#avatar-rigging

1 messages · Page 93 of 1

brisk mesa
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ugh yeah i can't weightpaint my hands very well either

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esp cause she has like a separated clothing bit

gritty mauve
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@winter walrus I would charge you a Stellaris DLC for it, but I don't know how to weightpaint well enough to charge lol

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that model I was talking about? I have ptsd flashbacks to the weightpainting

winter walrus
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xc

brisk mesa
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so for bone weight failure, somebody else once mentioned "Make sure you have no unapplied Rotations, Locations or Scales on your meshes - again do ALL edits in Edit mode, not Object Mode."

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and i remember that did fix my issue but only once lol

gritty mauve
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in my case the model had been a rip from a game, and all meshes came with no transformations at all

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so it's not always the case

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@winter walrus to be honest if the mesh is in a nice symmetric pose it shouldn't be too hard to paint it

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just use the gradient tool to make a red band around the appropriate limb

odd plume
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Draig they seem to be missing the distal bones

winter walrus
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Distal bones?

odd plume
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The finger tip bones

gritty mauve
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that's "fingers" for us Muggles, right?

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oh

odd plume
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So like fingers have 3 bones its the 3rd ones

gritty mauve
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I've only ever rigged one model you guys are giving me too much credit 😅

winter walrus
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In a previous one I rigged I only had 3 bones for fingers aswell

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Yeah they have 3

odd plume
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Yep its missing the 3rd ones

winter walrus
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ive always did fingers like this tho

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and it worked o-O

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so what do I change

odd plume
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No im talking about my model

winter walrus
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kms

gritty mauve
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@odd plume is your model in a pose with their fingers flat?

odd plume
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Im in unity and I applied the rig and Id show you one of the 2 hands but I cant find out how to send pictures

gritty mauve
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only way to do it on this server is to upload them someplace like pastebin and send a link

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you want your finger bones to look like this (ish):

cloud kiln
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Sup mah dudes n girls

gritty mauve
cloud kiln
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Anyone can tell me why my fingers keep glitching out during animations? Is it just VRchat bugging out again?

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Didn't glitch out on my other chat

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char*

gritty mauve
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emotes or hand gestures?

odd plume
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Heres the problem Im missing bones

cloud kiln
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Hand Gestures

odd plume
gritty mauve
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it will work well without, although the model might look weird

cloud kiln
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Tried to animate middle finger to Rock n' Roll. But ended up spazming out

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Did the same thing to my other char by animation so he holds his weapon better. And that worked good af

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But after the latest patch, all my hand gestures keeps spazming

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'cept for my other avatar ofc

gritty mauve
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oh was this not the case before the patch?

cloud kiln
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No

gritty mauve
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if so, blame the devs lol

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not much you can do probs

cloud kiln
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G'dangit Devs

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Y u do dis

gritty mauve
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other than compare the way your animations work on both avatars keyframe by keyframe

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and try to spot what's different

cloud kiln
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Well, I deleted the last bit as usual

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Added the animation secs to 0.1

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Like you should

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And that worked perfectly on the other one, but fked up on my latest one

cloud kiln
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Y u do dis to us

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How 2 make complex animations when it's not working #Complaints

gritty mauve
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seriously though, compare key frame by keyframe x) only thing I can think of

cloud kiln
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I did xD

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Nothing is wrong, so I don't understand haha

gritty mauve
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if it's identical; then well

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resort to black magic and goat sacrifices?

cloud kiln
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Del the last animation keyframe, copy and paste the first one to 0.1

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Ya man

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Gotta sacrifice the goat now

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Summon satan

gritty mauve
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I bet he won't know either

cloud kiln
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He'll prolly be like "Lul, ur on your own suckah" Then disappear with a laughing emoji

austere blade
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Did coliders broke withe the recent update?

cloud kiln
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I don't think so

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Why?

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I haven't tried colliders since the last update so

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WAIT, a friend did actually tell me that they were broken

supple stratus
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if you know how to rig a model and can help me asap please DM me! i can pay $$$

austere blade
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@cloud kiln well,it seems like all my avatar legs go through my skirt

cloud kiln
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Oooooh maaate

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Don't mind it... Mine does that too

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I tried every single thing possible to not make them go through the legs

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But due to VRchat's animations, it's literally impossible

austere blade
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yeah,is true

cloud kiln
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It's a shame though

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But to the hair it works perfectly

austere blade
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yeah.now that u mention it,it does work on the hair,so i guess is just VR chat

brisk chasm
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here

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example with enzo, from battlerite

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P.D: open the link, it has multiple pictures

odd plume
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Anyone know how to unlock view offset in blender

opal aurora
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Do you mean the camera lock or perhaps the mesh fade?

brisk chasm
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mesh

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the middle

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you might notice if you open the link

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it contain multiple pictures, not only one

odd plume
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Hey how do you attach 2 finger bones with that dotted line thing

brisk mesa
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dotted line means it is parented but just disconnected

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go to the right options and find the bone tab where it says connected

dire spade
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What happens if I don't rig up the Fingers? I heard that you aren't able to "squat", but does that negatively affect how the model looks?

latent patrol
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Anyone know why the change is so drastic from blender to unity?

brisk mesa
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...shaders?

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idk making it the Unlit texture shaders would make it more pokemon anime style

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also maybe check the Material ball things too cause sometimes it imports them with a weird color

latent patrol
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It's mostly the pupils I want to be changed, can barely see them in vrchat

brisk chasm
latent patrol
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Fixed it thank god

tawdry obsidian
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Hey there. Does anyone have any suggestions for an avatar whose neck won't turn left and right in-game?

covert narwhal
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I'm not sure if this is the place to ask. But i'm trying to do a Samus model, which has a gun for an arm. When I try to upload it says no right hand, which it doesn't have. Which makes it unable to do full Ik tracking in VRChat. Any workaround?

pine harbor
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@covert narwhal add in some phantom bones on the right arm similar to how your left arm is done, but don't actually weight them to anything on the gun

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i'd recommend just mirroring how you've done your left hand and fingers, so nothing weird happens with T-posing her right arm

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@tawdry obsidian does the avatar's neck move normally when trying to pose it in blender or unity?

tawdry obsidian
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How would I go about checking? I can upload screenshots if needed.

pine harbor
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in unity, you can quickly click on your head or neck bones, and then alter their X/Y/Z rotation before undoing it -- see if it changes the model's head facing as you'd expect

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blender, click on your armature first, then set it to "pose mode" from the panel that's likely at the bottom of your screen -- try to move the head bone and see if your model's head follows it as you'd expect

tawdry obsidian
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I'm fairly new to this so bear with me. I've already imported into unity. Is that a problem? I'm going to check the X/Y/Z rotation in unity like you mentioned, one sec.

pine harbor
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no issues there with just checking it, just that the fix may be back in blender if it's what i think it is

distant nest
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Would anyone mind taking a look at one of my .fbxs and explaining what's wrong with the rigging? Every model I export as an .fbx from Blender is doing some real weird shit with their arms, and I'm not really sure why. Seems to be consistent.

tawdry obsidian
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Gotcha. Where is the rotation setting within unity?

