#avatar-rigging

1 messages ยท Page 92 of 1

opal aurora
#

No you got it backwards again...

#

Listen...

hazy tusk
#

:thonk:

restive hill
#

i tend to use two bones: on head and skirt

opal aurora
#

Make a collider for the hips, the upper legs

restive hill
#

hell, you can attach bones to root, then exclude spine and legs

hazy tusk
#

I'll try it, but please explain how not having colliders on the skirt makes it collide

restive hill
#

hit the ENTIRE skirt with one bone

#

OH

opal aurora
#

Then go to your skirts' dynamic bones

restive hill
#

the BONES collide with colliders

small zinc
#

Ohhh

restive hill
#

you set a radius on the bones, and those white circles are colliders

opal aurora
#

And drag the hip and upper legs as the colliders

restive hill
#

the yellow ones you attach as desired

#

so on the plus side, you can delete a whole bunch

hazy tusk
#

so all I should be required to do in this case is delete the skirt colliders

#

since I have hip and upper leg ones

opal aurora
#

No no no

hazy tusk
#

aaaaaaa

restive hill
#

i tend to have one bone for hair and skirt, and a couple colliders to keep them from clipping through badly

opal aurora
#

Don't delete the skirt colliders

#

You want to move them remember?

hazy tusk
#

yes

opal aurora
#

Just add colliders to the hip and legs

hazy tusk
#

but I have colliders on them

#

they are already added

opal aurora
#

As in the component for it

#

Dynamic Bone Collider

restive hill
#

i think you need to be really specific, exsgt

hazy tusk
opal aurora
#

Alright good

hazy tusk
#

Thats been there

opal aurora
#

Now go to your skirt bones

#

And drag the legs and hips into there

restive hill
#

i dont think he needs colliders on the skirt bones themselves, tho, just bones

opal aurora
#

So the skirt collides with the legs and hips

#

But they wants to move it with their hands

restive hill
#

oh, ok

opal aurora
#

So they do

restive hill
#

not a bad idea!

#

unless it gets trapped between hand and leg and freaks out

hazy tusk
#

so the dynamic bone base should be on say, the root-skirt

opal aurora
#

I wish i was on my computer right now EXSGT

hazy tusk
#

But why doesn't having the base dynamic bone script work, say on the hips, not exclude the skirt, and then add the colliders there?>

restive hill
#

?

#

can you restate that for clarity maybe?

opal aurora
#

Never add a dynamic bone itself to a hipbone by the way

hazy tusk
#

What's the issue if I exclude the otherS?

opal aurora
#

That causes some weird sitting glitches just a fyi

restive hill
#

ah

small zinc
#

It goes to all children of the bone you stick it on, right?

#

A friend used that on a scuffed Ridley model he had

restive hill
#

i gave up and did that, too many skirt and these models freak out in blender

opal aurora
#

Yeah, but even with exclusions it fucks it up

small zinc
#

flew around waving like a rubber toy

#

while blasting the theme music

#

was fucking amazing

opal aurora
#

Oh boy

restive hill
#

yeah, root dynamic bones with no exclusions is hilarious

small zinc
#

Have you seen the little rainbow weirdos that do it

#

the anime girls whose body besides the face is one giant rainbow

opal aurora
#

Wait untill you see people setting ludicrous X axis gravities on bones...

restive hill
#

i have big plans for making an intentionally horrific knuckles someday

opal aurora
#

Streeeetch

restive hill
#

i wonder, what value type does unity use? 4 byte? 8 byte?

#

size scale: 65 billion?

hazy tusk
#

I guess I don't understand why your suggestion would work, EXS

#

the colliders are there, the dynamic bose base has the radius

#

000kkkkkkkkkkkkkkkkk

restive hill
#

uhm, so how do you fix feet sinking into floor?

opal aurora
#

The legs are colliding with the skirt

#

That's the problem

hazy tusk
#

ignore second line, am passing out

opal aurora
#

It's not the skirt colliding with the legs

hazy tusk
#

But I only want my hands to collide with the skirt

opal aurora
#

Okay so...

#

Basic roadmap here, question-answer

#

Do you want the skirt to collide with your hands?

hazy tusk
#

yes

opal aurora
#

Do you want your skirt to collide with your legs?

hazy tusk
#

matters not

opal aurora
#

then why did you ask us about it not working?

hazy tusk
#

because it is not working

#

in VR, my hands do not move anything

opal aurora
#

Oh then it's the hands that are broken... that simpler to fix

#

Select your skirt bones

#

Add the hands as the colliders

restive hill
#

what do you want the skirt to push away?

hazy tusk
#

You know how people play with their hair

#

my hair also does not work

opal aurora
#

Lemme just tell you to copy that dynamic bone component and put it on every skirt root bone instead

#

Thst includes hair and tails

#

Lag caused by dynamic bones is frankly overreacted upon and as such, go for it

restive hill
#

ok, im not really seeing what i did wrong, to have chars sink into the ground an inch

#

how do you fix that?

opal aurora
#

2 possible ways

#

Either change the models' origin in blender

#

Or lift them up by the hip bone in rigging

#

You'll need to reposition the viewposition if you go via the lifting route

#

To do so, add a template avatar controller onto your model after rigging and hit play

#

Position the Y axis on your viewposition accordingly

restive hill
#

oh, i do that already

#

maybe i didnt notice before

hazy tusk
#

This is some bull that makes no sense.

opal aurora
#

Remember or copy that value and paste it after leaving playmode

hazy tusk
#

This has worked fine before

#

and now it just ignores the existence of colliders

restive hill
#

i thought i had the model standing on the XY plane in blender perfectly, but it didn't seem to carry through correctly

opal aurora
#

How to explain colliders even more explicitly...

#

Hmm...

#

Okay i got it

#

Whichever bone has a collider, doesn't collide with anything

restive hill
#

AHA

opal aurora
#

Everything else with that collider on them does collide with it

restive hill
#

blender is putting the origin underneath the XY plane

#

wait, why would that pull her down

opal aurora
#

My thoughts exactly

#

It also kinda depends on the maps' floor

#

I honestly can't explain dynamic bones any better jesus christ...

#

If your skirts dynamic bones have the legs as colliders, the skirt will move with the legs but the legs will not be moved by the skirt, same thing vice-versa

restive hill
#

also, putting yellow colliders on moving objects strikes me as incorrect

#

since moving stuff should be sliding off arms and legs

#

and you realy shouldn't have a whole bunch of dynamic objects all interacting with each other

#

better to clip and NOT lag out everyone with a potato

opal aurora
#

They can still function, for a more complex movement per example multiple skirt frills, bottom row interacts with legs, row above that with row bellow etc

restive hill
#

hm, this seems to be something new that blender is doing, my older model is fine

#

that would be one helluva skirt

opal aurora
#

Mhm

restive hill
#

im just happy if i can make transparent stuff work properly and not muck up the rest of the model

mental lynx
#

It's saying my avatar using visemes doesn't have a specified face mesh

#

How would I specify this

opal aurora
#

Here's a tip for ye when working with transparency then

#

Go to that specific texture, and tick on the right "alpha is transparency"

mental lynx
#

I have it set to the body of the character, where the visemes are

#

OH

#

Thats a different model I forgot to erase the armature of

opal aurora
#

That should make your transparent adventures less painfull

#

And start using fade with it too, might do wonders

restive hill
#

oh yeah, i also use gimp and save as PSD, that seems to work MUCH better than png

opal aurora
#

That's odd

#

Isn't PSD a photoshop format?

restive hill
#

yep

#

unity likes it

opal aurora
#

Huh, neat

crisp tendon
#

Less compression afaik

#

i'm using it instead of TGA, not sure if it makes a huge difference

restive hill
#

i just CANNOT get png to work properly with transparency and unity

opal aurora
#

Try what i told ye

restive hill
#

nothing wants to save as 32-bit or whatever

#

oh, i have a handle on it, i managed to get leafa to have transparent wings

crisp tendon
#

I've been stuck with animated texture for about five weeks, so image quality is the least of my worries though lol

restive hill
#

someone had one before, but they apparently gave up and put a rainbow shader on the entire thing

mental lynx
#

"This avatar is short๏ผŽ Probably shorter than you wantใ€‚"

Excuse me, I know what I want, VRChat.

crisp tendon
#

Yeah my rubick would look great with rainbows everywhere ahah

opal aurora
#

Aren't targa images more compressed than png though? I could've sworn...

restive hill
#

i'd like a rainbow shader with more options, like having multiple colors and such...

