#avatar-rigging

1 messages · Page 90 of 1

wild canyon
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so is there any fix for the character leaning wierdly after walking

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aka not going into the correct idle position

little inlet
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did you position your avatar at x0 y0 z0 in unity

wild canyon
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yes

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the only change in position I did in unity was that I turned him 90 degrees on the y axis

light kindle
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you probably have to start with the 1st child of the top parent

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the dotted lines are where the connections should be though...

wild canyon
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I know

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but basically when you just select connected the child bone goes to the parent node

light kindle
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hm

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again you might have to start at the start or the end of the model

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dont really know what else i can say

gleaming falcon
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@wild canyon The head of the bones don't really matter. As long as the base of the bones is were the joints are going to bend, you'll be fine. Positioning the head is more of cosmetic.

fading verge
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Can anyone help me with rigging an avatar? The only bones that are missing are in the hands and visemes for the face. I’d be willing to pay since I kinda need it done within the next 6 hours. DM me if you’re interested/want to help.

hazy knot
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@fading verge Are you using CATS tool? Everything should be automatic.

fading verge
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I’ve watched virtually every tutorial to get it to work. For whatever reason the auto rigging option hasn’t shown for me? I’ve tried redownlading everything as well.

hazy knot
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Did your model need to be decimated at all?

fading verge
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No. It’s a very low poly count due to it being a in game model from PS3.

hazy knot
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I've not imported any of those directly, all mine have been rips that were then converted for MMD or XNA/3DCG

fading verge
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I can get it into game. It’s just got no bones for the hand.

hazy knot
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Is it available as a download somewhere? I could see if it's something I can try.

fading verge
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Yep. Sec.

hazy knot
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If they're missing, it's just a matter of adding the bones and painting the fingers right.

fading verge
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I can get you the password if you’re having trouble.

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Link is in the comments.

gloomy loom
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that armature of mastercheif is a nightmare

fringe stratus
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I added bone colliders to my model but it keeps clipping throught the clothes

warped fable
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how do i transform position my character higher, selecting the main model root and ediitng the y position doesnt actually chaange where it appears in vrchat. it's a non humanoid generic model that i ripped from wow (deathwing)

gleaming falcon
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@fringe stratus Are you saying your skin/mesh is clipping through the clothes?

fringe stratus
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My legs clips through the clothes mesh

gloomy loom
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@warped fable I have yet to try this out on a model I was working on with the same issue, but if you parent the model onto a mesh in unity ive heard that fixes the problem

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you can orientation and change the height based on the mesh

warped fable
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so just make an empty mesh

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and psoition it

fringe stratus
gleaming falcon
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Okay, then the clothes needs to be weighted or if you're using dynamic bones, the settings would need to be adjusted

gloomy loom
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yea, another thing you can do is apply rotation on the body and aramture with cntrl a in blender and change the height in bledner

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the ladder option is what I tried out and for others it worked, but for me it didnt

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lemme know if that works out for you

warped fable
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ok ill try blender

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ty

gloomy loom
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np

fringe stratus
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I'm using this settings

static sigil
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Shady, your avatar might not be updating in-game. try going to your Avatars section of the menu, click on the arrow where your avatars are listed, select your avatar, and change to it

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this will force your avatars to refresh

fringe stratus
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it's updated, but what I did doesn't seem to work

static sigil
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it's possible that your colliders are moving in between the dynamic bones, then

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it's happened with one of my models

fringe stratus
gleaming falcon
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you have to apply the colliders to every dynamic bone in the cloth

static sigil
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  1. i'm pretty sure that you can't have multiple colliders on a single bone (limitation of the script or something)
  2. it looks like it might be responding, but at too low of a position, so the thigh sticks out anyway
gleaming falcon
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I mean, how many bones are in the clothes?

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If the dynamic bone script is applied only to one root bone, say near the other leg, then it will clip through

jovial dune
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Is making an avatar with an attachment that allows it to fly frowned upon, or are people/staff indifferent to it?

gleaming falcon
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@jovial dune No, not really

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It's not modifying the SDK

cobalt geyser
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My character crouches by crossing his kness, like a woman basically. Is this because my knee bones are too close to each other?

gleaming falcon
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@cobalt geyser When you sit down?

quiet bluff
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anyone know where i can adjust the actual range of eye blinking for a mmd model? this is the first weird one i got that only shuts like half way.

gleaming falcon
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@quiet bluff You would have to adjust the blendshapes themselves

fading verge
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you could edit the keyshape @quiet bluff

cobalt geyser
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@gleaming falcon no when I squat

quiet bluff
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hmm true.. ill dig into it worst case I have a creepy blink on a already creepy avi

gleaming falcon
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@cobalt geyser It sounds like something is off with the weights in the legs.

cobalt geyser
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but I checked the weights tho, they are fine....

gleaming falcon
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Can you get a picture of it?

sand sedge
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Anyone ever experienced bug with Dynamic bone glitching around (just rapidly flicking around without any explanation) when standing idle on a spot?

gleaming falcon
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@sand sedge Sounds like something to do with the values with the dynamic bone

fading verge
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yeah, it's a bunch of springs, if you don't dampen them or have strange settings they will go off by themselves

sand sedge
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All bones do it like the model had sudden movements without actually moving

fading verge
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bones don't only react to movement, they also react to gravity and forces

gleaming falcon
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Got a screenshot of the values?

sand sedge
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I'm making a video of it glitching around

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And it also isn't happening in Unity at all, just in VRChat

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It started happening after I added custom animation.

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The effect starts getting stronger the longer I use the avatar and I see it much more than other players (they usually report it's just a little or not at all)

fading verge
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I'm really curious abouyt your settings too

sand sedge
fading verge
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that looks normal, but why all the colliders?

sand sedge
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Noting that it wasn't happening before adding custom animations and I didn't change anything in dynamic bones.

fading verge
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I think your colliders are all fighting and pushing stuff around

sand sedge
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Those are exclusions, not colliders

gleaming falcon
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That would be my guess

fading verge
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oh shit, my bad, yes

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the settings are normal, I see what you mean

sand sedge
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I don't think it's the settings, because all the bones move the same no matter the settings and it only happens when not moving

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I tried changing to custom idle animation and it got worse

fading verge
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does it freak out with the default idle anim?

sand sedge
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Yes

fading verge
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hmm

sand sedge
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The other animations I changed are all just emotes and it happens even if I don't use them

fading verge
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where in the hierarchy are the dynamic bones?

gleaming falcon
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You have the script on the spine, and not the bones you want to move?

sand sedge
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This one is for moving the ribbon thing you can see in the video

fading verge
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I mean the script

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not the target mesh

opal aurora
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Some people do that to lessen the lag caused by dynamic bones, as minimal as it is, they use it as a root bone @gleaming falcon

sand sedge
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It's on avatar itself

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Not on the bones

fading verge
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okay good 😐

gleaming falcon
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I would try to add the dynamic bone one the bones you want to move. If that fixes it, you can put the bones in a child with the dynamic bone script on it

opal aurora
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Well that is the way it's supposed to be used effectively...

