#avatar-rigging

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lucid cave
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or even like a video link would help I don't know what it would be called

fading verge
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i wanna know too

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the only thing i can think of is binding vr buttons unto the keyboard

lucid cave
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yeah I think I remember someone saying they hit a certain key and it changes their expression even on pc

fading verge
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dont wanna make my expressions go to waste

lucid cave
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yeah same here

cerulean dawn
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has anyone here imported a model from wow with the wow model viewer

snow flame
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Anyone know a way to put moving parts on an avatar without doing dynamic bones?

static parcel
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Another day, another model that won't import right for some reason ๐Ÿ˜‘

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I have a simple plane mesh for a blinking light that grows with blendshapes but the shapes don't show up in unity

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I can't see why it wouldn't be working. It's the exact same settings as other models I've done

mossy geode
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I need help adding bones to an avatar, I don't know how to ๐Ÿ˜ข

static parcel
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Even tried hiding an extra piece of geometry next to it, incase a simple scale tweak doesn't register on unity somehow

patent blaze
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Okay i have a model that bends at the elbows when my arms are fully stretched, I managed to get the arms to fall to the side by following advice and putting the vrc descriptor IN the face but now anytime I move foward I get a bunch of hair in my eyes. anyadvice on how I might stop that from happening?

unique tapir
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Anyone know a way around this problem with Mixamo being retarded? I've placed the darn circles in the places and it keeps saying I haven't placed them. Isn't there an override or anything?

fading verge
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hit or miss

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i think

random lotus
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http://prntscr.com/iao8u2 would i be able to just freaking past a armature on this one? i am not fighting with it, but my friend wants this one so bad

Lightshot

Captured with Lightshot

fading verge
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what error in

random lotus
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@fading verge hm?

fading verge
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what erorr do you get

random lotus
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oh, same as last one, it lacks parts of the armature

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more than just parts, pretty much the entire armature

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and broken textures galore

fading verge
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gimme

random lotus
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okie

reef verge
balmy summit
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@reef verge edit mode > bones > click elbow bone, > check the "connected" box in it's settings

mossy geode
fading verge
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@mossy geode right click the bones, shift right click the mesh, ctrl +p or was it alt + p, choose automatic weights

balmy summit
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I have a arm who got messed up for unknown reason, can't assign automatic weights, it says there's an error with one of the bones, weight painted manually, not much changed

calm needle
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@random lotus you could throw in some extra bones there to make it work. just depends on how you want it to move will determain which bones are attaching to waht

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@balmy summit You could try doing some manual weight painting. If you want to try auto painting again, try removing doubles from the model

balmy summit
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b-but i said i did manual weight paint, didn't change too much

calm needle
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make sure other bones arent weight painted to it as well

balmy summit
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can i just copy the entire left arm settings and override the right one?

calm needle
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sometimes yes if its an exact mirrored mesh

balmy summit
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oh, there goes my dreams

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the right one has some sort metal(?) accesory

calm needle
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did you make sure there was no weight paint there on other bones?

balmy summit
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yeah, i used the left arm as an example to paint the right one

calm needle
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did you have the left arm selected while painting the right?

fading verge
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did you check any of the other bones if weights have been applied,

calm needle
balmy summit
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checking right now

calm needle
balmy summit
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that's why i couldn't fix the the arm and elbow, the whole shoulder bone had the entire arm red

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a friend tried to help me fix the eye movement, he messed up with the arms in the process

calm needle
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dont feel bad, it happens all the time

mystic sluice
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anyone have the issue where unity cuts away textures facing you?

mystic sluice
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Never mind, found the issue. Normals were flipped

tardy schooner
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https://imgur.com/a/6JZUw

Someone knows how to change this goddam dynamic bones? they ruin everything, the boobs move weird, it is happening to me a lot, how can I solve it so they move normally?

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I have a model that works perfectly, I checked on Blender to see if there was a difference in the bones and it was exactly the same thing, the bones were connected to the same place and were also in the same position, I don't know how to solve this

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Someone pleaseeee please, help me

night spear
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I thought that this was probably the better channel to post this, but
https://pasteboard.co/H6krLMo.png
My bones are like this. Any one have any idea on what the hell is that supposed to be?

Super simple and lightning fast image sharing. Upload clipboard images with Copy & Paste and image files with Drag & Drop

tardy schooner
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Try joining meshes

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on CATS

night spear
tardy schooner
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oh, you are using an fbx model?

night spear
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yep

wild glacier
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When I add dynamic bones to my models chest, the breasts move but only the breasts not the top. Anyone know whats wrong and how to fix it?

tardy schooner
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Let me remember how I did it, because I once used an fbx model, it was hard for me tho, being a newbie xD

night spear
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I did 8 or 9 models like this before, but I just deleted everything and used Mixamo.

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But I wanted to know if anyone have a better solution to this, as Mixamo can't rig eyes and such

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I heard there's a script or something for 3DSMax, but I'm using Blender...

tardy schooner
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Like I didn't parent them and it worked fine, but with this one that didn't worked, I'll try what you've said

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oh no, you can't on pc, you have to upload it to an image sharing page and sjare the page

wild glacier
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You have to use a website that lets you post pics then link the url to the page with the picture you posted. @terse plover

tardy schooner
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well, the link

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how is that of octohedral bones?

