#avatar-rigging
1 messages · Page 93 of 1
@winter walrus I would charge you a Stellaris DLC for it, but I don't know how to weightpaint well enough to charge lol
that model I was talking about? I have ptsd flashbacks to the weightpainting
xc
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."
and i remember that did fix my issue but only once lol
in my case the model had been a rip from a game, and all meshes came with no transformations at all
so it's not always the case
@winter walrus to be honest if the mesh is in a nice symmetric pose it shouldn't be too hard to paint it
just use the gradient tool to make a red band around the appropriate limb
Draig they seem to be missing the distal bones
Distal bones?
The finger tip bones
So like fingers have 3 bones its the 3rd ones
I've only ever rigged one model you guys are giving me too much credit 😅
In a previous one I rigged I only had 3 bones for fingers aswell
Yeah they have 3
Yep its missing the 3rd ones
No im talking about my model
kms
@odd plume is your model in a pose with their fingers flat?
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
only way to do it on this server is to upload them someplace like pastebin and send a link
you want your finger bones to look like this (ish):
Sup mah dudes n girls
Anyone can tell me why my fingers keep glitching out during animations? Is it just VRchat bugging out again?
Didn't glitch out on my other chat
char*
emotes or hand gestures?
Heres the problem Im missing bones
Hand Gestures
it will work well without, although the model might look weird
Tried to animate middle finger to Rock n' Roll. But ended up spazming out
Did the same thing to my other char by animation so he holds his weapon better. And that worked good af
But after the latest patch, all my hand gestures keeps spazming
'cept for my other avatar ofc
oh was this not the case before the patch?
No
other than compare the way your animations work on both avatars keyframe by keyframe
and try to spot what's different
Well, I deleted the last bit as usual
Added the animation secs to 0.1
Like you should
And that worked perfectly on the other one, but fked up on my latest one
seriously though, compare key frame by keyframe x) only thing I can think of
Del the last animation keyframe, copy and paste the first one to 0.1
Ya man
Gotta sacrifice the goat now
Summon satan
I bet he won't know either
He'll prolly be like "Lul, ur on your own suckah" Then disappear with a laughing emoji
Did coliders broke withe the recent update?
I don't think so
Why?
I haven't tried colliders since the last update so
WAIT, a friend did actually tell me that they were broken
if you know how to rig a model and can help me asap please DM me! i can pay $$$
@cloud kiln well,it seems like all my avatar legs go through my skirt
Oooooh maaate
Don't mind it... Mine does that too
I tried every single thing possible to not make them go through the legs
But due to VRchat's animations, it's literally impossible
yeah,is true
yeah.now that u mention it,it does work on the hair,so i guess is just VR chat
here
example with enzo, from battlerite
P.D: open the link, it has multiple pictures
Anyone know how to unlock view offset in blender
Do you mean the camera lock or perhaps the mesh fade?
mesh
the middle
you might notice if you open the link
it contain multiple pictures, not only one
Hey how do you attach 2 finger bones with that dotted line thing
dotted line means it is parented but just disconnected
go to the right options and find the bone tab where it says connected
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?
...shaders?
idk making it the Unlit texture shaders would make it more pokemon anime style
also maybe check the Material ball things too cause sometimes it imports them with a weird color
It's mostly the pupils I want to be changed, can barely see them in vrchat
https://imgur.com/a/Ku93F
nobody knows about that problem
P.D: open link, multiple pics
Fixed it thank god
Hey there. Does anyone have any suggestions for an avatar whose neck won't turn left and right in-game?
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?
@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
i'd recommend just mirroring how you've done your left hand and fingers, so nothing weird happens with T-posing her right arm
@tawdry obsidian does the avatar's neck move normally when trying to pose it in blender or unity?
How would I go about checking? I can upload screenshots if needed.
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
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
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.
no issues there with just checking it, just that the fix may be back in blender if it's what i think it is
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 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
Got it. How do I upload a screenshot to discord? I've got the desktop client.
Just want to post what I'm working with here.
Thank you helping, too.
looks like this discord has uploads disabled -- you'll need to upload it to imgur or gyazo and then paste a link here
roger, standby
I was able to rotate the neck.
There's also a neck bone higher up.
Which also rotates sucessfully.