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The rigging section?

pine harbor
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@tawdry obsidian okay, now that i've got my copy of unity open so i can see what the proper naming is...

go to your Hierarchy, and open up your armature/skeleton -- select the bone you want

next, go look in your Inspector pane -- the rotation settings are under the Transform section

tawdry obsidian
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Got it. How do I upload a screenshot to discord? I've got the desktop client.

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Just want to post what I'm working with here.

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Thank you helping, too.

pine harbor
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looks like this discord has uploads disabled -- you'll need to upload it to imgur or gyazo and then paste a link here

tawdry obsidian
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roger, standby

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I was able to rotate the neck.

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There's also a neck bone higher up.

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Which also rotates sucessfully.

pine harbor
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so it's something to do with the full body IK, most likely...did you get any warnings about having bone lengths of zero when you uploaded it?

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or any yellow warnings?

tawdry obsidian
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let me try an upload now, I will advise.

pine harbor
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it'll be on the Build Panel, just before you hit "Publish and Build"

tawdry obsidian
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Yep. Lots of issues here/

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Something to do with the hand?

pine harbor
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hmm, not seeing the one i expected to see, but with full body IK disabled, i'm not sure if that might be related

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there're a few things you can sort of fix here, but they're not all necessarily important -- the main thing i noticed is that you don't seem to have finger bones

tawdry obsidian
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The hands are a strange case, because this character only has three fingers.

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Let me grab a screenshot for you.

pine harbor
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three fingers itself isn't an issue for a 5 finger skeleton, if that makes sense -- you can have two extra phantom finger bones that don't actually influence the model itself, just so the SDK doesn't complain

tawdry obsidian
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Not sure what I need to do here. The red flag for me is that the hands aren't set up the same.

pine harbor
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what i normally do there (back in blender) is to give the skeleton 5 fingers, but only have two of them actually do anything...hang on

tawdry obsidian
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Not sure if this is allowed here, but if I sent you the file would that just work better? I could shoot you a few bucks if you got it working.

pine harbor
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i can take a little look since i've got some time right now, but i'm not entirely sure if i can pinpoint the problem

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just to finish what i was saying though: this model has some pretty low poly hands, and this entire red section behaved like one finger

https://snag.gy/bCO79Q.jpg

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i just had that entire thing move according to the "index" finger bone, while putting in some extra ones for the 3rd, 4th and 5th fingers which actually didn't do anything

tawdry obsidian
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How should I send the file? It's a big unity project. What do you need?

pine harbor
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did you export the FBX with embedded textures?

tawdry obsidian
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I didn't

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I tried doing that earlier today and couldn't find the option.

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How would I go about doing that?

pine harbor
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File > Export > FBX

then scroll down on your side pane and look for "Path Mode" -- set that to "Copy", and then click the little box icon next to it so that it shows a piece of paper in the box -- that'll mean that the textures will be embedded in the file that you export

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although now that i think of it, i probably don't need the textures if i'm just trying to confirm the bone structure is correct

tawdry obsidian
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I don't see the Export submenu in the file dropdown. This is unity, correct?

pine harbor
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ah, that's blender

tawdry obsidian
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Oh. I don't even know if it's setup correctly in blender. Give me a moment.

pine harbor
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unity files, i'm not too familiar with how to share those

tawdry obsidian
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Do I need to highlight everything in blender before I export?

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Like the skeleton / body / head models

pine harbor
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hmm, i don't believe you do, no -- it should just export the whole scene for you

tawdry obsidian
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Roger. Standby

pine harbor
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you'll probably need to PM that on discord, though i don't know if you need to upload it to a site and then link it if it comes out too big for discord to accept as an attachment

tawdry obsidian
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I'll mega it

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Just exporting now. Bear with me.

pine harbor
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all good here

tawdry obsidian
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Just PM'med you. The textures, as per your instructions, should be embedded. I apologize in advance, because this is the first model I ever attempted to get working in VRchat, so expect lots of amateur mistakes, lol.

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Trying to figure out how to PM

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lol

pine harbor
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hmm, i'm not seeing a PM notification pop-up yet, lessee...

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ah there we go

tawdry obsidian
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Sorry about that

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... also new to discord..

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I'm a teamspeak refugee

pine harbor
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VRChat makes you pick up a surprising amount of programs to do what you want if you're jumping right into avatar creation

tawdry obsidian
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For sure. It's a bit overwelming.

pine harbor
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hm, i'm seeing something i've never seen before -- did you have the rig imported as humanoid, or something else?

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i've been assuming you've had it running as humanoid to use VRChat's in-built IK tracking options, but it looks like it comes with its own animations already

tawdry obsidian
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I'm not sure. In Unity, I selected the humanoid option. This was originally a source engine file.

pine harbor
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hmm, so probably not that

tawdry obsidian
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Feel free to muck around with it however you see fit. I'm not sure if those stock animations would even work, given they've been ported.

pine harbor
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hmm, question for back in unity -- did you check that the head and neck bones are assigned to what you think they should be?

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looks like they should be neck1 and head1 in this case

tawdry obsidian
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Standby. I'll grab screenshots.

pine harbor
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ah, in the humanoid rig's "configure" settings

tawdry obsidian
gusty meteor
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is it possible to fuse bones into one in blender?

pine harbor
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neck2 and head2, hmm...

tawdry obsidian
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Should I try and swap them?

pine harbor
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the tutorials online say it is, but i've got trouble making that happen myself

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i'm trying to locate those bones right now, but based on what i'm seeing over here...

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try setting them to ValveBiped.Bip01_Neck1 and ValveBiped.Bip01_Head1 respectively

tawdry obsidian
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Will do.

pine harbor
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that's what your model's vertices are actually weighted to

graceful wave
random lotus
sly pelican
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Weights

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Always remember. If it ain't the rigging. It be the weights.

random lotus
gusty meteor
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i have 3 bones one affects the arm the other one the shirt and the third one the cloak on the arm

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and in unity the only the arm moves and the cloth stays in place

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anyone have any ideas how to fix that?

distant nest
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@random lotus I'm seeing the same kind of slumped over position ingame with my model.

random lotus
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I weighted mine but now his ears move in wierd ways when i try to pose them

sly pelican
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@gusty meteor Weights lmfao

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Weight the cloth to the arm.

random lotus
sly pelican
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IF IT AIN'T MOVIN AS IT SHOULD - WEIGHT IT BY PAINTING OR BY VERTEX GROUPS. THANK YOU

distant nest
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Would being slumped over be a weighting issue though?

sly pelican
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Probably a bone issue

distant nest
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Feels more like a where the bones are in relation to eachother thing.

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Yeah.

sly pelican
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Re position the bone.

distant nest
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I'm thinking the shoulders being higher might remedy that.

sly pelican
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Experiment with it yeah.

random lotus
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Um, i didnt have the ear issue until AFTER i weight panted

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painted

sly pelican
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IF ITS MOVING WONKY IT CAN BE A BONE ISSUE OR WEIGHT ISSUE

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What weight did you put it on

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1?

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1 means UNBENDABLE

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It could also be that the WEIGHTS is conflictig with another bone with about the same WEIGHTS.

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As in same selected verts

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Hence that inbetween with the mesh

random lotus
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its all red

sly pelican
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Its 1

random lotus
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fuck

sly pelican
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If red - its uni

random lotus
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i can't seem to get the wieght right

distant nest
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It goes from 0 to 1

sly pelican
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Uno*

random lotus
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it was all blue before

sly pelican
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Blue means 0 no weight

random lotus
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well his foot was red

sly pelican
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Rule of thumb - at least 0.5 for areas where it is expected to BEND.