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I don't understtand the rigging that muc

night spear
tardy schooner
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I have Armature, pose and body, when I open the armature tab it just shows the bones

night spear
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Are you talking to me or Kiritsuna? :p

tardy schooner
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yeah, I have that octahedral option already

earnest rivet
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Any way to keep head-tracking, but have nothing else bound?

light kindle
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If anyone know the solution to Yans problem please tell me too

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Had the same thing happen before

fading verge
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How does one add bones? Trying to add bones to hair.

light kindle
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Select a bone

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Edit

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And its a letter somewhere

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On your keyboard

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It's probably e or n or b or something

tame terrace
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Is there a way to remove legs from tracking on a humanoid avatar?

light kindle
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If you mean making it that you're legs aren't tracked using vr I don't know

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Your*

tardy schooner
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well, I couldn't solve my boob problem at all, they only move diagonally ๐Ÿ˜ฆ

tame terrace
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I am trying to animate the legs, but the rest of the avatar gets frozen

light kindle
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Usually the boobs are shown as spheres in dynabones if that helps

tardy schooner
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It never hapopened to me

earnest rivet
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Aye, i want to remove pieces from tracking too

light kindle
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Also rawt I don't understand what you mean

tardy schooner
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https://imgur.com/a/rf7hy this is how I wanted the boobs to be because I saw that it's the only way the boobs move normally without losing the physics, and also don't clip

tame terrace
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My legs have a custom animation. But applying the animation gets my avatar's head and arms stuck

tardy schooner
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buut, it just looks like a V

light kindle
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If you have it as a custom animation the character pauses what they're doing, don't take any instructions from the player, and do the animation till its done

tame terrace
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Is there a way to get around that?

light kindle
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Oh hang on you talking about a walking cycle or something

tame terrace
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Yes

light kindle
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Not sure myself but make sure your overriding the right thing and ask in animation

tame terrace
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alright, thanks!

light kindle
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Np

night spear
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jolly, what model were you using?

light kindle
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Uhh

night spear
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I've found out that the only way I can make my model work is downloading 3DS Max

light kindle
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It was actually edgy

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(worth)

night spear
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Oh so it's even from the same game huh

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I've uploaded Edgy using Mixamo, but it just feels bad

opal aurora
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Y'all gettin' phoenix wright characters in vee arr cee?

light kindle
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Wow I thought we might be on the same case

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Yuppo

night spear
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I am.

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Got 8 or 9 so far.

opal aurora
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Noice

pine harbor
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@night spear @light kindle if switching your bone displays from "stick" to "octahedral" didn't solve your weird bone shapes, it's probably mixamo failing to give the bones some proper distance between their heads and tails -- not sure there's an easy fix for that without going through and manually realigning each tail point

night spear
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Actually, they're not from Mixamo, they're the ones that came with the model. It's impossible to set them to octahedral or anything like that because Blender don't recognize them as bones, but as meshes.

opal aurora
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How does one change the bone display to octahedral?

night spear
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I believe it's under Display options in Armature Tab

opal aurora
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Regardles of file format?

night spear
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If it's a bone then I guess it should work

opal aurora
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I could finally work with source models and be more effective with xnalara models if such is the case

night spear
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@light kindle I got a random plugin that imports files from Resident Evil and it actually kinda worked. The bones are showing

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(not the mesh though, just bones)

pine harbor
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@night spear ah right, misunderstood the problem...yeaaaah, that'll be your ripping program not knowing how to interpret that data

light kindle
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Is your mean not showing

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Yan

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Mesh*

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Sorry

night spear
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@pine harbor yep. I'm getting 3DS Max, that should fix everything I hope

light kindle
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I used 3dmax and didn't get good bones

night spear
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Nope. I'm not importing the 3DS file, I'm importing a .mod file

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Did you follow that tutorial on Court-Records?

light kindle
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I'm not on my comp so I can't check

night spear
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This is Wright's bones. It looks like a Star Wars droid or something

light kindle
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It's really nice to be able to see the bones though!!

night spear
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The problem here being that if I import the mesh now, it won't be properly weight painted

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Yeah, it's already a step up

opal aurora
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I mean...

last barn
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Does rigging include boning?

night spear
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Well...

opal aurora
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Shouldn't the vertex groups attach to the bones if you join them?

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Since they retain the same name

pine harbor
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@opal aurora that's assuming the separately ripped mesh still came out with the vertex groups and their proper weights -- a lot of programs don't seem to assign them properly if they didn't come out with the skeleton at the same time

night spear
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I don't know, I didn't knew that was a thing. I'll try to import the mesh and see what happens

opal aurora
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True, but assuming it did- wouldn't such be the case?

tardy schooner
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rigging is working with the bones for what I know @last barn

last barn
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I guess I've gotta bone DK then

night spear
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It didn't work. The model didn't even scaled to the bones or the other way around.