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?
or any yellow warnings?
let me try an upload now, I will advise.
it'll be on the Build Panel, just before you hit "Publish and Build"
hmm, not seeing the one i expected to see, but with full body IK disabled, i'm not sure if that might be related
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
The hands are a strange case, because this character only has three fingers.
Let me grab a screenshot for you.
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
Not sure what I need to do here. The red flag for me is that the hands aren't set up the same.
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
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.
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
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
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
did you export the FBX with embedded textures?
I didn't
I tried doing that earlier today and couldn't find the option.
How would I go about doing that?
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
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
I don't see the Export submenu in the file dropdown. This is unity, correct?
ah, that's blender
Oh. I don't even know if it's setup correctly in blender. Give me a moment.
unity files, i'm not too familiar with how to share those
Do I need to highlight everything in blender before I export?
Like the skeleton / body / head models
hmm, i don't believe you do, no -- it should just export the whole scene for you
Roger. Standby
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
all good here
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.
Trying to figure out how to PM
lol
VRChat makes you pick up a surprising amount of programs to do what you want if you're jumping right into avatar creation
For sure. It's a bit overwelming.
hm, i'm seeing something i've never seen before -- did you have the rig imported as humanoid, or something else?
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
I'm not sure. In Unity, I selected the humanoid option. This was originally a source engine file.
hmm, so probably not that
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.
hmm, question for back in unity -- did you check that the head and neck bones are assigned to what you think they should be?
looks like they should be neck1 and head1 in this case
Standby. I'll grab screenshots.
ah, in the humanoid rig's "configure" settings
is it possible to fuse bones into one in blender?
neck2 and head2, hmm...
Should I try and swap them?
the tutorials online say it is, but i've got trouble making that happen myself
i'm trying to locate those bones right now, but based on what i'm seeing over here...
try setting them to ValveBiped.Bip01_Neck1 and ValveBiped.Bip01_Head1 respectively
Will do.
that's what your model's vertices are actually weighted to
http://puu.sh/zfs0W/55e3c72bf2.png
Her dress is clipping with her chest, how do I fix this?
http://prntscr.com/i9exyv his rig and everything are fine, i don't know what else it could be
i have 3 bones one affects the arm the other one the shirt and the third one the cloak on the arm
and in unity the only the arm moves and the cloth stays in place
anyone have any ideas how to fix that?
@random lotus I'm seeing the same kind of slumped over position ingame with my model.
I weighted mine but now his ears move in wierd ways when i try to pose them
IF IT AIN'T MOVIN AS IT SHOULD - WEIGHT IT BY PAINTING OR BY VERTEX GROUPS. THANK YOU
Would being slumped over be a weighting issue though?
Probably a bone issue
Re position the bone.
I'm thinking the shoulders being higher might remedy that.
Experiment with it yeah.
IF ITS MOVING WONKY IT CAN BE A BONE ISSUE OR WEIGHT ISSUE
What weight did you put it on
1?
1 means UNBENDABLE
It could also be that the WEIGHTS is conflictig with another bone with about the same WEIGHTS.
As in same selected verts
Hence that inbetween with the mesh
its all red
Its 1
fuck
If red - its uni
i can't seem to get the wieght right
It goes from 0 to 1
Uno*
it was all blue before
Blue means 0 no weight
well his foot was red
Rule of thumb - at least 0.5 for areas where it is expected to BEND.
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
But in the end its just trial and error.
http://prntscr.com/i9f42m i had to repose his ears because they were in a t-pose
and if i try to fix the model it instantly reposes his ears back to the t-pose
Shouldn't that be fine?
but his ears are meant to be downwards and if i give them physics they stay in the t-pose
if i leave them in the t-pose
Like you aren't model rigging the ears in unity it should be fine.
Is this UNITY PROBLEM or BLENDER PROBLEM
Blender
i had to reload the model in blender
to check the weights
i have the model where his ears are down but in the other images i fixed the model
which put the ears back into the original position
@random lotus use dynamic bones with a negative force on the Y axis to have the ears flop around and fall down
low inert values will prevent it from returning to it's original state anyway
Also http://prntscr.com/i9f52c his ears move fine without the weight painted ted
red
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 wew finally rigged a model from scratch and got it working (my first attempt was a 4 legged creature so rip me there)
It came out pretty nicely ingame i'd say
http://prntscr.com/i9ff71
http://prntscr.com/i9ffqz
The simple style works really well for that character.
It had a few seams, having a slight outline tint on it covers them up quite nicely aswell
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...