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Areas where it isn't suppose to bend or would look better if the mesh is together like SHOES and other NONSTRETCHY substances. 1.0

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But in the end its just trial and error.

random lotus
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and if i try to fix the model it instantly reposes his ears back to the t-pose

sly pelican
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Shouldn't that be fine?

random lotus
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but his ears are meant to be downwards and if i give them physics they stay in the t-pose

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if i leave them in the t-pose

sly pelican
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Like you aren't model rigging the ears in unity it should be fine.

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Is this UNITY PROBLEM or BLENDER PROBLEM

random lotus
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Blender

sly pelican
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Cause I saw the pic before and the ears were down.

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At the mirror

random lotus
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i had to reload the model in blender

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to check the weights

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i have the model where his ears are down but in the other images i fixed the model

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which put the ears back into the original position

fading verge
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@random lotus use dynamic bones with a negative force on the Y axis to have the ears flop around and fall down

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low inert values will prevent it from returning to it's original state anyway

random lotus
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red

distant nest
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I always get the hip bone level with either thigh in Blender but in Unity it never seems to be happy/stick with it.

random lotus
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he just full on bugged out

opal aurora
distant nest
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The simple style works really well for that character.

opal aurora
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It had a few seams, having a slight outline tint on it covers them up quite nicely aswell

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Wondering if i can attach the nameplate to the rootbone i made and it'll stay inplace without moving... it's not parented to anything so it should probably work...

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Also keep getting a hip angle error, regardless of what kind of angle i give it it always ends up regressing, it doesn't really bother me since i'm on desktop and fixed the slouching by rotating the spine a bit at the opposite angle, but it's an odd one

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Alright root bone does indeed work perfectly fine for the nameplate, noted for further uses

distant nest
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Yeah, I keep getting that hip angle error too, I don't know what the deal with that is.

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I think it's what makes the feet movement so awkward ingame too, but nothing I do manages to make it happy.

opal aurora
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I've personally tried rotating it, by all angles and even moving / shrinking the bone itself, nothing appeased it

dry fossil
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how i fix this

distant nest
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Disable Upperchest in the rigging.

dry fossil
distant nest
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You need to reparent your shoulders so that Chest is their parent instead.

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(and neck)

graceful wave
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is it okay if my hips don't have a vertex group?

dry fossil
distant nest
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Both shoulders and neck should have Chest as their parent.

dry fossil
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so right 1 and 2 need chest as parent same as lefr

distant nest
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Just the uppermost shoulder in the heirarchy.

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So when you make arm right shoulder 1 the child of chest, every child of arm right shoulder 1 will follow, which is what you want.

dry fossil
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ok

distant nest
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I don't get the reason why Octahedral display for bones is default in Blender..

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Wire feels like it makes more sense.

dry fossil
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ok now it says its not imported as a humanoid rig even tho i just did it...

distant nest
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What's the error look like?

graceful wave
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Okay, so say I weight painted the hips/chest/spine all just to one vertex group, the spine. Is there any way I can select and divide the weight paints into separate vertex groups?

distant nest
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Did you do the Humanoid Rig thing in Unity?

dry fossil
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yes

distant nest
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And hit Done?

dry fossil
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yes

distant nest
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Iunno, I've never seen that error before. Very sorry.

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Is the solution to the Pelvis error going in and changing the Hips bone's "roll" to 180?

graceful wave
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anyone can help me?

fading verge
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Can someone please send me their Example Avatar file?

winter walrus
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Anyone good with Weightpainting?

distant nest
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I understand the concept but wouldn't say I'm good at it, were you looking for advice or someone to actually try it?

fading verge
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^

distant nest
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tfw finally fixed the pelvis error

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Thank you jaysus.

fading verge
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smash that paint brush until it's buttery smooth

cloud kiln
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Mmmmm, the weight brush

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Mois

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Moist*

lost lotus
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not sure if this is the right channel for this question but
how do I make my avatar float above the ground?

distant nest
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Should be able to adjust the rigging in Unity and drag it above the plane, but I haven't tested that theory.

cloud kiln
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I only know how to do it by adding custom animations

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But never tried importing an avatar that floats all the time

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But try Ga's theory

opal aurora
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You can lift the hip bone (root bone essentially) upwards in the rigging to actualy lift your model upwards, the normal unity prefab will look the same however

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You'll need to use the template avatar controller on it and hit play to see the changes take effect

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You'll also need to re-position your viewpoint (only the Y axis) according to what is displayed in playmode

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Keep in mind any settings changed in playmode are reset, so copy the new value and paste it after exiting playmode for it to take effect

fading verge
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@opal aurora ARE U THERE

opal aurora
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Yeah

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When am i not? haha

fading verge
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When something awesome is happening

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Anyways

opal aurora
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True

fading verge
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Does eye tracking only with on a mesh named"Body*

opal aurora
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I don't think so?

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I personally don't like it and also animate blinking myself so i don't know for sure

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But it seems awfuly specific

wild arch
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Hey guys... Is there a step I’m missing when changing hair on a model? I import a full model on blender, delete the hair and it’s bones, import the hair I want, position it and parent the bones with the Bone Constraint “Child Of”... but when I upload to vrchat, the hair sits about halfway back through the avatars skull and isn’t in a fixed position

opal aurora
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Especially since people were doing it way before CATS came along

fading verge
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Mine isn't working, so a user suggested renaming it to Body

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I'm mostly in for the idle eyes tho

opal aurora
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I mean you can try, renaming the mesh isn't much of a hassle, but i have my doubts

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What about people with mutiple meshes per example?
Face,Body, a cape with a cloth component

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There's too many variables to consider for it to be that specific

fading verge
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I don't see much seperate meshes in the avatae channels, but good point

opal aurora
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If it is, then jfc what in the hell

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Not everybody renamed their meshes to body either

fading verge
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@wild arch Ctrl + j the bones, parent the hair bones into the head bone in bone tab

opal aurora
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I myself normally named them the models' name up untill recently

wild arch
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@fading verge ok I’ll try that. Thanks.

fading verge
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Do you have time to go over some details on what it might be?

opal aurora
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I don't know it just seems awfully specific, but give it a go i s'pose

fading verge
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Alright, it works in cats

opal aurora
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Sure, i normally stay awake till 7-8am in general

fading verge
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Meshes is body and wing

opal aurora
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It's 5:27 so i got time

fading verge
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I'll keep that in mind

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In unity, eyeleft and eye right are assigned

opal aurora
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Although i am in bed so i can only do diagnostics by memory

fading verge
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In the same situation as well

opal aurora
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Cats does specify the bone to assign to the eyes after you create eyetracking aswell iirc

fading verge
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I tend to rename stuff so its easier to go through in blender

opal aurora
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I made a rig from scratch today so it was renaming day haha

fading verge
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ive gotten the eye tracking working on this avatar, im just waiting for the servers to be fucking alive

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lmao

opal aurora
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It's up there in the chat if ye wanna have a looksee

fading verge
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i cant believe im spending so much time on this dhhjjdjfh

opal aurora
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^

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Me 3 months ago

fading verge
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oh servers up?

opal aurora
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They died?

grim notch
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So I've been running into some trouble with some models in the process between Blender and Unity. Hopefully you guys can help me answer them.