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There's no vertex groups in any mesh

surreal parrot
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Ok

light kindle
surreal parrot
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Not sure why this is happening

night spear
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Yep, that's what I was afraid you would say

light kindle
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?

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why so

night spear
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If you followed the guide and it didn't worked

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My chances are very slim

light kindle
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no its about the bones

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the meshes that way are fine

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you just need the bones as bones

night spear
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the bones are from the .mod file that you get by this tutorial

light kindle
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not dots

night spear
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I know, but if the bones don't have their weights assigned, they're as good as Mixamo

pine harbor
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@opal aurora if the mesh came out with the vertex weights intact otherwise, then yeah -- you could just parent it straight to the separately extracted skeleton with no additional weighting, and it should work -- just more a matter of it not usually happening that way ๐Ÿ˜›

light kindle
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parenting them and doing it yourself will be easier though

night spear
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Also, scaling Wright to fit the bones perfectly is pretty hard

light kindle
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whatd you use to convert bones?

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ill check with edgy

night spear
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I don't know, it's a script from Resident Evil or something.

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I'll send it to you via DM

light kindle
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cool, lets see if we can get this working

surreal parrot
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So

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Any ideas on what is wrong?

night spear
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What exactly is going on?

surreal parrot
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This

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The error messages

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I don't see anything physically on the model that should cause any troubles

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Other than some hand issues

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But those never mattered on any other models

pine harbor
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did you delete and reimport the model under the same name, after having made edits to the bones?

surreal parrot
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I did yes

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The bones that last gave me problems are now gone

pine harbor
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hmm, show the model in explorer on your computer

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the old model was deleted, but the associated metadata files that unity generated for its own uses weren't from the previous versions

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so it's trying to use the metadata from the old one, and finding conflicts with this new one

surreal parrot
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Ah

pine harbor
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you're looking for stuff with a similar filename, but .fbm or other junk around it which clearly isn't the FBX file

surreal parrot
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So just restart it entirely?

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Amd only use the fixed one

pine harbor
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that's one way of doing it, but you can also get around it if you find and wipe out all the metadata files

surreal parrot
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Because all i did was delete the old model on the same project

pine harbor
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that'll force unity to generate them again when you next import it

surreal parrot
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K, Ill try that real quick

pine harbor
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right click the model you imported in your assets, and go to "show in explorer"

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that'll take you where you need to go

surreal parrot
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Oh

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The meta file for the old one is there

pine harbor
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^bingo

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unity's trying to find the bone hierarchy for the old one from that

surreal parrot
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Ok

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I just deleted everyrhing

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Gonna import it again

pine harbor
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if that still doesn't seem to work, just rename the file you're trying to import over

surreal parrot
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Yep

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Didn't work

pine harbor
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hm, try renaming the file before importing then

surreal parrot
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K

pine harbor
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restarting unity after some of these options may also help, but i don't think the rename option should need a restart

surreal parrot
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Ok

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So the error message is saying

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Oh wait

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There are animation files in the same folder

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Would it try to pull some of those?

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Or nah

pine harbor
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hmmm, that i can't say for sure, i'm only still getting started on animations myself

fading verge
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what is this

opal aurora
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It's special

tardy schooner
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just delete those bones

pine harbor
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@surreal parrot that still sounds like the earlier problem, hmm...if all of deletion, renaming and restarting unity didn't do anything, i might need to suggest just outright starting a new scene/project, yeah =_=

fading verge
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google/howdodeletebones

surreal parrot
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Kk

pine harbor
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deleting the metadata files was usually enough for me, so i'm not sure what's happening in this case

surreal parrot
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Ya

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Its weird

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Maybe he just messed up the bone heirarchy real good

gloomy loom
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no no no dont straight up delete them @fading verge what are those bones called

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they could be important to the model, like wrist bones or thumbs

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thats oversized

fading verge
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um

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lemme see

surreal parrot
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Nope

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Didn't help

low parrot
surreal parrot
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So its definitely something with the model

fading verge
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idk how to check what bones are called ive never used blender

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rippu

night spear
gloomy loom
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go to object mode select teh armature, then go to edit mode and select that bone, theno nthe right hand side

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you should see a tab that looks liek a bone

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scroll aroudn there and it should tell you the name

fading verge
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ok lemmechecku

gloomy loom
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or what yan posted which I had no idea existed

fading verge
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its the thumb

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idontneeddthumbs

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deletehumbs

gloomy loom
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oh god please dont

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just resize the bone

opal aurora
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Isn't that going to fuck up the weights and make it a mangled mess if you delete ehm?

gloomy loom
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itll fuck up the hand and probably ouwld make the hand into a 4D monster

opal aurora
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My speciality 3 months ago

earnest rivet
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Any way to keep only head tracking?

fading verge
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@low parrot Go into editmode and select them, then just drag them down. Shouldn't be too hard.

paper sparrow
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Does anyone know how the characters height is calculated? When i import my character ingame the game floor comes up to ny irl waist

high stream
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i have never done fingers before. do i need to extrude from the wrist bone or do i make a hand bone and make fingers off of that

paper sparrow
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Go off the wrist

high stream
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ok thank you

paper sparrow
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Depends on what control profile you have active. In the maya profile its hold down alt and then click and drag.

high stream
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hey sentinel is there a way to pan up and down on blender?

paper sparrow
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.

