#avatar-rigging

1 messages ยท Page 94 of 1

wispy remnant
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need to parent head bone to a neck bone in a different armiture

molten vale
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I dunno how to slamfist two different armatures.

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Sadly.

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That's a task for google.

wispy remnant
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my dyn bone settings are
Update Rate: 90
Damping: 0.5
Elasticity: 0.06
Stiffness: 0.1
Inert: 0.925

molten vale
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it is also advised to use the distribution curve wisely

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it can greatly improve how it looks overall

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i.e being super stiff at the top

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but wavey and loose at the tips

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wait a minute can't you j-

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no wait you can't

wispy remnant
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LOL

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i literally knew how to do it

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i just didnt have my mouse in the right place

molten vale
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yep

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Enjoy that

wispy remnant
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tough stuff

marble pasture
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anybody have a chart or something handy for matching the japanese visemes to the vrchat fields? sil pp ff etc

molten vale
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๐Ÿค” what like a literal translation

marble pasture
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just to match the JP symbols up with the fields for vrchat

molten vale
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you can just rename the japanese to vrc.v_aa

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and whatnot

wispy remnant
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i have something that matches cats created visemes to their slots

lilac moss
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the cats blender plugin autotranslates so no i have no clue

wispy remnant
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^

molten vale
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the autotranslation is dumb

wispy remnant
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it auto creates from ah your there

marble pasture
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yeah, i figured as much, cats failed this one for some reason oh well

molten vale
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sometimes MMD models don't have the actual lettering of say aa, ee, ih

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just drag the ratio back and forth and figure out what it's trying to say

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:')

marble pasture
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roger, flappybone time ๐Ÿ˜‚

molten vale
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well if you have MMD tools

small zinc
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hm

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this is going to be trying

molten vale
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sometimes the MMD tools morphing has additional English text

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and sometimes the mouth movements are related to japanese syllables

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so

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good luck

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like there's no th

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ever

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and ch noises are seldom found too

marble pasture
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all good, im not too held up with this model anyway thought it might be something somebody else already bothered making ๐Ÿ˜›

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kinda want to rig a character sitting on an office chair that scoots around to move

lilac moss
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:D

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add a rolling sound for maximum performance

marble pasture
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maximum immersion excuse for playing seated

lilac moss
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it should be possible with humanoid with dummy leg bones and animations

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to keep your hands and head moving

marble pasture
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yeah i imagine it being a matter of overriding the animations to account for sitting and swinging legs with the chair attached to spine/armature

molten vale
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I mean

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you could just add fake bones

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that aren't weight or connected at all

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so you still have spine upwards motion

lilac moss
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yep

marble pasture
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thats true i suppose

lilac moss
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though a lot of extra frustration added

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worth it if you have vr hands

neon quiver
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if i wanted my model hair to be wooshy move around when moving. Does it need to be a bone rig weight or is that something done in unity?

lilac moss
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@neon quiver dynamic bones plugin ($20)

molten vale
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@lilac moss you're missing 3 finger bones

neon quiver
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ok

molten vale
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that's required for full IK

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unless you wanted something else

lilac moss
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nah no full ik i just wanted the head to look up and down with the camera and have visemes

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the fingers are legs and separate from the humanoid rig entirely

molten vale
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figured.

lilac moss
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i've tried every method of animation overrides and setting the animations in the controller itself and ingame it just always plays default animations

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it would work fine as generic, just without head / mouth movement

molten vale
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well that's because humanoid follows the rig

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so

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ye

lilac moss
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i've given up at this point, just giving fair warning to @marble pasture

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he may have better luck since he doesn't have to deal with repositioning the body underground in animations

molten vale
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I mean

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the unity rig itself doesn't have to be perfect

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if it's just empty bones anyway

lilac moss
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the issue is that the animations, especially the parts with non-humanoid bones i.e. wheels, never seem to work properly

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works fine in unity then disappears in vrchat

molten vale
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love that.

hazy tusk
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the ears on the side of the hat*
In Unity, with dynamic bones set up, they just dont. What would be the reason something does not react to a dynamic bone?

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or reasons*

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It should only not react if it's excluded, or not included somewhere, correct? As long as it's weighed properly and moves with the model, then the selected bone should be fine?

lilac moss
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yes

hazy tusk
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oh hey it moves now

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Issue was: Hat ears were attached to neck, and no main hat bone.
Created main hat bone->attached to head instead of neck -> attached hat ears to hat bone

lilac moss
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yay

stuck hamlet
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Could someone assist me with my reversed thumbs? I've tried rotating the bones in both unity and blender and nothing seems to do the trick

balmy solstice
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NO MATTER WHERE I ROTATE THE HIP BONE, THE CROTCH STILL FUCKING STICKS OUT

stuck hamlet
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fantastic thank you

balmy solstice
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also i do not know

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I've done 9 tries, and my model keeps sticking out it's crotch and it's making, me, furious

dusk pilot
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I think that's how the animation set works

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The hoop comes forward on every model

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hip

fading verge
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Is tthat vertex not weight painted to anything/painted to root instead of hips?

spice crypt
stuck hamlet
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Alright well if anyone's willing to help with my horrifying reversed thumbs just pm or mention me c:

spice crypt
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normally it give me that error with mmd models and i fix it just joining meshes, but with this model if I join meshes the visemes get deleted

regal star
restive hill
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You can move the bone joints, and mirror as well

sour isle
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anyone know how the heck i locked my verteces

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they won't move

restive hill
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Make sure to use pose mode to test

regal star
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k

spice crypt
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@regal star press tab, right click and press G to move it. I was searching it too the other day

regal star
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oky

spice crypt
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@regal star the problem there is also u have like 3 bones there for the arm instead of 2, so I'd delete the minor one

regal star
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ok

stuck hamlet
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been stuck on these thumbs like an hour...nothing works man I've rolled the bones differently, rotated them in unity, re-weight painted them by hand, all that. it's driving me nuts D:

stuck hamlet
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brilliant

left fox
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Is there a way to have full body IK in vrchat without having hands rigged :/?

distant nest
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Do you have an armless model or something?

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I imagine you could just create some bones to map hands to and just not weight them to any mesh.

lilac moss
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yep do that

left fox
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Yes, armless but has legs etc.

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will do that then

calm needle
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@balmy solstice when you are making edits to your model are you just replacing the old one or saving it as a new version? If you are doing the former, remember to reset the model to generic, then back to humanoid so unity can update the humanoid definition properly with the skeleton edits

normal blaze
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I want to have one avatar which is 2 model that stand side by side and are mirrored - so when on move their right arm the other moves their left arm. What's the easiest way to go about this? Manually parenting each bone to the opposite bone with offset in blender?

hazy tusk
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This should be an issue with the bones that I can fix in Unity, and not weighting, correct?

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And the jaw bone is correctly removed to none

calm needle
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did you setup you rcharacter to have eye tracking?

hazy tusk
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ye

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the eyes work fine other than that part

calm needle
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did you remember to make sure the visemes were in the correct order?

hazy tusk
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yep

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Why would the visemes cause the jaw to open when I tilt my head forward?

calm needle
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the lower lid viseme tends to get triggered when looking down

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did you create the lower lid visemes without actually putting anything in them?

hazy tusk
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Clone?

