#avatar-rigging

1 messages Β· Page 91 of 1

fading verge
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lol

sharp viper
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yep

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blender makes me crazy

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also no stupid view panels doing insane things or your workspace going insane. Tools stay where they belong

fading verge
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haha

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oh well, its what i started with so i just think its normal

sharp viper
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lol as someone who works in software quality and testing in a technology rnd lab blender is like trying to explain peanut butter to a frog

fading verge
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lmao!

drowsy fossil
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It's single one mesh though called body. How it rotates mouth piece like that is a mystery to me

fading verge
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yeah, i think i have around 70hrs in blender and i dont know jack yet honestly, so many shortcuts with functions

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have you tried weight the bones yet?

sharp viper
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I can tell you with absolute honesty after 10 hours in meta had me creating numerous blend shapekeys fully after fully rigging a model from scratch and texturing it.

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having never used it once

fading verge
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jesus christ

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installs meta

sharp viper
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but even meta is super broken in many ways too and not all that greatly translated.

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the point is there does not exist a single complete 3d artistic solution that can do soup to nuts yet that I've seen that is beginner friendly

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Clip Studio Modeller maybe, but it's not available in english yet. Adobe needs to make something complete I think

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meta suffers from broken documentation and a tiny userbase

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and a major lack of hardware optimization. It shouldn't be slow on a 1080TI extreme on Ryzen with 32gb of ram over 50k poly, but it is.

fading verge
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jesus

sharp viper
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but it's super gewd for vrchat - because it's super good for MMD.

fading verge
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i honestly dont even know what else exists, i just thought to myself "mmd models, blender, unity, vrchat, fun"

sharp viper
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It's fun regardless I gotta say

fading verge
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yeah

sharp viper
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and since blender is open source and super popular there's a bazillion people making plugins and tools

fading verge
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i thought sitting on my ass without getting paid was going to be boring, but apperantly i have more time on wasted on blender than vrchat :T

sharp viper
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there does exist all kinds of weird 3d modelling tools and even ones in vr now but the demand is fairly low for beginner friendly tools to exist. Zbrush was a step in the right direction but they stopped there. Someone needs to make something that isn't a university project that starts with the bones and ends with the model.

fading verge
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whats the difference between zbrush and maya?

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i keep hearing those alot

sharp viper
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that's something I stumbled on a while ago, super cool starting point

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Zbrush is like moulding with clay

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both blender and meta have that now

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built in. It's for taking something like a sphere and turning it into a head

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that's only the mesh part though

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and you have to retopologize and then rig of course

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and probably split that mesh at some point

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then re-merge so you can properly target bones

fading verge
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huh

sharp viper
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but yeah. Some people prefer literally clicking verts out in space

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that's actually a really good way to do it if you're working with 2d drawings

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in meta what we usually do is take a drawing of a profile and straight on, and stick those references on the x and y axis

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then literally click along the drawing just like the pen tool in photoshop. People do that in blender too

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then turn 90 deg, drag out the vector and boom.

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face

fading verge
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ive seen something similair to what youre describing in blender, is it easier to do that on meta?

sharp viper
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meta was designed with that in mind

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meta was made from the ground up to be a tool to allow traditional artists used to photoshop or paint tool sai or whatever to make 3d models

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which is why it does some things pretty gewd

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blender can certainly do more though overall

fading verge
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i might learn meta then, a friend wanted me to make him a model from an anime he watched, and i have nothing better to do with my time, so i said yes

sharp viper
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and maya trumps both but it also suffers from the learning curve falling off a cliff

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the one upside with meta is that it's the go to for mmd models

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so like - go get a Tda base and you're 90% of the way done already

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for making that anime character

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you'll need to model the clothing and hair

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generally

fading verge
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mhmm

sharp viper
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hell you could even just modify kizuna ai if it's a girl

fading verge
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lol

fading verge
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that sounds way more convenient lol, just finish the head right?

sharp viper
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get from there, throw into pmx edit, export as pmd, throw in meta

drowsy fossil
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what you mean by armature

sharp viper
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yep, that's how 99.9999999% of mmd models are made

drowsy fossil
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armeture with orange logo or?

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the other?

sharp viper
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literally playing with barbie dolls

fading verge
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@drowsy fossil your skeleton

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good old dress up

drowsy fossil
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alright

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left click or right click on skeleton?

fading verge
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okay, double click a first to deselect everything

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hold down shift, left click on the mesh(texture), and then leftclick on the armature(skeleton)

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you can let go of shift now

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then use ctrl+P

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and you should see an option for automatic weights under something

drowsy fossil
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alright

fading verge
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i cant remember what it was under, but it should be visible

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just in case you dont see the option, you might have done the proccess in edit mode instead of object mode, in which case you can just press tab to get out of it.

drowsy fossil
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done

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so what do I do now?

fading verge
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nice, export it to unity and try to rig it again

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and check if the mouth moves

fading verge
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That doesn't even look like the same model anymore lol

odd cargo
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If there is someone who can rig an avatar for me in blender message me please

fading verge
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Huh

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Did you move the skeleton separately in blender away from the mesh?

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Or was it like that in blender

static parcel
winged plinth
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Hey, so I'm working with visemes and eyetracking, and I'm encountering this this glitch where when people look at a certain distance, they see my eyes closed, and when they get closer, my eyes are opening and blinking. I can't see this happening in the mirror, and it's happened consistently with 3 models I've worked on

crisp tendon
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@static parcel It has to do with IK and body proportions afaik, i have the same problem.

echo atlas
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Anyone know an easy way to add dynamic bones to a model without spending 20 bucks?

winged plinth
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Why are you guys ignoring me?

echo atlas
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I'm not, I just don't know how to fix it.

stuck edge
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If you're going to be rigging multiple models, I say get it

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you can torrent it

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but that runs a high risk of viruses

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even with an Antivirus

echo atlas
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I see why you're called dangerzone.

stuck edge
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I say just buy spend the $20

echo atlas
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rip.

stuck edge
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that's what I did

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I spent $15 on muscle animator too

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makes animating hands and stuff SOOOO much easier

echo atlas
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Maybe after I purchase a VR headset.

stuck edge
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I have avive

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but I'm waiting on the Pimax 8K to see if anything good comes out of it

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For now, I bought some split wire loom to stop my vive cable from twisting on itself. its awful.

crisp tendon
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@winged plinth Any image or info on your eye tracking would help, we can't do anything without information.

echo atlas
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Would the windows vr for ~210 bucks be good?

winged plinth
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I can't see it happen to myself

echo atlas
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All I can afford.