sand sedge
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I'll give it a try

opal aurora
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Keep in mind exclusions cutout access to any bones under them in the hierarchy

fading verge
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I always put all of them on the avatar root and I've never had any issues

sand sedge
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I mean, all the tutorials had it on root

fading verge
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but I rooted all the bones that need animating properly

gleaming falcon
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My guess is that there is a bone that is not being excluded that is making it jump

opal aurora
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Not all bones are identical and the same goes for models

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Rooting bones work well for many models, some not so much

sand sedge
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So, should I move Dynamic bone script for example to "head neck upper" and set the root also as "head neck upper"?

gleaming falcon
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What bones are you trying to animate?

sand sedge
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Skirt, ribbon and hair

opal aurora
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A side note for anybody that doesn't know

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If dynamic bones are applied to the hips as a root, your sitting animations in VR will be bricked

gleaming falcon
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Try putting the script on the ribbon, see if that does anything

fading verge
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did you do any bone parenting? @sand sedge

sand sedge
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I just moved scripts to bones matching their roots and I'm uploading to VRC

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@fading verge Could you explain that a little please?

fading verge
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it's an option in cats blender plugin to root a string of connected bones to a dummy root, stuff connected to hips etc can mess up the vrchat ik animator, as EXSGT said earlier

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so you'd have empty roots for skirt, hair and ribbon, and it will not influence any other rig nodes

gleaming falcon
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That's what I do with dynamic bones. I don't really mess with exclusions

fading verge
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yes same ... it keeps everything neatly discrete

opal aurora
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I just have them on a per bone row root setup

sand sedge
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I think it's fixed!

opal aurora
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As horrifying of an idea as it might sound to people that rooted their bones... it really isn't

sand sedge
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But I did a mistake on idle animation, so it's moving when it shouldn't, I'll fix THAT and try again, then tell you final result, but so far, it works!

fading verge
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awesome

opal aurora
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I heard IK broke standard animations like idles and walk states... is it fixed now?

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And by that i mean overrides

fading verge
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I haven't tried custom walk and idle animations, but the IK animator doesn't do the flappy legs thing with the standard ones that much it seems

balmy summit
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if i put colliders in the bottom of a dress should it work as not would clip through the floor?

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or just interacts with the rest of the body?

fading verge
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but in this patch the audio positioning is super broken 😦

opal aurora
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That's what happens when something standard gets removed...

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ONSP got removed and the audio rolloffs got capped

fading verge
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at least the dead eyes are fixed 😐

opal aurora
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Any previously uploaded avatar with said settings now bypasses audio sliders

fading verge
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yes it's cancer

opal aurora
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And is always at 100% volume

gleaming falcon
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What? I can't hear you!

fading verge
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insta-block

opal aurora
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I won't be updating my avatars untill they get the audio fixed though

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I rounded it up to be heard well but not be an ass at 100% volume anyway

sand sedge
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I'm wondering, whether are they going to fix lip sync via "Jaw Flap Bone"

gleaming falcon
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If you are talking about when the mouth is wide open and it flops around, the bone would just need to be rotated correctly

opal aurora
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Next patch : Audio Sources removed and disabled due to xyz reasons

sand sedge
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Well, I rotated the bone to be closed, but it doesn't move

gleaming falcon
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Oh you mean in the mirror, weather you see it or not. I don't use that at all. Not sure

opal aurora
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I think you can see it on the camera on avatar testing no?

sand sedge
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Thank you guys very much, the dynamic bone glitching was fixed by moving scripts on the bones themselves!

gleaming falcon
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👍

sand sedge
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I'd say even colliders when walking work much better now

opal aurora
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Well... that is how they were made to work afterall haha

vale shell
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I could hate Maya sometimes

rose atlas
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is it hard rigging a non humnoid character?

gleaming falcon
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Yes, pretty much.

lilac moss
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depends on what you're trying to accomplish

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rigging a car and making the wheels move is easy

fading crag
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any tutorials on merging another models head onto a different model?

low parrot
hazy knot
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Yes, there are.

fading crag
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One's in there only seemed to cover clothing and hair

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havent seen body part swapping

hazy knot
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It would almost be better to do it in PMXEditor if it's an MMD model

gleaming falcon
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Seems everybody uses MMDs. Any of you guys use stuff like XPS or rip it from the game? Asking just for curiosity.

fading crag
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I'm using Source Engine models

hazy knot
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almost any model can be converted, and there is a different method for each one.

fading crag
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im looking into using PMX editor

cloud kiln
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Hey guys, while adding a weapon animation my my character
I bound it to "Rock on" hand gesture.
But only 1 mesh of my weapon appear.
Anyone know a solution for this?
And yes, the whole weapon itself is bound to the animation

hazy knot
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You have multiple meshes on your weapon? shun.

cloud kiln
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I have 2

hazy knot
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Hehe, I imagine both meshes are attached to the weapon object in the hierarchy?

cloud kiln
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Hold on

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You mean the Root bone, or just mesh?

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Ooooh... I see the issue

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The weapon's "mesh" are still bound to themselves

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To their own mesh that is

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Gonna bind their mesh to the whole set instead

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Nevermind, it didn't want to do that

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Fkn' hell

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I'mma go ahead and delete one of the meshes, because It's basically just chains anyway

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#LazySolutions

hazy knot
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You can have the mesh on the weapon root. That's fine. It's odd that only one of them would enable though unless you have the meshes disabled individually.

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You should just be disabling the weapon root for the animation under normal circumstances.

cloud kiln
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Yea, I found that odd too

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It worked perfect the other time I uploaded it

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But then due to my derpiness

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I forgot to put the weapon in under "wrist"

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So it was just floating

hazy knot
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Maybe go merge the meshes in blender and try it?

cloud kiln
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I'll try another time to do that

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I was thinking about doing it

hazy knot
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Everyone's processor will thank you

cloud kiln
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Haha, I know xD

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But I deleted the other mesh instead

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The textures on it looked wierd anyway so

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It was basically cubes

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Now it works, but problem now instead is that it's just floating around in my hand and sometimes go out of it

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Ugh...

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When you think you're almost done but something goes wrong in the end XD

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Oh well, back to unity!

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@hazy knot You mind taking a look at it for me?

left fox
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Just imported my mode linto vrchat, arms head and all that works fine, so does the walk animation

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but I'm unable to bend my knees?

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what could cause that

woeful vapor
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I'm having really weird problems when adding new vertex groups to a mirrored mesh, I wonder if anyone would be able to help me. I hope this is the right place to ask.
The body is completelly mirrored, and all the other vertex groups were automatically added when I first parented it to the armature. However, I decided to add bones for the fingers, and when I create a vertex group it affects the finger it's supposed to, but also the finger on the other hand. If I remove weight paint from one, it gets removed from the other one as well. Is there a way to prevent that?

wheat geyser
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Does anyone know of a fix to stop your avatar from going on it's tip toes while looking down? I tried deleting the toe bones but that causes my knees to pop in and out at random times

hazy knot
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I think it's caused by anime proportions, so the only way would be raising your view point or lengthening your bones.

