#avatar-rigging
1 messages Β· Page 89 of 1
dang got it into unity finally but a huge chunk of its face is missing for no reason
I recalculated normals and it didnt fix it
Hey, does anyone know where i would be able to get the dynamic bones asset?
the only answer you'll get here is unity asset store
ok, thanks anyways
Does someone know why my dress is twice in one mesh ? my character looks fine alltho the duplicated dress just stands there unassign and ruining everything and i cant seem to fix it https://gyazo.com/a92cc0ac70141bef1e7466fdd8a29a0d
how do i swap a head on an avatar?
@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).
Is their a toturial about avatar rigging?
@coral relic do you mind kinda leading me through the process, its my first time rigging and weightpainting
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.
Quick question
When rigging a model that has less than 5 fingers
Should I rig invisible fingers or just leave it at 3 ? (I am unsure how it affects gestures?)
probably best to rig in dummy fingers if you want to use full body IK
k thx
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
drag it in by the tip http://prntscr.com/i71nbr
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?
I really need a way around this, I don't want to go slicing up my model and deleting shape keys.
why are you applying the armature?
if you want to modify the base pose then you have that option in pose mode
@coral relic immediately before applying
Pose > Apply > Apply as Rest Pose
Gets me this, which is not what I want.
However, the way I normally do it when modifying the base pose works, which is what I was trying to do.
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
@quiet zinc if you want to commission someone then go to vrc traders discord server
Yeah, I basically shattered the model, deleted the basis shape keys from all the parts, then remerged.
Oh well, got it.
Hi so I got this avatar and it doesn't have bones in the head, what should I do?
If it says Your rig has the upperchest mapped in the human rig. This willl cause problems with ik. What do i do?
take it off
if i do it gives me another error
yeah its talking about spine and for some reason i cant open it in blender
is there a way to get a .amd in blender?
.smd
takes 2 seconds to google
sorry yeah stupid
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
Hey guys ^^
I hava a problem with my rig
Sorta
Everything is mapped correctly
Like this
but I have an issue in the sdk saying that nothing is mapped
any ideas?
@ivory yarrow Can you show your bone hierarchy?
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.
But the thing is even with reverting all changes to the working state I still get the error
And Unity have no problem animating the character, in both working and in dev state
@ivory yarrow OK so a lot of the bones aren't directly parented to their correct parents. I wonder how you uploaded that π
You either have to fix that manually or use cats
let's haed back to blender and do a great cleaning then
Thx. I'll try that and report wether it works or not
Anyone know why the weight painting differs in unity when compared to blender?
it seems to wΓΆrk
thx a lot
it looks like I have broken the arms tho.
Should be easy to fix anyways
and the legs are boken too
damn
@ivory yarrow What is broken exactly?
parts are not moving
Did you fix it manually?
yes
but I have just fixed it
I think I deleted too much
Everything is confirmed back to working again from tests withinVRC itself
@river oriole You just need to set armature of the mesh you import to be the same armature as the other
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!
Does anyone here have experience with Autodesk Maya or 3DS Max?
Do you also know how to sculpt?
i do
awesome
π
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
are you familiar with 3d modeling at all?
or what exactly do you want to do with it?
I mostly just want to rig at first
ah straight to the hard stuff π
I find 3d modelling harder
fair enough π
i assume you are familiar with the concept of skinweight painting?
not really
ok to bind a model to a skeleton you need to assign influence to each vertex on a model for every bone
this is called skinweight painting
oh, ok
you'd best look up a tutorial on how to do this since its hard to explain without showing someone
ok
also look up how to make a skeleton
as for the model i assume you are using a pre-made one
I have one pre-made that I want to test Maya with, because even Mixamo effed up on it
ah
although it is a normal human
so i assume it doesnt even have a skeleton then
well best look up a tutorial for that as well then. cause making a skeleton in maya is alot more complicated than using mixamo
aye and you need to know where the bones go
what order they need to be parented in
etc
Normally the highest parent is the hip, isn't it?