#

but attempting to comprehend shader code just gives me a headache

crisp tendon
#

If anyone knows or knows someone who knows how to make texture move using a detail mask as a secondary albedo, please please please ping me, email me, knock at my door

opal aurora
#

I personally always use the source textures and work from there, but if there's ever any need for changes, my goto has always been png

arctic glen
#

Hello!! I was wondering if anyone could help me with importing my model into unity? When I put the model into the space it becomes SUPER pixelated, and there is no plane/grid and no way to view it with the camera besides zooming in and out which doesn't do a whole lot.

#

Oh as well as that the textures aren't showing up on it

restive hill
#

uxieu, are you followingf tuppers tutorial?

arctic glen
#

yes I am!

restive hill
#

define "put my model into the space"

opal aurora
#

I know of a shader that uses 2 textures that display independently of eachother depending on illumination

arctic glen
#

Like how you have your fbx file in the assets, then move it into the hierarchy so you can actually see your model.

restive hill
#

oh, hm

#

sound like unity is borked

opal aurora
#

Or one that does the same but based on distance/position

crisp tendon
#

@opal aurora vrpill

arctic glen
#

borked? like broken?

opal aurora
#

Yes @crisp tendon?

crisp tendon
#

What's that shader

#

oh wait, you mean on top of each othern, nevermind, it's 7am and i'm tired

restive hill
#

is the scene set to shaded?

crisp tendon
#

TIRED OF UNITY

opal aurora
#

Lemme find it real quick...

cloud kiln
#

Hey guys, So. I'm trying to add glasses that will appear when I do a certain animation. But in-game they don't appear for some reason...

arctic glen
#

@restive hill I'm not sure, how can I tell?

restive hill
#

pleh, i must have borked MY unity somehow

small zinc
#

For some goddamn reason I have two righteye vertex groups that control the right wrist.

#

What

restive hill
#

all my new avatars are sunk an inch down

small zinc
#

the fuck

crisp tendon
#

Yeah i can't use that, but damn these are very very cool

#

could see myself use that in a world for sure

#

thanks

#

now i'll go slam my head very hard and fall asleep, cya later alligators

opal aurora
#

Hold up, lemme drop ya a playlist

limber pine
#

Hello can anyone help me

restive hill
#

yes, someone can help you

limber pine
#

I have a model, but it has a bad bone hierarchy

restive hill
#

so fix it

crisp tendon
#

That's one hell of a playlist damn

limber pine
#

fix it? omg. gtfo

crisp tendon
#

But i don't think i should even use a shader, i should be able to do what i want on the standard one, i just can't find out how, i'll figure it out at some point

restive hill
#

click. click. ctrl-p. click. repeat as necessary.

small zinc
#

What do you mean a bad bone heirarchy

opal aurora
#

Best of luck ruuubick

cloud kiln
#

Fkn hell, tried everything. Still my swaggy sunglasses wont appear when I do the animation

crisp tendon
#

@limber pine You can't ask for help if you can't provide basic information we rely on to help you fix it, give a basic question, get a basic answer

#

@opal aurora Thank you iris

restive hill
#

yes, that is the long version of "so fix it" XD

limber pine
#

Isn't

restive hill
#

is.

limber pine
#

"I have a model but it has bad bone hierarchy?" basic information?

small zinc
#

As in

crisp tendon
#

that's is 0 information

#

"Hey doctor, my body hurts"

opal aurora
#

What is wrong with said hierarchy?

crisp tendon
#

๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค”

small zinc
#

Type out exactly what error Unity is giving you

restive hill
#

yes, what are we supposed to do, drag information out of you like pulling teeth? im not getting paid to do that.

small zinc
#

I'm going to make a guess: Chest needs to be the parent of shoulders and neck, yes?

restive hill
#

hips>spine>chest>neck>head in thie one

small zinc
#

yeah

restive hill
#

she works fine, except for sinking into the hub floor

limber pine
#

"Spine hierarchy missing elements, make sure that pelvis, spine, chest, neck and shoulders are mapped"
Although rigging shows up fully green

small zinc
#

Oh, no, I meant for the bone heirarchy thing

#

Okay

#

on the menus on the right

#

all those 'dotted' circles

restive hill
#

oh

limber pine
#

And I didn't come here for idiocy, but advice. So I'd love if you could shut up smo

small zinc
#

those need to be mapped

restive hill
#

why did you bring all that idiocy with you, then?

small zinc
#

If you want detailed answers, Valentine, drop the attitude and ask detailed questions

#

smoo

#

Show me your feets

restive hill
#

not on the first date

opal aurora
#

That's where you lost me bud

small zinc
#

Do it tho

restive hill
#

im not sure, 3 models are doing it i think

limber pine
#

Drop my attitude towards Smoo who was a complete idiot to begin with? lol nah

small zinc
#

then you won't recieve help?

#

A lot of people come through here

#

It's tiring to deal with people who are going to be combative

restive hill
#

so i dont even know what part is messing up

#

probably play with it tomorrow ๐Ÿ˜›

limber pine
#

Oh, so he can be completely retarded towards me, but I can't say anything back

#

Lovely

small zinc
#

He made an incredibly mild jest

#

you need to relax

limber pine
#

Yeah

#

I've been trying to fix this for 2 hours now

small zinc
#

All the bones with this icon need to be mapped

limber pine
#

And when I finally ask for advice all I get is stupidity

small zinc
#

on both screens

#

body and head

limber pine
#

So far I have always left "upper chest" empty

small zinc
#

Yeah, all the ones besides that one

limber pine
#

Even lower neck?

small zinc
#

and, of course, eyes and jaw

#

Neck needs to be mapped, yes

limber pine
#

wait a second.

opal aurora
#

Only things that aren't inherently necessary for the humanoid to function are, fingers, toes, upperchest, eyes and jaw

small zinc
#

Okay, on second thought my rule about that symbol is incorrect

#

@restive hill are the models similar at all

opal aurora
#

Everything else must be mapped out

small zinc
#

like

#

could it be a consistent issue with the skeletons

#

because feetbones are what I've been dealing with all day

restive hill
#

they're all MMD imports, but so is another that DOES stand right

limber pine
#

If I'm getting a message in unity, saying character is not in T pose, is that an issue?

small zinc
#

Yes

#

That is an issue

thorn willow
#

not really for me

opal aurora
#

Bottom right

#

Pose -> Enforce T-Pose

small zinc
#

hmm

thorn willow
#

or Unity could be a fucking retard

#

and not enforce T-Pose

small zinc
#

You have checked them in Blender, right?

#

@restive hill just to make sure the bones are lining up?