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err, sorry, hearing and reading x)

calm needle
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cause blender will remove visemes with duplicate values or no value to them on export

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do the visemes directly below the eye visemes trigger the movements you see?

hazy tusk
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so it'll be a shape key that is not the vrc_v, it sounds like

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with what I should check*

deft schooner
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I've made an avatar in blender which has one knee that bends backwards, is there a way I can flip it around?

hazy tusk
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ah, your, there are correct

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Lowerlid on eye tracking is "basis", and does nothing when tested. Upper blink is fine, eyes move fine

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huh, after it a bit is goes back to what it should be

stuck hamlet
normal blaze
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I've got 2 models and I want to make it so they're side by side and when you move the movement is mirrored like left hand then the other's right hand moves etc.. How would I go about doing this? https://puu.sh/zgEbU.png

hazy tusk
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I want to say something like one armature, and then duplicate the mesh, and just mirror the weights from one to the other

scenic helm
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In blender, how can I do something like the cats auto bone parenting manually? I have a group of bones I want to make children to the chest bone, but I don't want to have them in the same hierarchy level as the shoulders and neck.

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The auto tool doesn't recognize the bones as a group so I can't use the tool

hazy tusk
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you just need a bone chain to connect to the chest?

scenic helm
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I basically want them to act like the chest is their parent, but I don't want to have to exclude the entire shoulder and neck hierachies later when using dynamic bones

hazy tusk
scenic helm
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so, I want to do exactly what the bone parenting auto tool in CATS does, manually

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Yes, but I want to create a bone with the sole purpose of acting like a parent to this specific bone group

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I don't want the chest to be the actual parent

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I want another bone to be the middle man

normal blaze
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shift + D to duplicate the chest

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then select the bones yopu want to put under it holding shift then click the chest duplicate

hazy tusk
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oh, yeh. ^
Or target chest bone and crl+click

normal blaze
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press space and typing in parent and click parent armature or something

scenic helm
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Sweet, thanks!

tawdry obsidian
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Is it normal for me to have to slightly move my jaw upwards in unity order to get it to not be open in game? I'm using the jaw flap lip sync

versed apex
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anyone know a good Damping, Elasticity, Stiffness and Inert for short skirts so they dont fly around everywhere?

azure lotus
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.i use .5 .2 .3 .1

silver rivet
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Is it possible to make bones copy the properties of a different bone? Was thinking of making a quadruped with back legs that copy the front legs, that way the rig can be set as humanoid without needing custom animations

azure lotus
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if you run it as huminoid iys structure has to be human

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non human avatars require fake invisble legs or custom walking animations

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custom walking animations render your vr hands useless

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or you just float around with your feet not moving

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I made bones for a tail on my avatr does anyone know how to get unity or blender to know that the bone goes to the tail mesh?

stuck hamlet
gloomy loom
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did you force tpose in unity?

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that could fix your model

stuck hamlet
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Yeah, the screen is from the muscle/settings menu for testing

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The model is in the enforced T-pose in the config

gloomy loom
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if not you can go into pose mode and roatate it and when you import the model it should look normal

main palm
stuck hamlet
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It looks normal in blender

gloomy loom
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did you try to do animations on the model

restive hill
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If you get an anime Avatar with a viseme that makes the Iris shrink, it works great as a lower lip viseme

main palm
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If you are referring to me, no

restive hill
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Dammit discord, put me at the end, not the middle

stuck hamlet
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not yet, no. using muscles and settings to test how the hand will articulate since I'm using it in VR

gloomy loom
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I never used muscles and settings tbh so I have no idea how to help you. have you seen what happens to your model when you upload it to vrchat

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because if its normal in the rigging and the weight and everything is good

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you should have any issues

neon quiver
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in unity is thre a way to test that the mouth move like the walk animation preview?

stuck hamlet
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With the grab animations I usually map the thumb is also reversed so I've definitely got issues

restive hill
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I suppose you could just re rig the thing

leaden vault
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getting a blender error for indices must be intergers or slices?

stuck hamlet
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The hands I did re-rig

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The bone roll is correct, it just doesn't articulate correctly still even though I've tried rotating the bones every which way

restive hill
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IDK, all of mine worked by themselves so far... I'd think it was the bone too thing as well

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*bone roll

stuck hamlet
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I always check bone roll

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The axes are correct so I'm really confused atm

restive hill
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That's what she said

stuck hamlet
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Been at this a couple hours with just his one issue

gloomy loom
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did you rotate the bone in pose mode

stuck hamlet
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No, edit mode with axes

gloomy loom
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in blender

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try doing it in pose mode and test it out

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what ever edit you do to a bone in pose mode will edit the mesh as well

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thats how I made my avatar extra thiccc ๐Ÿ˜‰

stuck hamlet
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wait what? nothing aplies in pose mode for me since theres rest and pose positions and going to edit or object mode goes back to rest. Also, exporting in pose mode with mesh changes changed nothing in unity so I'm confused

stuck hamlet
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I fucking fixed it wew lads

fading verge
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Was their orientation incorrect?

stuck hamlet
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and now in my sad, sad VRChat history i can put down that I spent 4 hours fixing the thumbs of RMika dressed as harley quinn

fading verge
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Four hours experimenting and learning well spent

stuck hamlet
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The orientation was correct in both programs. I had to compensate for the amount that it appeared off with deforms in the unity config

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like fixing a jaw

fading verge
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Will need to keep in mind

stuck hamlet
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i knew I know how to rig hands

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I rip my own stuff from UE and goddamn do capcom models have a million extra bones

real pasture
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With this one model I'm editing, when I do emotes such as: Backflip or Die. The head is still following the camera and not the animation. I have tried to fix the bones but idk what I could really do.

stuck hamlet
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You need to rig your middle, index, and thumb fingers on both hands

real pasture
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thats a problem

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lol

spring sky
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anyone got non humanoid rig tutorials?

stuck hamlet
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without those rigged inverse kinematics are disabled which allow your head to move separate your body

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just make fingers in blender and dont weight them to anything

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finger bones

real pasture
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Ah okay

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Thanks for the help

stuck hamlet
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Anytime

real pasture
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wait

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Rero

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can I just use Mixamo and add "fingers"

stuck hamlet
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uhh possibly

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but it'll try to weight them to the mesh

real pasture
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on mixamo i selected no fingers

stuck hamlet
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causing deforms

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you can let mix make the fingers and just remove the weight in blender

real pasture
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Ahh okay

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that sounds good

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I'll give that a go, thanks ๐Ÿ˜ƒ

stuck hamlet
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Anytime

fading verge
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They sure like their bones, lol

stuck hamlet
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I'd imagine most people in the rigging channel would like bones

gloomy loom
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what do you mean the unity config?

stuck hamlet
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armature/rig configurator

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deforms made there affect the in-game positions of bones

gloomy loom
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can you ss that for me

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cause Im a little lost O.o

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i didnt know there was such a thiing

stuck hamlet
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The config with the mapping tab for mapping the bones in unity

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making deforms and moving bones there and applying affect how they move in the muscles/settings tab and in-game

real pasture
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Rero...

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hands are scuffed

stuck hamlet
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Yes exactly as I said there would be deforms

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That's why I suggested removing the weights for those bones in blender

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so that they don't affect the mesh

real pasture
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ahh, so use that and then in blender remove weights?

neon quiver
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is the vr chat example avatar rig broken? or outdated? I import it and the left side of the rig bone are push away

stuck hamlet
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???