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If you raise your player height ingame sometimes it can get rid of the issue also

rugged vale
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So i have this issue with a model. The chest bone is super small and causes the t-pose to be deformed when I link the chest. Without the chest everything is fine. http://prntscr.com/i8d1eb

Lightshot

Captured with Lightshot

static parcel
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Is there a way to increase the effect of a viseme on an avatar in unity?

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I set them but they only move a little bit when I talk. Not having that problem with other avatars

low parrot
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Was the Shape Key Mix Intensity at max in Blender when you set 'em?

static parcel
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Yeah

fading verge
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depends on the model a lot

static parcel
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Or do you mean the value? I thought that was just for animating

low parrot
static parcel
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Oh. I'm on vanilla blender

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I should get cats

low parrot
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absolutely you should

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much easier

static parcel
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Wonder if it can put limits on the arm bones, so they stop clipping through things

hazy knot
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The nice thing about CATS is you can use parts of it if you want to do most of it manually, but it makes a few things a ton easier.

balmy goblet
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Is anyone familiar with particle systems that emit meshes?

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My mesh won't come out

hazy knot
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Show me your panel for the particle and the renderer

balmy goblet
hazy knot
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That part looks ok

balmy goblet
hazy knot
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how about the particle section

balmy goblet
hazy knot
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start size 0

balmy goblet
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already tried incresing the size

hazy knot
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should be more than 0 at least

balmy goblet
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leftover form when itw as 10000000

hazy knot
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lol

balmy goblet
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thought maybe its just really small

vast bolt
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What will happen if i push this through?

hazy knot
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You will have toe bones and you will be walking on your tiptoes, possibly higher

vast bolt
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bad, good?

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for vr, especially.

hazy knot
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If it's a high heel model you might want to just disable the toe bones in Unity rig

vast bolt
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I removed the high heals

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_>

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<_<;

hazy knot
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there should be a flat foot shape key if it's an mmd

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crank it up to 100 in unity if it's still there

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unless you deleted it, then you're just going to tiptoe everywhere

balmy goblet
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I think i got it

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it has 3 submeshes

hazy knot
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it might be a scaling issue. Try turning it up a bit? scales of 10

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make sure the meshes are all present and enabled

balmy goblet
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@hazy knot is there somethig different than start size for scaling?

hazy knot
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The particle system itself should have a scaler at the top in the xyz transform box

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but you'll have to reposition if you use that

sharp raptor
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YO

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can someone help me my eyetracking and blinking aint owrking in blender

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i mean unity

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it works in blender

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but when i go in game it dont work

hazy knot
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Are you using manual method or CATS tool?

sharp raptor
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cats

hazy knot
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Do you have any looping animations set on your avatar?

sharp raptor
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no

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0 animations

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my lip sync works

gleaming falcon
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@sharp raptor If you want to have eye tracking in VRC, there are some things you have to have extactly

sharp raptor
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?

gleaming falcon
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First, the mesh that has the blinking blendshape has to be called Body

sharp raptor
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oh

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its not called body

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its called 13_mesh

hazy knot
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There you go

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I assumed if you were using CATS that you had fixed the model and renamed. I guess that's what I get for assuming.

sharp raptor
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so is it too late to change the mesh to body

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or do i have to redo the eye tracking and blinking if i do that

gleaming falcon
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The bones have to be set in a certain way too. Starting. Hips, Spine, Chest, Neck, Head, LeftEye/RightEye

hazy knot
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If you do it in blender then re-export you should be ok.

gleaming falcon
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the four blendshapes that have the blinking have to be at the top of the Basis

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It's has to this way:
vrc.blink_left

vrc.blink_right

vrc.lowerlid_left

vrc.lowerlid_right

vrc.v_aa

vrc.v_ch

vrc.v_dd

vrc.v_ee

vrc.v_ff

vrc.v_ih

vrc.v_kk

vrc.v_nn

vrc.v_oh

vrc.v_ou

vrc.v_pp

vrc.v_rr

vrc.v_sil

vrc.v_ss

vrc.v_th

sharp raptor
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also

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1 question how do i fix my camera in unity it stopped moving

gleaming falcon
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Camera?

sharp raptor
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im stuck looking at the legs

gleaming falcon
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Hit F

sharp raptor
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oh

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ty

balmy goblet
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@hazy knot I got it to work thank you 😄

hazy knot
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cool

static parcel
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One very random question. Is it possible to have full body blendshapes cycling all the time on an avatar?

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I was thinking of the 'squibblyvision' thing in shows like Dr Katz

fossil blaze
gleaming falcon
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@static parcel You can have an animator control the blendshapes on a body. But it wouldn't be random. You would have to set them yourself

static parcel
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That's fine

dusk pilot
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That looks a little broken

gleaming falcon
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Restart blender?

stuck temple
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i know

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i tryed that

gleaming falcon
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did you try to import an explosion? 😮

stuck temple
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nooooo😿

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but it works normal now👌🏽

gleaming falcon
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Seemed like the plugin ran into errors.

wild arch
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I’m having issues parenting hair bones across armatures.. when I upload the avatar, the hair floats slightly behind the head..

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Basically I took one avatar, and I wanted her to have different hair, so I pulled it from another one, but I can’t parent the bone? Any ideas?

icy jungle
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Idk how to add bones to a character, help plz

lilac moss
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look up rigging tutorials in blender

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you don't do it in unity

latent patrol
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Anyone have any clue how to fix this?

odd plume
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How do you unlock view offset in blender

fading verge
crisp tendon
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@latent patrol Use cat's plugin

fading verge
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How do i ctrl + J these 2 bones from different armatures without one of them moving or scaling after joining

calm needle
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@latent patrol in blender, you would just hav to stretch out the spine bone slightly

icy jungle
crisp tendon
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When importing an fbx, in the bottom left window click on armature then automatic bone orientation

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and ingore leaf bones, never hurts

charred sorrel
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my friend wants me to rig her an mmd model but i'm not sure how to go about that, i have cats and i downloaded mmd tools and tried to install the addon from the zip file but it isn't working. how do i import a .pmd?

distant nest
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Hello, how would I go about making the mesh see through so I can see which bones I'm clicking on for weight painting?

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Currently seeing this.

charred sorrel
distant nest
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Thank you.

charred sorrel
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np!

icy jungle
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I give up! I can't rig models to have bones!

charred sorrel
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where do i download mmd tools at? this download isn't working

distant nest
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So whenever I get ingame, my feet move with my head, but checking the weight painting in Blender shows that there's no sort of connection between the two. Would there be any other explanation for that?

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Where are you trying to download it from?

charred sorrel
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also do you mean your character goes tip-toed or?

distant nest
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It essentially functions like this

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also

charred sorrel
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im confused xD

distant nest
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If I move my head from left to right, my entire body moves from left to right as well.

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And are you able to download properly?

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The mmd_tools

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Because you have to dig into the directory for the actual addon.

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You're importing the mmd_tools folder, not blender_mmd_tools-dev_test

charred sorrel
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do i zip the mmd_tools folder?