correct
and it is always left to right
though i believe for vrchat you need to make a root joint
so thats the highest one
from the most centered to the outstide
yes
the biggest problem is - I think - the non normal bones, for the eyes for example
well "bones"
Rigs
ok
Hips = root in vrchat
Yeah
Hips > Spine > Chest > Neck
Shoulders parented to chest with offset
Upperlegs parented to hips with offset
This character would be my first own rig, but not my first own avatar
ah ok so no root joint
good to know
i'm working on my first avatar not my first model / rig π
I got a nice pre-made thing from someone
aah 3ds max is finally installed and updated
this is my current project π https://i.imgur.com/S1jiMZL.png
not exactly gonna have a default humanoid rig
That looks a bit like Atlas
i took some inspiration from portal yes
I have a bit of an issue
I know
My avatars legs are always bent in seated mode, but not standing
I think its due to rigging but I'm not sure
I like the pose
It looks funny
Legs are normal in blender too https://i.imgur.com/BrOfH9C.png
Did you change your height in the settings?
Anyone here good at mapping bones?
Also, @wary wave What are those extra bones on the ground? Did you forget to remove toes?
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.
Basically, I would move your ankle joint down, realign your foot bones, remove extra bones, the are probably causing collision issues.
Ah, they are from the example avatar armature and have never caused a problem on any of my other avatars
They wouldn't on some, but on others, they can be problematic.
Since bones are generally parented to the mesh surrounding them. It's not hard to fix in blender.
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.
And then remove the rest after that. Make a back up, first.
https://imgur.com/a/itGkl I've been trying for so long and I just cant figure it out x-x
π€·
I mean, your bones look off center but also, that may refer to rotation of bones, indicating that it is not facing forward?
I can see that they aren't centered in the model.
https://imgur.com/a/FsRhC @cunning marlin they look like this on the side
Oh, I get it.
The angle between PELVIS and UPPER THIGH bones is too sharp forward. It wants the joints pretty much on the same axis
same axis as the hip bone, then?
Pretty much.
i'll try it here :D
I'm working on a similar project, right now. xD
Hello everyone, have you experienced the problem with your avatar when it stands like in question mark pose?
I thought it's the rigging problem so I came in here
Yeah it's definetelly is
Just moved the bones a little bit and it fixxed the question mark pose
XD
But also I got more problems to deal with now
Anyone here familiar with generic rigging when it comes to vrchat avatar?
@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?
what about IK?
So, uh, what's goin' on here? https://gyazo.com/08770e248ebcf4665122654070e5219d
Why're these all red?
@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
@low parrot have you tried enforcing t-pose?
I haven't, but I also don't know how to do so
i think #animation is better fit for your issues, since they know more about animation than i do
@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
I see, thanks @brisk bane
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
np @low parrot
@brisk bane Thanks for trying anyway ^^
Does anyone know an accurate angle to work on the hands? Its so disorienting lol
what do you mean?
https://gyazo.com/3f69dd114c564b28b48e1ef591fb80b8
Is there any way I can mirror her right side onto her left easily without having to manully redo all the posing?
@low parrot you can force t-pose
Hello, how do I put mixamo animations FBXs that I downloaded into unity to apply them?
@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."
o
https://gyazo.com/f24f1196d1f46521b566672c1d6e19c9
She's missing bones to connect to her toes. How can I make them and allow them to connect to her ankle?
Those aren't necessary, but a bit of advice, merge your meshes before exporting
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?
Ah, will do, @opal aurora . Forgot to do that for this one
@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?
Is your bone angle aligned with that of the hand mesh?
Thats what I'm trying to do
I feel like there is still missing information to this situation
I'm trying to allign it
@wet zinc in blender or unity?