I rig a model in Blender, clean the weight paint, and the model looks perfect. Nothing wrong at all. I export it as a .fbx file and then put the folder into Unity. I get some kind of "fbx error" that will sometimes botch the model, but most of the time it's typically nothing more than a very slight mesh bug.

The rest of the time though, it completely deletes bones from the model and thus makes it impossible for me to finish rigging and uploading it. And yes, I have tried uploading is in both forms of .fbx in Blender, and the model still will have the same issue of missing bones. Anyone know how to fix this at all? I probably have about 10 or so models that I've rigged from scratch on the side that I can't upload because of this error. Feedback, Suggestions, or Fixes greatly appreciated!

fading verge
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im able to get back on unity

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n such

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also an update too by the looks of it

opal aurora
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Export the fbx as ascii 6.1

grim notch
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I have, and I still get the same issue of missing bones

opal aurora
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Are any of them overlapping eachother at all?

grim notch
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Not overlapping per se, but more like there are nodes inside the bone that connect to other parts attached to the bone (I.E.- Shoulder and Shoulder extras, whatever they may be)

opal aurora
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Also, perhaps try to place the fbx into unity instead of dragging a folder in, unless you meant something else

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Yeah the tips/nodes are finevthen

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Also take a screenshot of the error you get if possible

wild arch
#

@fading verge the bones are in different hierarchys... I’ve moved the new hair under the body armature hierarchy, but when I try to parent it to the head, it doesn’t even show as an option

grim notch
#

I've tried that too, and saving the fbx directly to the Unity project. Same issue of missing bones lol

opal aurora
#

That is hella weird...

#

Do you perhaps have 2 armatures?

grim notch
#

For some reason it's not letting me post screenshots...

fading verge
#

use links such as from imgur

#

to show images

grim notch
#

That takes more work than alt/print screen tho, and then the image is useless later lol

fading verge
#

im just saying

low parrot
#

Gyazo is good for screenshot sharing

#

easier than uploading to imgur everytime

mental lynx
#

Quick question, is there any way to set a viseme as a base value

#

Like, I have one that makes the eyes smaller, would it be possible to set it as base

#

They don't seem to save when exported to Unity, and I don't see anywhere for it to be set in Unity without setting it as an animation to trigger

low parrot
#

I don't know an easier way, but you could create a 2-frame animation of the shape key (visemes are specifically mouth movement shape keys) that loops and give your avatar an Animation component and slap that animtion on it

mental lynx
#

So far with animations, whenever I make one, it seems to pose the body strangely

#

And for some reason, that body's pose is brought into VRChat with it

#

Yet the viseme animations do not.

#

Any ideas what Im doing wrong there?

low parrot
#

If you follow that tutorial the pose shouldn't matter

#

'cause you're supposed to duplicate the avatar to work on animations, you don't want to work on animations on the avatar you're going to upload

mental lynx
#

This video actually said how to do it

#

You can set visemes' bases in the body blendshapes mesh renderer

#

Thank you

low parrot
#

oh

#

I didn't even notice, cool

torpid minnow
#

Well.

#

There was someone that I met in the great pug

#

I believe two days ago

#

that offered to rig me a havel model

#

if I found a good one

#

I found one with HD chains and shield.

#

And good textures

#

All it needs is some cloth physics on the chains and a good rig and weightpaint

#

And it'd be great

dusty lava
#

Can anyone answer me an odd question by chance lol?

#

I uploaded a model that was 0.75 for the height, but for some reason it is pretty tall when in vrchat

pine harbor
#

did you check the scale of all the components?

dusty lava
#

did i do something wrong?

#

i did the x,y, and z

pine harbor
#

because the armature may be scaled at 0.75, but the parent of all the objects might be at a different scale of some kind

dusty lava
#

oh hrm

pine harbor
#

if in doubt, try going into unity and going GameObject > 3D > Cube

#

it'll spawn in a cube that measures 1 metre on all sides -- if it looks tiny compared to your model, something about the scaling is off

dusty lava
#

ok ! thank you so much spearmonkey

#

you were right

pine harbor
#

is it an MMD model by any chance? those tend to be huge by unity standards

dusty lava
#

yeah it was all i could find for the one i wanted

#

I love the little wolf girl miko

pine harbor
#

MMD, hmm...this is a really rough ballpark figure, but try 0.09 if you haven't already found a scale you like

#

that's just a guess going from one of the ones i converted

dusty lava
#

ok i'll try thank you so much

cosmic mica
#

theres a mixamo dance i want on my character but my character is already rigged and done and mixamo doesnt recognize my rig, is there an alternative way to get that dance animation?

fading verge
#

Duplicate/copy you rmodel and add it to mixamo, then take it's animation

faint rapids
#

Does anyone know why my weight painting it only painting in red (1), the heaviest, even when i have it set to 0?

#

i am so close to done with a model but it's only painting red and its really bugging me

fading verge
#

@BadgerScrub#8104

tight parrot
#

Can someone help me ?

#

It says Spine hierarchy missing elements but i got all the parts mappend and it keeps saying it

#

the only thing i dont have mapped is upper chest but that shouldnt be a problem

small zinc
#

anyone know how to solve fingertips folding backwards

hallow spire
#

okay so i tried adding eye tracking with CATS but now my eyes just always face up, what did i mess up?

fading verge
#

are the position of the bones for the eyes

#

pointing upwards?

opal aurora
#

@cosmic mica this should be dropped into animation but here...
Download the mixamo animation with the standard X/Y bot (pink/blue) and make sure the download settings are set as fbx for unity, and you can choose without skin so it only downloads the skeleton and not the X/Y bot itself
After that is done, you rig the skeleton as humanoid, and i think you don't need to configure any of its settings
After that, you can go into the fbx under your assets through unity, select the animation and ctrl+d to duplicate it into the assets
All done, you now have a functional animation from mixamo that works on any humanoid rig, of course some settings can be tweaked for more accurate results on the model, just experiment with them untill it feels right to duplicate the animation from the .fbx

nova hornet
#

This happend after i put Neck,RightShoulder,Leftshoulder from Spine2 to Spine1

whole pebble
#

Does anyone have any idea what settings for Dynamic Bones allow the tail to flow around?

small zinc
#

As in what

#

not snap back?

whole pebble
#

Yeah it just twirls around in gravity

#

instead of just dangling stiffly

small zinc
#

That would beeee

#

elasticity

#

if you zero it it shouldn't return to base

humble leaf
#

hey uhh why can't i press publish???

frank bay
#

@nova hornet That message means the neck is parented to Spine 2, so when you switch the chest assignment to Spine 1 it breaks the hierarchy

humble leaf
#

its greyed out

#

can't press it

fading verge
small zinc
#

Pixel

#

Check that you're logged in

#

servers glitched last night

#

hit the other tab and it should refresh your login

fading verge
#

anyone know why this error shows up?

