole model/and doesn't work

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its like the hair and ear meshes aren't binding to the bones and I dont get why not.

leaden moth
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can someone tell me how do i make rainbow texture and need help seperate

dense helm
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it wwas like. two different mmd models and then an a maximo auto rig on an obj

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one for the hair and one for the ears

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I like. have it in game working, but not at 100%. The hair and ears dont move with the head, they just stay in their place.

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what do you mean? I'm saying I took different models and combined them.

leaden moth
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can someone tell me how do i select orange triangle meshes?

dense helm
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yuh thats what im asking help for Idk how to do it

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I've tried that sadly

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im actually just going to try and rerig it with maximo and see how it goes

charred sorrel
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i moved the tail a little by accident and now it wont move with the model

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how do i reset this fsdlkfj

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it didn't let me undo

vast bolt
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Could I ask someone to fix the bones in my model. ._.; It sorta really bugged out.

restive hill
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Re-import?

vast bolt
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importing from the beginning has even jankier bones, reason why im trying to work with them.

restive hill
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Revert to an earlier save?

vast bolt
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_>; Thats where I kind of screwed up.

restive hill
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Heh. Well, having screwed up, it always goes faster the second time

dense helm
restive hill
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Here, click here to get one free help

vast bolt
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Click.

restive hill
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Butts

dense helm
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Does no one know the problem?

low parrot
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I don't have very much experience, but are there no bones on the ears?

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And if there are, are they parented to the hood?

charred sorrel
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my tail is messing up? and its not the bones

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can anyone help?

stray dock
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Is there anyway to give look input in the general avatars? I've noticed with the humanoids when the player looks up and down, the models does the same. But with General, the isnt look input.

ocean blade
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is there anyway i can get a quadrapedal rig for my eevee avatar or something similar?

short mulch
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Hello having a trouble with unity

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its not showing my models materials

fading verge
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I need some help with a model's skeleton. I've been trying to get a model of Jean Luc Picard (star trek: TNG) into VRchat but the skeleton the downloaded model came with is far from ideal. Ive managed to connec the un connected bones and fix the parenting on the shoulders and neck, but there's one error I keep getting: Not enough bones, according to unity. I fixed this once by deleting the armature in blender and putting it through mixamo, but this resulted in a god awful ingame avatar with a f*cked up back. Starting from scratch I tried subdividing the spine but I STILL get the error when i try to apply a humanoid skeleton. Here's what it looks like so far in blender. any advice?
https://imgur.com/a/S47eM

short mulch
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Too much spine? Should just need Spin->Chest->neck right should left shoulder and those should split off to your other bones

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also your arms are not the child of chest it olooks like

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looks*

fading verge
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they are, as is the neck.

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originally the shoulders were children of neck

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chest .001 is chest.

short mulch
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ah kk hmm you have 2 chests and 3 spins too

fading verge
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yeah I subdivided it

short mulch
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make sure the one that is the top is the right assigned bone

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and it should work as far as I know

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chest to chest 001

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spine to spine 001

fading verge
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it still claims I have less than 15 bones

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that is my problem

short mulch
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check your head bones

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see if they are all bound

fading verge
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you mean connected?

short mulch
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No under configure

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under humanoid

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it has the option to check your head

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see if anything is blank (jaw is fine if it doesn't have the green circle I usually unbind this)

fading verge
short mulch
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can you open your models rigging and send that image?

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not the bone list

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the one you see with the green skeleton on the right

fading verge
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I can't get that far in unity because it cant configure it

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Ill send what i ahv ein blender

short mulch
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No the rig

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can't get that far Im confused?>

fading verge
thorny gate
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Can anyone tell me whether or not metallic textures work in vrc?

fading verge
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they do

short mulch
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Hmm I believe your issue is the bones are so small

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and you lack many in the head hands and feet

fading verge
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?

short mulch
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I see only 3-4 finger bones and the head is missing eye connected bones and a few more I see on most skeletons

pine harbor
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that avatar also appears to be missing dedicated shoulder bones, at a glance

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the two arms need at least 4 specific bones before it diverges into the fingers:

  1. shoulder
  2. upper arm (bone between the elbow and shoulder joints)
  3. lower arm (bone between elbow and wrist joints)
  4. wrist (the thing that pivots your palm around)
fading verge
pine harbor
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doesn't have to be those names, but it requires 4 bones

fading verge
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ill try fixing the shoulder bones

pine harbor
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tossing my own question into the mix as well: does anyone else have issues with VRChat not rendering their model if they're using a very large Cloth component, like a cape?

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having an avatar behave like i've set the view ball at a very long distance behind the model, but it also seems to be causing my coordinates to jump all over the place

fading verge
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still didnt work\

pine harbor
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hmm, can't say i'm too sure what's going on with that rig -- it seems to mostly have enough bones for the other parts, unless it's unity failing to recognise them

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it might be a parenting/bone hierarchy issue, depending on how the original model was set up

cobalt needle
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Hey chat, I got a MMD file where the upper arm part has 3 bones lying on top of each other

fading verge
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I think its a unity issue

cobalt needle
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can I merge them to one with a hotkey or so?

sturdy talon
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Does anyone know how to stop the avatar from moving it's torso when the avatar's head moves? When the torso moves the legs bend or the avatar's feet go on the tip of its toes. I know @charred sorrel was having a similiar problem but I do not know if he solved it yet. Any suggestions?

verbal depot
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Is there any other way to rig clothing to droop outside of dynamic bone?

pine harbor
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@verbal depot there's "Cloth", but i'm encountering some bizarre issues with it right now -- someone else suggested using a combination of joints and rigidbodies, which i'm still figuring out myself

cobalt needle
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hey spear πŸ˜ƒ thanks, but my problem is that they are lying on top of each other...