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and ooh, it should shouldn't it? i don't think im understanding D:

distant nest
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If I move my head from left to right I'd hope only my head would move, not the entire body, it's not like I'm turning around or anything, if that makes sense.

charred sorrel
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oooh, check the weights on your other bones! especially the ones the problem bones are parented to

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sometimes when you have weights set on their parents it moves with the rest of say the leg if the foot has weights elsewhere

distant nest
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Ah, okay. I'll check it out, thank you.

charred sorrel
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no prob!! also i think i see what you mean

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ah shoot nope blender still didn't recognize it

charred sorrel
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OOOH got it thank you!

distant nest
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np

charred sorrel
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hooo boy mmd models are intimidating

distant nest
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All the models I've been using come in as .fbx unfortunately, can't use most of the handy stuff the tutorials have.

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I almost wonder if it'd be worthwhile to import them into MMD or something.

latent patrol
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Managed to fix the skeleton, but I can't get textures showing, I want to die

distant nest
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In Unity?

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Or Blender.

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I've never been able to get textures to show up in Blender but Unity's easy.

latent patrol
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Unity

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Put it through maximo then textures are gone and refuse to pop in

distant nest
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Do you have a Materials folder?

latent patrol
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yes

royal agate
#

Whats the easiest way to add shit onto a character?

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I want to add a akatsuki robe

distant nest
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And you've got the orbs and the textures in there?

royal agate
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and i need to make its so bones from the akatsuki armature is connected to the normal model

latent patrol
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hang on

royal agate
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or parented if you will

latent patrol
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Yes the orbs do have the textures Ga

distant nest
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So the orbs are textured but it's still showing as untextured in the scene?

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Rendering mode is opaque?

latent patrol
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yup

distant nest
#

I dunno then, if the orbs are textured I've never had a problem from there in Unity, sorry.

latent patrol
#

I had it fine before, but restarted since the skeleton was broke

#

1 step forward 2 steps back

lime jolt
#

hey, im trying to add a little crown to a model of mine, but when ever i move it stays in place

#

can someone help me out?

echo atlas
#

I wish I know how I did that

latent patrol
#

All my problems came from forgetting to delete the .obj, i'll go cry in the shower now

pine hawk
#

anyone here that can help me via videoChat

hoary torrent
#

is there a tutorial for making an avatar ripped from a video game? ;-;

#

like i want to add eyetracking to this game model so he doesnt look so dead

quasi oriole
#

@hoary torrent is it not rigged?

hoary torrent
#

i mean it has bones and that, it has an eye_l and eye_r but doesnt want to do eye tracking

quasi oriole
#

did they come with it?

hoary torrent
#

yeah

quasi oriole
#

i know the cats plugin generates eye tracking bones, but they're LeftEye and RightEye

hoary torrent
#

its not generating eye tracking bones tho

quasi oriole
#

you've tried it?

hoary torrent
#

no shape keys selected?

#

thats what it said when i tried creating eye tracking

quasi oriole
#

a right

#

that means they aren't actually connected to the model

#

i think...

hoary torrent
#

should i connect it to the head?

#

the bones?

#

wait its already connected

quasi oriole
#

no, i think it means there aren't actulally verts associated with the bones

hoary torrent
#

ohhh

quasi oriole
#

could you go into weight paint mode to check?

hoary torrent
#

aaaa how do i do that?

#

never had to use weight paint mode before

#

so

fading verge
hoary torrent
#

ah wait found it

#

its all dark blue

quasi oriole
#

@hoary torrent with the eye selected?

#

ctrl+click to select bones in that mode

hoary torrent
quasi oriole
#

so that is a little more complicated to fix than just pressing buttons

#

you need to actually weight the eyes to the right bones

hoary torrent
#

mmm sounds tricky

quasi oriole
#

it might be a little hard to isolate the eyes from the rest of the mesh

dry fossil
#

how do i use TGA avatars

#

like tga file stuff

quasi oriole
#

tga is a picture format

#

like, for textures

#

you need an actual model

dry fossil
#

well this dosnt come with the actual model

#

;c

quasi oriole
#

that sucks

#

is there nothing else but tga files?

hoary torrent
#

im thinking itll be easier to convert the xps to an mmd file

quasi oriole
#

what, your model?

dry fossil
#

thats what is come with

hoary torrent
#

yeah

quasi oriole
#

@dry fossil .mesh is what you want

#

not sure if blender can open that

dry fossil
#

can unity open it?

quasi oriole
#

dunno, i've never seen that file before

#

just know it must contain mesh data

#

i.e. 3D stuff

hoary torrent
#

yo it doesnt even want to export as a pmx tf

#

i press export and it doesnt appear in my folder

quasi oriole
#

haha i've never actually tried exporting to pmx

hoary torrent
#

end me

quasi oriole
#

:p

#

@dry fossil i think there's a website that'll help you convert the file for you

dry fossil
#

@quasi oriole i dont know where to look for

#

what do i type

quasi oriole
#

converts .mesh to obj

hoary torrent
#

like i wish there was an mmd version of this dude smh

uncut yacht
quasi oriole
#

@trim coral send it to me

#

i might be able to fix it

hoary torrent
#

the model?

#

ooooo ok!

distant nest
#

If my character skeleton doesn't have five fingers, only three, will that ruin the IK tracking? The VRChat export thing in Unity warns of it.

fading verge
#

is someone have tutorials adding bones in models for vrchat?

brisk mesa
#

there's tons on youtube and you should also go look up Tupper's tuts, p sure

dry fossil
#

@quasi oriole obj dose that come with a rig ?

fading verge
#

Anybody knows how to rig animal avatars? I found a baby elk and seal and I have a mighty need to use them

distant nest
#

Any idea on what to do here?

#

Happening on both hands, I assume it's trying to weight itself to a bone that I deleted.

fading verge
#

those hands are not weighted to anything

#

since you edleted im guessing the finger bones

#

youll have to either weight it to the wrist, or fingers, or both

quasi oriole
#

@dry fossil no, you'll have to use an auto rigger

distant nest
#

Alright, thanks. That means the bone I deleted was the only thing that had weight on that portion of the hand, I guess.

#

Would weighting the mesh to the armature fix that possibly or not? I tried the ctrl+p thing but didn't get the option.

dry fossil
#

@quasi oriole nvm my friend gave me a xps converter

#

@quasi oriole i got it done its g

quasi oriole
#

cool

jovial dune
#

Is there a reason why, when I switch to weight-paint mode, I can only see the weights of one bone?

fading verge
#

I've never needed 5 fingers before for IK to work. I only ever needed 3.

#

Thumb, Index, and middle... Unless they changed it in this update

distant nest
#

Excellent, thank you.

jovial dune
#

I removed index and kept just the middle >.>

#

Hope to god that works

fading verge
#

It'll work but you'll have no IK

jovial dune
#

IK as in..