#

seems everything is parented right in blender..

small zinc
#

Uhhh

#

because left thumb is a child of left arm

fading verge
#

the hand is there

small zinc
#

the hand is even

humble leaf
#

@small zinc yeah im logged in

small zinc
#

See? @fading verge

frank bay
#

@fading verge Might not be exporting from Blender correctly if the thumb is in fact parented to your left hand. Try dragging the thumb group into Left Hand in your hierarchy

fading verge
#

ah fuck

small zinc
#

you might have parented to the end of the arm accidentally

#

you should bea ble to change the parent in the bone settings ez

fading verge
#

ah

#

alright

#

like its parented n all

small zinc
#

huh

#

and left_hand is definitely your hand bone

fading verge
#

ye

small zinc
#

export again and check the skeleton structure

#

because something in the heirarchy is going very wrong

fading verge
#

alright

#

yeah, really weird
that its parented correctly in blender but the thumbs are set to the arms for whatever reason

#

but ive managed to moved them into place, in the hierachy

small zinc
#

Good stuff

fading verge
#

hm i had to remove all of the finger bones and redo them

#

and somehow that fixed the problem-

#

smh

cloud kiln
#

@humble leaf Click the play button in Unity

#

You can't click build n publish while a scene is playing

lime owl
#

Quick question. If you want bone jiggle ingame do you need to buy the script?

cloud kiln
#

Yes

#

Or you can pirate it, but however. I suggest buying it. Otherwise Unity might come for you and make you pay way more than what you should've paid in the first place

#

It's worth the 20 bucks, trust me

lime owl
#

No blender options?

cloud kiln
#

Hmmm.... Well, you can make the mesh seperate and make it cloth

#

And then cloth animate it in unity

#

That will take longer, and I've done it to some characters aswell

#

It works

lime owl
#

I don't know if i will make more avatars so i don't know if i want to put down 20 just to make a small portion of the head move xD

#

but thanks for the info

cloud kiln
#

Alright, so seperate the mesh with CATS

#

And then re-export it into Unity

#

Target the mesh from the hair

#

Add cloth

#

to the compartment of the hair

#

And then you can play around about with the paint brush to make it move smoothly

#

Make some parts "stable" while others moveable by a lil bit

#

You can make it move just like Dynamic Bones

lime owl
#

Thanks. I'll look into that

cloud kiln
#

Np

bright atlas
#

So I made a humanoid rig for a non-humanoid since emotes seem to be broken on generic rigs. The only problem is the vrcsdk keeps turning the head backwards and I'm not sure why this is. Even if I fix it in unity, trying to build and publish it just resets the whole thing

#

The model itself is only the head, the rest of the bones aren't meant to do anything

spice crypt
#

just a question, guys... do you know how to remove a bone/texture attached to the body? if I do that using C and delete I get so much errors after that. I guess I should unattach it and then I can delete it, but I don't know how

distant nest
#

Any ideas on why it's upset?

spice crypt
#

nvm i found how

distant nest
#

Oh wait neck isn't even set I'm retarded.

spice crypt
#

@distant nest yeah i was gonna say that. And i guess it doesnt matter. click on left hand too

distant nest
#

The problem with this model is that ingame my head floats above the head cavity of the model.

#

Obviously has something to do with the model's head being so far forward compared to a person, not really sure how to fix that though.

left hound
spice crypt
#

@distant nest have you changed the camera area?

#

@distant nest on avatar description, the view position

left hound
#

how to fix the body from lying down?

acoustic tulip
#

anyone here?

fading verge
#

hm, anyway to fix this? ive tried rotating the bones too but that didnt work

#

need this fixed if im going to add tracking etc

naive tree
#

@left hound try rotating in blender it 90deg X, then hit ctrl+A > rotation to apply

left hound
#

yeah i figured it out it was an already made fbx but they guy who made it didnt apply the rotation.

distant nest
#

@spice crypt I'm not exactly sure where I should put the VRchat camera thing because in unity he comes up like this.

stray solar
#

can anyone help me figure out how to fix this

restive hill
#

not enuf leg? too many arm? such wow.

#

tbh i dont even know what's going on there

lilac moss
#

looks like it's picking the wrong bones and there are some strange bones? show us the blender skeleton and use the cats blender plugin if you aren't already @stray solar

#

you can also manually assign the hips/leg bones etc in the menu you're in

restive hill
#

yeah, if you're not comfortable with all the advanced stuff and it's a weird model, start off by using humanoid avatars, since that's what everything is geared for

restive hill
#

oh, ok

#

i'd parent the to-be-floppy bits on the waist to a clone of the hip bone

lilac moss
#

yes, either manually assign the correct leg bones / etc in unity rig settings or use cats plugin to do it for you

stray solar
#

cat will do it for me how

lilac moss
#

it renames / changes the bone heirarchy to auto import as humanoid into unity better, among other things

stray solar
#

cause in unity the lower leg and foot are assigned to the cloth bits

lilac moss
#

so assign the leg to the leg and so on @stray solar you understand that much right

stray solar
#

yes but in unity there are no foot bones just lower leg

restive hill
#

what is the foot mesh weighted to?

stray solar
#

idk how to check that

restive hill
#

go to the mesh in edit mode, click on a point in the mesh of the foot

#

uhm, lemme bring up blender

#

in the info part of the main view screen, there is a "vertex weights" section

#

where a point is weighted to one or more bones, probably

#

if there is NO weight on a point, it's not gonna move

#

1.0 weight to foot moves it with the foot bone

#

0.5 to both foot and leg makes it move half with each

#

need a screenie?

#

plz write back ilu

stray solar
#

yes pls

#

i see vertex groups and vertex colors

restive hill
#

that's a point on the leg, weighted to "left knee" bone

stray solar
#

idk how to get there xD

restive hill
#

idk exactly what its called....

stray solar
#

all the advanced stuff i havent done yet

restive hill
#

oh, properties, press N

#

in the main window

stray solar
#

cant find it

restive hill
#

go to edit mode on the mesh and select just one point

stray solar
#

ctrl+tab?

restive hill
#

select the mesh, press tab

#

not de bones, leave de bones alone for this

#

dem bones

#

you should get the wireframe of the model itself

#

then just pick any dot

#

well, foot

restive hill
#

ok, now make sure left ankle in the armature is parented correctly

#

i definitely advise AGAINST detailed repair work on your first few models

stray solar
#

when i got to the bone parenting in cat it doesnt show anything

restive hill
#

expand the armature tree

stray solar
#

says right knee

restive hill
#

tbh, i'd import a couple MMDs following tuppers guide to get familiar

stray solar
#

er

#

left knee

restive hill
#

its a tree, dude

stray solar
#

ive done a few already but none that i had to mess with like this

#

ya it goes from left knee to left ankle

restive hill
#

char with no skirt, and multiple hair and ribbons on head

#

ok

restive hill
#

now, go into edit mode on the armature and select all the leg bones, make sure they're in the right positions

#

if they're not, fix it. if you can't fix it, learn how to move bones around

#

the parenting stuff is largely just ctrl-p in the main window, tho

#

select the target(s) first, then the parent (in the tree) then ctrl-p and keep offset or MOVE the bone, as needed

#

oh, hold shift to select multiple bones

#

wait, why are there 4 legs?

#

are you trying to do a 4-legged model?

stray solar
#

no

restive hill
#

phew

#

ok, i would suggest making a copy of the hips, and parenting it to the real hips

stray solar
#

just trying to figure out why this model sinks into the ground and legs are crossed

restive hill
#

then parent the two extra legs to the copy

#

oh. that.