pine harbor
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clicking in the same spot doesn't select them? you can also choose them in the order you want from the outliner view over on the right, if you haven't rearranged your window

cobalt needle
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you can only see 2 bones but it's accually 3

pine harbor
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bleh, not properties, my bad -- the "Outliner" pane

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make sure you're in edit mode, then expand your armature hierarchy -- try selecting the bones you want from there, then moving your mouse back to your 3D window and doing what you need with them

verbal depot
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Rigidbodies eh? I tried them out before but it just caused the bone to drop into the floor, gonna have to play around with it more I guess

pine harbor
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@verbal depot that's because they haven't been given an anchor point to connect to yet -- you need a fixed joint somewhere for that (still figuring this out myself, so i can't explain in a lot of detail)

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but a rigidbody on its own will pretty much just fall to infinity because it's not actually attached to anything keeping it on a leash

sly shale
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Can anyone help with an issue I'm having? I've taken a deviantart model and gotten the tris down but when I go to import it to unity I get the message that I don't have enough bones and that I'm missing a Hip bone. But in blender I look at my armature and I have hips there so I don't see the issue.

low parrot
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Have you set your avatar to Humanoid?

sly shale
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Yes

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In unity ya

low parrot
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Have you configured the bone setup?

sly shale
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I don't think so, I don't know what that is

low parrot
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The configure is right underneath the Humanoid setting

sly shale
#

I opened it and I have none for every section

verbal depot
#

gotta apply those to rig it

low parrot
#

Alright, you've gotta put in the correct bones

#

it's not too hard, just look at the left for all the bones on your model and drag them to where they go on the right

sly shale
#

Alright I'll give that a go thanks

#

When go to select transform I only see the camera light and my model, no bones

low parrot
#

hit the dropdown to the left of your model and go into the armature

sly shale
#

I can't find any drop down sorry

tardy harness
#

Hm, when I sit down my arms are up in the air, it doesn't happen on any of them besides the one I just uploaded. Is this a simple fix?

fading verge
#

I find the avatar, for some reason, is using the view position as part of the IK chain; eg, the head bone moves around the viewpoint instead of the other way around

#

this pushes the entire model backward or forward if the viewpoint is too far above/in front of the actual head (like on characters with muzzles/long noses)

shadow shoal
#

After fixing model?

#

That shouldn't happen

verbal depot
#

This might sound silly but, how do I turn the facing of a set camera in unity?

icy jungle
#

How do I add bones to the body?

agile schooner
#

just delete them

shadow shoal
#

Don't enter pose mode

cold seal
#

Do MMD models have to be rigged differently?

#

Or a specific way?

fading verge
opal aurora
#

I think there's a mirror modifier

#

But i'm not too sure atm

sly shale
#

Does anyone know what's going on with my arms?

opal aurora
#

Weight painting issues

fading verge
#

mirror modifier mirrors the bone nmovements

opal aurora
#

It seems like the arms are painted to the spine

#

Or hips

sly shale
#

Any solution to that? I'm not sure what you mean

opal aurora
sly shale
#

Thanks!

opal aurora
#

Make sure to use auto normalize so that you keep weights from what you paint and remove them from other bones

#

It'll be under the tools tab when you're in weight paint mode on the left side

#

How to nearly crash blender and make your 2k tris model into a monster

#

Because reasons

storm aurora
#

does anyone here know how to mesh stuff together? buddys helping me make my own avatar and we started with a base and added a face and hair but the head isnt connected to the body so it does move when the avatar does

brisk bane
#

it sounds stupid, but i hate that they dont have a unlit version of it

#

im using the rainbow effect which is awesome but sucks when you're in dark places

static parcel
static parcel
#

Tried applying symmetry and remaking the connections but it keeps happening

dry fossil
drowsy storm
#

I'm having an issue with an avatar where a point of the dress is following the right hand. I checked and weight painting and everything seems fine. Anyone knows what could be wrong?

earnest kite
#

when I create eye tracking, it doesn't put those big antenna looking bones where the less-pointed ends of the eye bones are like it normally does
and when I test eye tracking, they pop out of the head like they're being moved directly along the X or Y axis rather than rotating

any idea what's not right about these bones?
https://prnt.sc/i7hgfe

Lightshot

Captured with Lightshot

#

those bones above it are eyelids btw

#

ok I found the LeftEye and RightEye bones, they were really tiny and in his pelvis for some reason
would making them larger and at the ends of the eye bones make them work properly?
https://prnt.sc/i7hlsy

Lightshot

Captured with Lightshot

peak drum
#

What if i were to create a second set of leg bones and parent them to the main one?\

fading verge
#

You could try that

#

Or do custom animation for it

#

Also nice, i see you're a spyro fan

cosmic mica
#

how do i overide the idle animation without it going into the slumped position?

peak drum
#

@fading verge I'm gonna try the Parenting thing, worst case scenario i create a horrific abomination and show up in a youtube video as a "VRChat Fail". I'll take my chances. 😁

fading verge
#

lmao alright

#

from what ive understand, you parent the back right to Front left, Back left to Front right
you can do that @peak drum

#

tell me how it goes, i'd love to see it!

scenic marsh
#

So, I went to fix up a Blood Moon Jhin model I found and import it to VRChat but when I got in game, the arms would be behind the model stuck there and the thighs animate like they're jelly

#

How do I fix this?

peak drum
#

@fading verge Interesting, I'll have to consider that when i continue tomorrow. Send me a DM and I'll show you the finished product when it's done! I'm planning on using a ps1 shader to give it that classic feel!

fading verge
#

alright! cya tomorrow!

charred iris
#

I need some help on blender

#

save meh

#

I am not sure how to add dyanimic bones on cats blender tools

peak drum
#

I'm pretty sure Dynamic bones are done through VRCSDK with the plugin from the asset store, not blender

light kindle
#

yes, dynabones is done in unity

peak drum
#

yeah, so just make regular bones for the parts you want to be dynamic in blender, then you use unity to turn those bones into dynamic bones, there's plenty of tutorials on it on youtube

cinder shale
#

When a Cloak from a Avatar is Straight up, how to set the Dynamic Bones that it Drops physicly in a normal Position?

analog garnet
#

How do I attach the item to a bone?