#

sorry to keep tagging you lol

#

the conversations are hard to parse

restive hill
#

bleep

opal aurora
#

In which case the model hit the fan at mach 5 speeds

#

A.k.a. it's broken

restive hill
#

probably just drag them up a bit and call it a day ๐Ÿ˜›

small zinc
#

If that works, it works

opal aurora
#

Only drag by the hip by the way

small zinc
#

I wasn't aware models had any actual bearing or orientation in unity-space that affected that

opal aurora
#

Only in rigging space

small zinc
#

You mean the source bone, right, EXSGT?

limber pine
#

The whole hierarchy is done badly, I'm getting yellow errors

small zinc
#

For those few who haven't deleted their root

opal aurora
#

Normal-Space is unaffected

small zinc
#

Valentine, what errors

#

there's a lot of errors

opal aurora
#

And yes as that's the root bone

limber pine
#

I'm sending you a picture of it in a minute, if that's okay with you

small zinc
#

you won't be able to directly

#

just imgur it and stick it in here

restive hill
#

that's what she said

small zinc
#

I will beat you with a stick

arctic glen
#

I was wondering if someone can help me with textures in unity? They don't seem to be showing up on the model, even when they're in the textures folder I created

restive hill
#

... that's what she said

small zinc
#

god damnit

#

Uhh

restive hill
#

and again

opal aurora
#

That too

small zinc
#

@arctic glen did you drag them onto the model

#

If the Uv map is correct you should just be able to pull em onto the mesh

arctic glen
#

@small zinc I didn't drag them onto the model, I'm following Tuppers

opal aurora
#

@arctic glen delete your materials folder

arctic glen
#

-Tuppers' tutorial and he just created a folder and dragged them in

restive hill
#

unity makes a "materials" directory, i stuck stuff in there

opal aurora
#

Right click your model

#

Hit reimport

limber pine
small zinc
#

wew fuck

#

okay let's parse this

arctic glen
#

@opal aurora I might just be stupid, but I can only find an option for reimport. There's a delete button, would that do the same thing?

opal aurora
#

I see a camera in there

small zinc
#

None of those are relevant

#

You're free to upload

opal aurora
#

@arctic glen where?

small zinc
#

chances are they'll probably affect nothing at all

limber pine
#

Thanks

small zinc
#

If you do start getting weird shit though

arctic glen
#

@opal aurora Nvm I just misread your last comment. I clicked reimport but It didn't remove the model or anything

small zinc
#

you're gonna have to go a lot deeper

#

because your skeleton probably has additional bones with weight painting you'll need to remove

opal aurora
#

@arctic glen oh no no, it was just for it to re-make your materials

#

With the right textures

arctic glen
#

@opal aurora Oh ok! So now that I've done that, what should I do next? Nothing seemed to change about the textures, they're still not there.

opal aurora
#

Did you delete the materials folder before reimporting?

arctic glen
#

@opal aurora No, should I have?

opal aurora
#

Yes

#

Otherwise they won't update

arctic glen
#

Ok I did so, still no textures. I have the PNG files for the textures, should I put them into the materials folder?

opal aurora
#

Not really, but that's quite odd...

limber pine
#

Now it's not showing up in VRChat, sigh

opal aurora
#

Are your texture names broken?

small zinc
#

Valentine, that's n ormal

#

restart your game

#

or wait

#

a lot of things get uploaded and have to process

opal aurora
#

Like, a garbled mess

arctic glen
#

@opal aurora Ya I've never really had this happen to me when importing a model. The little balls that are in the materials folder are all white. And no, they don't seem to be a garbled mess. They have comprehensible words and stuff.

opal aurora
#

That is quite odd...

#

Well since they are comprehensible

#

You can simply manually add them onto the materials

arctic glen
#

@opal aurora Although some of the textures came as png files, while others came as tga files, so I converted the tga files to png files, but I don't feel like that would make a mess like this. and how would I do so?

opal aurora
#

Yeah changing their format shouldn't screw with anything i think

#

Select a material

#

Under the inspector on the right you have main texture or something similar

arctic glen
#

What do you mean by main texture? Like the ball?

opal aurora
#

Click on it and find the right texture for that material

limber pine
#

How much does it take at max to appear

opal aurora
#

Can you screencap your inspector when you select a material?

arctic glen
#

Ya! one sec

placid glacier
#

30 minutes?

#

Around there

arctic glen
opal aurora
#

Ah right

#

Press the small circle next to albedo

#

And select your texture there

arctic glen
#

@opal aurora When I do that, none of the textures from the original model show up, they just seem to be some weird random textures that I haven't seen before?

opal aurora
#

Huh...

#

Can you screencap your textures then?

arctic glen
#

ya!

#

gimme a sec

opal aurora
#

I wanna check locations here

arctic glen
#

Oh well the textures aren't in the original model's folder, they're just in my downloads. Should I put them somewhere else?

opal aurora
#

Uhm...

arctic glen
#

Like I just have the textures somewhere else, not in like the folder they originally downloaded in

opal aurora
#

Make a folder next to your materials folder

#

Directly next to it

#

Call it Textures

#

Shove all the textures into that folder

#

Delete your materials folder once again

#

And try to reimport

arctic glen
#

Ok that might take a sec, I'll get back to you when I finish doing that

opal aurora
#

Aight

arctic glen
#

Ok so

#

@opal aurora Only the textures for the face showed up weirdly?

thorn willow
#

uuuuuuuuuuhhhhhhhhhhhhhhhhhhhh

#

help

#

I apparently did something wrong

arctic glen
#

@opal aurora But when I go to the materials, the textures are appearing in the albedo thing! So I'll try now following the way you explained previously but selecting the textures onto the ball

thorn willow
#

apparently the Justine model I have

#

has a REALLY complicated skeleton

#

and I thought the FO4 NCR Ranger guy gave me nightmares about its bones

arctic glen
#

@opal aurora Ok they all seem to be there!! Thank you so much for your help!!! Sorry I'm a lot of obvious questions, I'm still learning how to use blender and unity

opal aurora
#

No worries, i'm glad it's working now

arctic glen
#

@opal aurora If you have any more time to try and help, there is just one little thing that seems to be a bit messed up with the model. It's not a big deal, it's just that a big chunk of the ear seems to be missing on the model, when it looked fine in blender

thorn willow
#

unity are you fucking mental

opal aurora
#

That i'm not so sure about...

thorn willow
#

THAT'S A BLATANT T-POSE, WHAT THE HELL DO YOU WANT UNITY

lavish latch
arctic glen
#

@opal aurora O ok! That's fine! It's only on the ears so It's not a huge deal and it's not super noticeable. Again thank you for all your help!

opal aurora
#

No worries

thorn willow
#

and since Unity yells at you that it aint T-pose

#

its bound to have a lot of problems...wooo boy

#

blatant T-Pose yet Unity complains it anyways

#

welp

#

seems to be a non-issue after all

#

Imma test this one to make sure if its working right

limber pine
#

Still didn't show up, sigh.

lavish latch
#

One of the bones got moved out of position in Blender, I fixed it.

high stream
thorn willow
#

I uhhh

#

made the biggest fuckup of my life

#

all because of this damn model's complicated skeleton

modern dragon
#

(@FPSGamer) Maybe try to move the end of the armiture a bit further away.

coral relic
#

@high stream go into weight paint mode for that bone and remove weights from the skirt (paint it with zero). Actually it might be on any of the arm bones.

thorn willow
#

so yeah

#

all because of a set of bones that are seriously spaghetti code

coral relic
#

look like the under-the-neck bone has wrong rotation or roll, should be a simple fix

thorn willow
#

that's the main issue

#

the amount of bones in there is like all over the place

#

I dont even know where to start

coral relic
#

it's the neck's parent

#

can you grab a screenshot of your rig with names visible in blender?

fading verge
#

Ayyy lmao

thorn willow
coral relic
#

omfg

#

wanna pm me the blend?