Perhaps it might help to share an image of your blender bone structure of the hand in question
the visualised part, not the textual hierarchy
Its my first time rigging and I'm following a tutorial, I'm trying to allign the hand properly
I mean you can just move the bones to the appropriate places
you can use vertex snapping to snap the bone positions to the hand vertices
@weary geode How would I do that?
at the bottom there's a little magnet icon
you click the magnet icon to enable it, by default it's enabled whenever you hold ctrl key while moving something
then select vertex from the list to the right of it
then whenever you move the head/tail of a bone, it'll snap to closest vertice (or bone) that the cursor is positioned over
That helped me a lot thank you!
np
How do I adjust the angle correction in blender for the hip bone to be 180? http://prntscr.com/i7cr6n
ok 3 photos incoming
http://puu.sh/zcnHJ/ca7f624da5.jpg
http://puu.sh/zcnGn/13a43dcfc8.jpg
why does this happen?
please help
I'm not quite understanding the colliders in dynamic bones and hair. Is there any tutorials out there? http://prntscr.com/i7d6ws
https://cdn.discordapp.com/attachments/405905292778536960/407645708666011648/unknown.png
one question, does anyone know how to fix this Transparent issue? my hair is somehow Transparent in Unity, but in blender its completly fine
@fading verge Did you change the shader of the hair?
Shadeless is ticked
whenever i import an avatar to unity, i have to use Cutout Rendering mode
Can you send a screenshot?
Oh
yea
outline mode
oh
Tinted
?
lmao
works now
and i was 1 hour in blender fixing this issue
thank u guys
i just set it to 0 and shadow to 0, dont want Outliner
weight painting issue i guess
yea i did
and set the color to white
i removed some of the hair
i might redo things in blender
because now i know how to fix :p
theres only three mesh's
how would I connect them?
cause I mean I've combined them all into one mesh
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
its like the hair and ear meshes aren't binding to the bones and I dont get why not.
can someone tell me how do i make rainbow texture and need help seperate
it wwas like. two different mmd models and then an a maximo auto rig on an obj
one for the hair and one for the ears
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.
what do you mean? I'm saying I took different models and combined them.
yuh thats what im asking help for Idk how to do it
I've tried that sadly
im actually just going to try and rerig it with maximo and see how it goes
i moved the tail a little by accident and now it wont move with the model
how do i reset this fsdlkfj
it didn't let me undo
Could I ask someone to fix the bones in my model. ._.; It sorta really bugged out.
Re-import?
importing from the beginning has even jankier bones, reason why im trying to work with them.
Revert to an earlier save?
_>; Thats where I kind of screwed up.
Heh. Well, having screwed up, it always goes faster the second time
Here, click here to get one free help
Click.
Butts
Does no one know the problem?
I don't have very much experience, but are there no bones on the ears?
And if there are, are they parented to the hood?
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.
is there anyway i can get a quadrapedal rig for my eevee avatar or something similar?
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
Too much spine? Should just need Spin->Chest->neck right should left shoulder and those should split off to your other bones
also your arms are not the child of chest it olooks like
looks*
they are, as is the neck.
originally the shoulders were children of neck
chest .001 is chest.
ah kk hmm you have 2 chests and 3 spins too
yeah I subdivided it
make sure the one that is the top is the right assigned bone
and it should work as far as I know
chest to chest 001
spine to spine 001
you mean connected?
No under configure
under humanoid
it has the option to check your head
see if anything is blank (jaw is fine if it doesn't have the green circle I usually unbind this)
this is all i get https://imgur.com/a/mufxn
can you open your models rigging and send that image?
not the bone list
the one you see with the green skeleton on the right
I can't get that far in unity because it cant configure it
Ill send what i ahv ein blender
Can anyone tell me whether or not metallic textures work in vrc?
they do
Hmm I believe your issue is the bones are so small
and you lack many in the head hands and feet
?