#

if anyone's familiar with the Miko model, I put a longsleeve shirt on her, and deleted her hands because they were clipping through

#

And I wanted to put dyna bones on the end of her sleeves

#

so they sagged

pine harbor
#

@earnest kite if you're still having eye tracking issues, one way that seems to happen is if your model's been scaled to anything other than 1.0 -- CATS seems to freak out about where they're meant to put those generated bones when that happens;

in theory, you should be able to make the LeftEye and RightEye bones move properly if you put them at the root of the original eye bones

small storm
static sigil
#

switch to the scene tab

small storm
#

Oh.

#

Forgive me, I am a bit new to this.

static sigil
#

nah, it took me a moment to figure it out myself

#

u gΓΌd

earnest kite
#

oh my GOD I imported an audio source somehow and now there's orange all around my character

#

make it go away

opal aurora
#

Ctrl+z?

pliant helm
#

How do you do the gradient rainbow shader?

earnest kite
#

I tried

#

oh well, it's on my copy of my avatar

#

any tips on adding audio to an animation?

modern oyster
#

@earnest kite Should just be like adding an item, hide the sound until you want it to "Play on awake", then just extend the starting periode until it matches to what you want.

earnest kite
#

@arctic grotto it's just two short .ogg files, they won't loop or do anything obnoxious

#

either way, I spawned in and for some reason the animation on the emote broke because I have a humanoid avatar

#

also when I spawned in it played both sound effects at once

modern oyster
#

Is is going to be a constant passive sound, or an activate sound?

earnest kite
#

an active

#

I think

modern oyster
#

Have you added an item in before?

earnest kite
#

nope

#

I'm currently desktop only

modern oyster
#

@sleek stirrup

#

...

#

Of all the times of him not being online..

earnest kite
#

I think the most pressing issue for now is getting the emote to work even without sound

modern oyster
#

What is the emote, If I may ask?

earnest kite
#

because when I was getting the animation planned out, it was like "you can't do keyframes with a humanoid model"

#

one sec

#

go to the timestamp

#

also I just realized the grunt and punch play at the same time, so that makes it a bit easier maybe

modern oyster
#

It's the same to be honest xD

#

You technically make a copy, that is NOT a humanoid, and make your real avatar invisible, when the animation plays, whilst revealing the generic insted ^^

#

I think that is the easiest way of explaining it ^^

#

@earnest kite

earnest kite
#

ohhhhh ok

#

I was referencing that video when doing this

#

that explanation helped a lot though, thanks!

#

also any idea how to fix the issue with the sounds both playing as soon as I spawn in?

modern oyster
#

In the sound box, click OFF "Play on awake".

earnest kite
#

I made sure of that

#

oh wait, I'll make double sure
I gotta work on it later

#

what should I do if that doesn't solve it?

modern oyster
#

xD

#

It should, Play on awake is a test script, that is there to make sure the sound works when you press "Play" in Unity.
People often forget about it, and get this error.

#

So that should fix it.

#

(If it plays when you spawn)

#

If it plays when you start the animation, just push the "play" action til it matches.

earnest kite
#

yeah that's what happens lol

modern oyster
#

Common mistake ^^

earnest kite
#

hmm

modern oyster
#

?

earnest kite
#

so the toucanz video should get me on track to making the animation actually work with the copy of my model and whatnot

modern oyster
#

Yes

earnest kite
#

and making sure play on wake is off will fix the audio
hopefully I'll get it working

#

I so got this

modern oyster
#

Remember, to make a Generic copy, you'll need to copy the .fbx, not the project avatar ^^

earnest kite
#

oh alright

modern oyster
earnest kite
#

thanks!

#

alright it's stupid late, I'm heading to bed

#

night!

modern oyster
#

Night

#

o/

#

Meep?

glad egret
#

should the shoulders be parented to the chest or neck?

modern oyster
#

@glad egret The children of the chest are: Shoulders and neck.

glad egret
#

yeah i saw your other reply, thanks

modern oyster
#

^^

violet bison
#

can some one tell me what im doing wrong here, i go to make keyframes in unity and they are ignored by the avatar no matter the change, (reset back to default pos)

outer oriole
#

what the fuck

ionic bramble
#

Spine hierarchy missing elements? rigged properly as a humanoid so not sure whats wrong(Fixed)

outer oriole
#

fucking source engine jank

#

i dont know why this model is so much more difficult than a fucking pepsi man

#

WHAT THE FUCK IS THE HUMAN DESCRIPTION

#

IT LITERALLY SAYS ITS FINE

#

I JUST WANT MY SHITTY SOURCE MODEL MAN, COME ON

#

YOUR RIG HAS UPPERCHEST MAPPED

#

DELETE UPPER CHEST -> YOUR RIG IS FUCKED TRY AGAIN

#

im angry

outer oriole
#

it animates perfectly fucking fine

#

vrcchat just wants me to die

remote fog
fading verge
#

@remote fog try placjng the bones on the s then moving the other point to the start of the cape

coral relic
#

@outer oriole would you kindly post a screenshot of your character bones hierarchy and the humanoid configuration?

neon quiver
#

Still learning other things about riggin in blender. Do i have to use IK? or that just an extra option to do more advance things? I notice my rig in vrchat the arms a a bit bent instead of being relax. or maybe that because of using extra motion trackers.

leaden moth
#

Hi can anyone help me with Seperating materials

#

Looking for someone can help me with seperating materials i got problem

mild heart
#

trying to do Visemes, what is AA OH and CH?

coral relic
#

mouth shapes when you make those sounds

#

CATS wants you to point to shape keys for those visemes

#

it will generate even more based on those 3

mild heart
#

ok

#

sadly eye tracking is still broke

charred sorrel
#

@sturdy talon I'm still having the torso/toe problem ;;

#

i only managed to fix the pelvis/thigh issue and it still does it

mild heart
#

which?