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check the mirrors

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or have a friend screenshot.

crisp tendon
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You'd be better saving for an oculus rift

echo atlas
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rip, the headset I wanted went up 60 bucks.

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Might as well now

fading verge
crisp tendon
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I don't think you can do that.

fading verge
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i did it with my hair

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dont know how i did it

crisp tendon
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Your hair is a mesh, not a bone ?

fading verge
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mesh and bone

winged plinth
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Where do I upload the screenshots

crisp tendon
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imgur

winged plinth
worldly palm
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Is there an easy way to lift up an avatar? My avatar's feet are under the ground

winged plinth
crisp tendon
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@worldly palm How in the ground ? All the rooms ?

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@winged plinth i meant your eye tracking in blender

winged plinth
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What are you referring to?

worldly palm
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Yeah in every room, I think I just have to make the bone bigger

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So it actually touch the ground

crisp tendon
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@winged plinth Your eye bones, shapekeys and settings you have chosen in blender

winged plinth
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I used Cat's MMD thing, I don't know those specs

crisp tendon
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@worldly palm Take it completely in blender and lift it, then select all, ctrl + a "apply location"

winged plinth
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Can you reword the question?

crisp tendon
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Can you give me a screenshot showing your eye bones inside of the model and the eye tracking panel in the cat's addon

winged plinth
crisp tendon
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can't see your eye bones there

winged plinth
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What eye bones?

crisp tendon
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The bones you used for the eye tracking ?

winged plinth
crisp tendon
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Yeah some of your shapekeys are messed up

winged plinth
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Ignore that, because it's different for each model and it happens for all of them

crisp tendon
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basis is the default, it shouldn't be used for a blink, lowerlid, or even both anims at all

winged plinth
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The other models don't use basis

crisp tendon
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They should

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What tutorial did you follow ?

winged plinth
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I didn't use basis for my other models that have this problem

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In fact, I only did basis just as a test, and this model didn't have basis either and it still did it

crisp tendon
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But you need basis, it's part of the process, and if your blink is incorrect then i'm not surprised you're having weird issues

winged plinth
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What?

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But you said not to use basis

crisp tendon
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You need one, not to use it

winged plinth
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What?

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What do you mean by need and not use?

crisp tendon
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It needs to exist, it doesn't need to be used. Look at the eyetracking creation panel, Basis, isn't mentionned, but basis is the first shapekey created when making your shapekey that will then be used for eyetracking

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So i'm not sure which tutorial you followed, but you may have missed a step

winged plinth
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I know that.

native isle
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Oh

winged plinth
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What else is messed up besides basis. I didn't delete basis, it's there in the model, but I would use the blink shapekey for each model .

native isle
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Eye tracking problem?

crisp tendon
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Your blinks are messed up, and lower lid as well

winged plinth
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I know that, but tell me how.

crisp tendon
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I've asked you three times which tutorial you followed, still waiting, i need to know what process you followed

winged plinth
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A friend helped me, why does that matter?

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Tell me what's wrong with the model

native isle
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Is the Body your only mesh?

crisp tendon
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Eh, i've tried to help, good luck.

native isle
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Ruuubick!!

winged plinth
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Yes my body is my only mess

native isle
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@crisp tendon Hey!

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I see

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@crisp tendon Are there any common solutions to eye tracking problem?

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I have the guide I followed

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I can show you

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Doesn't work unfortunatelly T_T

crisp tendon
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Please don't ping unless you need urgent help. There's a lot of tutorials for each specific parts of the creation process, i suggesting finding individual video if you ever have a problem, they usually go into more details.

native isle
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Sorry...

crisp tendon
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If you have 2D eyes there's a tutorial for that, if you have 3D eyes there's also many tutorials for those.

native isle
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I thought you might be the one who knows the common issues πŸ˜„

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Ok I guess

fading verge
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managed to join both armatures into 1, knowing the order to join is confusing

crisp tendon
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Most common issues rarely are issues andmore people forgot a step or made a small mistake that broke the whole thing iris

native isle
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Yeah pretty much πŸ˜„

crisp tendon
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How did the weight paint react ? @fading verge

fading verge
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no weight issues

winged plinth
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The tutorial you gave timebender disabled blinking

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The thing I have trouble with

native isle
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Ok I guess gotta go watch the guides again πŸ˜„

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Do you have shape keys for blinking?

winged plinth
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Yes, for each model, though one only has one for both eyes and not individually

native isle
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Then you can do the blinking as an animation

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Watch the whole video πŸ˜„

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Ok, I guess gtg. Thank's for advice Ruuubick

winged plinth
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Thanks for nothing

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You could always be a little more patient Ruubick

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I do have Autism, after all

fading verge
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You are being rude, and ungrateful. People can CHOOSE not to help you, you aren't ENTITLED to get help.

winged plinth
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Whatever, feel however you like. Goodbye

midnight arch
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hrsgryysirgyisgdyf sdk is broken

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Fix one problem then a other comes bruh

neon quiver
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is there more advance rigging then just weight paint? because im adding weight to a belt but it clips in are. a i cant make it move more. i want it move natural when the legs moves.

fringe rose
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Does anybody know if there's a way to allow sleeves to bend whilst preventing them from rotating?

restive hill
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lock rotation on the correct axis

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ok, does dynamic bones colliders interact with models that have "generate colliders" checked during generation?

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also, for sleeves, "keep inside" colliders might be nice... but im not even sure if you can anchor them to arm bones

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but anyway. does anyone use "generate colliders" for going MMD>blender>unity?