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Also, yes. remove the weights in blender

real pasture
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okay

gloomy loom
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oh I see what you mean, but Ithought you said the green man looked normal in unity

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I thought you were talking about some sort of numerial thing you can change the value to flex a bone around

stuck hamlet
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It did look normal

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I had to deform it to compensate for the oddity that occured from the mapping tab to the muscle/settings tab

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because the muscle/settings tab is representative of how you'll look in-game

gloomy loom
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yap, thats what I wanted you to do in blender with pose mode. to deform the bone with the mesh to compensate

cloud kiln
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I suggest rigging the avatar yourself instead of Mixamo

gloomy loom
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but I guess that didnt work out

cloud kiln
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Mixamo usually fcks up avatars so much..

stuck hamlet
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Exporting from pose mode did nothing

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the pose deforms were undone in any other mode as well because of the two states pose/rest

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So I'm not sure what you mean

cloud kiln
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I mean that mixamo sometimes mixes stuffs together

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Like 2 feets can become linked together and mess up the textures

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I usually rig models myself in Blender

stuck hamlet
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Yeah I don't use mix either

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someone else was

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I use a modified rigify meta rig or I build one myself

cloud kiln
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I only used Mixamo when I was completely new

stuck hamlet
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I don't like working with pre-rigged models because they come with so many worthless bones

cloud kiln
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Yeaj

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Yeah*

fading verge
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Is there a limit the the number of bones a model can have and would a lower poly count offset there being more?

lilac moss
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remove non-deform bones in the fbx export settings

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i doubt there is a limit though

cloud kiln
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I don't think there is

fading verge
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Do you know if the Cat plugin works on non-mmd models?

cloud kiln
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Uhm... I believe it does

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Not 100% sure though

stuck hamlet
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depends

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I've had bad luck using cats one some psk models from ueviewer

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specifically from SFV

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however it worked perfectly fine for models ripped from MVC infinite

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๐Ÿค”

lilac moss
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it should work on non-mmd models

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though don't expect much

fading verge
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Am thinking of making my own model compatible so have been gather info on what is needed

lilac moss
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just hit fix model and hope for the best

fading verge
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Are you familiar with players who make their own and share tips on what to consider?

real pasture
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@stuck hamlet I'm not gonna use the Mixamo one since its doesn't work right for the legs. I just need to make hands. I guess

stuck hamlet
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or just make hand bones and dont weight them to the mesh like I've been saying

surreal parrot
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Ok my dude

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Got a question

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How do I delete bones in blender?

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Like just individual ones

real pasture
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ohh

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nvm then

surreal parrot
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Ya

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I got a liberty prime model from gmod

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Amd the mininukes on his back

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Aparently they are part of the skeleton

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So i just have 3 random bones fukin it up

fading verge
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Know you're able to select them and press x to delete

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While in edit mode, sorry

surreal parrot
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Mkay

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Imma try qyick

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Just says delete bones

fading verge
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Select that after pressing x, yep

surreal parrot
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Just one sec

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thats my screen

fading verge
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Are you new to blender?

surreal parrot
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quite

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I know the extreme basics

fading verge
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Ah, now that you have selected the armature click Tab or go down to the lower right where it says "Object mode" and change it to "Edit mode"

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In there you'll be able to select the individual bones you wish to delete

surreal parrot
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I can't see them

fading verge
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Try pressing Ctrl+H while in edit mode and see if they appear

odd tulip
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it's alt+h to reveal hidden things

fading verge
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Oh sorry, indeed, Alt+H

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I believe the bones are there but just black so hard to see until you select them

surreal parrot
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ah

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so how would I delete them after I select them?

fading verge
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I could be mistaken but think I can partially spot them on your screenshot

surreal parrot
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oh ya

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I see them now

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doesn't look like I'm deleting them

fading verge
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Are they highlighted?

surreal parrot
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looks like it is

fading verge
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You are pressing X or the Delete button and then selecting "Delete bones"?

surreal parrot
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tried both

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same results

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holy fuk

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looks like theres at least 3 bones per extra point

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like on the bombs

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actually make that everything

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but the main skeleton shouldn't matter

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right?

fading verge
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Believe it may be important but I'm only familiar with Blender, not the steps in Unity or later

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Am new to this process as well

surreal parrot
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ya

fading verge
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Would believe keeping the main body bones will make the process easier as you won't have to re-rig the model

surreal parrot
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oh ya

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but the extras are bugging out unity I think'

fading verge
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Unless I misunderstood your question

surreal parrot
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not on the body though

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because I am selecting the area around the bone and it is selecting something different each time

fading verge
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Oh yeah, I don't believe the bomb bones are needed/exsential

surreal parrot
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ya

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they are messing with unity

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can't rig it with them

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god it would be so much easier if you could just delete bones in unity

fading verge
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If you hold your mouse over the 3D screen, press 5 on the keypad followed by 3, that should allow you to see your model from the side view

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If you hold Ctrl and click the opposite mouse button to the one you select with, you'll be able to use a lazzo tool to form a shape over the bones you wish to select

surreal parrot
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still not letting me delete it

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like

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i can select it

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just not delete

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oh

fading verge
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Am not familiar with blender being able to protect bones from being deleted

surreal parrot
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nvm

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I guess

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wait

fading verge
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Random luck?

surreal parrot
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do they have to be deleted in order?

fading verge
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Shouldn't matter to my knowledge

surreal parrot
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well just selecting one wouldn't let me

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but when all of them were selected it worked perfectly

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so I guess they have to be either deleted all at once or in order

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of whatever bone heigherarchy it has

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I think there were 3 points on the one I deleted

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'and I moved one

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then it made a trail from where the bomb is

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because I guess there was more than 1 point

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weird

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also

fading verge
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Is the trail you saw like little lines spaced lines?

surreal parrot
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yep

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like it was stretching the skeleton

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I guess the guy who made it was a cunt and put like 5 points for one joint lol

fading verge
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lol

surreal parrot
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also

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do you know how to add particle effects to animations

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or emotes?

fading verge
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Have yet to reach that learning stage

surreal parrot
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same lol

fading verge
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But have watched what others can do and it's amazing

surreal parrot
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ya

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I want to get the face laser working

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lol

fading verge
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That would be cool

surreal parrot
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ya

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need to get rid of the knuckles somehow

fading verge
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Is there a mesh underneath them?

surreal parrot
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no

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I mean the ugandan knuckles

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lol

fading verge
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Aaaaah, lol

surreal parrot
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gonna even try and make an emblem

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on the kodel

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model

fading verge
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Am veeeeeery new to VRchat

surreal parrot
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ah

fading verge
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Have only been in it for 30 mins and seen less than 2 hours of it

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But I love creating models and am interested in being able to use one within a game so this really picked my interest

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So here I am to learn

dusk pilot
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@real pasture Why did you rig the veracs set in mixamo? It was already rigged to begin with.