#

@charred sorrel i might be able to help ya, what is the issue?

charred sorrel
#

oh! when i look up or down in vr or desktop the character's torso moves with it

#

so like i look up and his spine kinda curls/he bends on his knees

#

i look down and his back straightens/he goes on his tiptoes

mild heart
#

how tall is the avatar and how tall did you set your height?

charred sorrel
#

i had to set my height taller than my natural height cause otherwise he'd be crouching on his knees

#

the avatar is a little over 3ft

#

or how big the square in unity is

#

a small block bigger than that not including his hair

mild heart
#

oh that issue, normally i fix it by using cats or making every spine/upperbody bone completly straight

charred sorrel
#

last time i used cats it messed up every bone and said it couldn't find a bunch of bones

mild heart
#

did you translate them before you did fix model?

charred sorrel
#

Change the names? yeah

#

I built the skeleton ;;

mild heart
#

did you call the bones appropriate?

charred sorrel
#

Yeah, i'm not sure why CATS didn't recognize them

mild heart
#

wierd

clear tulip
#

Anyone care to help set up hands rig/armature that's been giving me trouble? I need the fingers apparently for full body IK. Be warned I'm s compete blender/ Unity noob

#

Also, this seems to be the most well articulated tutorial I found on the subject, but seems to have some more advanced things in it that aren't need ed for VRC if I'm assuming correctly? If anyone has any other useful resources on the subject id love to see them https://youtu.be/PlL9Ez9SyS0

Hello everybody, In this Blender Hand Rigging tutorial you will learn to: β€’ Creating IK/FK switch for fingers β€’ Creating Finger Tips control bones β€’ Turning ...

β–Ά Play video
#

(Or good recommendations for series/getting started with blender in general)

leaden moth
#

Yo can someone help me with Manual altasing seperate material's

scarlet atlas
#

Hey guys, is there a way for me to do dynamic bones without paying for the scring on the asset store in unity? I assume there is because I can't see everyone paying $20

#

script*

fading verge
scarlet atlas
#

Thanks Fleshy I'll take a look now

pulsar mortar
#

anyone here know how I can fix a hat bone to a already made skeleton as I am trying to put a crown on my model but I cant link the bone I made for the crown to the already made skeleton https://imgur.com/a/qA6Ah

autumn parrot
#

So I have a model with missing bits of his clothes when imported on blender. I was able to make the faces appear on the mesh through blender but it screwed some other stuff, like it made his glasses disappear and his hands were all weird, also the texture on the places were the polygons were not appearing messed up.

But my model is kinda weird on blender. On object mode he is normal (but still with the clothes messed), but on edit mode he goes upside down and he rotates, while the armature stay on the same place. Also, on edit mode he goes back to his pose pre Mixamo, not the t-pose that I setted when I downloaded him from Mixamo.

Is there a fix for this issue? I had finally made the lip sync of my character work and now this happened D:

Also, on paint 3D the exported .fbx model from blender apparently opens normally (although it opens withouth the textures so I can't know for sure if everything is ok on it)

scarlet atlas
#

Hey guys, hope someone can help. I'm currently trying to set up a really simple dynamic bone for my character, the character I'm using is a 'Poe' from Ocarina of Time. All I want to do is have the lamp in his hand move around as I walk etc but it seems I can't do it without adding an entire skeletal structure to the Poe which I can't quite do as he doesn't have legs or anything and.... I'm at a loss I don't know how to just make the lamp move D:
Has anyone got any suggestions?

storm aurora
#

does anyone know how to skin two necks together?

#

it just pisses me off i cant find anything with the stupid ass blender file explorer

#

because it hides everything i try to find, i cant even import the wolf onesie :/

#

and i cant find the dumb ass file to make CAT work, OR the dropbox file you gave me

hazy knot
#

@scarlet atlas Can you show me the bone structure of the armature for this poe?

#

If there isn't a bone attached to just the lantern, you might need to add one and weight paint the lantern to it. It's fairly simple if you're a slight bit familiar with blender, but that would probably do it.

scarlet atlas
#

@hazy knot Yeah sure I'll show you what I have in about an hour if that's ok?
Currently there are no bones attached to it but I did try to make a skele structure in maya and it went horribly. I have blender and I've used it a bit but I don't know it well enough so you may need to show me if you have the time

random lotus
cobalt geyser
#

yo guys, my character crouches by crossing his knees instead of spreading them. Is this because his knee bones are too close to each other?

#

@random lotus What kind of movement do you want to give the ears? does it fold or not? based on these questions you put in more or less bones

split cave
#

So I've replaced a head on model that is already rigged

#

I made it one mesh

#

But how do I get the bone to move the new head

cobalt geyser
#

how have you replaced the head?

#

deleted the polygons and just pasted the head on his neck or did you actually stitch all the vertices to the neck of the old body

split cave
#

So my friend made a head with visme

#

Sent it to me

#

And i deleted both the neck and head

#

And replaced it with tge new neck and head

cobalt geyser
#

so it's now floating on the body or are the polygons of the old body connected to the new head?

split cave
#

Its all one mesh now

cobalt geyser
#

ok

#

and you kept the old bone for the head?.

split cave
#

Ye

cobalt geyser
#

what software are you working in?

split cave
#

Blender

cobalt geyser
#

hmmm I don't know blender, you will have to find a way to paint the skin weight of the head bone onto the new head.