#

shit's broken yo

thorn willow
#

it is

dire mica
#

Oh boy

thorn willow
#

and I thought the FO4 NCR Veteran Ranger

#

gave me fucking nightmares

#

because of his skeleton being literal spaghetti code

fading verge
#

You need years of training

#

If you want the perfect spaghetti

thorn willow
#

or doing black magic shit in Blender

fading verge
#

Blender has nothing to do with spaghetti

jovial dune
#

Somebody touch mah spaghet

dire mica
#

๐Ÿด

fading verge
#

Hey everyone, Im importing a smite model, when I import into blender and unity it looks fine, but in vrchat it appears backwards and the hands a messed up. https://i.imgur.com/BSBoD38.jpg
I tried fixing this by hiding the mesh in blender, deleting all bones, making a new skeleton with mixamo. The model faces the right way now but stuck in tpose. https://i.imgur.com/dzTqebg.jpg
My issue is that Im selecting humanoid for the animation type, but scylla doesnt have legs, and having full lower body bones makes the dress bend in wierd ways.
If anyone has any idea of how to help Id appreciate it.

steady spruce
#

does anyone have any custom emotes i can have i really want the caramell dance animation

lavish latch
#

Anyone want to help me fix this misplaced bone?

gloomy loom
#

Should I rigg this

dire mica
#

Ohh

#

I only now recognize who that is..

gloomy loom
#

lmfao

#

its suppose to be a badly done version of the koolaid man

#

but im debating on rigging it or not

dire mica
#

It would be a good experience

jovial dune
#

It definitely is what you wanted it to be

gloomy loom
#

would unity not likeit if its not rigged

#

Idk animations or anything

dire mica
#

It would stay in that pose if you walk around

#

Because I am assuming that you have no bones at all?

gloomy loom
#

yea

#

I mewan I could add bones but Im asking SHOULD i add bones

dire mica
#

Imo this seems like a good first experience since it seems fairly simple

#

You can also leave it as it is but do keep in mind that when you walk around in vrchat, you will be in that pose

gloomy loom
#

ive done rigging before my dude ๐Ÿ˜›

dire mica
#

Ah

#

I've only fixed some minor weight paint myself ๐Ÿ˜›

fading verge
#

if youve done rigging before< ay idea on whats wrong with my model @gloomy loom ?

rotund lodge
#

I have a model with 4 arms. 2 in front, 2 in back. However, since 'Humanoid' in Unity only allows for one set of bones to be linked to each arm, the back two remain in a T-pose in VRChat. So I was thinking I could link the bones or such in Blender with either CATS or just Blender itself so the back two arms will folow the front two arms. (eg, if the front two reach, back two do the exact same)

#

But I'm not sure how to actually do such

gloomy loom
#

looks like a weight painting issue

#

ricu

fading verge
#

alright Ill look into it thanks

gloomy loom
#

like you missed a few vertizes

#

if you go into weightpaint

thorn willow
#

weight painting in blender

gloomy loom
#

and rotate the model

thorn willow
#

is honestly

#

a fucking bitch and a pain

gloomy loom
#

you can see the vertizes you missed

#

because those verties are the ones you missed

rotund lodge
#

Is it possible to merge/parent/whatever

#

the four arms

#

so that each side (front left + back left and front right + back right)

#

move together with each other

#

without weirdly glitching out the back two

#

the bones are there in all four

fading verge
#

@gloomy loom so just to make sure, If I use the mixamo bones (tpose) scylla in unity, give her legs so she fits the humanoid requirement, but paint her leg bones to have no weight it wont move the mesh right? My goal is to have only a moving upper body and not a lower body

coral relic
#

someone correct me if I'm wrong but I think unity throws an error when you have zero-weight bones. You could either add some decoy vertices that won't be visible or override animations with ones that have static legs.

fading verge
#

alright thanks for the warning, Ill probably do a decoy with the lowest value weight selected

lavish latch
rotund lodge
#

Thank you, that seems like it could work

#

Iโ€™ll test it later today and let you know how it went!

balmy solstice
#

I feel like quitting now, The basis mesh has an open mouth and the closed mouth is one of the shape keys, I want to reverse that, but I have no clue how, and not knowing how is driving me mad, and I'd rather not be told to look at a tutorial because my mind doesn't absorb any information from it and it drives me up the wall

coral relic
#

@balmy solstice in object mode make sure all your shapes are set to 0. click the little arrow to expand options and select New Shape From Mix. You'll get a new shape, name it mouth _open or something.
Now with Basis selected go into edit mode, select all (A), press W and select Blend from Shape. On the tool panel to the left choose the mouth_closed (whatever it's called) shape, blend=1, 'Add' checked. Mouth should be closed now in Basis.
You can delete the closed mouth shape.

latent patrol
#

Anyone know why the pupils are so faint?

#

It looks fine inside of blender

coral relic
#

@latent patrol change material type, it's set to transparent probably

#

try opaque?

balmy solstice
#

@coral relic The mouth doesn't open anymore rippe Argh it's infuriating

latent patrol
#

It seems to turn the entire eye region black

coral relic
#

@balmy solstice give me the file, I'll fix it for you

fading verge
#

what are the recommended values of dynamic bones for skirts?

hoary torrent
#

my avatar's mouth is wide open in the unity t pose when it shouldnt be ;;

#

@fading verge Clothes:
Update rate: 120
Damping: 0.2
Elasticity: 0.005
Stiffness: 0.9
Inert: 0.5

fading verge
#

thanks

hoary torrent
#

it's also trial and error with dynamic bones so i advise altering around that

#

but try that first because that's pretty standard

#

anyway uh idk why my character's mouth is wide open in unity in the t-pose it's kinda creeping me out

fading verge
#

might have exported with a certain shapekey selected

#

make sure you are on base

hoary torrent
#

lemme check

#

uhh well the character is now completely white in blender

fading verge
#

odd

faint rapids
#

Does anyone know what could be wrong here?

#

the hands are fucked

#

there's a second picture in that link of the bone structure in blender

opal aurora
#

@faint rapids weight paint

faint rapids
#

@opal aurora excuse me for sounding dumb, but what's that?

opal aurora
#

It's not dumb to not know something, you just never had to deal with it untill this point is all

faint rapids
#

@opal aurora thank you for helping me. I'm in the middle of trying to fix it rn

opal aurora
#

Good luck

faint rapids
#

Thank you so much! ๐Ÿ˜ƒ What a simple fix

zealous comet
opal aurora
#

@faint rapids be careful when weight painting, if you look at your character, the hair seems to have been weighted by the hand bone

balmy solstice
#

why is it the previous sdk they released always seems to be far more stable with uploads than the current sdk

faint rapids
#

Oh yeah i know, i saw that but at least i know that source of the problem now

thorn willow
#

@opal aurora also weight painting in Blender

#

is both buggy and painful

opal aurora
#

Use auto normalize

#

Save yourself most of the headaches

balmy solstice
#

@thorn willow I dunno, it's quite easy for me

faint rapids
#

What exactly does auto normalize do?

opal aurora
#

It balances weights between bones

#

So if you used 100% weight on that hair part with the hair bone, only that hair bone would have influence over it

#

It's alot easier than removing excess weights in my opinion

faint rapids
#

Alright, Thank you again ๐Ÿ˜„

#

@opal aurora is there a way to quickly remove all the weight influence from one bone at once?

opal aurora
#

That i'm not sure about unfortunately

#

You can however separate the mesh by materials/loose parts and weight them individually from there

valid rapids
#

do people know about the trick for easy perfect avatar descriptor alignment?