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I rigged it myself because mixamo wouldn't take it.

real pasture
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@dusk pilot I was trying to fix the shoulders and I was also wanted to add some animations to it. but the head was a little broken

ripe shell
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i dont like this website

real pasture
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I also added dynamic bones to the Flail

granite herald
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yeah prntscr is bad

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whats the clipping

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the shoulder armor?

dusk pilot
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I had dynamic bone originally but i forgot to include it in the package.

real pasture
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1 sec I'll show you

ripe shell
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i mean i dont like the avatar shareing website

dusk pilot
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Make sure to add gravity.

real pasture
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this was original

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gravity?

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aight

dusk pilot
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Is there anything in particular you don't like about it @ripe shell ?

real pasture
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i still kinda new to it all

dusk pilot
#

We're trying our best to make it applicable for every vrchat user.

ripe shell
#

u dont know if they sit down and took the time to convert

granite herald
#

if gravity doesn't work try a very low negative force value

#

We did

#

At least I have

#

If you think an avatar is stolen then please report it

sharp viper
#

euuught

#

got two different computers fixing weight paint right now lol

#

my eyes are bleeding

granite herald
#

i love fixing weight paint

sharp viper
#

lol

granite herald
#

doesn't make me want to die at all

ripe shell
#

another thing i dont like is they dont credit the original creator

granite herald
#

Niether does any user with a custom avatar bud

sharp viper
#

@ripe shell -> Some of us make our own the above is 98.5% all me

#

I borrowed some facials

#

that's pretty much it

ripe shell
#

well if you are ingame would u say to everyone that you got it from a website

obsidian laurel
#

Hello. I have a character with a snake-like down half body, is there a way to make the upper half have the normal vrchat animation?

sharp viper
#

sirce - yep

obsidian laurel
#

enlight me

sharp viper
#

use dynamicbone on the tail and use dummy bones for the legs

#

not weighted to anything

#

basically invisible legs

obsidian laurel
#

so I make legs in blender and map them as legs in unity?

sharp viper
#

make leg bones yep

obsidian laurel
#

ok then

sharp viper
#

just make them basic but physically in the right place

granite herald
#

same position/place as a regular avatar

#

and it should be fine

obsidian laurel
#

ok

sharp viper
#

bingo. The feet determine where you stand on the floor

obsidian laurel
#

got it

sharp viper
#

if you use the gravity slider carefully in dynamicbone the tail will act like a real tail

#

it's really cool and not many people do it that way

obsidian laurel
#

yeah I wanted the draggging so I'm putting lil to no elasticity

#

well the rest is messing the sliders-

sharp viper
#

I've backburnered a loli with hair so long it drags on the floor

obsidian laurel
#

demn

sharp viper
#

but that's my plan for that

obsidian laurel
#

thanks!

lunar orchid
#

Hey, I'm trying to weight paint in blender, but I cant select the bones I want to paint, I have the right toe selected in pose, then I select the body and the bones turn red, when i go into the weight paint setting the bones are all in a wire frame mode, am I doing something wrong?

fading verge
#

You'll only need to work with the mesh

#

Umm

obsidian laurel
#

@sharp viper hey, I just made a pair of legs in Blender but thye don't appear in Unity

fading verge
#

Aww, seems I may not be able to upload an image

#

It's not complex but I may not be the best at explaining. As a hint the "Vertex Groups" within a mesh are what you're painting on in a sense, they represent the bones so you don't have to select them outside of the mesh

obsidian laurel
#

nvm

lunar orchid
#

I might hold off on the painting because for whatever reason nothing I'm attempting to do is working

lucid cave
#

can someone give me a hand with this? Having issues with dynamic bones

#

I made sure to route the materials, but when I go to sample the movement it doesn't show any effects

fading verge
#

@lucid cave do you see any white lines when you add the root in dynamic bones component?

lucid cave
#

lemme check

#

no I don't, just the orange outline

fading verge
#

@lucid cave screenshot your whole screen with the dynamic bones component shown

lucid cave
#

ok give me a minute

fading verge
#

Discord allows animated avatars?

#

Just noticed Lilim's ava move

#

yawning loli

#

@fading verge animated as in gifs? not sure

lucid cave
#

I added it to certain parts, not the model entirely

fading verge
#

like the hair?

#

@fading verge Indeed, seeing yours move

#

oh discord, it's Nitro

#

go to settings and there is text in blue that says nitro

lucid cave
fading verge
#

Aaaah, I see

#

@lucid cave is there any reason you put it in the mesh instead of Yukikaze?

lucid cave
#

?

fading verge
lucid cave
#

oh I think I see what I did wrong, thank you!

#

when he started, I realized I did it on the wrong part, instead of using the amature

#

also, I've been wondering if there is a way to stop dynamic bones? As in like, when you run, if wearing a long dress or something, the dress skirt will clip through while running. If it's a longer process, I can just lower the dynamic amts

calm needle
#

did you set up colliders? Also having a radius on the dynamics help too

lucid cave
#

no I didn't set up colliders, thank you for the tips! I'll try to find out how to do that then

calm needle
#

yeah, the dynamic bone coliders will be attached to the legs themselves. The radius on the dynamic bones themselevs is how big of a colision ball they have basicly when coming in contact with the leg colliders

#

you can use play mode to really fiddle with the settings. just remember anything done in play mode doesnt save

muted swift
#

https://puu.sh/zgTRz/72fd52f175.JPG

I'm having issues with colliders as well. Have this entire thing mapped but I'm not sure why it won't listen. I have the colliders set on the dynamic bones and everything.

tame terrace
#

Hey, I'm still having the issue with the camera being on the parent object and not the avatar

naive tree
#

@lucid cave dude please join your meshes

lucid cave
#

I already fixed the model

dry saddle
#

Hey, is anyone able to help me work out how to put an animation and dynamic bones into one character? Or isnโ€™t that possible?
Whenever I do everything in Blender, decimating and bone parenting the things I want to be able to move in Unity, whenever I go to check my animation still works, nothing but the eyes move and blink.
I have a full body animation so like.. is there any possible way I can get everything to work as intended and put it in Unity? I can do everything else from there Iโ€™m sure Iโ€™m just stuck getting it all to work.

kindred cedar
#

I need help ๐Ÿ˜ฆ

dry saddle
#

Oh. Same here

tulip granite
#

That moment when the help channel is full of people asking for help

#

๐Ÿค”

#

Animation and dynamic bone is that like mmd dance

#

Need more details

fading verge
#

"Dynamic Bone" may be talking about the name for a script that allows models to have physics, such as on the hair and clothing

tulip granite
#

I know what dynamic bone is just maybe he wanted an mmd dance with dynamic bones

tame terrace
#

anyone know how I can get my avatar to float?

opal aurora
#

Raise it in unity's rigging and reposition your viewpoint

tame terrace
#

When I add an animation it snaps to the floor and i half in the floor

#

It's*

earnest rivet
#

for the CATs visemes, the aa sound

#

is that like... aaaw -- or "aaaaah"

#

or A

tight frigate
#

Guys question my past models that i've tried putting eye tracking on always make the eye tracking go insane

#

Like the pupils phase out of my head when i walk around

#

When i look at osmeone they go cross eyed and roll back into my head

#

It's freaking people out

#

My friend also has the scuffy CATS eye tracking thing

static parcel
#

Don't know if this is the right chat for it but is it possible to have a flashing light for a lipsync animation?