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oh lovely. transparent secondary eye textures had me worried for a second there.

fringe rose
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oh thx Smoo

restive hill
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i do not think that i should generate colliders like that... i should use a test model or something

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hmmm

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that's be killer if i could just tick that box and use minimal colliders on stuff tho

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got a kizuna at 80k triangles, and auto-decimate seemed to do a pretty damn good job

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damit, her hair is fucked up

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whatever.

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too bad that if people COULD go above 20k, we'd have people running around with avatars 100mb in size with millions of triangles

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nah, it doesnt-work as much as i thought it wouldnt πŸ˜›

spark nova
fading verge
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20k isn't a big deal. It's getting hiked up to 60k in the future so people say

restive hill
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that generally gets sorted after i export from blender

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oshit, really?

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60k i could easily decimate down to πŸ˜„

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anyway nutty

fading verge
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20k is fine for avatars, get better models or textures, this is not zbrush πŸ˜‰

restive hill
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when i export from blender, i choose the, uhm

fading verge
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Over say 64k is shameful

restive hill
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path mode "copy" under the main export options stuff

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and that gives a directory with all the textures

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also, use cats and combine same textures, maybe save some work

spark nova
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so im past that point then 😦

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in blender it was all just purple and then i just exported into unity to see if it was working

restive hill
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then i stick in the model, and delete the auto-material white spheres and stick in the correct textures

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yeah, i had one kinda like that, was able to get it working in unity

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i had one with a ton of extra mesh in front of the face, deleting them made ALL the shape keys go berserk

spark nova
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gotcha

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so for me do i just need to reapply the texture then?

restive hill
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here's a shader. save the text as "hide.shader" and stick it into your stuff directory, and import as needed:

 
Subshader {Pass {  
    GLSLPROGRAM
    #ifdef VERTEX
    void main() {}
    #endif
   
    #ifdef FRAGMENT
    void main() {}
    #endif
    ENDGLSL
}}
 
Subshader {Pass {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    struct v2f {
        fixed4 position : SV_POSITION;
    };
   
    v2f vert() {
        v2f o;
        o.position = fixed4(0,0,0,0);
        return o;
    }
   
    fixed4 frag() : COLOR {
        return fixed4(0,0,0,0);
    }
    ENDCG
}}
 
}```
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worked like a charm for me

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yeah, probably reapply, did you translate the first time through?

spark nova
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yeah i did the translation in cats and it didnt do much for me

restive hill
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stick that shader on a mesh, and poof, it's gone. visually.

spark nova
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i did it all myself

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sorry newb here. how do i add that thing of text you sent as a shader?

restive hill
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make a text file (notepad++ recommeded) and put that in, change ame to hide.shader

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and then poof, you have a shader you can import into unity

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i got that off a forum, i have no experience with shaders

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scared, actually

fading verge
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it's fine, the shader is simple and sweet

restive hill
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ive always sucked at programming math, i get really pissy when people say "durrr, you like games, you should program them"

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suggested response "you like eating, you should become a professional cook. or driving, you should become a mechanic"

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"oh, you go to the bathroom DAILY? become janitor"

spark nova
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so do i just apply the shader on each of the new mats that it recreated?

restive hill
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no

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use it the same way you use cubed's shaders

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except it has no options, it simply removes a troublesome mesh with low visual cost

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you MIGHT never need that

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but if you do, now its in your toolbox

spark nova
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when i hit the shader drop down where do i find that shader?

restive hill
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it is very obvious

spark nova
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oh

restive hill
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the name is literally "Unity's Multi-Material System is Borked"

spark nova
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got it

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so that like complety got rid of the model

restive hill
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wel yeah

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that's what it does

spark nova
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so how do i bring back the good material

restive hill
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use a diffo shader

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that's if you have a silly little mesh that's being annoying, but you can't delete because shape keys

icy jungle
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Can someone rig me a Primarina model, It does not work for me in blender 😦

spark nova
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im not sure if that was my issue. well at least i dont undertstand whats happening

restive hill
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can someone? almost certainly. it depends very heavily on what you're paying, i'd guess

icy jungle
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nevermind then

native isle
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Will having the separate mesh for the face break the eye tracking?

restive hill
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uhm, you should ALWAYS ALWAYS merge meshes

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if that's what your asking

native isle
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Well...

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hm...

restive hill
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the eyes are generally just a couple bones weighted to appropriate parts

native isle
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The lipsinc works with the separate mesh

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Eye tracking doesn't work at all

restive hill
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there's some way to do eyes that move texture around, but i've very much given up on that

fading verge
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1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist!
Exact names are required, there can be no in-between bones.
The bones don’t need any vertices skinned to them. They can be β€œempty”.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be β€œempty”, but blender won’t export empty blendshapes.
3- The skinned mesh must be named β€œBody”.
restive hill
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i wasted WAY WAY WAY too much time on that

native isle
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1001 Thank's I've read that

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oh wait....

restive hill
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yeah, use cats to set up eye tracking, if that doesn't work, i just disable

native isle
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OH SHI.....!!!!!

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The 3 one

fading verge
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yup

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it helped me too πŸ˜‰

restive hill
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i do not have the capacity to fix eye tracking stuff for cats T_T

fading verge
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nah, you learned something stupid πŸ˜‰

restive hill
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merge.
your.
meshes.

fading verge
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@fading verge blinking isn't required but it adds in a nice touch, also the mesh that has the head needs to named as body.

native isle
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I have an animation for blinking

fading verge
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my avatar has eye tracking but requires no blinking

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'Body' even

native isle
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(which will break after I merge meshes )

restive hill
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yeah, if you have a two-eye blink, just set that to one eye, and the other to basis

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no, shape keys don't break when you merge

native isle
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People say it's not very reliable

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I mean the blink through cats plugin

restive hill
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oh, it almost always works for me

fading verge
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those people have been decimating face parts for sure