#

I won't be able to see them move?

fading verge
#

Nono, IK tells the game to keep you at the right level to keep your feet on the ground

#

If it's turned off, your avatar can end up in the floor or floating when looking at certain angles since it can't adjust the feet accordingly

jovial dune
#

disregard my question about weights, didn't know about selecting vertex groups

#

ohhh that makes sense

fading verge
#

You can keep the index finger bones and not have them weighted and it'll work

#

I commonly do this if I'm too lazy to weight all of my fingers (since I don't play in VR anyway)

#

Especially since Nintendo models tend to have one bone that controls all of the fingers...

jovial dune
#

yeah I'll look into re-adding empty bones for the index if things derp tf out after I upload this

bright peak
#

I am having trouble with riggin with Mixamo. I keep getting the error message "Place all markers on character" even though they are. The model originally came with wings and I removed them so they don't get tangled up. It works with the wings attached but not without them.

#

Any way to fix this?

somber spear
#

im getting bad clipping through the elbows on an avatar when someone uses it with vr

#

would post a screenshot but i cant. any idea how to fix it? I changed the bone angle slightly but it didnt do anything

brisk mesa
#

@last plover well i mean i have an Ultros tentacle monster running around vrchat currently so

#

you could just make it a Generic in the controller thing.

last plover
#

?

brisk mesa
#

oh sorry wrong alex

last plover
#

🤔

jovial dune
#

@somber spear Far as I know, you still have to remix/modify the weights to change how the bones deform the skin

#

My question is how can one copy weight changes from one side to another side if the x-mirror tickbox does nothing?

dusk pilot
#

@bright peak Miximo only rigs humanoid characters in a t pose.

#

It will not work well with others.

jovial dune
#

T pose is a bit of a lie

#

Both models I've done weren't in T

#

But a symmetrical pose with the limbs open (uncovered) and available

dusk pilot
#

I've tried a buzz lightyear model of mine in a stand/tpose and it only took the tpose.

bright peak
#

It was in a T pose.

dusk pilot
#

So idk.

jovial dune
#

also @bright peak Are all the geometry connected?

#

I had a floating head with my firs tmodel and I had to make little crappy connections between the head/body

dusk pilot
#

He posted an hour ago so idk if hes there lol

jovial dune
#

Otherwise it always gave me that same error message

#

he literally just replied to you sal

dusk pilot
#

oh he is

jovial dune
#

wtf

#

xD

dusk pilot
#

LOL

bright peak
#

I tried again with everything connected but it still didn't work.

jovial dune
#

hm

dusk pilot
#

can you send a pic

bright peak
#

How do I send a pic.

dusk pilot
#

upload to imgur

#

post imgur

low parrot
#

Easier to install Gyazo, copies link for you isntead of making you upload every shot

#

but I guess preference

bright peak
drowsy storm
#

My avatar is missing the right elbow bone. I made a new bone and assigned it properly into the hierarchy. How do i assign the mesh to the bone?

dusk pilot
#

Try centering as best you can. I see those knees are a little offset

bright peak
#

I've tried many times and failed.

#

For some reason it only works with the wings attached.

dusk pilot
#

@bright peak could probably rig it yourself in a few minutes

bright peak
#

I can try tomorrow.

dusk pilot
#

Mixamo has its limitations.

#

OH

#

under skeleton LOD

#

select no hands

#

try that

drowsy storm
#

@dusk pilot the automatic weight options are greyed out

dusk pilot
#

Are you in weight paint mode?

#

and pose mode for bones.

drowsy storm
#

Ok I clicked it and it said failed to find solution

dusk pilot
#

Go into edit mode for your mesh

#

Press a to select all verticies.

#

find remove doubles on the left side panel

#

If it removed some verticies then try again.

drowsy storm
#

failed again

dusk pilot
#

select all verticies in edit mode

#

press p

#

select by loose parts

#

then try.

drowsy storm
#

well it didnt fail but it didnt change anything

bright peak
#

It didn't work.

#

I'll try to figure it out tomorrow.

static parcel
#

Installed Cats and there's only the three options for visemes?

low parrot
#

AH, OH, and CH?

#

Those are the only ones it has, it generates the rest based on what you put in there

static parcel
#

I clicked on them and only see a greyed out name

#

Unless the MMD tools are essential for that part. I couldn't get them to load

latent patrol
#

Mixamo refuses to add a neck, am I screwed?

static parcel
#

No wait, I'm dumb. I put the wrong folder in addons. I see it now

fading verge
#

@latent patrol create a bone for the neck?

latent patrol
#

Do you know any videos I can watch to go about doing that?

fading verge
cosmic mica
#

as long as there are at least 4 fingers, can each finger have only 1 bone?

latent patrol
#

Thanks

fading verge
#

well you can make 2 to 3

#

just in case gear

#

np

cosmic mica
#

i have a wierd robot with no finger joints just nubs, can i get away with 4 fingers but 1 bone per finger or will vrchat not allow that?

fading verge
#

you can try that

#

go ahead and rig and test it out

cosmic mica
#

ooooh boy. gets ready for crash course testing

sick ermine
#

Ok guys i have a question. Is there another alternative in bone rigging besides doing it manually in PMD editor? If so please let me know.

noble dagger
#

no

opal aurora
#

Vrc's ik tracking works with a minimum of 3 fingers

noble dagger
#

it does it if i do anything like hit fix model in cats or shadeless

opal aurora
#

But you can make fake ones if ya need

sick ermine
#

So id have to mually go into the model in PMD and rig it manually

#

Manuallly*

noble dagger
#

thats what i was worried about lol

sick ermine
#

lol oh well

#

Im going have to reduplicate the bones adn stuff

noble dagger
#

alright so then...where can i get some good thicc anime models haha

sick ermine
#

and*

#

No idea lol

#

since the ones im working on are from a game

#

which i was given by a friend lol

noble dagger
#

the ones that i always end up finding and love alwyas have something wrong with it

sick ermine
#

yeah which sucks ik lol

#

i was working on a gundam model but

#

teh tris were so freaking high xD

#

the*

noble dagger
#

im just too picky i guess

sick ermine
#

could be

#

have u tried deviantart or osmething like that?

#

something*

noble dagger
#

yeah thats where i got them from

sick ermine
#

Alright

noble dagger
#

i download a ton of them and 95% of them are perfect

#

its jus the 5% always ends up being the ones i like the most and something im either not good at or dont know how to do

#

haha

sick ermine
#

lol i have serveral i want to work on but

noble dagger
#

like rigs and weight painting ...im no good

sick ermine
#

just dont have teh full knowledge needed to work on em

noble dagger
#

yeah im learning as i go and hop from project to project as i get stuck

#

maybe you might know the answer to this one

#

I downloaded a model that has multiple looks to it like forinstance it has 2 separate face materials and each of the face textures has one half of both of the different faces
Is there a specific shader or render mode for that?
https://imgur.com/a/XzwbG

you can see the 2 dfiferent face shere i can get it so that a single face shows for example

sick ermine
#

not that i know of

#

because all the textures i had to do

#

i had to do it manually in blender

noble dagger
#

yeah

sick ermine
#

that or the mesh for the face is two

noble dagger
#

idk its like if i change the shader i can get the different parts of hte textures to show but its alwyas mixed up and looks weird

sick ermine
#

which i do find that a weird way to go tbh

noble dagger
#

but im thinking there is a type of shader that can make it easy to switch between the 2 separate looks

#

or something along those lines

sick ermine
#

that i havent yet messed with because it usually costs me alot of tris

opal aurora
#

I know of a shader that takes 2 textures and uses them depending on the ambient (light or dark)

noble dagger
#

what's it called?