#

Best I can think of is a bright decal on a plane, with visemes pushing it in front of the light but it might look weird with the gradial animation

dry saddle
#

Oh gawd I didnโ€™t pay attention to the discord chat. Whoops. Itโ€™s fine now, Iโ€™ve figured out how to get both the animation and dynamic bones to work. Just very confused what values to give a cape so when you bend down it doesnโ€™t stick up in the air and wiggle around a bit ^^'..

wise dune
dry saddle
#

.-.

granite herald
#

Anyone got experience with manually adding eye tracking? Like non-mmd model

worldly palm
#

"I am the bone of my bone. Bone is my bone and bone is my bone. I have created over a thousand bones. Unknown to bone. Nor known to bone. Have withstood bone to create many bones. Yet those bones will never hold any bone. So, as I pray, Unlimited Bone Works." https://puu.sh/zh0fS/1d069670c9.png

radiant loom
#

Does anyone here know if there is a way to merge multiple bones AND their weights into one bone in blender?

granite herald
#

mix weights on CATS?

radiant loom
#

Oh, I don't really care how. I don't need to use CATS

#

I just have multiple bones on this model that I need to turn into one for the VRchat sdk. This model has three different neck bones and two different head bones with different weights on each.

#

It's pretty annoying

#

But i'm assuming it was made that way for animating

fading verge
#

The person who said people enjoy bones was not lying, lol

radiant loom
#

I know I can just replace the bones but I would have to weight paint delicate areas and that's a drag.

#

I tried alt+m for bones and it didn't work

#

Dissolve didn't work either

balmy solstice
fading verge
#

Might that part be weight-painted to the wrong bone?

radiant loom
#

oh wait, "mix weights" on CATS

#

OOOHHH

granite herald
#

YEAH

fading verge
#

Or a shape-key is controlling it

radiant loom
#

LOL

granite herald
#

Yeah*

modern oyster
#

@balmy solstice What is the issue?

granite herald
#

lol

balmy solstice
#

nope, it's weight painted correctly, and the issue is that I've tried fixing this 19 time, and his crotch still sticks out

fading verge
#

Does it look correct elsewhere?

#

Unity/blender

balmy solstice
#

@modern oyster and it looks correct in both unity and blender

radiant loom
#

Wait, is that his leg?

#

wew

#

hard to see

balmy solstice
#

I want to rip out my hair trying to fix this with no luck

radiant loom
#

btw does anyone else hate the posture the sdk puts on models? it looks stupid

fading verge
#

Do you know if the model has shape-keys?

radiant loom
#

I'm sorry

modern oyster
#

@balmy solstice Can you send a SS of the unity version, so we can compare?

radiant loom
#

It's like, Head & arms back/down, pelvis forward.

#

HURR

fading verge
#

Does seem silly

modern oyster
#

Pelvic thrust.

balmy solstice
#

All it's been doing is causing me extreme anger and frustration.

modern oyster
#

(Stupid question) have you tried messing with the height ingame, sometimes that fixes it ?

balmy solstice
#

Yes, and that too does not work

modern oyster
#

"Its a common issue with a quick fix, go back to Unity and raise the spine bone a fraction; reupload and you're done."

balmy solstice
#

I swear to god if that's the solution i'm going to beat myself until i'm blue for being a moron

radiant loom
#

oh woah

#

so you do it inside of unity?

modern oyster
#

Allegedly.

radiant loom
#

weird

#

I always thought that you couldn't change that

#

doesn't really matter if you play with vr though

modern oyster
#

You can. You just cant break the bones.

dry saddle
#

Hey, does anyone here know some good dynamic bone values for a cape?

broken ice
#

im having issues finding a tutorial for models that are on all 4 like an animal

modern oyster
#

@dry saddle I usually use the same set-up as for long hair.

dry saddle
#

Oh, alright

dry saddle
#

I... only just bought the dynamic bones today

#

Oh, Alrighty ^^

modern oyster
#

^^

dry saddle
#

Iโ€™ll put that in now

modern oyster
#

Remember to add Colliders!

dry saddle
#

I will xP

modern oyster
dry saddle
#

Oh alright

#

Thanks

modern oyster
#

o7

radiant loom
#

woah!

#

So THATS how you place colliders

dry saddle
#

Hmmm these values are a little bit too stiff for my liking

radiant loom
#

Will you still have clipping issues with that many colliders?

balmy solstice
#

NOPE

#

DOESN'T WORK

radiant loom
#

Glaceon, I think it might be the model mesh itself. If you have vr, those parts will track on your posture in real life thus elimination the pelvic thrust.

#

But I don't know

#

Thats my guess

balmy solstice
#

I'm piss poor for a vr headset

radiant loom
#

Some models look way worse with the idle pose.

#

some are okay

modern oyster
#

No @radiant loom She who did this work, put alot of effort into overlapping the colliders with eachother, therefor they bones from the hair, won't got near any of the "gaps".

balmy solstice
#

I don't have the knowledge or knowhow to fix this stuff

#

And my mind can't absorb the tutorial stuff and all it's doing is making me mad

modern oyster
#

Then take a break Glaciate, and try another project in the mean time. Suddenly you'll just go: "ARE YOU F*CKING KIDDING ME!" and go back and fix it in 2 min.

balmy solstice
#

I did, between the 11 and 12 attempt, and still no results were yeilded

#

I slept between attempts 11 and 12.

#

and after returning to it, still nothing

#

I've been trying since 10pm to 5am yesterday, Slept for 4-5 hours, resumed at 1:30pm and still nothing

modern oyster
#

I spend the on the long end of 72 hours, trying to fix an avatar, only to realize 2 weeks after that the problem was a bone too much.

#

It will come.

radiant loom
#

Yeah, I have spent 150+ hours in blender and still don't have any great avatars because I keep finding mistakes when I upload so I have to start over.

brisk mesa
#

Same

#

Ive accepted long ago that this is also basically dark souls.

radiant loom
#

lol

broken ice
#

its like the darksouls of vr

brisk mesa
#

And even if i get a good one out it is only good to me aka no eyetracking or visemes or fancy anim

#

Good as in... It even walks.

balmy solstice
#

I honestly feel like giving up, butat the same time i don't want to because I like this digimon

brisk mesa
#

I found it helps to do another fun one and go back to it too

#

Now i can look at all these deviantart kiddies who are like dismayed at a model not having bones

#

And i feel on top of it

balmy solstice
#

the thing is tho, I have no one else to work on

#

well more like, I can't work on anyone else, because i'm a idiot and dunno how to do shit

brisk mesa
#

Is ok, fam

#

What digimon btw

broken ice
#

is someone able to help me or help direct me to the way you should rig a 4 legged thing

brisk mesa
#

I see people ask that everyday and have never ever seen a reply

balmy solstice
#

Exveemon

brisk mesa
#

At least not a thorough good reply on 4legged creatures, sorry

broken ice
#

hm. thats very unfortunate, but very helpful thanks

balmy solstice
#

@broken ice, I also would like an answer for that, but it's nowhere to be found here.

broken ice
#

going for a vaporeon

brisk mesa
#

Yea same. I want a legion of weird monster chicks.