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ruining keyshapes etc

native isle
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Pretty much

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Did that when I was younger

fading verge
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πŸ˜„

restive hill
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dva worked great, most other stuff works, but my neptunia models get broken by blender somehow

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for some reason, blender hates neppy skirts, idk

native isle
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Strange

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XD

restive hill
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it works fine when i just toss them straight into unity, but then the damn hair isn't parented to a root

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oh, i know, i should just use exclusions.

native isle
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Are you using tupper tutorial?

restive hill
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well, they WERE the first couple i did

native isle
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Just watched it

restive hill
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tupper tutorial is great to start, i link that all the time, i don't really NEED it, after doing it what, 8 times fully thru

native isle
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We need 1001 message to get pinned

restive hill
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cats has been perfect at visemes so far, im not doing that manually πŸ˜›

native isle
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πŸ˜„

fading verge
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I can think of so many things that need to be pinned because they get asked every damn hour πŸ€”

native isle
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Yeah

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They should make a FAQ

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Oh look

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Tupper is actually online πŸ˜„

restive hill
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tupper is ALWAYS online

native isle
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Haha yeah maybe.

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maybe we should ask him on making a FAQ video or smth πŸ˜„

restive hill
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Tupper is watching you. Tupper is silently judging you.

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Tupper is there when you pee, staring.

thorny gate
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I have a question that I haven't seen asked

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My models ALL are clipping slightly into the floor.

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The origin is perfect

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The bones are perfect

fading verge
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okay, is your model in high heels?

thorny gate
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Regardless of the origin, all MMDs processed in Cats will do it

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yes

restive hill
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mine started doing that, it was an issue in blender best i can tell

native isle
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XDD

thorny gate
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But some of them are not

fading verge
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it's because it thinks the floor is where the ankle is

thorny gate
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And they still do it.

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yes, I know

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BUT

restive hill
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you have to make sure they're not just a little above or below the plane

thorny gate
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Already did that.

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It happens to flat-footed models as well.

native isle
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In the rig section you can put the hip bone up a bit.

fading verge
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raising the spine sometimes will nudge it right

thorny gate
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in unity model config?

native isle
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Yeah

thorny gate
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I'll give that a try

restive hill
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or transform it maybe?

thorny gate
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it's fucking annoying

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because like I said

native isle
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Lol

thorny gate
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it's EVERY model

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Not just the highheel ones

fading verge
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moving the origin of the ankle to the lowest point of the heel is also an option IIRC

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hmm

native isle
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You have a curse renerrix πŸ˜„

fading verge
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what's their diet?

thorny gate
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I know, end my suffering

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I'll legitimately give you

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my project file

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if you'll help me fix it

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lmao

native isle
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Just put the hip up

thorny gate
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Well, I'll try on my own some more

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we'll see what happens

spark nova
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hmmm so i decided to start back over and i noticed it wasnt translated in my blender...

native isle
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@thorny gate here

thorny gate
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?

native isle
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Cant send the screen 😦

thorny gate
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upload to imgur

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open the site

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ctrl+v

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done

native isle
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I have this

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Do it in configure

thorny gate
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yeah

fading verge
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is vrchat doesnt support transparent texture?

native isle
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It can mess up your pov though

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Just get it also up

fading verge
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@fading verge ofcourse

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it does

thorny gate
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you want me to transform it up slightly @native isle ?

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or down

native isle
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It should be the length you model falls through the floor

thorny gate
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but + or -

fading verge
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@fading verge how to setting that?

thorny gate
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should be - no?

native isle
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No

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Wait

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Can you screen shot?

thorny gate
native isle
#

That's spine you've chosen

thorny gate
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There are also toe bones, but I unassigned them

native isle
#

Should be a hip

thorny gate
#

I wasn't transforming

native isle
#

Choose the hip bone and send the screen again

thorny gate
#

it was just a misclick lol

fading verge
#

@fading verge the render mode of your material must be set to transparent and your texture file needs to have an alpha channel

thorny gate
native isle
#

Yeah just move the bone up a fraction

fading verge
#

@fading verge be sure to import the alpha channel in your texture file's import settings

native isle
#

With the green arrow I guess. The one that looks up

spark nova
#

okay so i do see thats why it messed up. i didnt translate after join the meshes back. i only translated after seperating them

native isle
#

And it should work

thorny gate
#

but why is every model like this

#

😒

native isle
#

Might be the blender import problem

#

If you are using the same armature for all of your models

#

it can also affect it

terse coral
#

so my model im trying to use is making the torso and head be in the opposite direction of the legs and arms

thorny gate
#

I'm literally importing mmd's with Cats

#

I'm not manually fucking anything up

native isle
#

Just when in blender, don't forget to put your model on 0 0 0 position

thorny gate
#

it is

native isle
#

Idk then XD

#

Have never got that before

thorny gate
#

Same model

#

look at the origin

#

0

native isle
#

Yeah pretty much zeros

#

Might be the vrchat

#

oh

thorny gate
#

I really hope it is

native isle
#

Wait

thorny gate
#

hm?

#

What critical step am I forgetting

native isle
#

The model has the lowest part of the legs bone

#

And it has a big angle

#

I think it might be the rigging problem

#

How does your weighting look like on those bones

thorny gate
#

just a second

#

Not quite sure how to pull the specific bone

#

I'm a Maya guy

#

Should be mesh > bone > weight paint

#

but can't do that here?

native isle
#

Go to object mode -> select armature -> go to pose mode -> select mesh -> go to weight mode -> select the leg bone

#

Maya πŸ˜„ Good memories...

thorny gate
#

are you able to dm me?

native isle
#

Yeah

#

Wait dm?

brisk chasm
#

little question, my avatar makes.. weird movements in the middle, but that happens when i dont move.. what can it be?
(sorry, i dont speak 100% english)

#

maybe its common and easy to fix..

spark nova
fading verge
#

I have an avatar that doesn't have any fingers, and I can't figure out why this model in particular will not do gester overrides. Is this the reason why?

rugged vale
#

the bones just grow massive for no reason in unity?

lilac moss
#

holy cow :D

rugged vale
#

ya i love how I sat and made the mouth visemes for an hour just to discover it was for nothing.

graceful wave
#

Maybe this is a rigging issue IDK, but in blender I can't get the blinking to work. I've got the shapekeys set right, the eyes are parented under the head, but it just won't work and IDK why

lilac moss
#

is the mesh named Body

rain delta
#

So the eye tracking test is working?