#

I use the t-pose avatar controller to snap the avatar into the place it would be in game, usually the mesh shifts a bit as the game snaps the bottom of the foot bone to the ground plane

#

then you can put the avatar descriptor ball directly in the mid-point between the center of the two eyes

#

so it spawns the VR cameras exactly in the right place inside the eyeballs

#

I see people throwing one-size-fits-all numbers around, or rough estimates like "inside the head" or "somewhere in the forehead" but it rarely comes out perfect unless the dev has VR and the patience to iterate a couple of times

#

I've found that my method has been reliable and accurate on every model I've tried

faint rapids
#

I put the viewport for my model right on the bridge of most of my character's noses, level with the centers of the eyes.

#

I don't get why epople would ever put it inside the head. you end up seeing the mesh, especially inside of vr

valid rapids
#

you don't see the mesh, the head is removed when you're in first person

#

more accurately, the head bone, and all child bones are scaled to zero

faint rapids
#

It's happened a few times, with special characters. that's why i put it on the bridge of the nise

#

nose*

valid rapids
#

it happens if you have stuff in front of your face that isn't a child of the head bone

tawdry tundra
#

Hey guys i dunno if anyone could help me here but i've come to a loss, i have two models i want to put into unity, they both are DAE files
the head has the skeleton rigged to it already and the body has a full skeleton rigged to that as well.
any idea how i would go about rigging the two object together so they work ?

dusk pilot
#

Import both in blender and join them control j. With both of them selected. Then export as an fbx and use that

tawdry tundra
#

@dusk pilot ty ill give it a shot

little frigate
#

oopsie

tawdry tundra
#

Yeah doesnt seem to work, the skeleton doesnt scale up and the head bones are parents to the other model so it just complains. im such a noob at this lol

idle axle
#

Any one can help me?

Cant build and Publish
I can't upload the chacter and I dont know why it doesnt work.
https://i.imgur.com/QgA1m4i.png

What I did:
I have the correct version of the build model, I try to change to a newer version of unity. didnt work.
I am fully up to date with the SDK.
Removed the audio, it still give me the error.
Make it a little bit taller, around the same as my other uploaded avatars.
Looking the error up on google, but nothing related to the problem.

Info: It is a model from dec previous year. Created on version 5.6.3p1.
Other characters works fine and well in vr chat.
prefer i want to keep the audio ofc

tawdry tundra
#

@inland night so id have to join the meshes outside of unity and some how combine the bones?

#

@inland nightoh god that sounds like a nightmare

neon quiver
#

I like how vrchat is easier to rig then second life. Omg.

tawdry tundra
#

Guess i got some googling on how to reparent bones in blender

neon quiver
#

Is there a way to reweight one are of bone instead having to repaint weight again?

#

Example. Need to fix the leg then go to wight to obeject etc.

#

If that makes sens

#

Like i forgot to add something to the model. And need to add it to the rig bones.

native isle
#

I got my eye tracking to work, but the eyes look down a lot. It's like their default postion of looking is down

#

Anyway to change that?

gleaming falcon
#

A good guide from my awesome friend @pale hull

native isle
#

Thank's

distant nest
#

Does throwing a model through Mixamo work well enough for most humanoid models or is it preferred to take it through Blender first regardless?

small zinc
#

When you're rigging fabric for dynamic bones

#

is it preferred to have one bone weighted to the whole piece of fabric

#

or multiple?

tight frigate
#

Lower left leg is not first child of upper leg or Foot is not first child of lowerleg: you may have problems with shin rotations

#

Is this okay?

#

Gives me a warning so i'm guessing it's not gonna be too bad

small zinc
#

You'll be fine

#

it's just warnnig you that if those other bones control the weight painting of the arms you're gonna get messy

#

usually they're zero weight thoguh

tight frigate
#

I have the extra vive trackers. My leg wont go nuts will it if i lift my leg?

#

I had to butcher the thing in blender to get rid of stuff that i didnt want from the model

small zinc
#

uhhh

#

I can't say for sure

#

but it shouldn't go too wrong

#

so long as the model has proper painting to all the leg components.

summer wren
#

I changed bones in blender but fking unity refuses to acknowledge the changes

coral relic
#

What do you guys think about this foot bone placement? It's nothing too bad but I feel like her shoes sink a bit into the ground. I realize that the base of feet bones is used to determine the base of the avatar, should I move feet and toes down?/Only feet?/How much? https://i.imgur.com/B84tQTR.png

#

@summer wren try Pose -> reset

#

in unity

summer wren
#

I know, doesn't work

#

I made 2 bones longer but unity doesnt update those bones and they stay the same length

#

even in a new scene

#

new fbx

#

doesnt matter

#

unity is retarded

coral relic
#

how do you determine that? by next connected bone placement?

#

I mean, not sure if unity cares about single bone's lenght unless it's zero

summer wren
#

I made the knee bones longer in blender so it actually matches the model

coral relic
#

like I said bone length doesn't really change anything unless it's tail moves next bone's foot

summer wren
#

it does

#

cuz theres still an ankle after that

coral relic
#

so what you're saying is you changed ankle bone's position

summer wren
#

yea

#

Well I found a work around that somehow worked

#

So nvm i guess

#

still unity is being stupid sometimes with bones which annoys me

fading verge
#

anyone here willing to take a look at this avatar im trying to rig for eye tracking?
everything seems to be working correctly, but yet- ingame the eyes dont seem to be moving by themselves. ive tried setting both oldL/Reye and new L/Reye ones in the rig to test them
and still not seemingly working

#

really weird honestly, everything is correct from what i see

#

all my models that have the 3 prerequisites work

#

my previous avatar required no blinking and with mutiple tries i got it to work
but for this one however it just wont even move- like tf

coral relic
#
fading verge
#

i have actually

coral relic
#

does eye testing in CATS work?

fading verge
#

yep

#

even the bones are faced upwards

#

with all the checklist in order ... are you sure you've been testing the most recent version you uploaded?

#

yeye

#

the latest sdk n all

#

because like I said, if those things are met and the testing works fine, it will work

#

hmm ๐Ÿ˜

#

i wanted to add in blinking, thats why ive tried the eye tracking first

#

since someone told me it requires the tracking mechanic to work?

#

yes it needs the keyshapes generated for eyetracking

#

ah

#

i see

coral relic
#

no blinks without shapekeys.

#

there's some more info

fading verge
#

i know

coral relic
#

that's another one

fading verge
#

hm?

earnest rivet
#

Hm, my walking animation isn't overwriting

fading verge
#

oh well, guess my hopes are gone for this avatar

#

well if anyone wants to take a look on this avatar with eye tracking, just dm me

pine harbor
#

would anyone know how much processing power that unity's cloth feature eats up compared to dynamic bones or excessive meshes/draw calls?

gleaming falcon
#

@pine harbor Not sure on processing power for cloth, but I heard 1 script for dynamic bone script is 1 drawcall

opaque river
#

This Upper chest issue is gonna make me go insane

pine harbor
#

ah, thanks for that -- got a couple of rigging ideas on my end, but trying to figure out which ideas to avoid or refine down

fading verge
#

I wanted to put gesture overrides on this model, but it doesn't have any hands, so I was told to create dummy bones for my non existant fingers

#

I'm lazy, and just extruded the last bone 12 times ><

winged trout
#

hmm

#

I might be in a pickle

ruby crane
#

I have a question pertaining to the Unity Asset Store's 3D models

#

I heard that the one I want is already rigged, but I want to be certain whether or not I'll have to animate the thing myself.

