#avatar-rigging
1 messages Β· Page 91 of 1
yep
blender makes me crazy
also no stupid view panels doing insane things or your workspace going insane. Tools stay where they belong
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
lmao!
It's single one mesh though called body. How it rotates mouth piece like that is a mystery to me
yeah, i think i have around 70hrs in blender and i dont know jack yet honestly, so many shortcuts with functions
have you tried weight the bones yet?
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.
having never used it once
but even meta is super broken in many ways too and not all that greatly translated.
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
Clip Studio Modeller maybe, but it's not available in english yet. Adobe needs to make something complete I think
meta suffers from broken documentation and a tiny userbase
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.
jesus
but it's super gewd for vrchat - because it's super good for MMD.
i honestly dont even know what else exists, i just thought to myself "mmd models, blender, unity, vrchat, fun"
It's fun regardless I gotta say
yeah
and since blender is open source and super popular there's a bazillion people making plugins and tools
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
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.
that's something I stumbled on a while ago, super cool starting point
Zbrush is like moulding with clay
both blender and meta have that now
built in. It's for taking something like a sphere and turning it into a head
that's only the mesh part though
and you have to retopologize and then rig of course
and probably split that mesh at some point
then re-merge so you can properly target bones
huh
but yeah. Some people prefer literally clicking verts out in space
that's actually a really good way to do it if you're working with 2d drawings
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
then literally click along the drawing just like the pen tool in photoshop. People do that in blender too
then turn 90 deg, drag out the vector and boom.
face
ive seen something similair to what youre describing in blender, is it easier to do that on meta?
meta was designed with that in mind
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
which is why it does some things pretty gewd
blender can certainly do more though overall
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
and maya trumps both but it also suffers from the learning curve falling off a cliff
the one upside with meta is that it's the go to for mmd models
so like - go get a Tda base and you're 90% of the way done already
for making that anime character
you'll need to model the clothing and hair
generally
mhmm
hell you could even just modify kizuna ai if it's a girl
lol
that sounds way more convenient lol, just finish the head right?
get from there, throw into pmx edit, export as pmd, throw in meta
what you mean by armature
yep, that's how 99.9999999% of mmd models are made
literally playing with barbie dolls
okay, double click a first to deselect everything
hold down shift, left click on the mesh(texture), and then leftclick on the armature(skeleton)
you can let go of shift now
then use ctrl+P
and you should see an option for automatic weights under something
alright
i cant remember what it was under, but it should be visible
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.
That doesn't even look like the same model anymore lol
If there is someone who can rig an avatar for me in blender message me please
Huh
Did you move the skeleton separately in blender away from the mesh?
Or was it like that in blender
https://imgur.com/a/IezHi Is there anything I'm doing wrong with this rig? The arms can't fully extend down and one arm locks up after a while.
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
@static parcel It has to do with IK and body proportions afaik, i have the same problem.
Anyone know an easy way to add dynamic bones to a model without spending 20 bucks?
Why are you guys ignoring me?
I'm not, I just don't know how to fix it.
If you're going to be rigging multiple models, I say get it
you can torrent it
but that runs a high risk of viruses
even with an Antivirus
I see why you're called dangerzone.
I say just buy spend the $20
rip.
that's what I did
I spent $15 on muscle animator too
makes animating hands and stuff SOOOO much easier
Maybe after I purchase a VR headset.
I have avive
but I'm waiting on the Pimax 8K to see if anything good comes out of it
For now, I bought some split wire loom to stop my vive cable from twisting on itself. its awful.
@winged plinth Any image or info on your eye tracking would help, we can't do anything without information.
Would the windows vr for ~210 bucks be good?
I can't see it happen to myself
You'd be better saving for an oculus rift
how do i merge both of these armatures together, impretty sure i'm doing ctrl +J incorrectly because it messes up weights and stuff https://i.imgur.com/SWJ0yf3.png
I don't think you can do that.
Your hair is a mesh, not a bone ?
mesh and bone
Where do I upload the screenshots
imgur
Is there an easy way to lift up an avatar? My avatar's feet are under the ground
@worldly palm How in the ground ? All the rooms ?