I see only 3-4 finger bones and the head is missing eye connected bones and a few more I see on most skeletons
that avatar also appears to be missing dedicated shoulder bones, at a glance
the two arms need at least 4 specific bones before it diverges into the fingers:
- shoulder
- upper arm (bone between the elbow and shoulder joints)
- lower arm (bone between elbow and wrist joints)
- wrist (the thing that pivots your palm around)
if any of you think you can fix it pleas elet me know.It's given me nothing but headaches here's where I got it from: https://lezisell.deviantart.com/art/Elite-Force-2-Captain-Facepalm-O-Picard-XPS-442480019
Extracted and converted by me. Download here: onedrive.live.com/redir?resid=β¦ No facial bones. Have fun. Oh, and DO NOT ask me to port any other character from this game. I will do it myself...
doesn't have to be those names, but it requires 4 bones
ill try fixing the shoulder bones
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?
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
still didnt work\
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
it might be a parenting/bone hierarchy issue, depending on how the original model was set up
Hey chat, I got a MMD file where the upper arm part has 3 bones lying on top of each other
I think its a unity issue
can I merge them to one with a hotkey or so?
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?
Is there any other way to rig clothing to droop outside of dynamic bone?
@cobalt needle got this link suggesting "Ctrl + X", with an attached animated picture in there
https://blender.stackexchange.com/questions/40311/how-do-you-merge-two-bones-into-one
@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
hey spear π thanks, but my problem is that they are lying on top of each other...
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
you can only see 2 bones but it's accually 3
bleh, not properties, my bad -- the "Outliner" pane
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
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
@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)
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
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.
Have you set your avatar to Humanoid?
Have you configured the bone setup?
I don't think so, I don't know what that is
I opened it and I have none for every section
gotta apply those to rig it
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
Don't forget to swap to the head and hands after the body
https://gyazo.com/8b46ff77e8ea4fef0b060c850251a453
Alright I'll give that a go thanks
When go to select transform I only see the camera light and my model, no bones
hit the dropdown to the left of your model and go into the armature
I can't find any drop down sorry
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?
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)
This might sound silly but, how do I turn the facing of a set camera in unity?
How do I add bones to the body?
just delete them
Don't enter pose mode
how do i mirror a rigged model (with seperated bones for the mirrored one) https://i.imgur.com/78Ecraq.png
Weight painting issues
mirror modifier mirrors the bone nmovements
Any solution to that? I'm not sure what you mean
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
Thanks!
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
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
is there any possible way to disable the shadow shading on flat lit toon?
https://gyazo.com/47f544f2f30a03a54096c899ddce75e8
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
https://cdn.discordapp.com/attachments/381967274602659850/407727495262240768/unknown.png This is weird. I have symmetry on and it's been fine for the rest of my model but here, the weights are crossing over to the other side
Tried applying symmetry and remaking the connections but it keeps happening
https://gyazo.com/7fd714c1d9da6116c773fbb7266e2811 how do i fix this
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?
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
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
https://gyazo.com/97c4390d498099905678f5196750d794 https://gyazo.com/3b73efc1f05afcf30a6c9cf58a90c866 Quick question: If i want the rear legs to move with the front legs, i weight map them with the front leg bones, right?
What if i were to create a second set of leg bones and parent them to the main one?\
You could try that
Or do custom animation for it
Also nice, i see you're a spyro fan
how do i overide the idle animation without it going into the slumped position?
@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. π
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!
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?
@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!
alright! cya tomorrow!
I need some help on blender
save meh
I am not sure how to add dyanimic bones on cats blender tools
I'm pretty sure Dynamic bones are done through VRCSDK with the plugin from the asset store, not blender
yes, dynabones is done in unity
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
When a Cloak from a Avatar is Straight up, how to set the Dynamic Bones that it Drops physicly in a normal Position?
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
@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
So even though I hit 3D on the project, it's showing up at 2D. What do I do? https://i.gyazo.com/2c9eb5274c81020a1205f486323f1a4a.png
switch to the scene tab
oh my GOD I imported an audio source somehow and now there's orange all around my character
make it go away
Ctrl+z?
How do you do the gradient rainbow shader?