#

Like through Mixamo or Blender

#

I'm an amateur at these sort of things, so forgive me if any of it sounds dumb.

opaque river
#

Been trying to get the stupid Upperchest rig thing fixed but I cant, I done everything, i give up

#

It's been 9 hours and im tired

ruby crane
#

Ignores my question

#

Let me rephrase.

#

If an avatar is rigged, can it work in VRChat?

#

No no that's not the question!

#

Okay. If the thing is rigged, do I have to animate it myself?

restive hill
#

If you don't use custom animation, you get the basic set

ruby crane
#

I know what I want to ask, but I don't know how to do it.

#

No no no no no, Smoo....

#

DO I HAVE TO GO TO MIXAMO TO RIG IT MYSELF IF THE UNITY THING IS RIGGED ALREADY?!

#

I DON'T WANNA POP UP IN VRCHAT AND JUST BE A STIFF AVATAR FLOATING ALL OVER THE PLACE

restive hill
#

Caps lock

ruby crane
#

I had it stuck

pine harbor
#

rigged as in, armature and vertex weights set up?

ruby crane
#

I don't know

#

I'm an amateur, remember?

pine harbor
#

if it can be set to humanoid, then no, you probably don't need to -- but without knowing any further, our guess is probably as good as anyone's

restive hill
#

Look up Tuppers tutorial

ruby crane
#

I don't need a tutorial

restive hill
#

It is excellent

ruby crane
#

I just wanted to know if the model is rigged, do I have to go to Blender or Mixamo and rig it myself?

distant nest
#

No, go straight to Unity.

ruby crane
#

I just don't want to upload a mistake.

restive hill
#

You just SAID you're new

ruby crane
#

Alright, alright

#

At the termonology

#

Termonology*

#

WORDS

distant nest
#

If you're new there's no reason not to watch a tutorial.

ruby crane
#

I'm not new to the process, I just.. damn.. I just wanted to know one thing

restive hill
#

I followed it for like my first three

ruby crane
#

Doesn't know just one thing

#

Looked at like a noob

#

When I said I was an amateur, I meant to the whole programming termonology.

#

Termonology

#

No. I can't spell that.

restive hill
#

Terminology

#

Anyway

ruby crane
#

Thank you.

restive hill
#

On my phone so my ability to Google stuff is limited

ruby crane
#

I guess all I wanted to know if I had to do any extra steps between buying/downloading from the Unity Asset Store and uploading it to the Unity environment.

#

Even if she is a humanoid and is set as such

restive hill
#

I suppose it depends greatly on the model

ruby crane
#

I would show you the one I want, but I feel like it won't be unique to just me afterwards.

#

I feel like someone will end up being like "oh I got that money I can buy it and use it"

restive hill
#

If you bought it from a store, it will never be unique to you...

ruby crane
#

Okay, fine, but I meant on VRChat

#

Smoo you're going to have to excuse my large e g o

#

I think of myself too highly when I know it's wrong, but me and society don't go together.

#

You're cool though

restive hill
#

And autism

ruby crane
#

Oh? You think I'm disabled?

#

That's the problem with humanity. If a person acts differently, or feels a certain way, they're automatically seen as disabled. I'll have to know that I behave and think like a normal person.

fading verge
#

That's the first person I've ever blocked on discord

#

sorry for that ordeal @restive hill I feel for ya ><

ruby crane
#

You blocked me? I see. Sorry for trying to get help with something.

pine harbor
#

strange idea: has anyone ever tried putting two armatures into the one avatar? or is there strong advice against doing that?

ruby crane
#

I thought this community was a friendly one. I'll just leave.

fading verge
#

I don't think thats possible

pine harbor
#

i actually got something uploaded with that exact set-up the other day, but VRC was definitely being a bit weird with it

fading verge
pine harbor
#

more trying to figure out if it's going to really lag down other people for having more than too many bones before trying it for real ๐Ÿ˜›

#

yup, that's for each of the..."imported base assets", if that's the right way to put it?

fading verge
#

If your saying you've done it, then the bones that were uploaded are just wasted space, but I doubt they would lag or anything like that

pine harbor
#

i basically uploaded an avatar that consisted of two copies of the same model, each with their own bones -- one i managed to get moving normally as a humanoid rig, while the other was just stuck in a T-pose

#

though i'm not too concerned about that -- it's more that i've seen optimization advice about not including too many bones in your models, and then i'm pretty much uploading the equivalent of two people's worth

#

so i'm not sure exactly how much processing power that eats up when compared to unjoined meshes, for example

fading verge
#

The optimization I believe is just referring to dynamic bones, your avatar should be fine

#

its just going to be a couple extra kilobytes of wasted space for the bones, but if they are not assigned don't worry about it

pine harbor
#

i'll keep that in mind, thanks ๐Ÿ˜„

fading verge
#

They just apologized for sending people to the old hub because of the server issues when I've been loading into the old hub for forever now

pine harbor
#

the old hub feels...very unoptimized from what i could tell

#

framerate there is terrible for me compared to the new one

fading verge
#

Yes, BUT! when you load into the old hub 'before this change' you were loading into a world with only 5-6 people so it was easy to get going to where you wanted to go

#

I only get 10mbps down so loading into the regular hub was a hastle as I would have to download everyones models BEFORE I could change my own avatar or look at other worlds

pine harbor
#

ah, true that -- i just set myself to load into one of my own private worlds, so there's only ever me ๐Ÿ˜›

restive hill
#

I got advantage model, was three copies of the body mesh, for the flower butts I gets

#

Dammit, for the glowy bits I guess

fading verge
#

Wait, what are you talking about ><

restive hill
#

Autocorrect ๐Ÿ˜›

#

DVA model

fading verge
#

Oh, from overwatch

restive hill
#

I suppose that I should put that in as emission

#

She's a little squinty, but eye tracking works

winged trout
#

Hmm

#

What am i doing wrong?

pine harbor
#

you could also use unlit textures for the bits you want to show up even in dark places, but i'm not sure if that'd be any better than emission

winged trout
#

This is what I see from the blender end:

#

and when imported into Unity the legs die....

#

I was told it was a parrenting issue, but everthing is parented correctly, afaik.

pine harbor
#

did you try enforcing T-pose in the rig panel?

winged trout
#

Through modifying the bones?

pine harbor
#

though even without that, you could still sort of fix it in the scene window by just adjusting the angle of the knees until they look normal to you -- maybe not the neatest solution, but it works

#

not by modifying the bones so much, no -- i'd imagine unity would realise that's not really a normal T-pose in that position

#

it's like your knees have been turned 90 degrees from where they should be for some reason

winged trout
#

Thats why im entirely confused.

#

I was toying around to straighten them out, and it must have not saved.

pine harbor
#

sometimes you can fix it by re-exporting the FBX from blender and then importing it again from unity...though exactly why that happens, i'm not sure too many people know

winged trout
#

Its forced to t-pose

#

Tried it several times tbh, it initially looked like this.

pine harbor
#

hmm, that looks like a weight painting issue then, yeah

#

something about those knees don't seem weighted correctly

pine harbor
#

i'd try another export from blender, maybe mildly tweaking some bone directions or coordinates around if you're comfortable with that -- something seems to be going wrong in the export process

#

i really don't have a clearer clue than that, sorry =_=

winged trout
#

Any thing I should change in my exporting settings specifically speaking?

pine harbor
#

not that i know of -- after seeing one of your later pictures, it reminds me of this weird bug i had with one of mine where it imported with distorted wavy arms

winged trout
#

It was an FBX before editing, not that it should affect the outcomes though... I hope...

pine harbor
#

the build console was complaining about my pelvis having a bone length of 0, so i tweaked the length of it in blender, and then it exported with no issues -- why that fixed the arms, i have no idea

winged trout
#

hmm

#

If the build console is part of blender, maybe I should read the feed/log to see what may be throwing issues.

pine harbor
#

it was already an FBX file when you got it? hmm, maybe try sending that directly to unity, and then trying a few different things in blender to create different versions

#

ah no, build console as in on unity

winged trout
#

hmm

#

The thing is the most recent picture is what happened when importing the FBX.