#

Also that

graceful wave
#

Yes

neon quiver
#

lol

graceful wave
#

The tracking works for up/down/left side/right side

#

like the eye movement works

#

just not the blinking

rain delta
#

In the cats test or only in VRC?

graceful wave
#

in the CATS test

#

the movement was working in VRC too

#

but not the blinking

rain delta
#

OH

#

Wait nvm I'm just being stupid XD

graceful wave
#

ah, well thanks for the help anyhow

rain delta
#

Sorry man :/ I really don't know how to help..

cobalt geyser
#

Has anyone actually found a way to fight off dynamic bones just rolling over the colliders?

#

my legs just go through my robe

rain delta
#

^

rugged vale
#

set multiple colliders on the object. and make the radius of the bones on the other decently sized so they don't have space to pass through. For example this character has stuffed animal on her arm and it doesn't pass through her arm. http://prntscr.com/i8xl32

Lightshot

Captured with Lightshot

gentle shuttle
#

I can't seem to find the avatar discriptor view point

#

i have it set to 0,2,0 atm

#

ive tried moving my model but still cant seem to find it

spiral delta
#

Maybe your model is scaled too big

#

Pull in the SDK avatar scene to get a sense of scale

gentle shuttle
#

i found it

#

trying to upload a screenshot

#

see my models head poking out from the back

#

@spiral delta

spiral delta
#

Oh

#

Yeah your model is super tiny then

gentle shuttle
#

it was at 100 to start with of course

#

i have it to .7

#

which is normal

spiral delta
#

Did you compare it to the avatar scene

gentle shuttle
#

how do i do that

#

i know about it

#

just dont know how

spiral delta
#

Go to the vrsdk folder in your assets

#

And look in the folders for the scene folder, I don't remember exactly where it is

gentle shuttle
#

I closed that tab

spiral delta
#

Then just drag the 2nd one (avatar one) into the left scene area

gentle shuttle
#

how do i reopen it

spiral delta
#

From window menu I would assume

#

I've never closed that before lol

gentle shuttle
#

I don't know unity

#

i use unreal

#

whats the window menu

spiral delta
#

Top

#

Near the help menu

gentle shuttle
#

shhhhh

#

i knew that

spiral delta
#

I don't know what the window is called I've never closed it before lol

#

It's somewhere there

gentle shuttle
#

example avatar?

#

@spiral delta ?

spiral delta
#

Yeah I thinj

#

Just drag that into the left menu where your model is

#

And then scale your model appropriately

gentle shuttle
#

omfg

#

its perfect at 1

#

thanks @spiral delta

spiral delta
#

:thumbsup:

distant nest
#

Is there any easy way to swap two bones place in a heirarchy? A lot of the models I'm importing have the hips as the child of the spine instead of vice versa for some reason.

brisk chasm
#

little question, my avatar makes.. weird movements in the middle, but that happens when i dont move.. what can it be?
(sorry, i dont speak 100% english)
maybe its common and easy to fix..

flat sierra
#

idk if this is the right room for the topic but

#

for some reason after making a new project dynamic bones wont show up in components

gentle shuttle
#

I'm getting an error when i go to the build control panel to upload my model where it says "This avatar does not contain an animator, and will not animate in VRChat"

gentle shuttle
#

anyone D:

fading verge
#

@brisk chasm Usually means your spine and hip joints are too close together so IK is getting confused about what angle they should be facing; you can luckily just move the spine joint up very slightly to reduce that in the rig editing screen in Unity
However it would be better to move the joint in the FBX before you import it in the first place

#

This happens to me in some nintendo models where the spine and hip joints are in the exact same position; I just move the spine up and it fixes it

cosmic mica
#

I have a robot avatar that i need to continuously play a subtle humming sound effect, how do i apply it to the idle animation without it ruining the idle pose?

opal aurora
#

Well it also depends on how the breast bones are made and positioned in general, but here's my settings for near everything, change according to your tastes
0.1/0.1/0.6/0.4

#

@fading verge

fading verge
#

thanks!

#

i'll try it out c:

cosmic mica
#

how do i apply a sound effect to the idle animation without changing the idle pose, i just want a sound to it

opal aurora
#

@cosmic mica you can simply add an animation component in and have it played out therevi think

#

Would be easier than praying for the idle to not 404

#

Set the .anim to legacy and set it to loop

cosmic mica
#

so i create an animation for the sound then drag it into scene or under the character armature

#

?

opal aurora
#

You add a component next to your avatar descriptor

#

Called Animation

gentle shuttle
#

any ideas about my question

cosmic mica
#

ohhhh

#

then add the ogg to it?

#

under that component

opal aurora
#

You add the .anim to it

#

Make sure the animation is set to legacy and is set to loop

#

Otherwise it'll play once on entry and stop

cosmic mica
#

ok

#

i change the file type name from "hum.anim" to "hum.legacy"?

opal aurora
#

No

cosmic mica
#

(im sorry, im still learning)

opal aurora
#

You never worked on manual blink animations right?

#

It essentially is the same formula

#

You click on the 3 lines next to the lock on the top right

#

Go into debug mode

#

Click legacy on the anim file

#

Exit debug mode

#

Set the anim files' wrap mode to loop

cosmic mica
#

havent done manual blinks yet 😦

opal aurora
#

Hit play in unity to hear it in action

#

If no sounds play whatsoever, there's a few possibilities for such:
The animation isn't done right for the audio
The audio file isn't being read correctly
The audio is too low to be heard
Or audio doesn't work in legacy mode (which i doubt)

gloomy loom
#

I never had this problem before

#

Is it gonna cause issueS?

opal aurora
#

Bottom right

gloomy loom
#

Its all parented correctly

#

Andthe weight looks good too

opal aurora
#

Pose -> force t-pose

gloomy loom
#

enforce tpose?