#

just search on google "blender paint skin weight"

coral relic
#

wait

#

there are two about head transplant

cobalt geyser
#

seriously? oh damn

coral relic
#

you might not have to skin it

split cave
#

Ok

#

So i can weoght paint

#

Weight *

#

Put it just inflates the mesh

#

Anyone know how to stop this?

thorn grove
#

Okay, so I have this model that's missing a shoulder. What would be the easiest for a newer user to add a shoulder? Assuming this would be best place to ask

random lotus
#

@RELFIR#8030 I'm away from my computer right now, once I get back to it I'll look at the original model and see and let you know

undone hill
#

The avatar im trying to upload into vrchat doesn't have a chest bone

#

What do plz

#

I will go through any steps

fading verge
#

Did VRC always handle blinking by itself? Because now my model doesn't blink in game with the animation I gave it

fair bluff
#

I saw someone using this model ingame, the same model as this one, only this one is broken. They somehow fixed it.

fading verge
#

Well it seems its using a different pair of shoulders and not the actual ones try remapping bones?

fair bluff
#

I've been trying, I dunno. There's 3 different shoulders on each side

#

then there's 4 different arm twists, with one being used as the upper arm, since the regular arm bone doesn't work

fading verge
#

try remapping the bones if that doesnt work you may have to rerig it in blender yourself

fair bluff
#

So, if remapping doesn't work, then there goes all my work on adding stuff to it in unity :P I don't know how to rig, and I don't want to spend half my lifetime trying to rig this of all models.

fading verge
#

Theres tutorials out there on how to rig things

fair bluff
#

:/

fading verge
#

but thats if you desperately want that model

random lotus
#

@cobalt geyser the ears just move around, they dont bend or anything

peak drum
random lotus
#

Ooooooo Spyro πŸ˜„

peak drum
#

yeah, i got the ps1 shaders and everything but the eye material doesn't export with the model and i have no clue why

autumn parrot
#

Can I copy the shapekeys from one model to another?

sour kite
#

Why does blender shrink my bones when I upload a model as fbx?

thorn grove
#

how do i go from weight paint to testing a rotation of the bone?

static parcel
#

Does an avatar have to be one mesh for visemes to work? I've been messing with fbx export settings but unity won't detect them

olive vault
#

can anyone help me with merging the body to the head?

#

i tried to make a custom avatar

peak drum
#

I found a Fix for my issue, i went to the import settings for my model and changed material search to local materials folder and the material appeared!

rich saffron
fair bluff
#

Should there be a bone called "jaw"? Cause expressions work on my model, the mesh renderer opens the mouth and everything, but in the mapping in unity, there's no bone called "jaw". do I just use the head for that or keep it empty?

#

@rich saffron when meshes are seperated, that happens. if it continues to do that when you merge the meshes together again, I recommend going into edit mode and erasing the skin under the clothes. Only the skin that wont be seen.

hazy knot
#

@fair bluff You probably should look into setting up viseme facial morphs in blender, then use the viseme blend option on the VRC avatar descriptor and match them up. CATS tool can generate them automatically for most models as long as they have a basic set already.

fair bluff
#

oh, cats plugin has everything :P I just downloaded it this morning. Still learning everything it has.

#

thanks

mild heart
#

cats plugin doesnt make a jaw bone. it always places it in the tongue. how do i fix it?

minor sapphire
#

@rich saffron the weight painting in the shirt is less strong than the skin

#

just paint the shirt a bit with the add brush until it doesnt

rich saffron
#

@minor sapphire @fair bluff ty both very much

random lotus
#

Can someone help me model a blade for this sword for my model? i can send the whole model or just the sword handle if needed, ive been trying to get this for days now but i can't get it right

#

this is what the blade looks like

cobalt geyser
#

@random lotus Then 1 bone should be fine

#

Aynone know why my character crouches by crossing his knees? Is it because his knee bones are too close to each other?

fading verge
#

@random lotus You could try making the blade out of particles if modelling the blade itself isn't working

random lotus
#

hmmmmm maybe, its just this is the first time ive ever modelled something so its still new to me

#

and i think if i use particles it'll lag the shit out of the game

#

Okay nvm, blender is pissing me off, how do i make it out of particles exactly?

fading verge
#

You don't have to use very many particles if you do it right. You can just give them a longer lifetime and spawn less frequently

crimson timber
#

Anyone know why my avatar lies flat on the ground after Fixing it through CATS?

shell kraken
#

unity is being an ass and saying my model has no feet or hands mapped when it does

vast bolt
#

Did you set them up to be that way?

#

Theres a way to make sure unity can see you have hands and feet mapped

fading verge
#

why can I not post images here?

vast bolt
#

Just upload them to imgur, I guess.

shell kraken
#

how do i set it up, im new to this so its juts more kinks n notes i gotta work out

#

or with the body parts how do i "transform" because i got the part in the list and the shoulder selected

fading verge
#

ohh

shell kraken
#

upper arms and feet are specified is what unity is saying

analog falcon
#

hey in blender when I decimate properly and how I want to, shape keys are in japanese, if I decimate things grossly it's in english? How do i change it from japanese to english?

shell kraken
#

with cats plugin there should be a translation option

#

get cats if you dont have it

vast bolt
#

How exactly do I fix this...

torn locust
#

rotate the bone in edit mode

#

to align it with the mesh

#

i think pose mode works better actually

earnest kite
#

hey if i'm making a custom emote for a humanoid character, and it gives me that "you can't use keyframes for humanoid models" thing, how do I set up a generic copy to do the emote I want to do?