#

that would actually make sense with the 2 different styles of the model

opal aurora
#

It's on a playlist lemme look it up real quick

noble dagger
#

thanks. hopefully thats what im looking for

#

if i put all the textures to flat lit

#

its like half and half

noble dagger
#

and i can put some on standard and it will switch around ot the other and what not but that just doesnt seem like the correct way to do it

#

thanks, sounds pretty cool evne if it isnt what im looking for haha

opal aurora
#

It's as close as i can imagine for a 2 textured shader, unless it had 2 entire body meshes for both animated by shapekeys and each had their own texture

#

But that'd be alot of pollies

noble dagger
#

yeah, typically when ive downloaded a pack that had 2 versions it literally had 2 full modelsl

opal aurora
#

Maybe one will do what you want it to do

noble dagger
#

thanks i appreciate it

static parcel
#

It is set to the right mesh btw

#

I really only need to make visemes that work. The ones I've exported hardly move for some reason

#

Make a giant AA mouth and in vr chat, it moves a fraction of the way

opal aurora
#

Is your mic loud enough?

static parcel
#

I wondered that but I've tried other avatars

opal aurora
#

Hmm...

static parcel
#

Their lips move fine

#

Though my mic level does look low in microsoft settings

opal aurora
#

Do try to amp up the volume for it just to check, i had similiar issues and it honestly was my mic's volume

#

But it's odd since other avatars seem to work fine either way...

static parcel
#

Yeah

#

Trying some more and even if I'm quiet, they move fine

#

Maybe I should make the blend shapes bigger than needed but I worry if higher volumes will result in 'garry's mod' face

opal aurora
#

Oh boy...

static parcel
#

Yeah, tapping on the mic does make it go all the way

#

Maybe it's not so noticable since I'm only using jaw viseme

#

Just feels like there's a sensitivity setting that's missing from the plugin or something

jovial dune
#

Yeah, so 3 fingers is the bare minimum for any sort of hand finger IK

#

Sux but at least you can just make the third and give it no weight and it should all work.

arctic glen
#

Hello! I'm having a problem with configuration in unity if anyone knows anything about it. For my model, on the right arm, I have the right shoulder, right upper arm, right elbow, and right wrist. But for the left arm, I only have left shoulder, left arm, and left wrist. So I do not have a left elbow. Is it possible to leave the model this way or is the model going to not work if I leave nothing in for the left shoulder. Also, right now the left shoulder was automatically applied to left upper arm, the left arm was applied to left lower arm, and left wrist was applied to wrist, if this information helps any.

opal aurora
#

Simply drag the bones onto the necessary areas, you can drag them directly from the hierarchy or press the dots next to each bone map (under the green man's window) and search for them

arctic glen
#

I understand that, but I think what is happening is that I have a right elbow, but not a left elbow, so I am not sure what I should do or what I should put (or not put) for the left lower arm

#

And if I do just end up leaving it blank, will it affect the model in game

opal aurora
#

It will indeed after the model ingame, if it even let you upload it like that

#

Check the pins on this channel, the necessary bones to even upload as a humanoid are right there

arctic glen
#

Thank you! I might just try and upload it to see what happens, and if it doesn't work I might just have to find a different model. Thank you for your help!

opal aurora
#

@arctic glen you can also make fake bones in blender to act as dummy bones

#

But i'm not sure of how reliable that'd be for an arm

arctic glen
#

That's ok! I'm not great with unity or blender yet, I just follow tutorials on youtube, so I'll probably just end up getting a different model anyway. But that's fine, it doesn't bother me too much

fading verge
#

hey question so i got my character rigged

#

even though it says i have it rigged propperly in the humanoid creator

#

any help?

karmic moss
#

maybe this video could help you

static parcel
#

Would seem that the jaw flap blend option was my problem. It's not sensitive enough

mental lynx
#

While in Unity, those skin models aren't even supposed to be visible in any way.

#

meshes

#

Any ideas on how to fix this?

errant marsh
#

How do I get an imported model jacket on to my character?

coral relic
#

@mental lynx do you actually have overlapping meshes or did you forget to reassing the materials?

mental lynx
#

They're overlapping in VRChat, but in nothing else

coral relic
#

because if you have a separate skin mesh under the tiger-thing mesh, then you can delete the skin

mental lynx
#

In fact, they have space between the two

#

It shares the same mesh as the rest of the body, including neck, arms, and legs

eager bronze
cobalt geyser
#

My character's height is not at my height, changing the height settings doesn't change anything. I have to crouch down a lot just to see him bend a little bit

light kindle
#

Move grey dot or change the characters height in unity

neon quiver
#

dont know why this happens but in weight paint. if i move the arm the belt on the hip move. i check all the bone area to stop the belt from moving but it still does. i wonder if this is a glitch. maybe i should try empty weight groups?

coral relic
#

paint the belt with 0 weight

gleaming falcon
#

@neon quiver Adjust the arm in blender so its pulling on the belt, then go through all the vertex groups connected to that arm. I would go through each vertex group and paint over the belt to see if that'll fix it. I would also check the hip vertex group (if thats where it is) and see if the belt is painted to the hip

#

The belt is on the hips, yes?

neon quiver
#

yes

#

i will try that

gleaming falcon
#

And what I mean by "adjust the arm" is go to pose mode and move the arm to see if it messes with the belt

neon quiver
#

yes

#

also maybe it be easier if the belt on a seperate layer then merg?

gleaming falcon
#

I don't mess with separate layers in blender, that's just me.

neon quiver
#

ffor some reason the G button does not work when grabing the bone to move it in a non normal movment. like exsample shove the arm out of the way to see what vert pull out etc. yet rotating work. the G button just making the arm rotate. wonder if the rig has some sort of lock.

gleaming falcon
#

Perhaps. Try using the E to rotate the bone

neon quiver
#

i use R to rotate.

autumn parrot
#

After using CATs to "fix" my model on blender unity only detects his fingers on the Mixamo's rig, anyone know why? Is there a way to reset the changes made by CATs?

neon quiver
#

E does nothing

#

lol

#

i think i'll make my rig from scratch again. to see if did something

gleaming falcon
#

@autumn parrot Maybe rename the bones/vertex groups. I don't use CATs. You can also assign the bones themselves in Unity

autumn parrot
#

I'll try, but I think it will be easier to just remake the shapekeys on the model withouth CATs

#

But will still be a pain >.> and blender will fuck the clothes of my character again

neon quiver
#

ok belt it fix! 😃 the thumb was the problem.

gleaming falcon
#

The darn thumb!

cloud kiln
#

Sup mah dudes and girls

#

I have an issue according Effect animations

gleaming falcon
#

Never drop by just to say hi? 😉

cloud kiln
#

Hi

#

XD

#

On 1 of my avatars, the effect seems to take forever to go away. My hands are slowly restracting from the animation. Basically going slow-mo and extending the duration of the Animation. On my other avatar the effect is working fine

#

Same with my weapon on that avatar, fine aswell. But the Effect is really buggy

#

At first, I thought it was "Duration" But I was wrong

#

NVM, delete everything I just said

#

I'm an idiot

sharp viper
#

That happens if you swap from an animation that has a 1 frame duration to one that has a multi frame duration

cloud kiln
#

I solved it

#

XD

sharp viper
#

always 1 frame for animation overrides

cloud kiln
#

I forgot to delete the animation duration in the animation section itself

sharp viper
#

😄

cloud kiln
#

So the duration for it to activate was 1 second

gleaming falcon
#

😄

sharp viper
#

I've done that so many times

cloud kiln
#

Derp...