#

That fixed it

#

Thanks my dude

opal aurora
#

Then it's probably good to go, if not, try the following

gloomy loom
#

It looks all green

#

And I mess around with the pose mode in blender

#

so I should have any issues

#

shouldnt*

#

thank you exsgt

small zinc
fading verge
#

Where do I get the older Unity Version 5.6.3p1 ... I only can find the new updated version of unity 2017.3.0f3

small zinc
#

Like, the smaller bones connected by chains rather than large and directly linked

opal aurora
#

Go into blender, go into edit mode on the bones (3D view) select them all with the A key and press alt+r to put all their rolls to 0

#

@gloomy loom

gentle shuttle
#

@small zinc link the download for this once you are finished

small zinc
#

Why?

gentle shuttle
#

I like the model

#

lol

small zinc
#

Oh

#

I don't know if I wanna share it, lol

#

It's been an absolute nightmare to extract from this glitchy SFM file

gentle shuttle
#

okay...

gloomy loom
#

Am I gonna have issues in vrchat with the bones?

gentle shuttle
#

oh sfm

opal aurora
#

@fading verge have you tried to literaly search on google unity 5.6.3p1?
It should be the very first link

gloomy loom
#

if I enforce tpose?

small zinc
#

Like, lemme grab the original

fading verge
#

I can just find the link for Unity 5.6.3 but i'm not sure if that's it

#

because it doesn't say P1

gentle shuttle
#

ya

#

p1

opal aurora
#

@gloomy loom i heard that it could have issues but i'm unsure myself, if it does, do follow what i mentioned

#

@fading verge are you sure?

gentle shuttle
gloomy loom
#

its alright cause this is a terst model im working on but if I have issues ill do that

opal aurora
#

^

small zinc
gentle shuttle
#

XD

#

rofl

small zinc
#

Absolute

fading verge
#

thanks apparently the one I downloaded was f1 and not p1

small zinc
#

Nightmare

gentle shuttle
#

ive had that happen before

gloomy loom
#

L...Lewd

gentle shuttle
#

dragon

#

lol

opal aurora
#

BIG BONES

small zinc
#

This is missing the GIGANTIC BONES six times the size of the model above it

#

attached to the skirts

gentle shuttle
#

wtf

small zinc
#

causing the skirt to be irrevokably broken

#

So I had to go get the sfm original file and crack it open wtih the help of a friend to get one with bones that work

crisp tendon
#

@small zinc You'd be better of using Mixamo

small zinc
#

Of note: This one doesn't have shoulders

#

or, rather, upper arms

#

The shoulders attach to the lower arms

#

Or upper legs

gentle shuttle
#

but why

small zinc
#

Because it has roll bones

#

It's designed to be manipulated in video, not actually animate

gentle shuttle
#

oh

#

right

gloomy loom
#

I added THICCCness to the chest and ass, and made an ass bone to my Model for rigging and pose editting

small zinc
#

But that shouldn't be that hard, I think. I just need to figure out how to mimic the current design of the bones

gloomy loom
#

I should make the ass thicccer I think

gentle shuttle
#

to thicc 4 me

#

you could remap the bones

gloomy loom
#

I realised what ever size edit you do to a bone in pose mode at blender

#

Itll resize the mesh too

gentle shuttle
#

I can't seem to upload any fbx files to miximo

opal aurora
#

@gloomy loom where'd you acquire her model ifye don't mind me askin

distant nest
#

Am I missing something obvious here?

gloomy loom
#

I found it on devientart, but the shapekeys and the model is kinda badly done

winter walrus
#

Can someone help me out real quick

gloomy loom
#

I made a lot of endits

#

edits*

winter walrus
#

Automatic weight painting is failing and I can't find the issue

opal aurora
#

I'd like a link via dm if ya don't minds :3
It's cool if ya don't want to though

winter walrus
#

Blender file; In case anyone

gloomy loom
#

I gotr you fam

opal aurora
#

Thank yaz

gloomy loom
#

Im not even a fan of the new dbz game

#

But that android 21 πŸ‘…

opal aurora
#

Yeah the designs' pretty neato imo

small zinc
#

So does anyone actually know how to unlink the bones so they don't automatically stretch each other?

winter walrus
#

yeah

#

uncheck connected

gloomy loom
#

you can remove parenting

winter walrus
#

@scarlet crow

small zinc
#

I don't know where that is

winter walrus
#

You click on the bone

#

Then on the bone in the menu

small zinc
#

and that'll get them like this?

gentle shuttle
#

It seems like most of my questions are ignored :/

small zinc
#

are your models totally humanoid

#

and dothey have rigging inbuilt

gentle shuttle
#

humanoid and are pre rigged

small zinc
#

Delete the armature if you're putting it through mixamo

gentle shuttle
#

i'm getting "This avatar does not contain an animator, and will not animate in VRChat" when i try to upload it so im trying to get animations

#

oh...

small zinc
#

Wait

gentle shuttle
#

and how do i get said armature back

small zinc
#

That error's weird

#

you're sticking the controller on it, right?

gentle shuttle
#

?