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Otherwise i dont know the controls. I do t use blender

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Dont

high stream
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ok

fossil shuttle
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hold shift

high stream
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@fossil shuttle thank you sooo much no more zoooming and wierd angles

fossil shuttle
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@high stream No Problem

brisk mesa
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@paper sparrow sorry i was afk earlier, but did you check the origin of your mesh to make sure it's actually on the ground though

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like all of them, any mesh piece

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then your steamvr options need to be calibrated too

paper sparrow
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@brisk mesa hmm ok, i'll have to look into that when i get home. thing is though my character has really long arms and relativly short legs. so could that have anyhting to do with it?

high stream
paper sparrow
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yes

modern oyster
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Yes

high stream
brisk mesa
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Idk i dont often connect my thighs to my hips tbh and theyre fine

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But ya it can dangle

high stream
young estuary
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does anyone have any experience with getting VR hand movement to work with non humanoid rigs in unity?

paper sparrow
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how does the whole, head dissapearing thing work when my camera is inside of it? does the head have to be a seperate mesh? and if so does the head have to be parented? or can it be softbound to the skeleton?

modern oyster
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@paper sparrow You mean the fact that you can't see your own head?

paper sparrow
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yeah the thing where you cant see your own head if your camera is too close

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like if you play an emote in vr your character doesnt have a head

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untill the character gets too far away from your camera

modern oyster
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That.. sounds off..

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The effect should stop after you activate the emote.

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(I'm not sure about it in VR)

paper sparrow
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well it doesnt but i want to know how i need to set up my character in order to make that happen

modern oyster
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No clue.. sorry.

fading verge
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vrchat (and most games) only render one side of polygons, the outside

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the viewball should be on the bridge of your nose outside the head

paper sparrow
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thats not the problem

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i need the head to dissapear

fading verge
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its why you cant see it

paper sparrow
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no because when i do the emote the heads on other avatars dissapear when my camera is too close to the head

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i need to know the mechanism behind that

fading verge
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you ask why the head dissappears when the cam is inside it

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I was referring to that part

paper sparrow
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ah well thats not the part i need to know ๐Ÿ˜›

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i need to know if my head needs to be a seperate piece in order to make that happen

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this is something else than doublesided rendering

fading verge
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the best way to make it imvisible for you is a shader that fades out your head at extremely close range but it will affect other players too I guess

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but let me repeat that the cam shouldn't be inside your head mesh at all ๐Ÿ˜‰

paper sparrow
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i know ๐Ÿ˜›

fading verge
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I'm trying to help

paper sparrow
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but my character is somewhat unique

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like my camera is not inside the model but it is still behind my eyelids

fading verge
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but it shouldn't end up inside at all

paper sparrow
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my eyelids are attached to the head

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and i know there is a mechanism already in the game that makes the head dissapear if the camera is too close to it for the player but not everyone else

fading verge
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most ppl have that turned off

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it's 'personal space' in your settings

paper sparrow
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thats also not what i mean ๐Ÿ˜›

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i cant get a screenshot of it here since i'm at work so i guess its hard to explain

fading verge
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don't put the viewball inside anything

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I have the same issue, turning on personal space just makes other players vanish when i am close to them

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yup

safe bluff
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The viewpoint is recommended to be inside of the head, especially when you have VR since otherwise you won't be able to extend your arms properly

paper sparrow
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I have the feeling that you guys have no idea what i'm talking about ๐Ÿ˜›

safe bluff
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The head mesh does not need to be a separate mesh for it to work, it's recommended for it to be one mesh in total anyways for draw calls

paper sparrow
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aaaaah

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ok thats what i needed to know

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my mesh is 1 piece atm so thats fine

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saves me work having to seperate it

fading verge
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when tupper tells us to put just above the bridge of the nose I listen to him

paper sparrow
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in his latest tutorial he put it inside the head though

brisk mesa
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Oh shit i just realized i wanted a natural selection alien so i can have an alien mouth view.

paper sparrow
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hehe

safe bluff
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For desktop, it's fine, for VR you'd want it as close to where your facial features actually are for "immersion"

fading verge
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ofcourse

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it's juuuust in front of the eyes

paper sparrow
safe bluff
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For a character like this I'd recommend just experimenting, try that viewpoint and if it doesn't work out then put it a little further out

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He got long arms

paper sparrow
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yep

fading verge
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using a variation of the distance fade shader will make it not render up very close, but it will impact others

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and it will not render the back of the eyelid anyway probably

limber pine
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@paper sparrow he reminds me of a core from portal 2 :>

paper sparrow
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Yeah i took some inspiration from that but its my own design ๐Ÿ˜ƒ

limber pine
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i like it!! :D

paper sparrow
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thanks ๐Ÿ˜ƒ

limber pine
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im trying to get LeftFoot under LeftKneeD

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same with the right one

paper sparrow
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that hierarchy looks good to me. or is that after you edited it?

limber pine
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nope

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thats before

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it does look good, but the problem is that some of the joints are wrongly named

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leftFoot and leftFootD are switched

paper sparrow
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ah

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cant you jsut rename them then?