@winged plinth i meant your eye tracking in blender
What are you referring to?
Yeah in every room, I think I just have to make the bone bigger
So it actually touch the ground
@winged plinth Your eye bones, shapekeys and settings you have chosen in blender
I used Cat's MMD thing, I don't know those specs
@worldly palm Take it completely in blender and lift it, then select all, ctrl + a "apply location"
Can you reword the question?
Can you give me a screenshot showing your eye bones inside of the model and the eye tracking panel in the cat's addon
can't see your eye bones there
What eye bones?
The bones you used for the eye tracking ?
Yeah some of your shapekeys are messed up
Ignore that, because it's different for each model and it happens for all of them
basis is the default, it shouldn't be used for a blink, lowerlid, or even both anims at all
The other models don't use basis
I didn't use basis for my other models that have this problem
In fact, I only did basis just as a test, and this model didn't have basis either and it still did it
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
You need one, not to use it
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
So i'm not sure which tutorial you followed, but you may have missed a step
I know that.
Oh
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 .
Eye tracking problem?
Your blinks are messed up, and lower lid as well
I know that, but tell me how.
I've asked you three times which tutorial you followed, still waiting, i need to know what process you followed
Is the Body your only mesh?
Eh, i've tried to help, good luck.
Ruuubick!!
Yes my body is my only mess
@crisp tendon Hey!
I see
@crisp tendon Are there any common solutions to eye tracking problem?
I have the guide I followed
I can show you
Doesn't work unfortunatelly T_T
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.
Sorry...
If you have 2D eyes there's a tutorial for that, if you have 3D eyes there's also many tutorials for those.
managed to join both armatures into 1, knowing the order to join is confusing
Most common issues rarely are issues andmore people forgot a step or made a small mistake that broke the whole thing 
Yeah pretty much π
How did the weight paint react ? @fading verge
no weight issues
Ok I guess gotta go watch the guides again π
Do you have shape keys for blinking?
Yes, for each model, though one only has one for both eyes and not individually
Then you can do the blinking as an animation
Watch the whole video π
Ok, I guess gtg. Thank's for advice Ruuubick
Thanks for nothing
You could always be a little more patient Ruubick
I do have Autism, after all
You are being rude, and ungrateful. People can CHOOSE not to help you, you aren't ENTITLED to get help.
Whatever, feel however you like. Goodbye
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.
Does anybody know if there's a way to allow sleeves to bend whilst preventing them from rotating?
lock rotation on the correct axis
ok, does dynamic bones colliders interact with models that have "generate colliders" checked during generation?
also, for sleeves, "keep inside" colliders might be nice... but im not even sure if you can anchor them to arm bones
but anyway. does anyone use "generate colliders" for going MMD>blender>unity?
oh lovely. transparent secondary eye textures had me worried for a second there.
oh thx Smoo
i do not think that i should generate colliders like that... i should use a test model or something
hmmm
that's be killer if i could just tick that box and use minimal colliders on stuff tho
got a kizuna at 80k triangles, and auto-decimate seemed to do a pretty damn good job
damit, her hair is fucked up
whatever.
too bad that if people COULD go above 20k, we'd have people running around with avatars 100mb in size with millions of triangles
nah, it doesnt-work as much as i thought it wouldnt π
https://cdn.discordapp.com/attachments/389106002383077379/408762691109388293/unknown.png
anyone know a quick fix for this. i was applying all the textures to the model before i switched it to humanoid and did the rigging and then after applying it, went back to this. when i press re import it takes the original files that wernt translated and i have to figure out what was what again
https://cdn.discordapp.com/attachments/389106002383077379/408763329885110284/unknown.png
this is after pressing reimport
20k isn't a big deal. It's getting hiked up to 60k in the future so people say
that generally gets sorted after i export from blender
oshit, really?