#

controller?

small zinc
#

in unity

#

you have to put the VRChat avatar controller on the model

gentle shuttle
#

how

small zinc
#

Components, on the right, when you drag the model into the scene

gentle shuttle
#

so add component?

mental lynx
#

Quick question. My avatar's feet sink into the ground. Any ideas on how to fix this? It may be because of tall shoes so the point of impact is on the joint

gentle shuttle
#

make sure it is above the grid before upload

small zinc
#

Adjust the feet bones so they end at the base of your model

gentle shuttle
#

trust dragon more than me

small zinc
#

And yeah, Angel

#

Add component

#

And type 'VR'

#

it should pop up

mental lynx
#

Is this possible in Unity without warping the meshes attached to it

small zinc
#

Nope

#

You'll need to take it to Blender

low parrot
#

You might be able to move the bone in Blender down

small zinc
#

But it's simple there

#

Just click and drag

low parrot
#

yeah

mental lynx
#

Oh and one more question. I have a mesh that sits well over another, and yet they face-fight even when there is no reason for them to even be near each other

#

I'll post examples

#

Yet they somehow clip through ONLY when in VRChat. Not even in Unity will it do this.

small zinc
#

They may not actually share the same painting

#

can't say for sure on that

#

I'd just delete the arms under the sleeves

mental lynx
#

I honestly have no clue how to do that, but I will try.

small zinc
#

Are they seperate meshes?

mental lynx
#

Yes

#

Even more curious

#

The arms should literally not be there

#

I have... no clue where that mesh is coming from

#

Im so confused, now

small zinc
#

lol

#

well

#

that's fascinating

#

Look on the inside of the hoodie

#

might be a singular mesh poorly designed

#

and it's bowing through itself

gentle shuttle
#

avatar descriptor and pedestal show up

#

i see character controller by its self

small zinc
#

Descriptor

gentle shuttle
#

I have that set up :/

#

oh

#

custom standing animation and sitting

#

say sone

small zinc
#

You shouldn't need any of that

#

Wait

#

Are you importing as a humanoid?

gentle shuttle
#

ya

small zinc
#

Hmmm

#

And it still says it won't animate?

mental lynx
#

Wew, absolutely empty

#

I have never heard of this

#

This is nuts

gentle shuttle
#

oh and riggid bodies work with coliders right

mental lynx
#

OH

#

i found it

#

An invisible...

#

is this a nude mesh

#

oh no

small zinc
#

oh no

opal aurora
#

Oh no

mental lynx
#

Im gonna activate it in Blender and see what the fuck this is

small zinc
#

Angel, I don't know if rigidbodies work at all

#

I'm very amateur

mental lynx
#

the answer was yes

#

dont lewd these friends dangit

#

Hopefully no one will somehow look into the sleeves and notice a missing body/mesh

opal aurora
#

Make a solid black mesh there

mental lynx
#

Is there a way to return the placement of a material

opal aurora
#

Bam shadows

winter walrus
#

Can please someone help me

light kindle
#

We're all open ears

winter walrus
#

I'm really frustrated because I keep getting this:

Bone Heat Weighting: failed to find solution for one or more bones
light kindle
#

I think you can ask in here (lol)

winter walrus
#

And I googled; But nothing helped

#

and I REALLY do not want to manually weight paint it

opal aurora
#

Did you have a bone in a bone?

winter walrus
#

nope

#

checked

#

no doubles aswell on mesh

opal aurora
#

Hmm...

light kindle
#

Weight painting isn't that bad though

winter walrus
#

@light kindle I really have no nerves for it right now tho xd

opal aurora
#

Is the mesh parented to the bones?

winter walrus
#

And i never learned how to do it properly

#

@opal aurora I tried it with being parented & without

#

Envelope Weighting works, but sucks

gentle shuttle
#

should the camera be infront of the nose or over it

small zinc
#

Man this is actually way easier than I thought once you actually understand what you're looking at

#

You wanna aim for the bridge of the nose

light kindle
#

Go in pose mode and play around for a bit

small zinc
#

Just touching, usually

#

that's what works for me

light kindle
#

See if you can find the buggy bone

mental lynx
winter walrus
#

I tried deleting one bone after another @light kindle and every single one didnt work

#

even just hip/chest bone or anything

#

would give me the error

light kindle
#

As in every bone is broken or blenders just being stupid

winter walrus
#

idk

opal aurora
#

Both?

light kindle
#

Are the bones starting from the bottom and building up?

small zinc
#

uhhh

#

hold on a sec, Brandon, I havent' actually touched a model without hooves in a long while

winter walrus
#

In case you want the hierarchy

#

Everything should be fine

mental lynx
#

A lot less joints in them hooves

small zinc
#

I need to go look at what feet look like

#

More, actually

#

Digitigrade legs

winter walrus
#

(Also tried instead of having a Root on the bottom with Hips being the root)

opal aurora
#

Time for the old tech support question

small zinc
opal aurora
#

Have you tried turning it off and on again?

mental lynx
#

Now place 3 inch sandels on it, ha

small zinc
#

Put the end of the foot at the absolute floor of the model

#

as far as I understand the 'toe' doesn't actually move anything

#

it just shows where the model stands?

#

idk

#

it works well enough for VRChat as a rule

light kindle
#

Try exsgt's idea

opal aurora
#

Some toe bones actually do move toes

#

Surprisingly enuf

mental lynx
#

You usually dont want to use toes because they'll sink the front of the foot into the ground in VRChat

winter walrus
#

@opal aurora mean me?

mental lynx
#

Either way, for some reason it wont let me move them

opal aurora
#

Aye

small zinc
#

Are you in edit mode

mental lynx
#

I selet them, I go to move it, it only wants me to move a single joint at a time

#

yes

small zinc
#

What are you actually selecting

mental lynx
small zinc
#

you will have to do them one at a time, probably

#

just watch the numbers as you scale them out

mental lynx
#

That's ludicrous, how would I keep symmetry

small zinc
#

It tells you how far you move it

#

Hold shift to move slower

opal aurora
#

Select ehm both?

small zinc
#

oh

#

actually

#

try selecting just the ball joints

#

not the whole bones

opal aurora
#

Exactleh

#

Arrow tool should help in that regard

#

As both can be moved at the same time

small zinc
#

SFM models are a sick fever dream

opal aurora
#

Valve bones shivers

small zinc
#

thank god for Neitri's tools

#

You can just melt them all into parents that make sense

opal aurora
#

Ikr

small zinc
#

The eyes are fully rigged out though

#

Trying to figure out if I can use pose mode to make shapekeys somehow

opal aurora
#

I need something that turns valve bones into pyramid bones

mental lynx
#

Hit the wrong hotkey and I think it just deleted my layout

small zinc
#

Pyramid bones?

mental lynx
#

That sorta makes me want to give up right now.

opal aurora
#

I just can't head from tail, literaly

#

Can't tell*

small zinc
#

oh, you mean the triangle things?

opal aurora
#

Yes

small zinc
#

I kinda prefer it this way

restive hill
#

oh thank goodness, dyn bones behaves in the most intelligent fashion

hazy tusk
#

is there any known issue with colliders currently?

small zinc
#

@mental lynx Can't just ctrl+Z it?

hazy tusk
mental lynx
#

That doesnt work for UI

hazy tusk
#

these colliders are not interacting at all

small zinc
#

Oh

#

rip

hazy tusk
#

but everything is set up rtight

restive hill
#

do you have colliders set to 1, and pointed at the character?