I tried
oh well, it's on my copy of my avatar
any tips on adding audio to an animation?
@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.
@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
Is is going to be a constant passive sound, or an activate sound?
Have you added an item in before?
I think the most pressing issue for now is getting the emote to work even without sound
What is the emote, If I may ask?
because when I was getting the animation planned out, it was like "you can't do keyframes with a humanoid model"
one sec
This is my playthrough of Shin Megami Tensei III: Nocturne for the Ps2 (PSN Classic) with live Commentary In the post-apocalyptic Vortex World, Dio Urameshi ...
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
It's the same to be honest xD
This should explain what you need to do ^^ https://www.youtube.com/watch?v=xxSezH13vAI
FAQ: 1. If you can't find the animator or animation tab go to window at the top and select animator or animation 2. If your character is going in the ground ...
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
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?
In the sound box, click OFF "Play on awake".
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?
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.
yeah that's what happens lol
Common mistake ^^
hmm
?
so the toucanz video should get me on track to making the animation actually work with the copy of my model and whatnot
Yes
and making sure play on wake is off will fix the audio
hopefully I'll get it working
I so got this
Remember, to make a Generic copy, you'll need to copy the .fbx, not the project avatar ^^
oh alright
should the shoulders be parented to the chest or neck?
@glad egret The children of the chest are: Shoulders and neck.
yeah i saw your other reply, thanks
^^
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)
Spine hierarchy missing elements? rigged properly as a humanoid so not sure whats wrong(Fixed)
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
so. what'd be a good way to rig this cape that's modeled as billowing behind the model in the t-pose https://i.imgur.com/IsBvfq5.png
@remote fog try placjng the bones on the s then moving the other point to the start of the cape
@outer oriole would you kindly post a screenshot of your character bones hierarchy and the humanoid configuration?
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.
Hi can anyone help me with Seperating materials
Looking for someone can help me with seperating materials i got problem
trying to do Visemes, what is AA OH and CH?
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
@sturdy talon I'm still having the torso/toe problem ;;
i only managed to fix the pelvis/thigh issue and it still does it
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
how tall is the avatar and how tall did you set your height?
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
oh that issue, normally i fix it by using cats or making every spine/upperbody bone completly straight
last time i used cats it messed up every bone and said it couldn't find a bunch of bones
did you translate them before you did fix model?
did you call the bones appropriate?
Yeah, i'm not sure why CATS didn't recognize them
wierd
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 ...
(Or good recommendations for series/getting started with blender in general)
Yo can someone help me with Manual altasing seperate material's
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*
you might be able to find a solution in #tutorials
Thanks Fleshy I'll take a look now
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
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)
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?
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
@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.
@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
https://cdn.discordapp.com/attachments/401816037269438484/407960366971093004/unknown.png does this look good for a ear bone? or should i put more than one bone on the ear?
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
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
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
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
so it's now floating on the body or are the polygons of the old body connected to the new head?
Its all one mesh now
Ye
what software are you working in?
Blender
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"
seriously? oh damn
you might not have to skin it
Ok
So i can weoght paint
Weight *
Put it just inflates the mesh
Anyone know how to stop this?
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
@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
The avatar im trying to upload into vrchat doesn't have a chest bone
What do plz
I will go through any steps
Did VRC always handle blinking by itself? Because now my model doesn't blink in game with the animation I gave it
https://imgur.com/a/0ffCa How do I even fix this?
I saw someone using this model ingame, the same model as this one, only this one is broken. They somehow fixed it.
Well it seems its using a different pair of shoulders and not the actual ones try remapping bones?
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
try remapping the bones if that doesnt work you may have to rerig it in blender yourself
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.