#

the Toocanz video is only showing me how to do the absolute most basic emote ever

shell kraken
#

i uploaded a character and its now showing up in my avatar list

earnest kite
#

that ought to be a server issue, I usually wait a bit and it shows up after not too long

wild jacinth
#

anyone know how to extract a .phyre file to .obj

shell kraken
#

it shows the personal tab for a sec then nothing

odd plume
#

Hey can someone help me

thin sky
#

I'm having a problem where part of my head doesn't move right when I turn my head, my eyes and hair and stuff move normally but the head itself is off, I've tried reassigning the vertex groups and stuff but it still is weird

peak drum
#

Anyone know how i can fix the black parts on this model? the Texture is a PNG and the parts that are black are transparent when viewing the texture in an image editor.

shell kraken
#

with blender to unity is there a reason hend feet and other bones may not load in?

thin sky
peak drum
woeful idol
flat sierra
odd bronze
#

I have a non-humanoid model with two sets of skeletons (the original one and a dummy one to fit onto a humanoid rig) and custom animations; the custom animations work fine when idle and emoting, but when moving around the custom walk animation won't play and the model just kinda swivels around the root. Why's that?

cosmic moth
#

Hey guys quick question and hopefully an easy answer (think im just a noob). Im trying to connect the shoes to the model so they move with each leg... (I already had to split up the shoes and make them their own material which i figured out). Im just struggling to figure out what to parent/connecting meshes... halppp

#

oh and dont worry about the leg mesh not connected - Im going to fix that soon

fading verge
granite herald
#

I've been at it for a bit but anyone know a proper placing for these bones so the hips don't jut forward? I've tried adjusting spine and hip placement a few times to no avail. This is the rigging in it's original state after a CATS fix. http://puu.sh/zdoxC/543656846a.png

naive tree
#

not as much as in my screenshot, just so hips and spine dont touch

#

and hips are below spine level

fading verge
#

Currently having an issue with a model where when i upload this model of wrench from watch dogs 2 it says its not using the humanoid rig when i can clearly see thats the rig its using and i've rigged it several times

calm needle
#

did you put the descriptor on the base object and not the mesh?

fading verge
#

let me make sure

#

yup

#

okay now its working for whatever reason?

calm needle
#

the joys of unity

granite herald
#

Thanks for the tip @naive tree, while it didn't fully fix the issue it reduced the tilt Slightly. Might just be due to the model being short

flat sierra
#

how do i change the texture of a particle in particle system cause dragging it onto the particle wont work for some reason

fading verge
#

having some issues with an avatar, I imported it as an .fbx into ubity, skeleton worked fine and everything. but when i open it in vrchat its stuck in tpose. Yes it has a humanoid skeleton. what would cause this? Before i first uploaded it I got a "doenst have an animator" error but it doesnt show up anymore

calm needle
#

was the descriptor on the base object or the mesh?

fading verge
#

on the base

calm needle
#

odd

#

vr or desktop?

fading verge
#

desktop

calm needle
#

ok, so its not the controller bug

#

for the heck of it, did you try setting it to generic, then back to humanoid?

fading verge
#

not yet

fair pelican
#

Been working on a model and I've encountered an issue. For whatever reason the model doesnt bend its knee's. I've looked at the legs and everything seems fine. I've got the upper leg, lower leg, and the foot. Everything is weight mapped correctly. On a side note, I've been having an issue with the hands too xD For the hands to work, do you need 3 bones in each finger or does two bones still work?

calm needle
#

2 bones per finger will still work

#

is this an mmd or a custom rig?

fair pelican
#

mmd

calm needle
#

did you use cats or are you manually fixing it?

fair pelican
#

i used cats first

calm needle
#

after you used cats, did you try doing a pose test in blender to make sure everything worked well?

fair pelican
#

i adjusted a bit of it manually because the finger boens werent lined up

#

pose test? ive never tried anything like that

#

il check it out now

#

do you mean pose mode?

calm needle
#

yeah

fair pelican
#

yes. i always check that before exporting

#

everything moves properly

calm needle
#

does the model have a skirt or dress?

fair pelican
#

it doesnt

#

btw, its a B1 Battle Droid

#

simple robot

calm needle
#

ok, just going through some common problems. I've seen skirts somehow get picked up as leg bones before

fair pelican
#

oh? thats interesting to know.

calm needle
#

its rare but if its a long skirt or dress and the base o fit connects to the hips, there is a small chance unity will use that instead for the legs. Alwyas funny to see in motion

#

in unity, can you still manually rotate the upper and lower legs just fine?

fair pelican
#

i normal dont check that in unity, i check that now xD

#

Yep, it all moves

calm needle
#

Is the lower leg the only child of the upper leg?

fair pelican
#

It is.

#

I'm not experienced but maybe its got something to do with the bones in the Torso(e.i. hip, spine, and chest placement?)

calm needle
#

when in the humanoid configuration, does the muscle settings move the model correctly?

fair pelican
#

It all moves nicely

calm needle
#

do you use vr?

fair pelican
#

I do

calm needle
#

in your vr status, does it show 3 controllers?

fair pelican
#

2 controllers

calm needle
#

ok, so its not the controller glitch

fair pelican
#

i noticed one new thing in unity, btw

#

i clicked on the knee(lower leg) and moved it and that whole part of the leg moved without the upper leg moving with it

calm needle
#

in a steam vr update, it can somtimes detect one controller twice and show 3 controllers. Vrchat will see this and asume you have full body tracking. That will cause some fun oddities

fair pelican
#

ive tried other models and they work fine so i dont think thats it?

calm needle
#

considering that the lower leg is the the child going down teh chain, that should be normal

#

does seem odd though cause everything seems to match up

#

might sound like a stupid sugestion but have you tried restarting unity and reuploading?

fair pelican
#

i would say yes. ive closed and opened it multiple times since then and ive uploaded 3 different versions of it. each time restarting unity

calm needle
#

new scene?

fair pelican
#

i believe ive tried two seperate scenes? although i may have just deleted the old model and reimported a newer version without creating a new scene