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btw is that in unity or blender?

limber pine
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its unity

paper sparrow
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hmmm

limber pine
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i mean if i rename them it wont swap their hierarchy

paper sparrow
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right

limber pine
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leftfoot is where leftfootd is supposed to be

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same thing with the rightfoot thingies

fading verge
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wait, where do you swap them?

limber pine
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configuring the rig

fading verge
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kk, that's good

limber pine
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as soon as i press "done" it reverts, and the apply button is grayed out

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if i leave it the way it is, it ends up looking like this when she walks

fading verge
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did you 'apply'? sorry, just going over the low hanging suggestions

limber pine
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again, apply button is grayed out

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if i do however, swap which bones are allocated, then i can apply

fading verge
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ah

limber pine
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and ive tried that, and it only applies what i changed on the left

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aka setting which joint is the hand, head, etc

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but it does not keep my hierarchy changes

fading verge
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renaming won't swap them, it's just a label, not the object 'id'

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rearranging in the rig config does

limber pine
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but i am rearranging

fading verge
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yeah, but it reverts right? ๐Ÿ˜ฆ

limber pine
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ive rearranged and they always go back to the same spot after i hit done

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it reverts :c

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if i have to use blender for this, i dont know how to really umu'

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though i do own blender

fading verge
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doing it in unity in the rig should be enough afaik

limber pine
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hmm i hope

fading verge
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but I'm stumped as to why it won't apply your changes

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it should, even if it invalidates the rig

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but yeah, other than selecting other bones, I think unity cannot change hierarchy

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so you need to reparent in blender

limber pine
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ahh

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i dont know how to do that, could you help?

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tell me the steps maybe

fading verge
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(never sure how far people are ๐Ÿ˜‰ )

limber pine
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aaa let me see,

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i dont even know where to start ;o;

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@fading verge so so sorry to annoy you but do you think you could help if i sent you the fbx ;w;

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gosh this is embarassing id ont even know how to rotate my viewpoint in blender

fading verge
#

oh ehm ๐Ÿ˜„ well, it's worth finding out how

#

and remember in blender you can't make changes to bones if you're in object mode, only in edit mode

limber pine
#

i had no idea there were modes

#

gosh 1 sec lemme dm you

fading verge
#

tab switches between them

manic marsh
#

vrchat why....

pale hull
#

Hand bone looks like it's definitely not the first child of the lower arm bone

#

Which the SDK should warn you about

manic marsh
#

hmm it warns me about the legs but thats all

#

and isnt it supposed to be elbow > wrist ?

pale hull
#

The optimal arm hierachy is just Shoulder > Upper Arm > Lower Arm > Hand > Fingerbones with no other bones in between

fading verge
#

how do i fix feet

gleaming falcon
#

@fading verge In blender you can use a vertex mix modifier

fading verge
gleaming falcon
#

O_o looks like he went through a trash compactor

fading verge
#

the feet are like this how to fix

gleaming falcon
#

Send a screenshot in blender of the bones?

opal aurora
#

Either a weight paint issue or if it's a mmd model it may be waist cancelators

gleaming falcon
#

Although I still think a trash compactor attacked it

opal aurora
#

Possibly

fading verge
gleaming falcon
#

Bone structure looks okay. Seems the vertex groups got messed up.

opal aurora
#

This might just be my eyes but...

#

I think i see waist cancelator bones

pine harbor
#

the stuff that seems to be going down through the middle of the spine and pelvis bones? guessing those might be bones for the coat on the back side

opal aurora
#

Inbetween leg & knee

pine harbor
#

ah...those, i haven't got a clue about o_o

opal aurora
#

It may just be my eyes as i just woke up but i've fixed enough of those to recognize them

pine harbor
#

i've never dealt with those, but it looks like there're small bones pointing in the reverse direction on most of the leg hierarchy ones

#

it does look like something's there though, the arm bones don't seem to have that same pattern at their tail ends

opal aurora
#

Normally there're 3 points per leg

#

One at the top of the leg, another between leg and knee and another around the ankle

fading verge
#

are those the problems

opal aurora
#

Probably yes

#

They're essentially a second pair of legs

#

And don't naturally follow the normal legs

fading verge
#

ok so how do i fix it

opal aurora
#

Parent them to their direct counterparts

modern dragon
#

Ooh, sounds sweet. I hope to see it running. I have been wanting to look into models with extra legs.

opal aurora
#

LegD to Leg, KneeD to Knee etc

#

It's not directly that jeridon

modern dragon
#

Wouldn't they naturally move along with the legs on the diagonal side, though?