Theres tutorials out there on how to rig things
:/
but thats if you desperately want that model
@cobalt geyser the ears just move around, they dont bend or anything
Hey does anyone know what to do when a material is missing when you import the avatar into unity? there's no eye material on my avatar, and the eyes seem to have the right texture but placed incorrectly. https://gyazo.com/392db085c1aa02910ae6eaaf7e573ff8
Ooooooo Spyro π
yeah, i got the ps1 shaders and everything but the eye material doesn't export with the model and i have no clue why
Can I copy the shapekeys from one model to another?
Why does blender shrink my bones when I upload a model as fbx?
how do i go from weight paint to testing a rotation of the bone?
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
can anyone help me with merging the body to the head?
i tried to make a custom avatar
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!
https://imgur.com/a/nrGvc anyone know how to stop the skin from popping through the shirt on my shoulders?
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.
@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.
oh, cats plugin has everything :P I just downloaded it this morning. Still learning everything it has.
thanks
cats plugin doesnt make a jaw bone. it always places it in the tongue. how do i fix it?
@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
@minor sapphire @fair bluff ty both very much
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
@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?
@random lotus You could try making the blade out of particles if modelling the blade itself isn't working
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?
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
Anyone know why my avatar lies flat on the ground after Fixing it through CATS?
unity is being an ass and saying my model has no feet or hands mapped when it does
Did you set them up to be that way?
Theres a way to make sure unity can see you have hands and feet mapped
why can I not post images here?
Just upload them to imgur, I guess.
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
ohh
upper arms and feet are specified is what unity is saying
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?
rotate the bone in edit mode
to align it with the mesh
i think pose mode works better actually
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
i uploaded a character and its now showing up in my avatar list
that ought to be a server issue, I usually wait a bit and it shows up after not too long
anyone know how to extract a .phyre file to .obj
it shows the personal tab for a sec then nothing
Hey can someone help me
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
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.
with blender to unity is there a reason hend feet and other bones may not load in?
https://im.ezgif.com/tmp/ezgif-1-29e3d6a84b.gif Anyone know how to fix this problem?
https://imgur.com/a/dVcvd How can I fix these bones?
https://image.prntscr.com/image/19lQWE_0QcO1B8sDc7fUwg.png anyclue why my model would be like this even though its weightpainted and moves completely fine in blender
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?
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
https://i.imgur.com/BijY2il.png 2 armatures, joining bones with ctrl+j, how do i join them without one of the mesh transforming (changing position or scaling)
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
drag your hip tip down http://prntscr.com/i7zj1j @granite herald
not as much as in my screenshot, just so hips and spine dont touch
and hips are below spine level
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
did you put the descriptor on the base object and not the mesh?
the joys of unity
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
how do i change the texture of a particle in particle system cause dragging it onto the particle wont work for some reason
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
was the descriptor on the base object or the mesh?
on the base
desktop
ok, so its not the controller bug
for the heck of it, did you try setting it to generic, then back to humanoid?
not yet
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?
mmd
did you use cats or are you manually fixing it?
i used cats first
after you used cats, did you try doing a pose test in blender to make sure everything worked well?
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?
yeah
does the model have a skirt or dress?
ok, just going through some common problems. I've seen skirts somehow get picked up as leg bones before
oh? thats interesting to know.
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?
Is the lower leg the only child of the upper leg?
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?)
when in the humanoid configuration, does the muscle settings move the model correctly?
It all moves nicely
do you use vr?
I do
in your vr status, does it show 3 controllers?
2 controllers
ok, so its not the controller glitch
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
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
ive tried other models and they work fine so i dont think thats it?
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?
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
new scene?
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?
not directly. you can upload to imgur though
then if you post the link it will auto show
ok, ive got two pictures that im a little worried about
if its moving correctly in the muscle menu though, im kinda stumped
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 :/
i dont see anything odd in those pictures
https://i.imgur.com/yH7UZ6K.png
nothing unusual about pulling off a limb π
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?
maybe
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
hard telling wtih unity and vrchat π
Thanks for all the great help :)
I have questions about dynamic bone collision does anyone know it well?
well enough
dependson the question
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
did you edit idle or walking animations?
physics still work though? just collisions don't?