60k i could easily decimate down to π
anyway nutty
20k is fine for avatars, get better models or textures, this is not zbrush π
when i export from blender, i choose the, uhm
Over say 64k is shameful
path mode "copy" under the main export options stuff
and that gives a directory with all the textures
also, use cats and combine same textures, maybe save some work
so im past that point then π¦
in blender it was all just purple and then i just exported into unity to see if it was working
then i stick in the model, and delete the auto-material white spheres and stick in the correct textures
yeah, i had one kinda like that, was able to get it working in unity
i had one with a ton of extra mesh in front of the face, deleting them made ALL the shape keys go berserk
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
}}
}```
worked like a charm for me
yeah, probably reapply, did you translate the first time through?
yeah i did the translation in cats and it didnt do much for me
stick that shader on a mesh, and poof, it's gone. visually.
i did it all myself
sorry newb here. how do i add that thing of text you sent as a shader?
make a text file (notepad++ recommeded) and put that in, change ame to hide.shader
and then poof, you have a shader you can import into unity
i got that off a forum, i have no experience with shaders
scared, actually
it's fine, the shader is simple and sweet
ive always sucked at programming math, i get really pissy when people say "durrr, you like games, you should program them"
suggested response "you like eating, you should become a professional cook. or driving, you should become a mechanic"
"oh, you go to the bathroom DAILY? become janitor"
so do i just apply the shader on each of the new mats that it recreated?
no
use it the same way you use cubed's shaders
except it has no options, it simply removes a troublesome mesh with low visual cost
you MIGHT never need that
but if you do, now its in your toolbox
when i hit the shader drop down where do i find that shader?
it is very obvious
oh
the name is literally "Unity's Multi-Material System is Borked"
so how do i bring back the good material
use a diffo shader
that's if you have a silly little mesh that's being annoying, but you can't delete because shape keys
Can someone rig me a Primarina model, It does not work for me in blender π¦
im not sure if that was my issue. well at least i dont undertstand whats happening
can someone? almost certainly. it depends very heavily on what you're paying, i'd guess
nevermind then
Will having the separate mesh for the face break the eye tracking?
the eyes are generally just a couple bones weighted to appropriate parts
there's some way to do eyes that move texture around, but i've very much given up on that
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 donβt need any vertices skinned to them. They can be βemptyβ.
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 βemptyβ, but blender wonβt export empty blendshapes.
3- The skinned mesh must be named βBodyβ.
i wasted WAY WAY WAY too much time on that
yeah, use cats to set up eye tracking, if that doesn't work, i just disable
i do not have the capacity to fix eye tracking stuff for cats T_T
nah, you learned something stupid π
merge.
your.
meshes.
@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.
I have an animation for blinking
(which will break after I merge meshes )
yeah, if you have a two-eye blink, just set that to one eye, and the other to basis
no, shape keys don't break when you merge
oh, it almost always works for me
π
dva worked great, most other stuff works, but my neptunia models get broken by blender somehow
for some reason, blender hates neppy skirts, idk
it works fine when i just toss them straight into unity, but then the damn hair isn't parented to a root
oh, i know, i should just use exclusions.
Are you using tupper tutorial?
well, they WERE the first couple i did
Just watched it
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
We need 1001 message to get pinned
cats has been perfect at visemes so far, im not doing that manually π
π
I can think of so many things that need to be pinned because they get asked every damn hour π€
tupper is ALWAYS online
Tupper is watching you. Tupper is silently judging you.
Tupper is there when you pee, staring.
I have a question that I haven't seen asked
My models ALL are clipping slightly into the floor.
The origin is perfect
The bones are perfect
okay, is your model in high heels?
mine started doing that, it was an issue in blender best i can tell
XDD
But some of them are not
it's because it thinks the floor is where the ankle is
you have to make sure they're not just a little above or below the plane
In the rig section you can put the hip bone up a bit.
raising the spine sometimes will nudge it right
in unity model config?
Yeah
I'll give that a try
or transform it maybe?
Lol
moving the origin of the ankle to the lowest point of the heel is also an option IIRC
hmm
You have a curse renerrix π
what's their diet?
I know, end my suffering
I'll legitimately give you
my project file
if you'll help me fix it
lmao
Just put the hip up
hmmm so i decided to start back over and i noticed it wasnt translated in my blender...