#

Ill check that now and see what happens

#

btw, can pictures not be posted in here?

calm needle
#

not directly. you can upload to imgur though

#

then if you post the link it will auto show

fair pelican
#

ok, ive got two pictures that im a little worried about

calm needle
#

if its moving correctly in the muscle menu though, im kinda stumped

fair pelican
#

thats in unity

#

when i moved the lower leg bone itself

#

and this is in blender. idk if the hips, spine and chest are all supposed to be lined up or not

#

i dont think that matters but idk :/

calm needle
#

i dont see anything odd in those pictures

fair pelican
#

im going to create a new scene

#

and try reuploading

#

hopefully that works

calm needle
fair pelican
#

btw, I don't have any shoulder bones set in unity even though i have them existing in blender. Maybe that might be whats causeing it?

calm needle
#

maybe

fair pelican
#

uploading now

#

i added the shoulders in unity

#

@calm needle It's working now

#

so it was either a new scene fixed it or adding the shoulders

#

im gona do some more tests and see which one it was

calm needle
#

hard telling wtih unity and vrchat πŸ˜›

fair pelican
#

Thanks for all the great help :)

cosmic mica
#

I have questions about dynamic bone collision does anyone know it well?

coral relic
#

well enough

calm needle
#

dependson the question

cosmic mica
#

my bone collisions are working perfectly fine in unity, but in vrchat they no longer respond. I can screenshot my interface, but again it works just fine in unity, but not in vrchat

coral relic
#

did you edit idle or walking animations?

cosmic mica
#

no

#

its a bare basic human with a cape

coral relic
#

physics still work though? just collisions don't?

cosmic mica
#

the hands, elbows, knees, chest, and waist have colliders on them. The cape has those coliders set to them. In playmode i move the thing around and it works as it should.

#

but in vr there suddenly are no bone colliders

calm needle
#

did you set a radius on the dynamics?

cosmic mica
#

i did, yes

#

large enough to hit without missing, but small enough to not make the cape poof out

calm needle
#

did you get other people's opinion in game to confirm its not just a client side glitch?

cosmic mica
#

i was able to confirm it with another avatar the other day, had a quill pen and the feather had a collider but was not colliding. they noticed it too.

#

im aware colliders only apply to myself, but outside of unity they seem to not respond anymore, leaving me confused

#

............and it crashed and deleted all my data, last save was an hour ago.

#

someone kill me

coral relic
#

I have to admit, not sure what to say to that. I myself have a problem where everything looks good in unity but eyes are totally screwed in game...

static sigil
#

i had similar issues the other day

#

turns out my avatar simply wasn't updating

#

i would suggest exiting VRChat and reopening it to see if it updates

cosmic mica
#

i will give that a shot (ive been at this for 6 hours straight im losing my marbles over this)

static sigil
#

I worked for about 16 before figuring out mine wasn't updating

coral relic
#

did you guys see something like this before?

#

pupils rotated 90 on x axis

#

worked fine before the update

static sigil
#

no, mine work fine

coral relic
#

yeah I checked the bones 10 times, it's all good imo

low parrot
#

Ayy Azuki

coral relic
#

they behave perfectly fine in unity

low parrot
#

sorry I have no idea about problems like this but Nekopara represent

coral relic
#

high five πŸ˜ƒ

low parrot
#

πŸ™

cosmic mica
#

now unity is complaining that its feet are not specified, nothing has changed for its armature

strong topaz
#

So my model isn't exactly in the proper T position. How do I position it so it is?

#

The shoulders seem to jut up a bit

coral relic
#

I'd guess that the shoulder bones are a bit too high

strong topaz
#

How do I move it so it is in the correct position?

coral relic
#

you'd have to go back to blender and edit the armature. bring the shoulder bones thicker end down a bit

#

could you screenshot the model in blender with visible armature?

#

I wonder how it looks before unity applies the t-pose

strong topaz
coral relic
#

oh that's something new

strong topaz
#

It ends up making my shoulders look weird in game

coral relic
strong topaz
#

probably why I'm bending my knees too

coral relic
#

I'd get rid of the first bone (yellow) since you don't use it, and place the second bone acording to the red arrow

#

then make sure that shoulders are parented to the chest

strong topaz
#

Well I deleted the bone and moved it to the position you told me

#

How do I go about checking if the shoulders are parented

limpid scarab
#

@coral relic did you find a fix on the eye issue? i had it yesterday and fixed it (kinda)

coral relic
#

select the shoulder and click the bone icon in properties panel there's a 'parent' field, should say the name of chest bone

#

but it looks good, the dotted line goes to parent

#

@limpid scarab I did not. Do you know what to do?

limpid scarab
#

Do you by any chance have the cubed shader on it with the "Fade" setting?

#

I changed it to cutout or any other and that fixed it

coral relic
#

pretty sure it's cutout. but in my case it can't be a shader issue. the eye mesh itself is rotated, but pupils are visible

#

Vanilla ❀

limpid scarab
#

Thats what i thought too, the one eye was normal, the other only showed white and was visible from the inside

#

after i changed the shader it turned out normal as i'd expected it to be

#

(it also showed correct in unity)

coral relic
#

btw when I spawn in front of a mirror I can see her eyes for a second, and when eye tracking kicks in they go haywire

#

also no problems before the update

#

I think it's a bug

limpid scarab
#

Hmm, sounds pretty simular to what i had indeed, but not 100% the same

coral relic
#

I'll check the shader as soon as I can though, thanks for the suggestion!

slow arch
#

anyone know my avatars mouth is just opening randomly now since the patch :/

#

almost like its moving with the news

#

eyes*

static sigil
#

might want to check your eye tracking blend shapes to make sure it's not affecting the mouth

slow arch
#

i dont think its that

#

hmm

strong topaz
#

I need to move this back a bit

#

How do I go about this

gloomy loom
#

left click and pull that green arrow in edit mode ( which you alreaday are in)

strong topaz
#

Will it still be attached to the bones at the foot?