#

i have problems with my characters feet sinking into the ground, not even sure how to fix that nonsense.

#

so im afraid i can be of little assistance with that stuff. the legs shouldnt be crossed tho, maybe the model is just messed up

stray solar
#

appreciate your time, thanks 😃

real mulch
#

Hello! I'm having some trouble with my avatar. It works just fine when walking, but as soon as I stand idle, the chest seems to stick out, up, and to the side. I figure I must have made an error in rigging, but I followed a tutorial to the letter when doing it, so I'm not sure. Any help would be greatly appreciated.

naive tree
#

@real mulch make screenshot of your hips/spine/chest bones from side

#

in blender

real mulch
#

Will do

faint blade
#

Having a question on rigging, I already made the rig but when I want to combine the rig with my mesh via CTRL+P and automatic weights, nothing happens when I move the armature after that. What could be the issue? Could it be that I imported the mesh itself?

real mulch
#

I can't seem to get the screencap to upload.

rose cipher
#

Anyone know how to rig a model for full body tracking to make it where my feet trackers are actually in the feet instead of the shins?

vestal dirge
#

@rose cipher fullbody tracking works best with rigs that are close to your real proportions. If you have an anime or hero character, it will be way different, usually very long legs and shorter torso. You can try lengthening the arms of those or adjusting overall proportions to be more realistic.

real mulch
#

Why does my image stop uploading partway through?

#

@naive tree I'm trying to upload the screencap, but it gives up partway through.

rose cipher
#

ahh I see! Thanks @vestal dirge

winter flint
#

can anyone help me, how do i make material darker?

low mountain
#

Guys, can anyone explain what exactly dictates if the models head moves left or right independantly? (non-Vr )

#

I dunno what extra bones I would need to make it work properly

#

@winter flint You can do that in unity

fading verge
#

Adjust the tint of the albedo to change how dark a texture is; you could even make the whole thing tinted red if you wanted this way

winter flint
#

thanks!

neon quiver
#

@faint blade did you select the rig in the correct order? check at the top of the screen make sure there not an error message showing up.

faint blade
#

@neon quiver i actually don't know how i fixed it, i literally edited the rig again by adding bones for the tail and it worked after that

#

so no clue 😄

tawdry obsidian
#

Any advice for an avatar whose hand isn't closing properly?

#

The muscle settings are useless.

spice crypt
#

any of you know how to change hair color with a gradient of 2 colors?

autumn parrot
#

Is there a way to edit the default sitting animation? It doesn't work well on my model. His arms go right through his legs.

#

Can I just modifiy it to move his hands up a little on the animation?

distant nest
#

Are the default 3d cubes in unity 3 feet or 3 meters tall?

rain delta
#

It's actually 1 meter
Or at least that's what I found when I looked into it

distant nest
#

Cool, thank you.

near tartan
#

Hi all, could anyone help me give dynamic bones to one of my models? Not sure which chat to put this in. PMO me if you can help!

uncut dust
#

hi! I have a problem - when I appended hand bones to my model, it didn't give me some finger bones. any way of retroactively fixing this? here's a pic of the problem https://puu.sh/zg106/3b41440088.jpg

#

I'm assuming I need to add bones but I don't know what to do from there

fading verge
#

i cannot thing of any explination as to why it is doing this

#

it's a mirror of the other side which works fine

#

there is a huge bulge under the arm, i even subdivided like 5 times to see if it helped and it only made it worse

naive tree
#

try hitting W > assign weight from bone

#

and see if that works better

fading verge
#

failed to find solution error

naive tree
#

ah right, you ened to join meshes

#

or join arm with body

fading verge
#

everything is joined

#

i press L and it hilights everything

naive tree
#

odd

fading verge
#

the whole chest up to the head and the other arm

#

yes

#

i think the verticies are going the wrong direction

#

im almost sure that is the issue

#

when i rotate the bone + the verticies rotate -

naive tree
#

they might be assigned to other bone

#

check all the adjacent bones

fading verge
#

just checked all groups, there is nothing else weighted there

#

and rotated other arm head chest nothing happens

#

ok i think it was the shoulder bone

rain delta
#

Oh my heck I can't get any help for whatever reason

#

It worked perfectly fine before I changed the rotation of the leg bones

#

But now the finger tips are super messed up

crisp tendon
#

You can rotate them yourself in unity

#

select the bone while in t-pose and use "e" to change to rotation mode

#

if not e then r

rain delta
#

Thank you! That was my issue.. Though Unity is complaining now haha

crisp tendon
#

Yeah you'll have to avoid the "not in t-pose" if you can, i know it's annoying

rain delta
#

Well alrighty, thank you so much! ^^

idle oasis
#

???????

#

Anyone know what's going on?

#

I had it working, and then I added dynamic bones to the hair, and then it wouldn't let me uplaod because of feet and uper arms, but I didn't change anything for feet and upper arms

fading verge
#

Try just entering the rig screen and leaving it again

#

Sometimes the SDK gets mixed up and failed to detect stuff

idle oasis
#

Still the same thing

#

I re-opened unity without saving so the dynamic bones didn't go in

#

And it still says the same thing

#

Though it's the same exact way as it was before when I uplaoded it

calm needle
#

for the heck of it, have you tried setting it to generic then humanoid again?

naive tree
#

yea i've heard that fix from some1 too - setting to generinc - apply, then back to humanoid

lethal pasture
#

can someone help me, I dont know why this is occurring

fading verge
#

VRChat seems to crunch my shoulders in towards the neck, any way to work around this?

wooden elbow
#

@topaz turret Poppin, do you know how to properly rig a quadruped model? I've tried earlier today and for the life of me I can't get the front legs properly working, The left paw jutted out, then when I tried to fix it they ended up becoming criss-crossed, I didn't know what I was supposed to do...

topaz turret
#

yep absoluty give me a second

stuck jasper
light kindle
#

you need to fix the weightpaint

stuck jasper
#

Tried, it doesn't change

light kindle
#

ok have you tried other bones that might be causing the problem too

fading verge
#

Does anyone know how to fix this

light kindle
#

also have you tried removing the green line around the neck

stuck jasper
#

Only the shoulder and upper arm have weights with this part of the body (both sides)

#

I can try removing a buncha weight, but idk if that'll fix

light kindle
#

i think it would

#

where its messing up remove it

stuck jasper
#

Oh cool, blender froze 🤦

light kindle
#

also @fading verge id say youve got your bones in the wrong place

#

the shoulders id say

#

if you make the shoulderbones shorter it should fix

light kindle
#

yeah those are way too long for that model

#

oh wait hold on

fading verge
#

This is a uh

#

imported MMD model

light kindle
#

thats pretty strange

#

it might work if you go to blender and delete the extra shoulder bones and extend the others

#

but it seems really weird that it would use nonassigned bones

#

try reuploading and then change the bones

#

traz you got blender working now or nah

stuck jasper
#

Alright, it seems that the upper chest is causing the issue

#

dunno why it's weight paints are doing it tho

#

Also yeah, I had to load an auto save which was made right before it crashed lol

#

@light kindle

light kindle
#

at least it was right before haha

#

blender has to calculate it so the paints cant be perfect

#

id check every bone and make sure no buttons and the like are left loose as well

stuck jasper
#

(The album has another image in it)

light kindle
#

it might just be blender bugging around

#

but i dont think theres much we can do about it

rain delta
#

Still having a strange issue where my avatar's legs are spread apart a bit too much