@thorny gate here
?
Cant send the screen π¦
I have this
Do it in configure
yeah
is vrchat doesnt support transparent texture?
It should be the length you model falls through the floor
but + or -
@fading verge how to setting that?
should be - no?
That's spine you've chosen
There are also toe bones, but I unassigned them
Should be a hip
I wasn't transforming
Choose the hip bone and send the screen again
it was just a misclick lol
@fading verge the render mode of your material must be set to transparent and your texture file needs to have an alpha channel
Yeah just move the bone up a fraction
@fading verge be sure to import the alpha channel in your texture file's import settings
With the green arrow I guess. The one that looks up
okay so i do see thats why it messed up. i didnt translate after join the meshes back. i only translated after seperating them
And it should work
Might be the blender import problem
If you are using the same armature for all of your models
it can also affect it
so my model im trying to use is making the torso and head be in the opposite direction of the legs and arms
Just when in blender, don't forget to put your model on 0 0 0 position
it is
I really hope it is
Wait
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
I mean here https://pasteboard.co/H5HbdKh.png
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?
Go to object mode -> select armature -> go to pose mode -> select mesh -> go to weight mode -> select the leg bone
Maya π Good memories...
are you able to dm me?
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..
https://cdn.discordapp.com/attachments/389106002383077379/408781445402984489/unknown.png
I see that i have like blush and those extra face things, but im not sure what material I place them on since i already have a face one
https://cdn.discordapp.com/attachments/389106002383077379/408781845053046784/unknown.png
heres the things that i have no clue what they do
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?
I don't even understand how this. http://prntscr.com/i8xbok
became this. http://prntscr.com/i8xbzx
the bones just grow massive for no reason in unity?
holy cow :D
ya i love how I sat and made the mouth visemes for an hour just to discover it was for nothing.
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
is the mesh named Body
Yes
lol
The tracking works for up/down/left side/right side
like the eye movement works
just not the blinking
In the cats test or only in VRC?
ah, well thanks for the help anyhow
Sorry man :/ I really don't know how to help..
Has anyone actually found a way to fight off dynamic bones just rolling over the colliders?
my legs just go through my robe
^
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
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
Maybe your model is scaled too big
Pull in the SDK avatar scene to get a sense of scale
i found it
trying to upload a screenshot
see my models head poking out from the back
@spiral delta
Did you compare it to the avatar scene
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
I closed that tab
Then just drag the 2nd one (avatar one) into the left scene area
how do i reopen it
I don't know what the window is called I've never closed it before lol
It's somewhere there
Yeah I thinj
Just drag that into the left menu where your model is
And then scale your model appropriately
:thumbsup:
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.
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..
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
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"
anyone D:
@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
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?
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
how do i apply a sound effect to the idle animation without changing the idle pose, i just want a sound to it
@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
so i create an animation for the sound then drag it into scene or under the character armature
?
any ideas about my question
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
No
(im sorry, im still learning)
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
havent done manual blinks yet π¦
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)
Bottom right
Pose -> force t-pose
Then it's probably good to go, if not, try the following
It looks all green
And I mess around with the pose mode in blender
so I should have any issues
shouldnt*
thank you exsgt
anyone know how to make bones look like the arm here https://cdn.discordapp.com/attachments/276471869857857548/408833216921862144/unknown.png
Where do I get the older Unity Version 5.6.3p1 ... I only can find the new updated version of unity 2017.3.0f3
Like, the smaller bones connected by chains rather than large and directly linked
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
@small zinc link the download for this once you are finished
Why?
Oh
I don't know if I wanna share it, lol
It's been an absolute nightmare to extract from this glitchy SFM file
okay...
Am I gonna have issues in vrchat with the bones?
oh sfm
@fading verge have you tried to literaly search on google unity 5.6.3p1?
It should be the very first link
if I enforce tpose?
Like, lemme grab the original
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
@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?