#

I thought I did that yesterday, but well. Yo boi Bars was tired

#

XD

sharp viper
#

if you're zoomed out too 1 second looks like the 1 frame marker, lol

cloud kiln
#

Ikr, I think that what I did yesterday night haha

gleaming falcon
#

Seems those fingers aren't weighted properly

indigo locust
#

does anyone have a tutorial on rigging something non-humanoid?

#

I have it "rigged" but VRChat for whatever reason doesnt accept these models since they wouldnt have a chest hierarchy or whatever... would I need custom animations for legs?

cloud kiln
#

You mean by having 4 legs?

#

Even though they'd have 4 legs. You still need a chest

#

Due to that VRChat only accepts humanoid rigs

#

Sadly enough... I tried to get past that aswell

indigo locust
#

I mean I rigged it to have 4 legs, hips, feet, and a spine

#

So how are people getting around it with the nonhumanoid models such as pokemon/birds

gleaming falcon
#

Those models are are somewhat humanoids

indigo locust
#

not all pokemon are humaoid, what about the quadrapeds

#

biped pokemon i understand (birds are of the like i guess)

gleaming falcon
#

You can import a model and create a avatar controller with custom movement animations, but if you want to have it move with arms, it needs to be set as humanoid

indigo locust
#

and it would need to be 20cm as well, which is pretty unfortunate given its a small animal

#

I'll see about the avatar controller though to set up custom movement animations, that's what I had assumed

fading verge
#

Can someone help me with my model?

#

The heck happened? And how do I fix it?

gleaming falcon
#

The materials are off. Just fix those, mate

fading verge
#

How?

gleaming falcon
#

Find the material folder in your unity assets

fading verge
gleaming falcon
#

Drag those to the appropriate place on the model

fading verge
#

Just did, and it didn't change anything

gleaming falcon
#

Get a screenshot of the hair material in the inspector

fading verge
#

hey , my avatar has fucked up hand in unity but the bones are ok , in blender the hand was normal in t pose but in unity when the avatar is on t pose this is how its looks like :http://prntscr.com/i8qt1m

Lightshot

Captured with Lightshot

#

idk why

oak mauve
#

is it like that all the way around it in unity? @fading verge

fading verge
#

@oak mauve No. Just the front of the hair

#

well side but you know what I mean

#

And it's only the hair meshes that are affected by it

oak mauve
#

you tried changing it from cutout to opaque?

fading verge
#

Still the same result

#

do you know why my hand is fucked up in unity ?

oak mauve
#

hmmm thats really odd

fading verge
naive tree
#

check in blender if there is additional bones

#

parent to according bone the weight should be and hit mix weight in cats plugin

thorn tangle
#

so do I need to merge a multi object mesh before attempting to rig it?

gleaming falcon
#

@fading verge How many materials are in the hair?

fading verge
#

Literally just the one material texture

#

found the problem 👍

#

fixed

gleaming falcon
#

@fading verge It seems something is off with the materials. Can you DM the file and I can take a closer look at it when i get home

fading verge
#

Will do

fading verge
#

I've a blender specific rig that needs adjustments.

#

Any tips?

#

There is little hierarchical structure with the bones.

#

It actually just needs a bit of adjustments:

#

And a Tpose.

lilac moss
#

does the cats fix model not put it in tpose?

fading verge
#

I'm normally explorting as FBX not with cats, lemme try that right now though.

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I started it in pose mode and exported it with cats but Cats forgot to apply the mirror modifier and now I got this.

gleaming falcon
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😱 You cut him in half! You monster!

half fern
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anyone know how i can specifically choose which materials i want to atlas

fading verge
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@gleaming falcon I'll put him back together Monday.

gleaming falcon
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Edit mode in blender, you can set materials there

fading verge
midnight arch
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Hmm with new sdk update is doesnt seem to see my mapped bones but when configure in unity everything is mapped?

distant nest
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Are there any references for an ideal size/ratio of each bone? I've got all the bones set up but the rigging just seems kind of... off? ingame. The unity add-on didn't seem to have any complaints.

sharp viper
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you would need custom animations for everything, and you need to use avatar general

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oh, sorry, for the 4 legged thing

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you can totally do that. But you need to use customanimationoveride

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and make a walk cycle and everything

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most you can just pull from mixamo though

gleaming falcon
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How you make customer avatar?

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custom*

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lol

sharp viper
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this isn't the correct channel for that, but you should check out tupper's tutorials

gleaming falcon
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I was kidding

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XD

sharp viper
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lol kk

gleaming falcon
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I've made that MK Avatar room. :^)

sharp viper
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that feel when you're almost done weight painting

gleaming falcon
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Best feeling EVER

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lol

cerulean dawn
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anyone know why my body is going through my clothes?

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I painted the weight to the shirt and arms

rugged vale
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well for that model you should just staright up delete the skin mesh under the shirt to save tris

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then clipping issue goes away as well

sharp viper
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yerp

cerulean dawn
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u can see under the hoodie from the sleeves

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so I want to keep it

sharp viper
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unless you need clothing to have seperate physics from body like with skirts you don't need

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so what is a good idea to do is delete any tris anyone cannot see unless it's totally trivial

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like if your arms are like 5 polys then meh

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but you'll want to weight paint the shirt so it's part of the body basically

cerulean dawn
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there is a gap to see down the hoodie so I left part of that for that reason

sharp viper
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yeah, that's fine - just make the arm bone part of the shirt bone though

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so like, chest needs to also apply it's physics to the shirt

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I'm not sure how to do that in blender, but in meta it's easy with anchor

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or ellipsoid, you just scale it a bit to include the polys of the hoodie

fading verge
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how do i fix this?

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lol

sharp viper
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same thing, paint part of the neck to the head

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or merge your meshes

fading verge
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is there a way to completely take away the weights from it?