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
did you set a radius on the dynamics?
i did, yes
large enough to hit without missing, but small enough to not make the cape poof out
did you get other people's opinion in game to confirm its not just a client side glitch?
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
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...
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
i will give that a shot (ive been at this for 6 hours straight im losing my marbles over this)
I worked for about 16 before figuring out mine wasn't updating
did you guys see something like this before?
pupils rotated 90 on x axis
worked fine before the update
no, mine work fine
yeah I checked the bones 10 times, it's all good imo
Ayy Azuki
they behave perfectly fine in unity
sorry I have no idea about problems like this but Nekopara represent
high five π
π
now unity is complaining that its feet are not specified, nothing has changed for its armature
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
I'd guess that the shoulder bones are a bit too high
How do I move it so it is in the correct position?
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
oh that's something new
It ends up making my shoulders look weird in game
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
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
@coral relic did you find a fix on the eye issue? i had it yesterday and fixed it (kinda)
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?
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
(also, nekopara fuck yeah!) https://media.discordapp.net/attachments/400655891256311818/407203912253308938/unknown.png?width=951&height=414
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 β€
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)
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
Hmm, sounds pretty simular to what i had indeed, but not 100% the same
I'll check the shader as soon as I can though, thanks for the suggestion!
anyone know my avatars mouth is just opening randomly now since the patch :/
almost like its moving with the news
eyes*
might want to check your eye tracking blend shapes to make sure it's not affecting the mouth
left click and pull that green arrow in edit mode ( which you alreaday are in)
Will it still be attached to the bones at the foot?
yes, infact shift click + left click the foot bone as well
so i disabled eye movement on my avatar, and it stopped the strange mouth movement, but i dont see why its connected
and pull both together
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
shift click + left click
Is this shift left click
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
@slow arch two things to check
- in unity - humanoid configuration unmap jaw bone
- 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
https://i.imgur.com/LjSokRB.png @gloomy loom how do I attach these two bones back together?
@strong topaz when you have that bone selected look in the bone tab and there's a checkbox witch says conected
@coral relic could it maybe be 'blinks' some how ? Ill disable blinks but leave eyes
ah
i dont have any blinks, but maybe something somewhere is screwed and the jaw is blinking
tyvm
Np : )
for now just check what bones you have mapped here https://i.imgur.com/yYMk4bw.png
I've seen it change by itself and you might not notice before exporting
and check the jaw bone in unity https://youtu.be/7P0ljQ6hU0A?t=1h8m38s (go to 1h8m38s)
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
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
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
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
When you go into edit mode you should be able to move the bone without moving the mesh @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
Is there any way to modify the position of your hands with a animation override?
I need to extend the arm
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
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.
Looks like the bone itself is too low
compare pose mode to object mode/edit mode in blender
Guys how can I let my tail sink, if I don't move? (Dynamic Bones)
I find gravity doesnt do anything until you move, so i use forcr myself
like -0.005 or something
So anyone knows what I need to do to fix this? http://puu.sh/zdyUW/38f74171d1.jpg
^^take his words instead of mine
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
Looks like the bones are 90 degrees off their orientation yeah
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
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 *
what happens when you rig in unity
<3
noone has any ideas? XD
Does anyone know how to keep pants from clipping through legs? Is that weight painting?
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
Do you know how I go about that? I know nothing when it comes to weight painting, as I find it rather confusing.
@covert badge https://youtu.be/Tl4qTgwQwYw
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
if the bones are doing this in blender http://puu.sh/zdAaF/685bbc2b91.jpg
is that gunna be a major problem for unity?
ya
Oh boi
if you select the bones (one by one) and choose connected it might fix it
That'll work quite well i recon^
oh that might fix my skirt on vanilla too..
they're also all pointing up, not a issue but it bothers me :3
lemme see cyb
ah not really able to screen it atm i'm on my work
but I'll just try that setting when I can
Jup, know the setting, thanks for the info!