#

you have to tell a dynamic bone to collide

hazy tusk
#

if you look at the right of that image

#

they are told

opal aurora
#

@hazy tusk You did it backwards

gentle shuttle
#

@small zinc still having the "This avatar does not contain an animator, and will not animate in VRChat" yellow caution sign below the upload and publish

restive hill
#

what even is that doing

small zinc
#

uhh

#

hm

hazy tusk
#

backwards?

mental lynx
#

Reverting factory settings and I guess starting all that over

opal aurora
#

They got the colliders on the skirt instead of legs and/or hips

hazy tusk
#

I've done the same as everything else to make colliders work, so im confused

restive hill
#

my current edit is a neptunia named noire, the collider is on head/root with proper exclusions, and the ONE collider points at noire

hazy tusk
#

well, yeh

#

I want to play with the skirt

gentle shuttle
#

oh and it says 0 polygons :/

hazy tusk
#

Not an attempt to prevent clipping

restive hill
#

we both say it's backwards, i'd check that

small zinc
#

Angel

#

You are attaching the descriptor to the base of the model, right?

gentle shuttle
#

ya

small zinc
#

Make doubly sure

gentle shuttle
#

the armature is what I was told

small zinc
#

Not the armature

#

the one above the armature

gentle shuttle
#

oh...

small zinc
#

Tip top of the list. The one that holds your armature, model, all of it

#

Attach it to that bit

restive hill
#

yesssss, that

opal aurora
#

That's understandable, but if you really want it to work out, add a collider to the legs and hip and put those as the colliders for the skirt

small zinc
#

(Not the lamp or camera)

gentle shuttle
#

oc

#

lol

restive hill
#

EXSGT I LOVE YOU NOW I UNDERSTAND HOW TO PUT COLLIDERS ON SKELETONES

#

i was pondering that before

opal aurora
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Wot

restive hill
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i was thinking about sleeves

gentle shuttle
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now to set up visememes for the millionth time

mental lynx
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Any idea how to put a movement limiter on a bone so I only move it on the z-axis?

opal aurora
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Oh another thing actually

restive hill
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and a keep-inside...

small zinc
hazy tusk
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eh?

restive hill
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wow thats a lot of head bones

opal aurora
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For more reliable collisions make sure to add a good radius value to your dynamic bones(not the colliders)

restive hill
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this neptunia model that i used for my very first avatar has ZERO moving head stuff other than hair

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frankly, that was a good idea

small zinc
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I am gonna make

restive hill
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cake

small zinc
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the wiggliest ears

opal aurora
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They'll appear as white radius colliders

restive hill
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no make cake

opal aurora
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@small zinc 0.1/0.1/0.6/0.4 thank me later

hazy tusk
mental lynx
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Figured it out, nice.

hazy tusk
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Like this?

gentle shuttle
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@small zinc you are amazing ty ❀

mental lynx
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I'll wait to ask a question until he's helped, dont want to clutter things

small zinc
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I'll come to that later, EXSGT

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lol

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I wonder if I could jerry rig this so that instead of 'blinking' my ears twitch

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That may be too much work

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or impossible

opal aurora
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Nah errythin is possible

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Except scripting

small zinc
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Factually untrue

opal aurora
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Das a no-no

restive hill
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dragon, i used a "eyes shrink" shape key for lower lid, and it's pretty hilarious

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works nicely

small zinc
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The blink only triggers shapkeys, right?

restive hill
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yeah

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well, going blender to unity anyway

small zinc
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Okay, so it's probably not something

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I could do

mental lynx
restive hill
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idk ANYTHING about animations, i need to learn custom dances and such

small zinc
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Yyyes

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Maybe

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if not you'll need to move the actual feets

restive hill
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can't you just go isometric and transform the model upwards?

small zinc
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Nah, Smoo

restive hill
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i had one who was buried .01 too far down

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hm, i havent tested that, have i

small zinc
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The way feet work is apparently determined by bones

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Because my Blossom sunk through the ground on account of having two toe bones

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and backwards legs

restive hill
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shite

mental lynx
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γ‚γ‚γ€γ”γŠο½„οΌŽ

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Woops

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Blender unloaded my extensions.

restive hill
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well, at least the hair should be ok

opal aurora
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Ye can lift yerself up via the rigging menu

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Ain't no biggie

small zinc
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What

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Wait that works?

opal aurora
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Yes

small zinc
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Look at me i'm fucking stupid

opal aurora
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You can drag the hipbone upwards

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Unity's standard view will display the default though

small zinc
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and that'll stop it from sinking into the floor

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can i make models that hover feet off the ground doing this

opal aurora
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You can only see it working with an animator attached

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Yes you can

hazy tusk
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nope

small zinc
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Might need to come back to my DJ sona at some point

hazy tusk
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adding these radius / white circles didnt help

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It's like the colliders aren't even existing

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but, I don't see why they wouldn't be. They're attached, they're tthere

small zinc
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You are assigning them to the dynamics, right?

hazy tusk
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Yes.

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wrong one

opal aurora
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Do this chiseled

hazy tusk
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They are attached, they have obsessively large radii

opal aurora
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Make a collider on hip and upper legs

restive hill
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you should have the collider on the hip or base model, not on individual skirts

hazy tusk
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Like it is already?

restive hill
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no that is insane