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
Alright root bone does indeed work perfectly fine for the nameplate, noted for further uses
Yeah, I keep getting that hip angle error too, I don't know what the deal with that is.
I think it's what makes the feet movement so awkward ingame too, but nothing I do manages to make it happy.
I've personally tried rotating it, by all angles and even moving / shrinking the bone itself, nothing appeased it
https://gyazo.com/5a9ca97ceb58d94cb9c580395423cbd9 then this pops up
You need to reparent your shoulders so that Chest is their parent instead.
(and neck)
is it okay if my hips don't have a vertex group?
https://gyazo.com/bf0362b4eb6554fa4f2c930f26ef6421 wich shoulder or do both?
Both shoulders and neck should have Chest as their parent.
so right 1 and 2 need chest as parent same as lefr
Just the uppermost shoulder in the heirarchy.
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.
ok
I don't get the reason why Octahedral display for bones is default in Blender..
Wire feels like it makes more sense.
ok now it says its not imported as a humanoid rig even tho i just did it...
What's the error look like?
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?
Did you do the Humanoid Rig thing in Unity?
yes
And hit Done?
yes
Iunno, I've never seen that error before. Very sorry.
Is the solution to the Pelvis error going in and changing the Hips bone's "roll" to 180?
anyone can help me?
Can someone please send me their Example Avatar file?
Anyone good with Weightpainting?
I understand the concept but wouldn't say I'm good at it, were you looking for advice or someone to actually try it?
^
smash that paint brush until it's buttery smooth
not sure if this is the right channel for this question but
how do I make my avatar float above the ground?
Should be able to adjust the rigging in Unity and drag it above the plane, but I haven't tested that theory.
I only know how to do it by adding custom animations
But never tried importing an avatar that floats all the time
But try Ga's theory
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
You'll need to use the template avatar controller on it and hit play to see the changes take effect
You'll also need to re-position your viewpoint (only the Y axis) according to what is displayed in playmode
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
@opal aurora ARE U THERE
True
Does eye tracking only with on a mesh named"Body*
I don't think so?
I personally don't like it and also animate blinking myself so i don't know for sure
But it seems awfuly specific
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
Especially since people were doing it way before CATS came along
Mine isn't working, so a user suggested renaming it to Body
I'm mostly in for the idle eyes tho
I mean you can try, renaming the mesh isn't much of a hassle, but i have my doubts
What about people with mutiple meshes per example?
Face,Body, a cape with a cloth component
There's too many variables to consider for it to be that specific
I don't see much seperate meshes in the avatae channels, but good point
If it is, then jfc what in the hell
Not everybody renamed their meshes to body either
@wild arch Ctrl + j the bones, parent the hair bones into the head bone in bone tab
I myself normally named them the models' name up untill recently
@fading verge ok I’ll try that. Thanks.
Do you have time to go over some details on what it might be?
I don't know it just seems awfully specific, but give it a go i s'pose
Alright, it works in cats
Sure, i normally stay awake till 7-8am in general
Meshes is body and wing
It's 5:27 so i got time
Although i am in bed so i can only do diagnostics by memory
In the same situation as well
Cats does specify the bone to assign to the eyes after you create eyetracking aswell iirc
I tend to rename stuff so its easier to go through in blender
I made a rig from scratch today so it was renaming day haha
ive gotten the eye tracking working on this avatar, im just waiting for the servers to be fucking alive
lmao
It's up there in the chat if ye wanna have a looksee
i cant believe im spending so much time on this dhhjjdjfh
oh servers up?
They died?
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!
Export the fbx as ascii 6.1
I have, and I still get the same issue of missing bones
Are any of them overlapping eachother at all?
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)
Also, perhaps try to place the fbx into unity instead of dragging a folder in, unless you meant something else
Yeah the tips/nodes are finevthen
Also take a screenshot of the error you get if possible
@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
I've tried that too, and saving the fbx directly to the Unity project. Same issue of missing bones lol
For some reason it's not letting me post screenshots...
That takes more work than alt/print screen tho, and then the image is useless later lol
im just saying
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
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
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?
https://www.youtube.com/watch?v=jrfx3v45OJU
That but instead of blinking give it a 2-frame of the shape key
In this video you'll learn how to make your VRChat custom avatar blink. Read the description for more information. Timestamps: 0:00 - Demonstration 0:11 - Tu...