@fading verge https://unity3d.com/unity/qa/patch-releases/5.6.3p1
its alright cause this is a terst model im working on but if I have issues ill do that
^
https://imgur.com/a/XFu5W @gentle shuttle
Absolute
thanks apparently the one I downloaded was f1 and not p1
Nightmare
ive had that happen before
L...Lewd
BIG BONES
This is missing the GIGANTIC BONES six times the size of the model above it
attached to the skirts
wtf
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
@small zinc You'd be better of using Mixamo
Of note: This one doesn't have shoulders
or, rather, upper arms
The shoulders attach to the lower arms
Or upper legs
but why
Because it has roll bones
It's designed to be manipulated in video, not actually animate
I added THICCCness to the chest and ass, and made an ass bone to my Model for rigging and pose editting
But that shouldn't be that hard, I think. I just need to figure out how to mimic the current design of the bones
I should make the ass thicccer I think
I realised what ever size edit you do to a bone in pose mode at blender
Itll resize the mesh too
I can't seem to upload any fbx files to miximo
@gloomy loom where'd you acquire her model ifye don't mind me askin
I found it on devientart, but the shapekeys and the model is kinda badly done
Can someone help me out real quick
I'd like a link via dm if ya don't minds :3
It's cool if ya don't want to though
Blender file; In case anyone
I gotr you fam
Thank yaz
Yeah the designs' pretty neato imo
So does anyone actually know how to unlink the bones so they don't automatically stretch each other?
you can remove parenting
@scarlet crow
I don't know where that is
It seems like most of my questions are ignored :/
humanoid and are pre rigged
Delete the armature if you're putting it through mixamo
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...
Wait
and how do i get said armature back
how
Components, on the right, when you drag the model into the scene
so add component?
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
make sure it is above the grid before upload
Adjust the feet bones so they end at the base of your model
trust dragon more than me
Is this possible in Unity without warping the meshes attached to it
You might be able to move the bone in Blender down
yeah
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
The arm sits entirely in the center of the sleeve, as you can see here. Nothing should ever clip because they share the same rotations and joins.
https://i.gyazo.com/e5a27447a51d8425c3c7015edbb0b4b5.png
Yet they somehow clip through ONLY when in VRChat. Not even in Unity will it do this.
They may not actually share the same painting
can't say for sure on that
I'd just delete the arms under the sleeves
I honestly have no clue how to do that, but I will try.
Are they seperate meshes?
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
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
Descriptor
ya
oh and riggid bodies work with coliders right
oh no
Oh no
Im gonna activate it in Blender and see what the fuck this is
the answer was yes
dont lewd these friends dangit
Hopefully no one will somehow look into the sleeves and notice a missing body/mesh
Make a solid black mesh there
Is there a way to return the placement of a material
Bam shadows
Can please someone help me
We're all open ears
I'm really frustrated because I keep getting this:
Bone Heat Weighting: failed to find solution for one or more bones
I think you can ask in here (lol)
And I googled; But nothing helped
and I REALLY do not want to manually weight paint it
Did you have a bone in a bone?
Hmm...
Weight painting isn't that bad though
In case you would like to check yourself:
https://mashiroshiina.s-ul.eu/ciAgorsq.blend
@light kindle I really have no nerves for it right now tho xd
Is the mesh parented to the bones?
And i never learned how to do it properly
@opal aurora I tried it with being parented & without
Envelope Weighting works, but sucks
should the camera be infront of the nose or over it
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
Go in pose mode and play around for a bit
See if you can find the buggy bone
https://gyazo.com/54544c8efe7ead18a258718c702ed17b
To stop the sandel from clipping through the ground, how far should I drag the bone down before things get wonky?
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
As in every bone is broken or blenders just being stupid
idk
Both?
Are the bones starting from the bottom and building up?
uhhh
hold on a sec, Brandon, I havent' actually touched a model without hooves in a long while
A lot less joints in them hooves
(Also tried instead of having a Root on the bottom with Hips being the root)
Time for the old tech support question
https://imgur.com/a/gTpD3 @mental lynx
Have you tried turning it off and on again?
Now place 3 inch sandels on it, ha
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
Try exsgt's idea
You usually dont want to use toes because they'll sink the front of the foot into the ground in VRChat
@opal aurora mean me?