#

That way the balance stays distributed well.

tardy schooner
#

I'm going to change my question: I have 2 different models with the same bone parenting and everything in the boob part and chest, with one model, although I have it rooted I can select both boob bones separated and still have dynamic bones for each, in the other model, if I do the same, the boob dynamic bones dissapear, why is this happening?

opal aurora
#

These 2 pairs of leg bones interact with the same legs, but in different parts

balmy solstice
#

I'm seeking someone with VR to test an avatar's fingers

#

(I don't have VR, I'm poor)

cerulean dawn
#

I am doing my first from scratch rig and am trying to do weight painting but everytime I do weight painting after entering pose mode it selects the entire armature

#

what can I do to fix this

#

also won't let me select a single bone

paper sparrow
#

sorry i wish i could help but i dont know how to rig in blender.

#

only in maya

crisp tendon
#

@cerulean dawn Set armature in pose mode then click on your mesh in the tab and switch to weight painting mode, right click a bone

cerulean dawn
#

oh I figured the issue out

#

I needed to select both then ctrl + p to set with empty groups

balmy solstice
cerulean dawn
#

isn't there a way to like wireframe the bones and keep the mesh solid

crisp tendon
#

@balmy solstice Fix the rotation in blender

#

@cerulean dawn It's already the most visible possible, that's what X-ray does

balmy solstice
#

@crisp tendon It occurs when I'm idle, I walk just fine

crisp tendon
#

and you're using the default idle animation ?

balmy solstice
#

Ye

crisp tendon
#

Did you look at your rest pose in blender ?

balmy solstice
#

It's in rest postition

#

@crisp tendon

crisp tendon
#

That's what I mean, did you check the bone rotation of the model in rest pose ?

balmy solstice
#

by rotation you mean the roll?

#

or

#

???

spiral fog
#

question are we allowed to edit avatar controller template directly

#

like if we assigned it to our model would it upload and follow that

past tendon
spiral fog
#

@past tendon unparent the bones, place new bones named shoulders, parent shoulders to chest, parent arms to sholders

#

you probably don't need to rebind it

past tendon
#

@spiral fog Thanks :3

spiral fog
#

I might be wrong not sure if blender works that way still

crisp tendon
#

There's already shoulder bones tho

past tendon
#

It said it was mssing them in unity kek

crisp tendon
#

either incorrect name or wrong hierarchy

#

@balmy solstice actually, is it using female or male animation ?

spice crypt
#

can anyone help me to destimate ? so high polygones

past tendon
#

here's what it shows

balmy solstice
#

@crisp tendon Male, because It'd be silly to set EmperorGreymon to a female animation set with a stature like that

crisp tendon
#

Can you show what it looks like in rest pose in blender ?

past tendon
#

the arms disappear in unity. Where did those bones go? DAMN YOU UNITY

balmy solstice
#

@crisp tendon

past tendon
#

My problems all come down to unity every time kek

crisp tendon
#

ok, check the rotation for the knee then @balmy solstice

#

@past tendon just map them and they'll reappear

balmy solstice
#

@crisp tendon is it the Roll?

#

Because both are set to 0

crisp tendon
#

so, moving the feet or the leg looks fine with the knee ?

pale pelican
#

So I just made bones but now I have no idea what to do next

balmy solstice
#

@pale pelican I see that renamon

#

I have renamon

pale pelican
#

Oh

balmy solstice
#

And the answer is you Weight paint them

pale pelican
#

Hm

#

But like the bones aren't connected to the model

crisp tendon
#

"And the answer is you Weight paint them"

spice crypt
#

anyone here knows how to decimate a model manually? a tutorial would be helpful

pale pelican
#

I mean this

#

I can't find how to parent it for some reason ๐Ÿค”

crisp tendon
#

@spice crypt there's a lot of them on youtube, for vrchat too

spice crypt
#

@crisp tendon Not with the decimate tool, because I've tried that and looks so bad

crisp tendon
#

decimating basically means "make it look worse so it's more acceptable"

past tendon
#

Ohhh it's literally just not mapped kek

#

I didn't process that till like 3 minutes after you saying

#

I'm tired as hell

spice crypt
#

@pale pelican I've seen that in a tutorial for bones.. Click on bones, press tab, click on the bone u want to move and move it with G.

pale pelican
#

Thanks ๐Ÿ‘

#

I have it parented now but I get this

spice crypt
pale pelican
#

Thanks

spice crypt
#

u need to press tab and click on the bone itself man... like this

pale pelican
#

Yep that's what I did

#

But like when I parent it to the model, the bones are -90 off

balmy solstice
#

@crisp tendon How exactly do I check the rotation?

crisp tendon
#

face the avatar sideway, move the foot up in pose position, then check the knee position ?

pale pelican
#

I'm super confused

#

What I did was import the model, made an armature and place the bones

spice crypt
pale pelican
#

That what's happen when I move the bones

spice crypt
balmy solstice
#

Wait @crisp tendon Does feet rotation also affect the knees?

pale pelican
#

I have nothing when I click it, just gray

spice crypt
#

@pale pelican PRESS TAB

pale pelican
#

I don't want to move a bone

#

I give up

crisp tendon
#

@balmy solstice it doesn't, that's why we're making sure the knee itself and the two bones for the leg move correctly according to feet position

#

i assume you used cat's plugin before to try to fix it ?