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
This video actually said how to do it
You can set visemes' bases in the body blendshapes mesh renderer
Thank you
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
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
did you check the scale of all the components?
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
oh hrm
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
is it an MMD model by any chance? those tend to be huge by unity standards
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
ok i'll try thank you so much
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?
Duplicate/copy you rmodel and add it to mixamo, then take it's animation
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
@BadgerScrub#8104
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
anyone know how to solve fingertips folding backwards
okay so i tried adding eye tracking with CATS but now my eyes just always face up, what did i mess up?
@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
Anyone know how to Fix this Mixamo Autorig Error? https://i.imgur.com/LUPEPAj.png
This happend after i put Neck,RightShoulder,Leftshoulder from Spine2 to Spine1
Does anyone have any idea what settings for Dynamic Bones allow the tail to flow around?
@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
hm, ive parented the bones in blender correctly
when i go to rig, it has this error
https://imgur.com/a/jPW3u
Pixel
Check that you're logged in
servers glitched last night
hit the other tab and it should refresh your login
anyone know why this error shows up?
seems everything is parented right in blender..
the hand is there
the hand is even
@small zinc yeah im logged in
@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
ah fuck
you might have parented to the end of the arm accidentally
you should bea ble to change the parent in the bone settings ez
ye
export again and check the skeleton structure
because something in the heirarchy is going very wrong
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
Good stuff
hm i had to remove all of the finger bones and redo them
and somehow that fixed the problem-
smh
@humble leaf Click the play button in Unity
You can't click build n publish while a scene is playing
Quick question. If you want bone jiggle ingame do you need to buy the script?
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
No blender options?
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
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
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
Thanks. I'll look into that
Np
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
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
nvm i found how
Oh wait neck isn't even set I'm retarded.
@distant nest yeah i was gonna say that. And i guess it doesnt matter. click on left hand too
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.
https://i.imgur.com/hAjzdRR.png how to fix this problem my avatar is staying like that.
@distant nest have you changed the camera area?
@distant nest on avatar description, the view position
how to fix the body from lying down?
anyone here?
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
@left hound try rotating in blender it 90deg X, then hit ctrl+A > rotation to apply
yeah i figured it out it was an already made fbx but they guy who made it didnt apply the rotation.
@spice crypt I'm not exactly sure where I should put the VRchat camera thing because in unity he comes up like this.
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
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
yes, either manually assign the correct leg bones / etc in unity rig settings or use cats plugin to do it for you
cat will do it for me how
it renames / changes the bone heirarchy to auto import as humanoid into unity better, among other things
cause in unity the lower leg and foot are assigned to the cloth bits
VRChat Community Discord: https://discord.gg/VRChat Download VRChat! http://store.steampowered.com/app/438100/VRChat/ mmd_tools GitHub: https://github.com/po...
so assign the leg to the leg and so on @stray solar you understand that much right
yes but in unity there are no foot bones just lower leg
what is the foot mesh weighted to?
idk how to check that
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
that's a point on the leg, weighted to "left knee" bone
https://gyazo.com/976569db4d81bec1cca2df07cd7868dd
This is a different model, Leafa is kinda simplistic, this is two weights on one point, so the model is more bendy
idk how to get there xD
idk exactly what its called....
all the advanced stuff i havent done yet
go to edit mode on the mesh and select just one point
ctrl+tab?
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
ok, now make sure left ankle in the armature is parented correctly
i definitely advise AGAINST detailed repair work on your first few models
when i got to the bone parenting in cat it doesnt show anything
expand the armature tree
says right knee
tbh, i'd import a couple MMDs following tuppers guide to get familiar
its a tree, dude
ive done a few already but none that i had to mess with like this
ya it goes from left knee to left ankle
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?
no
phew
ok, i would suggest making a copy of the hips, and parenting it to the real hips
just trying to figure out why this model sinks into the ground and legs are crossed
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
appreciate your time, thanks 😃
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.
Will do
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?
I can't seem to get the screencap to upload.
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?
@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.
Why does my image stop uploading partway through?
@naive tree I'm trying to upload the screencap, but it gives up partway through.
ahh I see! Thanks @vestal dirge
can anyone help me, how do i make material darker?
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
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
thanks!
@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.
@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 😄
Any advice for an avatar whose hand isn't closing properly?
The muscle settings are useless.
any of you know how to change hair color with a gradient of 2 colors?