Either way, for some reason it wont let me move them
Aye
Are you in edit mode
I selet them, I go to move it, it only wants me to move a single joint at a time
yes
What are you actually selecting
you will have to do them one at a time, probably
just watch the numbers as you scale them out
That's ludicrous, how would I keep symmetry
Select ehm both?
Exactleh
Arrow tool should help in that regard
As both can be moved at the same time
Valve bones shivers
Ikr
The eyes are fully rigged out though
Trying to figure out if I can use pose mode to make shapekeys somehow
I need something that turns valve bones into pyramid bones
Hit the wrong hotkey and I think it just deleted my layout
Pyramid bones?
That sorta makes me want to give up right now.
oh, you mean the triangle things?
Yes
I kinda prefer it this way
oh thank goodness, dyn bones behaves in the most intelligent fashion
is there any known issue with colliders currently?
@mental lynx Can't just ctrl+Z it?
https://puu.sh/zeQUX/d282e1c9da.png
I know these are big on the skirt, but just to give an example
That doesnt work for UI
these colliders are not interacting at all
but everything is set up rtight
do you have colliders set to 1, and pointed at the character?
you have to tell a dynamic bone to collide
@hazy tusk You did it backwards
@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
what even is that doing
backwards?
Reverting factory settings and I guess starting all that over
They got the colliders on the skirt instead of legs and/or hips
I've done the same as everything else to make colliders work, so im confused
my current edit is a neptunia named noire, the collider is on head/root with proper exclusions, and the ONE collider points at noire
oh and it says 0 polygons :/
Not an attempt to prevent clipping
we both say it's backwards, i'd check that
ya
Make doubly sure
the armature is what I was told
oh...
Tip top of the list. The one that holds your armature, model, all of it
Attach it to that bit
yesssss, that
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
(Not the lamp or camera)
EXSGT I LOVE YOU NOW I UNDERSTAND HOW TO PUT COLLIDERS ON SKELETONES
i was pondering that before
Wot
i was thinking about sleeves
now to set up visememes for the millionth time
Any idea how to put a movement limiter on a bone so I only move it on the z-axis?
Oh another thing actually
and a keep-inside...
https://imgur.com/a/AyCGG I don't know whether to be horrified or extremely intrigued
eh?
wow thats a lot of head bones
For more reliable collisions make sure to add a good radius value to your dynamic bones(not the colliders)
this neptunia model that i used for my very first avatar has ZERO moving head stuff other than hair
frankly, that was a good idea
I am gonna make
cake
the wiggliest ears
They'll appear as white radius colliders
no make cake
@small zinc 0.1/0.1/0.6/0.4 thank me later
Figured it out, nice.
Like this?
@small zinc you are amazing ty β€
I'll wait to ask a question until he's helped, dont want to clutter things
I'll come to that later, EXSGT
lol
I wonder if I could jerry rig this so that instead of 'blinking' my ears twitch
That may be too much work
or impossible
Factually untrue
Das a no-no
dragon, i used a "eyes shrink" shape key for lower lid, and it's pretty hilarious
works nicely
The blink only triggers shapkeys, right?
https://gyazo.com/790cc3392676985fede1cc185d12ef89
Think this would work to keep the sandle above ground?
idk ANYTHING about animations, i need to learn custom dances and such
can't you just go isometric and transform the model upwards?
Nah, Smoo
The way feet work is apparently determined by bones
Because my Blossom sunk through the ground on account of having two toe bones
and backwards legs
shite
well, at least the hair should be ok
Yes
Look at me i'm fucking stupid
You can drag the hipbone upwards
Unity's standard view will display the default though
and that'll stop it from sinking into the floor
can i make models that hover feet off the ground doing this
nope
Might need to come back to my DJ sona at some point
adding these radius / white circles didnt help
It's like the colliders aren't even existing
but, I don't see why they wouldn't be. They're attached, they're tthere
You are assigning them to the dynamics, right?
Do this chiseled
Make a collider on hip and upper legs
you should have the collider on the hip or base model, not on individual skirts
no that is insane