steady spruce
#

Anyone know any good tutorial videos for bone rigging

#

In blender

#

I mean Microsoft paint

spice crypt
#

@pale pelican you need to do bones for finger for that avatar from scracht

steady spruce
#

@spice crypt do you like me

spice crypt
#

@pale pelican you you need to create 1 bone then move it

#

so you*

crisp tendon
#

@steady spruce let's tone it down please, you'll find tutorial on youtube, any will do

steady spruce
#

What u mean tone it down

crisp tendon
#

the jokes

steady spruce
#

Am I in trouble

#

Am I going to jail

crisp tendon
balmy solstice
#

When i move the leg up, the knee moves appropriately

spice crypt
#

I just learnt by tutorials. Go there, just ask here if you don't find any solution watching tutorials

steady spruce
#

I tried to make a hair bone but when I move the bone the whole character spins around

#

Itโ€™s just I was only given 1 hour to do this or my dad is going to lock me in a fridge full of flesh eating cockroaches

#

Iโ€™ll figure it out I guess

spice crypt
#

@steady spruce press tab

steady spruce
#

Thunks

#

Olive you

#

Jk I donโ€™t have a dad

balmy solstice
#

@crisp tendon when i rotate the part in pose mode it rotates correctly yes.

#

As in it goes back and forth and not side to side

crisp tendon
#

then i'm not sure, are you in desktop mode or vr ?

balmy solstice
#

Desktop

crisp tendon
#

then fixing the height should fix this entirely

balmy solstice
#

I have it set to max

#

BurningGreymon has it to stop his legs from doin the splits

crisp tendon
#

Are you two leg bones connected ?

pale pelican
#

๐Ÿ˜

balmy solstice
#

@crisp tendon nope

#

I can send you the Blend file if you want to look at it

crisp tendon
#

sure

pale pelican
#

Can someone look at my model too ?

#

I'm just so lost

past tendon
#

Anyone know why it's doing this?

#

Cause everything is maped

smoky moon
#

When you (actually me,not you up there) are too lazy to find models that have complete spine hierarchy

balmy solstice
#

@past tendon remove upperchest

fading verge
#

does anyone know how to make a avatar float?

paper sparrow
#

I am trying to make custom visemes for the face of my character, do the target shapes need to be in the same file or can they be seperate files?

#

or does someone have a tutorial to make custom visemes?

#

that i can reverse engineer

calm needle
#

the blend shapes are part of the mesh itself

paper sparrow
#

blendshapes in maya usually mean creating seperate meshes with different expressions and then linking them to the main mesh as morph targets

#

i assume those seperate meshes need to be part of the file then?

#

or can i export the file without those meshes?

#

i've never used blendshapes to export

calm needle
#

i dont use maya so im not sure

#

in blender, they are just part of the same mesh

paper sparrow
#

hmm

smoky moon
#

I know its a retarted question but,how do you add additional bones to a creation?

reef verge
past tendon
#

ok so which one of these bones is the hip

#

It's the tiny one right?

fallen mesa
#

guys i have problems with my armpit - It and the breasts move with my arms (Transform, stretch wayyyy too much) How do i deal with that?

#

any tutorial video for that?

crisp tendon
#

right click the vertices in edit mode, press N and remove the incorrect vertices from the panel

#

menu is called "vertex weight"

fallen mesa
#

well, do i click on the bone first or stuff? Thats a little bit too less detailed

#

oh ok

#

where is the menu tho

crisp tendon
#

on the panel you open with N

fallen mesa
#

I only have transform there

#

there is no vertex weight

#

am i stupid? I cant find it LUL

#

ohh i see

#

mhh wait so how do i like... get the whole vertexes of the shouldergroup or edit multiple verts

#

wow this is difficult it gives me like no feedback uwu

earnest rivet
#

Any way to change default posture?

icy maple
#

Hello everyone. So my character stands IN the floor when uploaded. How do I fix this so her feet is origin to the ground?

fading verge
#

can someone rig a model for me? ive been having issues with rigging it myself, and i already tried mixamo

loud anvil
#

Hey guys, could someone help me with this issue? I've imported this model but whenever I go into pose mode the arm itself doesn't actually move.

hazy knot
#

You'll probably need to weight the mesh to the bone

loud anvil
#

Yeah auto weight doesn't work :/

#

I'll check out the video

#

thank you

past tendon
#

Could someone help me with this freaking rig. I've been trying to put it on forever. Can someone take the file and see what's up with the rig?

loud anvil
#

I fixed it, had to readjust the vertex groups :)

fading verge
#

@icy maple go into the rig config and raise the hips up a little

icy maple
#

I htink i may have found the problem, uploading and testing now

#

The humanoid thought the legs were in her skirt, because she has no actual legs, just leg bones.

#

Changed it to that, uploading now, and about to test

proper vault
#

I know someone asked this a few hours ago, but they didn't really get a response. Does anyone have a link to a tutorial to make 3D visemes for models yourself? I just wanna make the AA, CH, and OU ones so I can throw it into CATS since the model didn't produce shape keys.

low parrot
proper vault
#

thanks!