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?
Are the default 3d cubes in unity 3 feet or 3 meters tall?
It's actually 1 meter
Or at least that's what I found when I looked into it
Cool, thank you.
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!
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
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
failed to find solution error
odd
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 -
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
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
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
Thank you! That was my issue.. Though Unity is complaining now haha
Yeah you'll have to avoid the "not in t-pose" if you can, i know it's annoying
Well alrighty, thank you so much! ^^
???????
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
Try just entering the rig screen and leaving it again
Sometimes the SDK gets mixed up and failed to detect stuff
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
for the heck of it, have you tried setting it to generic then humanoid again?
yea i've heard that fix from some1 too - setting to generinc - apply, then back to humanoid
VRChat seems to crunch my shoulders in towards the neck, any way to work around this?
@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...
yep absoluty give me a second
Yo guys, I'm having a weird thing happen
https://i.imgur.com/P9GGX46.mp4
you need to fix the weightpaint
Tried, it doesn't change
ok have you tried other bones that might be causing the problem too
also have you tried removing the green line around the neck
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
Oh cool, blender froze 🤦
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
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
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
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
Another issue, CATS makes the head bone invisible while not in Edit mode https://imgur.com/a/QGGrB
(The album has another image in it)
it might just be blender bugging around
but i dont think theres much we can do about it
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
tried moving any bones
Yes, I did try loving bones
Bones are nice, I'm glad you love them
Oh no XD
talking about bones, what do i need to check in order to lock bones in it's place?
I meant to say moving xp
right now my shoulders and hips don't rotate as they should do
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
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
is that a humanoid rig? looks like he's trying to squat/bend down slightly to match something about the IK posing
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
Yes humanoid rig
Oh ok, I can try to look up more about IK then to see if I can troubleshoot it somehow
I wasn't able to find anything myself.. Maybe you'll have better luck haha
Quick question
https://gyazo.com/8f2d0159c9ed22bf70a8b81bab1178c7
Anyone know how to fix the arm thing?
What arm thing
Yeah I can't see anything lol
Avatar testing has a some stuff that could probably help some ;p
I must be blind, I don't see anything out of the ordinary
The things that kinda look like wings?
Yea
I don't see the same problem in blender tho
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?
I don't see it in unity either
Oh pff I see it now
And I'm pretty sure the shape keys aren't enabled
You can still get rid of the mesh in blender, if you don't want it there
How would I do it?
You can, yes, the problem is those blades don't show up in Blender
It only shows up in VRChat
But if they're there and cats makes them their own mesh, they can easily be deleted
look through all the shape keys as one mesh and see if any bring these blades out
change all your materials render modes to opaque to see if it shows up in Unity
:")
Still not showing up
i have no clue then
Ripperino
if it aint showin' up in Unity or in Blender then maybe your avatar is haunted
Bruhh
How would I do it?
So in cats, there's a setting that allows you to separate meshes
So if the blades were originally their own mesh, you should be able to find them while it's split up and delete them
Then just join the meshes again
If that doesn't work then idk what to tell ya
What but if there's a mesh you can't seeee
Then you can delete it when it's separated
It's the one mesh you don't see when you hide it
I seperated it and I looked for it but couldn't find
That's really weird wtf
I must check regularly
Leg spread while idle looks weird and kinda annoys me XD
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
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
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
Shapekey values as in if its enabled or...
Legit values from 0 to 1 i think it's under the mesh renderer, or shows up under something that uses it
Yeah, but in unity
If that doesn't work then your model might be legit haunted
Nothing else comes to mind
Pretty sure it's haunted
Cause when I tried messing with the shape keys in Blender it didn't show up
Idk if it would be dif in Unity
.well in unity it'd be opaque and fully textured
If in blender it's set to transparent... welp
Time to look for the menu I guess
🤔
anyone know how to get audio to work properly/
I used to, but not anymore
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?
help?
did you try applying the textures in blender before unity?
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
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
quiiiick question:
for some reason the material is inverting itself on the mesh, how do I go about fixing this?
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.
check the relation tab in the bones for blender @drowsy storm
@gloomy loom it was connected and i unchecked it but i still have the same issue
@small zinc you have to do mix weights with cats
that's the exact opposite of what I want to do
@glad egret are you in rest mode?
I'm trying to append wings onto my avatar and when I do ctrl+j my wings dissapear...