#

It was weird enough watching people figure out miia or other snake girls

#

And making her humanoid despite no legs

radiant loom
#

VRchat sdk doesn't work with quadpedal I thought

#

Well, you can pick generic armature

#

so prob is a way

#

doesn't have to be humanoid

balmy solstice
#

The person who got the tiny cats to work is hiding from us

modern oyster
#

I mean, you could do a custom animation, copying the animation of the 2 front legs and mimicing the hind legs to the oppersit side^

dry saddle
#

Hey, does anyone know how to set weight to dynamic bones?

steady spruce
#

anyone have that dance animation

modern oyster
brisk mesa
#

Setting weight to dynamic bones is the same as setting weight to any bone when rigging

#

Leave the root bone alone though prob if you intend on some, i just make vertex groups the same name as the bones i wanna use for DB, @dry saddle

dry saddle
#

Oh, really? How does that apply weight though?

fading verge
#

Question how hard is it to pull the head of one model and attachit to another models body

pine harbor
#

partly depends on how different the model armature proportions are, but it's a bit easier if they're similar and don't have eye or hair bones

#

if they have either of those, you probably need to figure out how to copy those over too, and that's going to make it a fair bit more complex

fading verge
#

well i want to take Kanna`s head and put it on a spartan body the hair and eyes dont really bother me

pine harbor
#

hm -- if you've got them both in PMD/PMX format, it might be easier to do it using PMX editor before fiddling around with it in blender

#

in blender though, i think it's going to be more complex, unless someone's got a clearer idea of how to do it rather than a lot of brute forcing

fading verge
#

ah

#

i have pmx just never figured it out

pine harbor
#

right, then the basic idea of what i'd suggest is to make a copy of both the spartan and kanna files, rename them to something different

#

on the spartan file, delete the helmet material/mesh, and make a note of what coordinates the head (้ ญ) and/or neck (้ฆ–) bones are at

#

over on the copied kanna file, delete literally everything below the neck, bones and mesh -- take a look at what coordinates her neck is at, and then translate everything (vertices and bones, physics bodies and joints are less important since they'd get scrapped by CATS in blender) by the right offset so that the neck coordinates line up with where you saw the spartan's neck coordinates

#

go back to the spartan file, then go File > Import > [kanna copy] -- that should pretty much let you load kanna's head transplant right onto where the spartan's neck is

#

...well, that's the general idea of it anyway -- actually doing that is a bit more work, but it saves needing to remake and reposition each bone manually in blender

fading verge
#

ah ok

#

ill give it a shot

pine harbor
#

yup, good luck

rocky scaffold
#

i there a easy way to make eyetracking for more than 1 eye?

#

2 eyes*. for more than 2 eyes

opal aurora
#

If you could lock bones to only tilt and rotate then it would be quite easy via parenting

#

But sadly, we can't, so the bones would pivot forward and backwards as the bones tilted

pine harbor
#

Not sure if i should be asking in here or #animation, but does anyone have any tips or links to good tutorials for how to get animations running on non-humanoid/generic rigs? Not having any success haphazardly trying stuff from Tupper's megatutorial for importing MMD ones

#

i've got animation clips already from separate FBX imports, it's just figuring out how to actually make the idle/walk/run animations play when actually moving around

modern oyster
#

@pine harbor What do you wish to create?

pine harbor
#

i've got a quadruped model with a tail (an eevee, specifically) with a VRC_Avatar_Descriptor on it, as well as multiple other FBX files of the same eevee with different animation clips attached to each of them

#

already managed to pull out the walking, running and idling animation clips out, but i'm having trouble figuring out how to actually apply them to the avatar and get it performing each animation clip when idling/walking/running

#

tried to mimic what Tupper did in his tutorial by making a copy of the AnimationOverride file, dragging each of the animation clips into the Idle/Walk/Run slots in the override file, and then dragging the whole override file into the Custom Standing Anims slot in the Avatar Descriptor, but my model in-game isn't moving (like a piece of solid plastic)

modern oyster
#

Did you make it Generic or Humanoid?

pine harbor
#

it's set to generic rig right now

#

humanoid wouldn't work with a quadruped model if i wanted it to use its own animations, right?

modern oyster
#

I am not familiar.. But try.

#

Generic avatars are bound to static positions.

#

My making a humanoid overide, it should work.

#

Try.

#

No promises though.

pine harbor
#

gotcha, thanks for that -- i'll give it a shot and see what happens

modern oyster
#

Keep me updated o/

pine harbor
#

intermittently -- there's nothing fun about reporting the % uploaded progress bar ๐Ÿ˜›

modern oyster
#

"I just reached 57%!!!!!"

#

xD

vast bolt
#

Omg lol emoji

modern oyster
#

?

vast bolt
#

Sorry.

modern oyster
#

Ahh

#

xD

vast bolt
#

I was trying to meme, and i died trying.

modern oyster
#

You are not strong enough to use this meme!

pine harbor
#

stumbled upon an MLP unitypackage....not quite my thing, but might be worth it for quadruped avatar studying >_>;

vast bolt
#

Humanoid MLP

pine harbor
#

looks like a quadruped, but might be animated like a humanoid if i'm unlucky, yeah

#

funny -- the SDK is now giving me an error: "This avatar is too short, minimum 20cm shoulder height"

#

red error, so can't upload...except i actually did manage to upload the humanoid-rig quadruped before that error came up, so no idea what's going on...

#

okay -- humanoid rig is apparently not the answer ๐Ÿ˜›

modern oyster
#

Odd

pine harbor
#

it correctly matched and mapped the front legs to the left and right arms, so the idling pose was standing upright (body was 90 degrees rotated upwards from where it should normally be)

#

that'd probably be VRChat's IK system kicking in

#

iiiii think i might see what i overlooked...i need to figure out how to create a normal avatar controller for the component, i've only got the .overridecontroller right now

modern oyster
#

Good luck!

pine harbor
#

yeah, i see why now -- i missed a very important step that i thought could be auto-generated

#

thanks -- sorry for all the random thought bouncing in here ๐Ÿ˜›

modern oyster
#

No! I needed these! I am thinking of making a Quad aswell. So I need the small nicks and fixes xD

pine harbor
#

if you need any hints, what i did was to find the unitypackage linked in the attached video, then i imported it and looked at what one of its avatar prefabs was doing with its AvatarController and AvatarControllerOverrides

https://www.youtube.com/watch?v=8ZCx-VW7Tng

#

i didn't really make my own versions of the controller and overrides yet -- just copied the files in that package, switched the animations to the ones i wanted to use (assuming you already have clips of those done), and then applied the same settings to my own avatar descriptor

modern oyster
#

o/ Mercรญ

neon quiver
#

do i need a jaw bone to do lip sync or can they be attach to the head bone? tutorial does not mention it.

#

or is it control by the vert group

modern oyster
#

Nope

#

Go to rigging when you import it to unity, and check if anything is there, if there is (and it's not "Jaw") just delete it and leave it like that.

#

@neon quiver

neon quiver
#

ok thank

#

i wish there was better tutorial. most of them are mmd related and a.ready premade.

modern oyster
#

@neon quiver What do you mean?

#

NONONONON

#

If you do it like that EVERYTHING bound to the hips will get dynamic!

#

Jesus!

#

Make a skirt root insted.

#

Exclude has a 70% chance of working.

#

You'll risk messing up the avatar.

#

They look the same to me?