#

I had to throw it into blender to fix the mesh issues.

pine harbor
#

hm, so it didn't like the original FBX...then yeah, only other real suggestion is to keep fiddling around with it in blender to try getting it to export normally

#

does it move normally in blender when you try messing around in pose mode?

winged trout
#

yeah no issues on that part

pine harbor
#

yup, that's unity being a weirdo i think =_=

winged trout
#

moving em to any direction has no issues.

pine harbor
#

then it's just about spitting out an FBX that unity won't distort upon import

winged trout
#

hmm

#

Ive tried both exporting through CATS, and manually exporting as FBX throug blender

pine harbor
winged trout
#

I have always exported via blender directly, and never encountered an issue like this.

pine harbor
#

yeaaaah, that's the headscratcher -- it happens, but no idea why or how to fix

placid glacier
#

I've run into a damn scary issue with an avatar that I had uploaded. No idea how to fix it.

winged trout
#

only one issue @pine harbor

#

Thats for the newer versions of unity, not for the one im working with: 5.6.3p1

pine harbor
#

bleh, overlooked that -- it's not a feature in 5.6.3p1?

winged trout
#

sadly nope...

pine harbor
#

that just leaves the FBX exports then, though reading through it suggests it's basically the same thing anyway...just a few clicks saved

winged trout
#

hmmm

pine harbor
#

one other wild idea which may not change anything -- have you tried exporting it to another format which preserves the armature, then reimporting it back into blender and exporting again as an FBX?

#

idea there being that the reimporting process may potentially weed out whatever's making that thing happen in unity

winged trout
#

hmm, so technically speaking, from what its at to a pmx, and from pmx to fbx again?

pine harbor
#

*reimporting it back into blender, rather

#

i think DAE might work as well -- PMX isn't a format i'd recommend based on what i've seen

#

it's done some very weird stuff to my bone directions, since MMD interprets the transformations more as "points" rather than "lines/bones"

#

remember to keep different save versions for all of these though

lavish latch
#

Anyone have a good tutorial for positioning bones? I have a model where the thumb bone has been displaced and I would like to move it into place however getting the points to line up is near impossible using the move and rotate tools. I've speant like an hour fiddling with it trying to get it into the correct position and no luck. ๐Ÿ˜ฆ

winged trout
#

exported as dae,

#

reimported

#

fixed the model so the textures showed.

#

and attempted to move the model

pine harbor
#

scratch the DAE perhaps, although it's curious that the ankles are fine but the knees and leg went to hell again

winged trout
#

but ill try taking the raw original fbx fixing it and trying it again

lavish latch
#

Feels like the ankle mesh is following the bones when the rest of the mesh is not.

pine harbor
#

i don't want to add too much to your plate, but the bone names may be another area to look at -- PMX in particular, i've noticed that it can't export names past a certain length

winged trout
#

also prob good to note

pine harbor
#

i tend to try and keep bone names short and without any spaces

winged trout
#

I mean it was pulled from a garrys mod player model

#

and it should still have the base rigging,

#

fixing the model in blender got all the bones functional again, but its just that one leg now...

#

๐Ÿ˜›

placid glacier
pine harbor
#

if all else fails, i suppose you could try going for a pirate get-up with a peg leg...i kid ๐Ÿ˜›

placid glacier
#

It's horrific

pine harbor
#

@placid glacier are the visemes intact, if the bone weights are still okay?

#

can't say i've ever seen a face explode like that...

placid glacier
#

How would I check that? I'm in Blender.

winged trout
#

WEIrd

#

unity only notices bones in one leg now.

pine harbor
#

in blender, go to your shape keys underneath the vertex panel (the thing that looks like a triangle with 3 dots)

#

@winged trout something's definitely getting lost in translation

placid glacier
#

Alright

winged trout
#

hmm

pine harbor
#

once you've found the shape keys, highlight any of them and look for the bar underneath that says Value: 0

try sliding that up and down and see if your model's shape change looks normal; remember to set the value back to 0 once you're done confirming it

winged trout
#

it could be naming issue then

#

but whats weird is that i inially used a different one. Specifically the Azuki model, also pulled from gmod, and that works fine in game.

placid glacier
#

Okay then.. uh they all blow up except the eyes

#

Whyyyy

winged trout
#

and it didnt bug out like the one i have here did, which caused me to open it in blender to fix.

pine harbor
#

@winged trout i'd suggest removing the dots "." from the bone name

placid glacier
#

Nevermind, icluding eyes

pine harbor
#

@placid glacier thaaaaaat seems like the problem -- your shape keys must've gotten corrupted somewhere if they're making your model do some weird things =_=

winged trout
#

that would be odd then

placid glacier
#

Could it be because I may have done the visemes before using fix model?

winged trout
#

That one worked just fine off the bat.

pine harbor
#

@winged trout azuki worked huh? hmmmm...then something's going wrong when it gets sent...

actually -- for any of the FBX exports that got distorted when exporting to unity -- did you try reimporting those exact exports back into blender to see if blender also sees an issue with them?

winged trout
#

hmm

pine harbor
#

@placid glacier i don't imagine that should be the problem, but i can't say i know exactly how CATS works -- i thought it didn't mess with the default visemes that already existed

#

although if it tried to generate all your mouth movements based off of the incorrect shape keys...hm, even then, i don't imagine it should be making your face move around that much

winged trout
#

hmmm

#

ill look into that but yeah

pine harbor
#

@winged trout can't say i know what's going on there either, but that may at least give a hint about whether blender's completely messing up the file on export, or whether unity just really doesn't like accepting just random files

jovial dune
#

@lavish latch have you been changing the weights at all as well? They kinda go hand in hand.

#

The bones change the precise pivot points, but the weights govern how much of the mesh each bone has control over

#

Also, hands fucking suck

#

Yesterday I spent like 3 ish hours on just fixing my hands, to no avail

#

My thumbs look like twisted dildos, but Iโ€™m done fiddling with them now.

placid glacier
#

Restarted and fixed model first, translated everything, then did visemes. Seems to be fine for now.

pine harbor
#

@placid glacier now that i think of it, CATS did some really weird things to my automatic eye tracking when i tried to do it after having set my armature scale to something other than 1.0 -- that might be worth keeping in mind for the future

winged trout
#

weird

pine harbor
#

resized model in blender may potentially mess around with CATS scripts

placid glacier
#

Now that's done. The question is, is it possible to import a UV map from another project so I don't have to do the manual atlasing again? (I personally don't like the atlasing part)

winged trout
#

at this point, im going to sry something stupid

pine harbor
#

@placid glacier a couple of related search results for transferring UV maps on blender, i'd give the usual advice about keeping a backup copy before trying in case something weird happens:

https://blender.stackexchange.com/questions/24136/can-i-transfer-an-already-made-uv-to-another-object
https://www.blender.org/forum/viewtopic.php?t=14987

winged trout
#

the bone mesh works fine, or so what it looks like for azuki, so would it be entirely wrong to copy where the bones should be from one model to another... (Again probably a really dumb idea.

placid glacier
#

Alrighty. Thank you for the help, this has been bothering me for hours.

pine harbor
#

@winged trout you mean in unity, or in blender? are azuki and your current model the same size?

winged trout
#

they were similar in leg bones

pine harbor
#

i can't say i've tried moving meshes between armatures in unity, although it never hurts to try i suppose...could make for some interesting discoveries

#

they look like they might have the same naming system for the bones if you're using the original FBX import for your new model, though the biggest question is whether you can just transfer meshes onto a new armature in unity, like how it's done in blender

winged trout
#

hmmmm

#

WAT?