@gloomy loom the bones
and the material disappears or the bone disappear?
the material
sounds like something i encountered a long time ago -- does this sound relevant?
https://blender.stackexchange.com/questions/62543/mesh-disappears-when-joining-armatures
it also could be the material contented to the bone is outta your sight
i zoomed out and its nowhere to be found
can someone help me, my model doesnt move with my bones so i just t pose in game
make sure the material is all joined together too
how?
in object mode select all the wings and hit join in the tools
"no mesh data to join"
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
Yea I dont know why you have that lux
try looking at what spear posted
renatus its a audio script in unity, bu this isnt the room to ask
oh, sorry
just add the component, but make sure you resize it and remove the second thing that comes with the component
because vrchat wont let you import it otherwise
its like onc something
yea you dont need that script, just delete it
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
Might as well drop it here if anybody knows as well
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
Oh hey grim. Thats.. A tough one. 😮
I mean, you already checked the roll. Any changes you made to the orientation are saved as the rest pose I presume?
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
Um i had to look that one up though.
Dunno what you mean by twist inwards or outwards but id connect the bones at least
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.
how about the sample rig from here for reference? https://www.google.com/url?q=https://drive.google.com/file/d/1ZWgj3UZI5yulLCJBHyUPCqkHNkrPPgS8/view?usp%3Dsharing&sa=D&ust=1517748464928000&usg=AFQjCNFASsWVoJocT_2WUTqOWPpFzS9vsA
it'll come in handy! 😃 Came from this blender->unity tutorial https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
ah 😃
which outlines the visemes as well if you'll be doing any of those
awesome! i do need those
eaarrgh
The mysteries of getting an alpha channel to do anything at all in a metallic/smoothness map are not yet open to me
Use alpha is transparency on the texture perhaps?
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. ❤
Oh well that's a better way to figure it out.
Alright well
I tried connecting the bones and made some tweaks
however I think it's too late for me to apply a armature change since I added shape keys 😬
and hitting apply rest pose changes the rolls
so
heck.
actually that doesn't seem to matter
I wish I could test these things cause I am making it for someone else :V
and I don't have FBT myself yet.
although I can imagine results won't be consistent seeing as heights play a huge role
And for that one person asking what I mean by twist.
This is intended leg direction
and this is what happens when he calibrates
I'm thinking it might be in relation to the ankle.
seeing as tracking from the ankle is 1:1 with the thigh which... is weird.
At least that's what I heard.
then again this issue is odd, I guess I'll troubleshoot it harder when I actually can experiment myself
i accidentally deleted the mouth of the model i was working on. how i can restore it?
In unity or blender?
blender
i cant undo, it was long ago
then do file auto-save
also man I really wish you could select what bones to auto-weight rather than the whole armature
that file wont recover the mouth
i have the original mouth if i open the original project but i dont know how to import that
do I need to have a collider base in unity for colliders to work while I'm testing them?
for dynamic bones that is
im trying to take a head of one model and put it on the body of another, which seems like it should be simple
but im running into issues with parenting the head bone of the head to the neck bone of the body in blender
am i going about it the wrong way?
@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?
yes
you do not need a collider base, or colliders for dynamic bones to work
bones
okay
because my little flippy bits are clipping into my chest
and scale it appropriately
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
and yeah colliders are just that, colliders.
The red bits clip into the chest whenever I move forward
is there no way to generate resistance against that?
i put colliders on my middle finger at size like 0.0006 or something
You can put a collider in your chest
just enoughto cover the middle finger tip
and scale it to be a bit bigger than your actual chest
colliders in the body are nice but generally make no difference
also add some Y direction force
negative force
not a lot tho'
something like 0.005
upping stiffness or inert help with collission with your other body parts
ah shit
but again
so I just have to basically make it not move at all
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
No way to prevent model parts from moving in a specific direction at all?
people with leg coats suffer a lot
well you have a tutorial on how to import a material like the mouth for recover it?
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
have fun.
compromises are made everywhere.
Yeah, but some of them are in the weirdest places
well here have my David Young for example
he has a tie.
that doesn't clip into his chest
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
i use that for breasts and accessories
some accessories
god I hate that you can't upload images
embed works
Directly.
sharex is easier ¯_(ツ)_/¯
suck a fuck
omg no emotes
but yeah there is my tie settings
out of curiosity can anyone assist in combining different model parts together?
I tried.