gloomy loom
#

yes, infact shift click + left click the foot bone as well

slow arch
#

so i disabled eye movement on my avatar, and it stopped the strange mouth movement, but i dont see why its connected

gloomy loom
#

and pull both together

slow arch
#

my eyes are just spheres, no blend shapes

#

mouth is blend shapes

#

yet having eye movement on, causing mouth to twitch between blendshapes used for lip sync

strong topaz
#

shift click + left click
Is this shift left click

gloomy loom
#

shift and click on both bones so that the leg and the foot boot in orage

#

and then pull back on the green arrow

#

draken check the shape key values in blender

#

you mightneed to fix the shape keys so it doesnt move and eye vertizes

coral relic
#

@slow arch two things to check

#
  1. in unity - humanoid configuration unmap jaw bone
#
  1. in CATS plugin settings in blender check if some other bone didn't take place of eye bones
#

it happens

#

I mean the eye movement creation section of cats. check if it has correct eye bones specified

strong topaz
manic marsh
#

@strong topaz when you have that bone selected look in the bone tab and there's a checkbox witch says conected

slow arch
#

@coral relic could it maybe be 'blinks' some how ? Ill disable blinks but leave eyes

strong topaz
#

ah

slow arch
#

i dont have any blinks, but maybe something somewhere is screwed and the jaw is blinking

strong topaz
#

tyvm

manic marsh
#

Np : )

coral relic
#

I've seen it change by itself and you might not notice before exporting

#

he talks about chest but go to head tab and unmap jaw if it's mapped

#

oh and while in blender switch to pose mode and move around the eye bones. see if the jaw moves there too or just eyes

limpid scarab
#

Yeah, might be worth to check the eye bones in blender, maybe for some weird reason there is weight paint for the mouth mesh on the eye bones

warped basin
#

How can I fix an arm bone that's slightly off from the center? It's already attached to the mesh so realigning it just morphs the sleeve around it, I want to make the arm on the left the same layout as the arm on the right

manic marsh
#

When you go into edit mode you should be able to move the bone without moving the mesh @warped basin

warped basin
#

Ah, alright. Will the bone's affect on the mesh stay the same?

#

I forgot to toggle to edit mode before trying, yeah

#

Yeah, it's looking better now, thanks. I'll try to get it exact

manic marsh
#

Is there any way to modify the position of your hands with a animation override?

#

I need to extend the arm

warped basin
#

uhm, I've used animations to move bones, but only on accessories

#

like I made a shotgun rack move back when the reload hand gesture was done, dunno what it'd look like on a model

shy hare
#

SO I've been fighting with this avatar for several hours, trying to get the neck to look right and I can't figure out what's causing this issue. I've removed any doubles in the neck mesh, connected everything that should be connected and still the neck is acting up. Anyone else have this issue and was able to fix it? https://i.imgur.com/JDJascg.jpg

#

I've also checked the bones, and have moved them slightly up and down, still same thing.

#

It's like the neck is bending at the connection to the chest.

light kindle
#

weight painting

#

or the bone is like, way outta place

fading verge
#

Looks like the bone itself is too low

light kindle
#

compare pose mode to object mode/edit mode in blender

fading verge
#

Guys how can I let my tail sink, if I don't move? (Dynamic Bones)

light kindle
#

gravity maybe

#

havent used it but might work

fading verge
#

ok

#

gravity or force

light kindle
#

dont know, havent used either

#

whatever works best

#

try both?

fading verge
#

I find gravity doesnt do anything until you move, so i use forcr myself

#

like -0.005 or something

wild canyon
light kindle
#

^^take his words instead of mine

wild canyon
#

obviously it has to do with the bone rotations that I can figure out atleast

#

but idk if I should be hunting the problem in the original 3ds max file, blender or unity

fading verge
#

Looks like the bones are 90 degrees off their orientation yeah

wild canyon
#

in this cae it seems the upper and lower legbones, feet and shoulders or upper arm are twisted

#

left/right arm in different directions probably

little inlet
#

omg that force actually works

#

@fading verge <3

wild canyon
#

Because when I import the rig from blender to unity it's 90 degrees off, but turning him 90 degrees in the scene shouldn't affect this.. right? XD

#

shouldn't *

little inlet
#

what happens when you rig in unity

light kindle
#

?

#

you dont rig in unity

#

well you do but you dont

fading verge
#

<3

wild canyon
#

noone has any ideas? XD

covert badge
#

Does anyone know how to keep pants from clipping through legs? Is that weight painting?

wild canyon
#

you should probably paint the leg and the pants to the same vertex group

#

that way they will deform while you walk

#

both of them

#

if you're having another issure I can't tell with this limited information, sorry :p

covert badge
#

Do you know how I go about that? I know nothing when it comes to weight painting, as I find it rather confusing.

wild canyon
#

Well I'm not good at it

#

but I messed around with it before

fading verge
wild canyon
#

is that gunna be a major problem for unity?

little inlet
#

ya

opal aurora
#

Oh boi

light kindle
#

if you select the bones (one by one) and choose connected it might fix it

opal aurora
#

That'll work quite well i recon^

limpid scarab
#

oh that might fix my skirt on vanilla too..

#

they're also all pointing up, not a issue but it bothers me :3

light kindle
#

lemme see cyb

limpid scarab
#

ah not really able to screen it atm i'm on my work

#

but I'll just try that setting when I can

light kindle
#

alright, its under when you find the parent bone

#

where*

limpid scarab
#

Jup, know the setting, thanks for the info!

wild canyon
#

Ah btw

#

apparently it didn't matter

#

I think my previous problem with unity bones was moving them in blender before

#

also if I did connected it'd look horrible XD