#

The bones in blender, gets sprung back the hips, and forces it to look like that.

neon quiver
#

99% done the weight paint rig and the neck area i can't seem to fix. I wonder if it because the bone position. I try fixing it on different bone like chest or neck or head to see if that fix the problem but nothing improved. https://i.imgur.com/ZCrGmAe.png

pine harbor
#

@neon quiver are you trying to fix that grey-black scarf area detaching from the body?

neon quiver
#

aayes

pine harbor
#

check to see if it's got any weighting to the parent of the neck bone (Spine1 or Spine2, whatever it might be called)

#

if it's at 0% weight, the whole thing will detach off when the neck rotates, because it's got no need to stay near the spine bone

neon quiver
#

ok. just have to remmber where tha tab button is to see if it 0% XD

pine harbor
#

the bottom of the neck piece should have a similar weighting profile to the torso/neck area

#

just switch into weight painting mode -- if it's a very deep blue, it's either 0, or very close to 0

#

that's for the spine bone weighting for the neck...meanwhile, if it's almost a solid red for the neck bone, that means the neck has too much influence over those vertices

neon quiver
#

ok

opal aurora
#

Use auto normalize and set the weight on the neck to around 55-60% whilst the chest should haave 45-40%

neon quiver
#

is there a way to auto weight to a certain area?

#

Ok i think i figure it out. went to neck bone and need to weight near the coller bone area to move with the neck that splitting maybe.

#

there was no weight there

#

It fix ๐Ÿ˜ƒ thanks

#

Now i just need to make it look more smooth when moving

lime owl
#

Is there a way to rig this so the fish moves with (or as) the head? Without the fish leaving his bowl due to neck/chest transforms? https://prnt.sc/iael5m

Lightshot

Captured with Lightshot

modern oyster
#

@lime owl Like, when you turn your head, so does the fish?

lime owl
#

yea

modern oyster
#

There is a way, it's a way of copying movements. Sadly.. I don't know how to.

lime owl
#

hmm.. Someone said that last time as well but he didn't know either xD

modern oyster
#

^^

ocean blade
#

Does anyone know on how I go about rigging a qudrupedic model like an eevee

lilac moss
#

as a generic rig with your own animations @ocean blade https://docs.google.com/document/d/10BuA_ybyXSSXqXuf6cDyPm52VIpqptgyvuRaphcYH0M/edit

ocean blade
#

Thank you so much

limpid scarab
#

@lime owl just thinking out loud

#

but can't you make a bone in the fish that is parented to the head bone?

#

so it rotates with it?

neon quiver
#

so i guess eye animation is consider dynamic bones?

lime owl
#

@limpid scarab I don't know if unity would get that.

limpid scarab
#

but you still want the original head to move?

#

or do you want the fish to be your viewpoint and head?

lime owl
#

Either is fine with me. But yes. In context the fish is the boss of the cat

#

I tried with off-set armature but that just rips the mesh. and just the headbone kinda makes him fly out of his bowl

limpid scarab
#

I assume you could just rename the original head bone and make a disconnected bone where the fish is as a replacement

#

so the fish will serve as your actual head

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but if you make a bone at the fish and parent it under head

lime owl
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I could weightpaint the arm more so it moves with the head but i don't know if it will look good

limpid scarab
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it will do the same rotations as the head bone, and you don't need to map it in unity

lime owl
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i'll try that

limpid scarab
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I'm not the best rigger, but I believe that should work

lime owl
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I just started a week ago xD

pine harbor
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wait, wouldn't parenting the fish's bone to the actual main head cause it to rotate right out of the fish bowl when the head turns?

lime owl
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maybe not inheret location?

lilac moss
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@neon quiver no not at all. eye movement / blinking depends on certain bones /visemees being named certain things and then it just works in vrchat. cats blender plugin will take care of that for you

pine harbor
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there's a setting for that in unity? never realised, but sounds like it could help

lime owl
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there is in blender but i dunno about unity xD

pine harbor
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unity annoys me a bit coming in from more of an MMD background, because i can't find anything like "append bones" in here

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that sounds like exactly what you want, if you wanted the fish to rotate on the spot just like the head

lilac moss
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you need to do bone changes in blender

limpid scarab
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Yeah I just checked it will rotate out of the bowl

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Sorry about that

lime owl
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Interesting problem isn't it? ๐Ÿ˜‚

lilac moss
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what's the problem

lime owl
limpid scarab
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Sure is

lime owl
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and i want the fish to move with the head

lilac moss
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hahahah

pine harbor
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without popping right out of the bowl

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it's something a lot of us would like to figure out, for science ๐Ÿ˜›

lilac moss
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there may be an appropriate constraint in unity?

molten vale
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just weightpaint the headbone to the fish as well?

pine harbor
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i don't doubt there're scripts out there to make it happen, but question is...is there a default feature that's whitelisted by VRChat =_=

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that's probs our biggest pickle here

molten vale
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or have it operate on a seperate bone but child the bone to the head bone

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so it has to move with the parent

lilac moss
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you're looking for a copy-rotation constraint hold on

lime owl
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@molten vale i haven't tried that yet though >.>

molten vale
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it should technically work.

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Cause that's how you do it with eyes

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Eyes aren't weightpainted to the head

fading verge
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Anyone ever had that

molten vale
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but are child bones to the head.

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so they need to move with the head.

fading verge
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Check of spine hierarchy thingy error before uploading via sdk

molten vale
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badabing badabom

fading verge
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I fixed the armature and checked the bones

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Nothing is missing

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And I fixed what I could

molten vale
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your spine hierarchy is messed up in terms of what the unity rig is using

fading verge
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Vrchat doesnโ€™t wanna upload my avatar agjh

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I checked it all

molten vale
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You need a hip bone, and the hip bone needs to have left and right legs as children

lilac moss
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nevermind i can't find anything that isn't script-based

molten vale
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and then the spine, the chest

fading verge
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Yeah those are there

molten vale
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and the chest needs to have the shoulders childrened

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as in

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the child exactly after

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you can't have it like

fading verge
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Oh wait

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Wait

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Wait

molten vale
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Spine > Chest > Upper Chest > arms

fading verge
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I think I can fix it

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ah

molten vale
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you need Spine > Chest > Arms

fading verge
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Yes

molten vale
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so just unparent

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and re-parent

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and make sure the rotation is good

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cause sometimes rotation goes to hell with reparenting.

fading verge
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Ye I already know what I did wrong the second you said childrened

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Thank u

lilac moss
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that's a decent idea though, the fish as an eye

molten vale
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Glad to help.

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It's how I would do it.

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cause weightpainting the head bone weight into the fish might fuck with rotation

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and facial distortion

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so just have a child bone

lilac moss
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well no it'd rotate off the shoulder if it's a child bone and it's gotta be a child bone to be an eye damn

molten vale
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?

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oh is it attached to his arm?

lilac moss
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yeah i think it's supposed to be sittin on his shoulder

molten vale
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well if it sits on his shoulder you could mask it a little better.