#

Tried changing the rotation in Unity and in Blender

light kindle
#

tried moving any bones

charred sorrel
#

how do i fix this? D:

rain delta
#

Yes, I did try loving bones

low parrot
#

Bones are nice, I'm glad you love them

rain delta
#

Oh no XD

balmy summit
#

talking about bones, what do i need to check in order to lock bones in it's place?

rain delta
#

I meant to say moving xp

balmy summit
#

right now my shoulders and hips don't rotate as they should do

rain delta
#

I'm pretty sure there's a whole locking section in the bone settings somewhere

#

I saw it but didn't know what it did lol

wild matrix
#

Currently have a problem where my character moves his legs a bit apart after he stops moving but the distance between his feet are the right distance while he walks through. Anyone have any ideas what may cause this?
https://imgur.com/yXdFADz

pine harbor
#

is that a humanoid rig? looks like he's trying to squat/bend down slightly to match something about the IK posing

rain delta
#

That's the issue I mentioned earlier.. though it isn't as noticeable on my model

#

But it still bothers me, and I don't know how to fix it

wild matrix
#

Yes humanoid rig

#

Oh ok, I can try to look up more about IK then to see if I can troubleshoot it somehow

rain delta
#

I wasn't able to find anything myself.. Maybe you'll have better luck haha

wind parcel
#

Anyone know how to fix the arm thing?

rain delta
#

What arm thing

wind parcel
#

On the right of the picture

#

On the arm

#

There is like a pointy thing

low parrot
#

maybe get a better SC

#

'cause honestly I can't tell what the pointy thing is

rain delta
#

Yeah I can't see anything lol

wind parcel
#

Kk

#

Hard to do in vrchat

rain delta
#

Avatar testing has a some stuff that could probably help some ;p

rain delta
#

I must be blind, I don't see anything out of the ordinary

low parrot
#

The things that kinda look like wings?

wind parcel
#

Yea

low parrot
#

Is that what you mean by pointy things?

#

oh

#

just delete that mesh in Blender

wind parcel
#

I don't see the same problem in blender tho

low parrot
#

perhaps it's part of a shape key you accidentally enabled?

#

or maybe it's supposed to be transparent and the material in Unity is set to Opaque or something like that?

wind parcel
#

I don't see it in unity either

rain delta
#

Oh pff I see it now

wind parcel
#

And I'm pretty sure the shape keys aren't enabled

rain delta
#

You can still get rid of the mesh in blender, if you don't want it there

wind parcel
#

How would I do it?

rain delta
#

I think cats count cut it apart and then you could join the meshes again

#

Depending

low parrot
#

You can, yes, the problem is those blades don't show up in Blender

wind parcel
#

It only shows up in VRChat

rain delta
#

But if they're there and cats makes them their own mesh, they can easily be deleted

low parrot
#

look through all the shape keys as one mesh and see if any bring these blades out

wind parcel
#

Looked through the shape keys

#

Nothing that does it

low parrot
#

change all your materials render modes to opaque to see if it shows up in Unity

rain delta
#

:")

wind parcel
#

Still not showing up

low parrot
#

i have no clue then

wind parcel
#

Ripperino

low parrot
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if it aint showin' up in Unity or in Blender then maybe your avatar is haunted

wind parcel
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Bruhh

rain delta
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Well

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I mean you could always try what I mentioned

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:"v

wind parcel
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How would I do it?

rain delta
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So in cats, there's a setting that allows you to separate meshes

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So if the blades were originally their own mesh, you should be able to find them while it's split up and delete them

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Then just join the meshes again

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If that doesn't work then idk what to tell ya

wind parcel
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Yea I don't see them as a mesh

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Finna just redo the damn thing

rain delta
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What but if there's a mesh you can't seeee

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Then you can delete it when it's separated

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It's the one mesh you don't see when you hide it

wind parcel
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I seperated it and I looked for it but couldn't find

rain delta
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That's really weird wtf

rain delta
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I must check regularly
Leg spread while idle looks weird and kinda annoys me XD

opal aurora
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That just sounds like a broken shapekey to me honestly, the mesh for the swords and holsters are probably invisible, hence trying to see it via shapekeys will have no result asides the possibility of a wireframe

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And it won't show up in unity normally as that's just not how shapekeys work even if they get activated via a glitch

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I'm pretty sure there's a menu in unity that allows you to change shapekey values... not sure where, but you should check the shapekeys there if you find it instead in this case

wind parcel
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Shapekey values as in if its enabled or...

opal aurora
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Legit values from 0 to 1 i think it's under the mesh renderer, or shows up under something that uses it

wind parcel
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Like that?

opal aurora
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Yeah, but in unity

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If that doesn't work then your model might be legit haunted

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Nothing else comes to mind

wind parcel
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Pretty sure it's haunted

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Cause when I tried messing with the shape keys in Blender it didn't show up

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Idk if it would be dif in Unity

opal aurora
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.well in unity it'd be opaque and fully textured

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If in blender it's set to transparent... welp

wind parcel
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Time to look for the menu I guess

rain delta
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🤔

viral mica
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anyone know how to get audio to work properly/

opal aurora
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I used to, but not anymore

charred sorrel
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im literally so close to being done with this model and now the textures are messing up, they're going upside down when i drag them onto the model in unity?

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help?

pine harbor
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did you try applying the textures in blender before unity?

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the UV maps might be flipped -- easiest fix for it at this point is to open your textures in an image editor, flip them vertically and save a copy -- then get your model over in unity to use those flipped textures

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that seems to happen a lot with a lot of ripped models -- just more a question if the uploader made sure the textures aligned before putting it up

weak drum
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quiiiick question:

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for some reason the material is inverting itself on the mesh, how do I go about fixing this?

drowsy storm
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Im having trouble with the legs of my avatar... They only rotate around the z axis and for some reason the legs point towards the same point in Pose Mode and Object Mode. They don't point in the same spot in Edit Mode though.

gloomy loom
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check the relation tab in the bones for blender @drowsy storm

drowsy storm
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@gloomy loom it was connected and i unchecked it but i still have the same issue

small zinc
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Does subdividing a bone distribute weight painting?

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guess not, hm

drowsy storm
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@small zinc you have to do mix weights with cats

small zinc
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that's the exact opposite of what I want to do

drowsy storm
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oh shit mb

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read that wrong

drowsy storm
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@glad egret are you in rest mode?