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i dont really need the chest to move the mesh

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i dont need the shoulder either

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i just want it to not move the arm

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like if i make that red part blue completly, itll move the whole arm anyways, which i dont want

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but i want to still keep the shoulders and chest for vrchat

sharp viper
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you do though, or no normal animations don't work

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blue = an equal weight

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I assume

fading verge
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thats what i thought, i dont know what this is really

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its like

sharp viper
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meta is the same way. You need each bone to only have an effect on the poly around it

fading verge
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its moving the armeture, instead of the mesh

sharp viper
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right

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beucase you've somehow paired one bone to the entire mesh

fading verge
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huh

sharp viper
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you can make your foot bone move your arm if you want

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it doesn't actuallly matter where the bones physically are on the body

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I'm not that familiar with blender rigging, but this is pretty similar

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so my WIP dude here

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is weighted properly. Each bone has a colour code and there's blending between each one

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his upper arm only moves his upper arm

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I would assume and hope that blender has some kind of anchor method of weight painting you could apply

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for example this is my entire avatar

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rather

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each "box" represents an enclosed area of polys that each bone has an effect on

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and it was for the most part auto generated

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the weird bone at the top moves both my eyes at once

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even though it's nowhere near my eyes

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becuase I painted it that way

fading verge
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no clue, whats going on honestly

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lol

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first time ive seen that

sharp viper
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you should watch some tutorials then

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beucase right now, basically, whenever unity or blender tries to move some part of your mesh

fading verge
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yeah, watching on weight painting, but i might be looking the wrong way

sharp viper
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every bone is moving the entire mesh

fading verge
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hmm

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im not completely sure, all i know i did was import a model, then divided the big chest bone so i can have a chest and spine

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and the chest portion is moving the neck along with its components

sharp viper
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that's fine, actually

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but you still need to tell blender or whatever is using your model

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which PARTS of your mesh that bone has an effect on

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so that when something moves that bone, only the parts of the mesh that should move with it move

fading verge
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okay, ill look for something like that, thanks ^_^

sharp viper
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not a problem. The idea is just like a human. Muscles are bound to bones and tendons- in this case your mesh is both the muscles and the tendons. Try to think of it like a wire dummy inside some clay

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you're posing the clay but it wouldn't be good if the wire was stiff

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trying to move the wire would move the whole thing, you know what I mean?

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that's the concept of armature

fading verge
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i see

sharp viper
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so each "bone" is a part of the wire you can freely manipulate, like a wooden mannequin artists use for poses.

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in reality, bones can be wherever you want, but to move like a vrchat humanoid there's certain expectations that roughly match the things found in human bones and muscles and joints

fading verge
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any hints why vrchat isn't picking up eye tracking and blinking on one model for me? eye tracking is generated and it works when testing in cats, keyshapes vrc.blink_left and vrc.blink_right are on the right mesh and can be previewed, left and right eye bones that control the movements are set properly in unity rig ... I'm wondering why it's not picked up at all

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you have to have it set to "Left eye" not L_Eye

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try that

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I have that

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hmm

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no clue then

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lol

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I've made a dozen of others, no problems, this one just ignores it 😐

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any help would be greatly appreciated

sharp viper
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That entire red area is the effect of the bone you'e made smaller

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right

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you need colour on the other bone

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or "Weight"

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red = weight

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so you need to make the new bone weighted to part of hte mesh too

fading verge
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okay, ill try that

sharp viper
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someone who uses blender can help with that I'm sure, I could tell you how to do it in meta or mikumikudance but that doesn't help you much ;

fading verge
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does meta use vertex groups? cause i just found out that my chest doesnt have that

sharp viper
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it does, but it's called "closed region

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that's my chest

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green dots = selected weight

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once I hit "apply weight"

fading verge
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okay, sounds really similair

sharp viper
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same concept I'm sure

sharp viper
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yep there ya go

fading verge
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but yeah, am i supposed to add a vertex group manually?

sharp viper
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you're on the right track. Get the verts assigned to that bone

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usually there's several tools

fading verge
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okay

sharp viper
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I'm using something called anchor in meta but I could paint to select the verts with a brush too

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I'm just not familiar with blender

fading verge
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sounds really similair from what im hearing though

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lol

sharp viper
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yeah, exactly the same thing - you're just assigning parts of your mesh to a bone- basically sticking the clay on the wire lol

fading verge
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lol

late thorn
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can anyone help with an issue I'm having with parenting props?

drowsy fossil
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I need help on this one, I think it goes here because it's a rig problem I think (at least weight painting, I might be wrong though).
I have this Sonic model that I converted from an ancient Sonic fangame that is long dead.
On the model for some reason left hip bone also makes mouth to rotate with it. How can I fix it? Weight painting? What exactly do I have to do?

https://cdn.discordapp.com/attachments/387726923922538496/408717160014282763/unknown.png

fading verge
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i know a little bit with parenting bones, if its the same concept i might be able to help, send some images over

late thorn
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cant send them here for some reason

fading verge
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make a discord server and upload one there

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then just copy the link and paste it here

late thorn
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so the accordion is separate

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and i parented it to the wrist

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but it fucks up the pivot joints of the whole rig

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everything from the chest down is rotating to that pivot on the accordion

fading verge
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wait

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what

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lol

late thorn
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yeah XD. no fucking clue why it does that

sharp viper
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probably the same issue, you applied weight from it's bone to the rest of your mesh

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you need to basically select the rest of your mesh and delete the weight of the bones in the accordian from it

late thorn
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the model and accordion are in separate fbx files

sharp viper
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oh, in that case it shouldn't do a darn thing

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I attach all kinds of things to my hand

fading verge
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yeah, that makes no sense on why its moving the rest of your rig

late thorn
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its not a skin weight issue

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it just changes the pivot of the joints

sharp viper
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change from global to local at the top there

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and make sure the accordian is the object selected

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not your arm 😉

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in your scene

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local for the new object should be 0 0 0

fading verge
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@drowsy fossil can you show us the head portion of the rig

sharp viper
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so it's absolute position is on whatever bone you stuck it on

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then you can rotate it

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@late thorn

late thorn
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doing it that rn hold on

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local for the whole object is 0 0 0

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but the mesh isnt

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WOAH

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IDK WHAT I DID

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BUT IT WORKED

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owait

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i know

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my Unity wasnt set to 'pivot'

fading verge
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@sharp viper got it working, fixed the vertex group and added the weights. Thanks a bunch ^_^

drowsy fossil
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it's really weird

fading verge
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did you rig it in blender?

sharp viper
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you're welcome dewd

drowsy fossil
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It's not my rig, it came with the model itself. I just fixed some parenting in Blender.

fading verge
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okay, try going back to blender, and parenting the mesh to the armature with automatic weights

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you do that by holding shift, and clicking the mesh first, then the armature, and hitting ctrl P

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on object mode i should mention, not edit mode

sharp viper
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lol I have no idea how people do anything in blender

fading verge
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lol, its so similair tho from what you described to me

sharp viper
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yeah but all the key+click+ctrl shortcuts that are only used in blender. CTRL+P is print in literally everything else

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in meta: click the bone. Mesh it is currently modifying is displayed. If it's wrong, drag the box around it to fix, or simply paintbrush the verts you want or don't want. It mixes the weights automatically.

fading verge
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huh