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just de-weight the fish from the shoulder so it doesn't move with the shoulder

lime owl
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yeah but i'll make that arm invisible. You won't be able to "use" it

lilac moss
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or make the whole arm move with the head, the fish/bowl with it

molten vale
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nooo nono

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your face will stretch

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and look awful

lime owl
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I've weight painted it and i'm going to test it

lilac moss
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no it won't

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weight painting isn't gonna help, you just need to set a bone as the child of the head bone

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that'll mess up the humanoid rig so you'll need a second, dummy arm that isn't weighted to anything

lime owl
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Sooo maybe an eye bone? or jaw?

lilac moss
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anything that is a child of the head is going to rotate a whole lot, relative to its distance from the head

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same if it's weighted to the head

lime owl
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yeah. >.>;;

lilac moss
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but as a workaround, it wouldn't look that odd if his left arm turned along with his head

molten vale
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just make a child bone

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in the fish

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so it rotates of its own axis

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not the head axis

lilac moss
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<.<

molten vale
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otherwise you'd have it fly out

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it's gonna be a doozy

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have fun with that

lime owl
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xD

molten vale
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I feel like there should be a way to restrict transformation axis but not rotation

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but that's a thing to google

pine harbor
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should probably also ask...is this using a humanoid rig?

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because if you set the avatar descriptor's view ball to unusual positions, you'll start seeing some pretty odd stuff happen with your model

lilac moss
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there is in blender but i'm not finding anything in unity that doesn't require scripting

molten vale
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VRC hides or shrinks meshes to 0.0001 whenever it's close to your IPD bubble

lilac moss
molten vale
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that's why you cannot see your head

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Alternatively

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use fixed joints and rigidbodies in unity

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and connect them

fading verge
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Hey, so i just started using PMX editor and i wanted to change to two different eyes, but as soon as i put in the eye texture it just disappears. I am desperate ...

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it just disappears when i click on change and i have no clue why because in the tutorial that i watched it just instantly changed his eye...

limpid scarab
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You just want to replace them?

fading verge
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i want to replace only 1 eye

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i already split them

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to two textures

lilac moss
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no idea about pmx editor but you should be able to just edit the texture image in photoshop/gimp

limpid scarab
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Wouldn't it be easier to just replace the actual texture file?

fading verge
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dont really get what you mean by that

lime owl
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weightpainting the fish and the head rips it from its bowl >.>

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trying to paint the whole arm

lilac moss
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yes don't do that

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don't do that either

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don't change weight painting just make the shoulder bone a child of the head

limpid scarab
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@fading verge just open the eye texture you want to replace and edit the other eye over it in a image edit program

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Or replace the file in its whole if they are the same size / shape

fading verge
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okay ill try that

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thanks

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wait

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it just worked

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i didnt do anything

restive hill
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The power of positive thinking

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Or maybe you scared it

spice crypt
#

I found a way to convert a model of vincent valentine, but it's very corrupted. Like the scale is 1/100, doesnt have hand bones nor visemes and the animations are weird. Can anyone help me?

outer oriole
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can anyone rig a face for me

neon quiver
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i notice sometimes the unity uploading image processind upload get stuck. End up having to exit unity.

modest fable
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So anyone know how to get fully body tracking as good as Bot_Y's for legs/toes? (blue robot dummy)

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every time I choose one of my avatars to calibrate my feet trackers are above th4e ground in vrchat, I have no idea how to fix/ whats causing this, I tried making an avatar at my height irl but same issue persisted

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I would die for a tutorial on how to make models work with full body that show an example of the end result or more importantly work well T~T

neon quiver
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yeah me to. i have trackers to

brisk mesa
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@modest fable well first off did you make sure all your origin points for your avatar are actually on the ground though? Like without gaps between you and the floor

modest fable
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yes

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I tried that with 2 seperate avatars and the same result sadly

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tried changing the bounds of the mesh in also, tried middle origin point also and got the same result with all

restive hill
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Dark, you probably need blender and maybe others

low parrot
gleaming falcon
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@low parrot Hit configure, reset bone, force t-pose, and you should be good

gleaming falcon
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Yup. it resets what bones are in the scene. So if you adjust bone rotation before hand, it resets it back to t-pose

low parrot
balmy goblet
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Heya does anoyne know a quick fix of knees not bending when squatting?

gleaming falcon
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If the animation uses that bone, it would matter. Are you doing an MMD dance scene?

low parrot
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Nah, I just added a blink animation. Nothin' with arms or legs.

gleaming falcon
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Ah, I would upload and see if it works

low parrot
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I can't use the Muscle Editor on it to give it gesture animations without it being Humanoid though. I guess I'll try adding toes?

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So, prior to this, I rigged her correctly, but her skirt wasn't parented to her Hips, so they wouldn't move together. At that point, she had a bone I rigged to Toes called Right/Left ankle_end.
After I fixed the parenting in Blender, I got this error and found she didn't have Right/Left ankle_ends anymore.

gleaming falcon
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check to see if the feet and toes are set right in the humanoid configure thingy

fading verge
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Also try remaking the rig too. i found adding bones and reimporting wouldnt update the rig properly sometimes

low parrot
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Like, remap everythign?

fading verge
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Set it to generic and back to humanoid and start fresh

low parrot
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Wow, that completely fixed it! Thanks, I had no idea resetting that would make a difference!

fading verge
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I guess the rig keeps a copy of the model's armature and doesnt always update correctly vrpill

neon quiver
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my hands are mest up in vrchat yet look fine in unity and blender. maybe it has to do with the eight paint? the finger pose are really bent weird.

viscid stirrup
fading verge
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Eye tracking still doesn't work....did it with cats in blender / unity = it has left and right eyes assigned

random lotus
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http://prntscr.com/iamjcc how do i attatch the new bones to the armature? i already know the shortcut for it but idk what to do after that

Lightshot

Captured with Lightshot

dense marsh
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hi, when I'm doing bone parenting in unity rigging mode it doesn't saving after hitting done, what's problem?

neat crescent
fading verge
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on unity it's fine. anckle is attached where it's supposed to

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Xenoverse models are quality

pine harbor
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@fading verge it looks like quite a few of the faces are inverted -- if you don't want to fiddle around with it further in blender, you might find it easiest to sort out in unity by using double-sided shaders

fading verge
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How so?

pine harbor
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from that screenshot, it looks like only the faces that are "inside" of the model's body is being rendered -- most of what's on the outside looks like it isn't

but that doesn't really matter if you use a shader that just makes both sides of the mesh faces render, because that'll automatically let you see all the outer faces that you're normally supposed to see anyway

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you could also try to flip all the face normals in blender, but i don't know if it's actually all of the faces which have been inverted, or just most of them -- those few exceptions may prove annoying

spring shell
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when I am weight painting, some vertices are affected by others (if i add some places others subtract) is there a way to unlink them?

fading verge
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Well what shaders should I use then?

pine harbor
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the emissive/diffuse one that comes with it should work decently for that model, since it's got an anime art style

fading verge
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Alright

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I'll give it a shot

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What do?

cobalt cedar
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fix now

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also jesus that has alot of normals

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how many materials does that model have

fading verge
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18

cobalt cedar
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that is quite a few materials

proud wyvern
#

Is there a way to preview how an avatar's idle animation looks before putting it in VRchat?

fading verge
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Well not much I could do, since it wasn't imported into Blender via CATS

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The original file was a .mesh file

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And the textures were a bit weird

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The model doesn't even have bones for the eyes, which kinda sucks

cobalt cedar
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I just had to fix a mmd skeleton that I didn't realise that cats makes unable to use vmd

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the joys of forcing another skeleton on

lucid cave
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oop I need help, I've heard of people being able to use buttons to change their expressions instead of vr, but on laptop, anyone know anything about this/ how to do this?