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I'm trying to append wings onto my avatar and when I do ctrl+j my wings dissapear...

gloomy loom
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are you joining the material or the bones together

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@drowsy storm

drowsy storm
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@gloomy loom the bones

gloomy loom
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and the material disappears or the bone disappear?

drowsy storm
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the material

pine harbor
gloomy loom
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it also could be the material contented to the bone is outta your sight

drowsy storm
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i zoomed out and its nowhere to be found

rigid sluice
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can someone help me, my model doesnt move with my bones so i just t pose in game

gloomy loom
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make sure the material is all joined together too

drowsy storm
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how?

gloomy loom
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in object mode select all the wings and hit join in the tools

drowsy storm
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"no mesh data to join"

earnest kite
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I got my custom emote animation to work, it moves just the way I want
but I still can't figure out how to script audio to play when I want it to

what Property do I add to the animation scripter that lets me play an audio clip? I have them in .ogg format and not set to play on wake

gloomy loom
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Yea I dont know why you have that lux

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try looking at what spear posted

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renatus its a audio script in unity, bu this isnt the room to ask

earnest kite
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oh, sorry

gloomy loom
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just add the component, but make sure you resize it and remove the second thing that comes with the component

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because vrchat wont let you import it otherwise

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its like onc something

earnest kite
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ONSP Audio Source (Script)?

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also what channel should I be asking this in

gloomy loom
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yea you dont need that script, just delete it

earnest kite
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alright, done
what do I add to the animation tab to script a sound effect? The ones I have placed in the timeline don't trigger the sounds
https://prnt.sc/i9vw3c

Lightshot

Captured with Lightshot

molten vale
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Might as well drop it here if anybody knows as well

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I'm presented with a weird issue regarding FBT
the model seems to work fine and the hips are located above the thigh bones so that it forms a Y shaped in the unity rig
but the thigh bones twist inwards or outwards

idk how to go about it
The thigh bones are at 0 roll
I thought it might have been the assisting bones that are leg and thigh orientation fixes but it's the whole thigh bone that twists, not the fix bones

little frigate
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Oh hey grim. Thats.. A tough one. 😮

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I mean, you already checked the roll. Any changes you made to the orientation are saved as the rest pose I presume?

brisk mesa
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If the rest pose is like that then youll have to force copy the pose mode positions to the rest mode cause i had to do that for my tentacle monster when i posed him better while his rest was all fucked

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Um i had to look that one up though.

light kindle
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Dunno what you mean by twist inwards or outwards but id connect the bones at least

paper sparrow
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does anyone happen to have a bone name hierarchy diagram or list? i'm setting up my skeleton but i need to know what i need to name the bones for them to work.

paper sparrow
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oh thanks

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that works 😃

little frigate
paper sparrow
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ah 😃

little frigate
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which outlines the visemes as well if you'll be doing any of those

paper sparrow
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awesome! i do need those

eager bronze
little frigate
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eaarrgh

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The mysteries of getting an alpha channel to do anything at all in a metallic/smoothness map are not yet open to me

opal aurora
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Use alpha is transparency on the texture perhaps?

little frigate
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Fiddled with that, but it doesn't seem to make a change. It is using the channel, just not in the way I would expect. I will investigate further. ❤

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Oh well that's a better way to figure it out.

molten vale
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Alright well

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I tried connecting the bones and made some tweaks

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however I think it's too late for me to apply a armature change since I added shape keys 😬

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and hitting apply rest pose changes the rolls

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so

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heck.

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actually that doesn't seem to matter

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I wish I could test these things cause I am making it for someone else :V

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and I don't have FBT myself yet.

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although I can imagine results won't be consistent seeing as heights play a huge role

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And for that one person asking what I mean by twist.

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This is intended leg direction

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and this is what happens when he calibrates

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I'm thinking it might be in relation to the ankle.

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seeing as tracking from the ankle is 1:1 with the thigh which... is weird.

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At least that's what I heard.

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then again this issue is odd, I guess I'll troubleshoot it harder when I actually can experiment myself

spice crypt
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i accidentally deleted the mouth of the model i was working on. how i can restore it?

molten vale
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In unity or blender?

spice crypt
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blender

molten vale
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Blender has autosaves

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File > Recover Auto Save

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alternatively just hit ctrl z

spice crypt
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i cant undo, it was long ago

molten vale
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then do file auto-save

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also man I really wish you could select what bones to auto-weight rather than the whole armature

spice crypt
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that file wont recover the mouth

molten vale
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¯_(ツ)_/¯

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import the model again and throw the mouth back??

spice crypt
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i have the original mouth if i open the original project but i dont know how to import that

small zinc
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do I need to have a collider base in unity for colliders to work while I'm testing them?

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for dynamic bones that is

wispy remnant
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im trying to take a head of one model and put it on the body of another, which seems like it should be simple

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but im running into issues with parenting the head bone of the head to the neck bone of the body in blender

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am i going about it the wrong way?

molten vale
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@small zinc just add a Dynamic Bone Collider to something and hit play, move that said something into the dynamic bones to see the result?

small zinc
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Yeah

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it doesn't work

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Do colliders need to be attached to model parts or bones

molten vale
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yes

wispy remnant
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you do not need a collider base, or colliders for dynamic bones to work

molten vale
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bones

small zinc
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okay

molten vale
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if you want to say, slap ur tits

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attach it to the wrist

small zinc
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because my little flippy bits are clipping into my chest

molten vale
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and scale it appropriately

wispy remnant
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when testing dynamic bones, make sure a root is named, and make sure the uppermost parent (the one with the name of the model) is selected when you move it, you can also play an animation to see it better, like search walk, and open the walk animation thing and make it use your model

molten vale
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and yeah colliders are just that, colliders.

small zinc
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The red bits clip into the chest whenever I move forward

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is there no way to generate resistance against that?

wispy remnant
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i put colliders on my middle finger at size like 0.0006 or something

molten vale
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You can put a collider in your chest

wispy remnant
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just enoughto cover the middle finger tip

molten vale
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and scale it to be a bit bigger than your actual chest

wispy remnant
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colliders in the body are nice but generally make no difference

molten vale
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also add some Y direction force

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negative force

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not a lot tho'

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something like 0.005

wispy remnant
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upping stiffness or inert help with collission with your other body parts

small zinc
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ah shit

molten vale
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but again

small zinc
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so I just have to basically make it not move at all

molten vale
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colliders are there to try and add collsion

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it's not 100%

wispy remnant
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a good example is my avatars skirt, it was clipping through legs so i just took dyn bones off it completely, it clips slightly occasionally but its so much less

small zinc
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No way to prevent model parts from moving in a specific direction at all?

molten vale
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people with leg coats suffer a lot

spice crypt
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well you have a tutorial on how to import a material like the mouth for recover it?

wispy remnant
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some avatars hae a lot of skirt bones so you could apply dynbones to only the lowest of them so its a slight sway near the bottom

molten vale
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you mean restrict a axis?

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I think you can in the dynamic bone options

small zinc
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You can restrict to an axis

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Not from

molten vale
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have fun.

small zinc
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wait

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yep

molten vale
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compromises are made everywhere.

small zinc
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Yeah, but some of them are in the weirdest places

molten vale
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well here have my David Young for example

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he has a tie.

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that doesn't clip into his chest

wispy remnant
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if i want something to move but only enough to be realistic and not clip i use 0.8-0.9 stiffness and 0.925 inert

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i use that for breasts and accessories

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some accessories

molten vale
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god I hate that you can't upload images

wispy remnant
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oh you cant?

molten vale
wispy remnant
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embed works

molten vale
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Directly.

wispy remnant
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sharex is easier ¯_(ツ)_/¯

molten vale
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suck a fuck

wispy remnant
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omg no emotes

molten vale
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but yeah there is my tie settings

wispy remnant
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out of curiosity can anyone assist in combining different model parts together?

molten vale
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I tried.