#

I just did some naming of the bones to reflect the ones used in azuki, and this happens

#

it was initially broken

#

and in 1 pile, so now things are like this

#

But waist is super extended,

#

and right leg is malformed

pine harbor
#

that's at least closer than the original minecraft look, but huh...wait

#

the skeleton she's using -- is that her original one, or is that a copy of an azuki prefab?

winged trout
#

original

pine harbor
#

bleh, so just giving her back her original bone positions wouldn't do anything, if they were modified in that screenshot

winged trout
#

let me attach the textures so i can get a grasp of whats going on

slender shuttle
#

I'm getting this error when I try to upload/.

#

I'm not sure what it's asking for, no clue how to remedy it

winged trout
#

definitely stretched

pine harbor
#

if she only seems stretched in some places, but otherwise in proportion with how her bones have been distorted...hm, i'd say to check to see if all her limbs are moving correctly with their bones

#

if they are, you might be able to fix it from there just by getting her bones back into their proper positions...although i don't know if that's harder in unity than in blender

#

annnnnd i need to clock out for sleep, sorry =_=
good luck, and if there's any particular advice to leave behind, it's to keep looking for patterns between export versions and other similar models that might help with pinpointing where the problem first arises from

winged trout
#

hmm

#

only other issue to overcome now is that if I configure the avatar, and save it. It doesnt reflect, and only shows original.

dense latch
#

how do we disable ik rigging so that the whole model moves in a static way?

slow harness
#

How do you make like.... working custom guns

warm ocean
#

how do you delete a bone in blender that's all i wanna know pls kthx

slow harness
#

I want to make the starlord elemental gun shoot particles a

quasi spire
#

@warm ocean select the bone in edit mode and press X

warm ocean
#

@quasi spire thanks thought it would fix my problem but it didn't but it did help delete unnecessary bones

quasi spire
#

hope you find the problem

fading verge
#

@slender shuttle Looks like it's missing a dll or missing a script; try redownloading the dynamic bones addon

slender shuttle
#

Yeah, that fixed it.

#

I managed to get it ages ago, but thank you anyway! ^^

fading verge
#

@winged trout upload that model

hazy tusk
#

Is this ribbon going to move?

#

I'm still inexperienced, but in my head it's saying no

gleaming falcon
#

Ribbon looks to be a seperate mesh. what are they weights on the ribbon?

hazy tusk
#

it doesn't look like it has weight in any vertex group

#

So it'll just crunch up/flatten, etc. with movement then, correcT?

gleaming falcon
#

Select the ribbbon in object mode, then go to weight paint

hazy tusk
#

oh wth drawing on it is doing nothing

gleaming falcon
#

Go to weight paint

hazy tusk
#

It's attached

#

pending puush

#

but I guess the texture was just REALLY masked, cause I changed it to a lighter color and went to the arms

#

It just threw me off because there were some ones for the ribbons on the body, as seen in the first picture, and those were coming up weighted visibly. My apologies, I should have checked just as a different texture/color first

brisk chasm
#

i have problem with my model

#

when i dont move, the middle of the avatar looks like... bugged

lavish latch
#

What would I press to flip faces in Blender?

lime owl
#

W then flip face

lavish latch
#

@lime owl Thanks โค

lime owl
#

I tried but the neckbone just rips the bowl away. I could weightpaint it more so it moves with it. But i don't know if my real model will surive the stretching.

#

Or should i reconsider the armature so it doesn't follow the model exactly? Like off-set it so the "fish" becomes the main guy and weightpaint the rest?

brisk chasm
#

nobody know?

lavish latch
#

Could be a faces issue like I had, could be a bones issue, you're not really giving much to go on... @brisk chasm

brisk chasm
#

what info you need?

#

or picture

brisk mesa
#

is it easy to do eyetracking without cat's plugin? cause it bugged out

vestal dirge
#

@dense latch Two ways to disable IK: 1) dont map finger bones -- your model is still human and hands will still be tracked, but body will not crouch or bend. built-in Human animations and emotes still appy, 2) change rig to generic, your model will have no tracking and will only follow animations you provide in a controller (use SimpleAnimationController as a sample if you want locomotion input variables).

brisk mesa
#

i have weight painted the eyes and have bones, etc

winter walrus
#

I have a problem which is still annoying me

#

And I checked everything so far; When trying to automatically weigh bones it keeps saying that it failed and one or more bones have issues

austere blade
#

So i have am issue XD and it's this "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped"

brisk mesa
#

some stuff is just gonna not be auto-weighted very well, especially if you have separated meshes or there's a hole somewhere, or there's a bone just not in a mesh at all

#

at that point i had to weightpaint it myself with empty groups

#

@austere blade did you map those though?

austere blade
#

define maping? @brisk mesa ,cause i did the fix model with cat,and this is the first time i encounter this

brisk mesa
#

i like to actually connect all my bones so idk if that affects it?

#

not hip and thighs though, sometimes also not shoulder to neck idk

#

that's weird because sometimes the error pops up and sometimes it doesn't

austere blade
#

and how you conect them?they are parent all in the right order

brisk mesa
#

you made sure in unity it was configured?

#

all green?

austere blade
#

ok,i saw the issue

#

yeah in unity the right shoulder was not mapped

brisk mesa
#

๐Ÿ˜›

winter walrus
#

I need a blender pro ;c

brisk mesa
#

what model are you working with anyway

austere blade
#

me ?or mashiro?

winter walrus
#

^

brisk mesa
#

well either of you

winter walrus
#

It's a ripped model someone gave me to rig and get into game

#

For some reason the automatic weighting fails though

brisk mesa
#

oh.

#

uhhh i think your armature is under the mesh

#

it's the other way around isn't it

#

i just looked

#

when you use the ctrl+p you have to click the armature last cause that's the parent, something like that

winter walrus
#

thats not the problem

#

the problem is

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

brisk mesa
#

yea but i thought you need to parent it to the armature to even do that

winter walrus
#

nah I had it works without that one previously rigged models

lilac moss
#

@winter walrus go into edit mode on the mesh, select all, press w-remove doubles

winter walrus
#

already did

lilac moss
#

if that doesn't fix it then give up i guess :P

#

model is probably too messed up

#

had one i couldn't rig and couldn't find any other solution

brisk mesa
#

so where is the face anyway

#

your head bone is just in the middle of the air inside the hood???

winter walrus
#

ye we didnt put a face yet

brisk mesa
#

oh okay

#

see idk if that is what is causing it

lilac moss
#

nope

winter walrus
#

;{

#

$5 to whoever fixes my issue lmao

#

meeeh this bothers me so much

#

xd

gritty mauve
#

@winter walrus you may have to do the weightpainting by hand for bits of your mesh

winter walrus
#

thats exactly what I want to avoid; The autoweighting is fine, but fixing some parts is ok

#

but doing it completely sucks

#

the envelope weightingg is bad aswell

gritty mauve
#

never found an issue to it

#

*solution

winter walrus
#

sigh

odd plume
#

Is anyone willing to fix the hands of a model I have, I will supply the blend file upon request

gritty mauve
#

manually painted all but the hands of a model once

#

define "fix" x)

winter walrus
#

@gritty mauve how much do you want me pay for you to do the painting on it xd