#

A couple more questions, when decimating there are sometimes empty spaces created, which I heard are called zeros. Can someone show me how/where is the option I can click to remove the zeros? I've also seen people grab the vertices of the object and just kind of stitch them together to remove the spaces, can someone explain how to do that as well?

low parrot
#

I've never tried fixing an odd decimation, and I wish I had for a couple of my avatars

earnest rivet
#

In blender, is there a way to change where an bone's pivot point is, without actually moving the bone's position in the model?

pine harbor
#

you can kind of select individual vertices in edit mode with right click, and then attempt to drag it around...except i've always found that quite finnicky in 3D space, when you're on a 2D screen...

#

@earnest rivet can you elaborate a little on that, or give examples? i'm sort of understanding the bone's position as its pivot point right now

earnest rivet
#

Basically, i'm trying to find some way to cheat VR's declaration of what is a T-standing position since my model has an awkward posture. This is just one of many things i've been trying.
It does work, in the sense that my model is standing like it should (non-human posture) while i stand normally in VRchat.

#

But the pivots of the bones i moved into a human-position are off because of that

pine harbor
#

i can't say my brain's having a good time trying to reconcile how that's all meant to map together properly in VR, but the closest piece of related info i can think of is that you can still have child bones parented to other ones while having them disconnected, if you choose the option to "Keep Offset" rather than "Connected" when parenting them

#

for exactly what their positioning is...that one has me stumped, because i'm not sure if unity and blender have the same interpretation of bone position (and it doesn't help that my best understanding of bone position is from MMD, which uses yet another system)

earnest rivet
#

Most of them are offset by default for me, i don't like connecting most bones

pine harbor
#

what really confuses me is that if you've got your avatar standing in a different pose to how you're standing IRL, i can't really imagine how you're meant to keep the movements in-game synchronised properly with what you do IRL, unless your bone pose on the avatar is actually outside of the mesh itself

earnest rivet
#

I don't even need it to be following me IRL tbh.
If i could just have head-tracking, and nothing else, that would satisfy me-- but it seems to be an all or nothing

#

But it does function, and my mesh moves with me-- it just moves with weird rotation pivots >,>

pine harbor
#

yeah...oh wait, right, i think i remember your case -- are you trying to make a non-humanoid move properly while keeping the emote looping?

earnest rivet
#

That was another problem-- i found that non-humanoids loop emotes

pine harbor
#

well, solving the emote looping when it's a generic build, rather

earnest rivet
#

so i was forced to find a solution in this way

pine harbor
#

yeah, i haven't figured out a way around it either, and i've tried messing with the avatar controller -- still a couple of other ideas, but i've got no idea how to explain it

#

best "solution" i have at this point is to just have one version of it for walking, and one version of it for posing from a humanoid rig

#

hmm...yeah, i'll have to get back to you on that if i come up with any ideas on mapping a non-human pose to regular standing -- my brain can't get around how you're meant to do that, unless you're somehow able to attach a second set of bones connected to the head, which don't move along with the rest of the body that's been configured for the humanoid bones

#

can't really think of a solution with a sound theory, since bones can only really have one parent and one child connection

earnest rivet
#

I've tried a set of fake-bones as well, just to allow the rig to be humanoid then just import armature rotations for everything besides the head-- but walking animations won't take armature rotations for me

#

I'm at the point where i either get working walking, looping animations, and no gestures
or a super-awkward idle posiiton ... or super awkward walking xD

pine harbor
#

have you tried two different armatures in the one avatar descriptor? with the humanoid one being presented as the main one, but the animation modifiers being for the generic one?

#

thinking of trying that out later to see if that can force the secondary armature to animate when walking around

earnest rivet
#

My armatures dont' rotate when i use them in walking animations?

#

Is that because there's a link between the armature and the animators through connections though?

pine harbor
#

is that when the mesh's actual bones are different to the ones being used as the dummy humanoid ones?

earnest rivet
#

Basically, when i treid before, i had a fake-humanoid rig just to allow it to be humanoid and the actual legs were bound to the armature. I would create rotating armatures to move the legs in the animation-- but in VRchat it would freeze all armatures.

#

There was a link between the fake rig and the real rig at the hip though, maybe i should try again removing that

pine harbor
#

anything's worth a shot at this point -- what happened in my case was that i joined two armatures (one humanoid in structure, one non-humanoid) together, both keeping separate roots

#

the non-humanoid one continued to stay in its idling animation, even while walking around -- despite the fact that i had custom walk/run animations imported

#

my guess there is that because the IK system was animating the humanoid part of it, it was completely ignoring what the custom animation was trying to tell the non-humanoid part of it to change to

#

i'm not sure if that's the same thing you just tried to explain, i'm getting a little tripped up on how to interpret "armatures didn't rotate when used in walking animations"

earnest rivet
#

Normally, you would have an animators moving muscle groups like upper legs up and down---
Instead, i had Armature bones rotating in the animations along various axis

#

Though that's the thing that didn't end up working, at this point i'm hoping it was because of the link.

#

It worked with idle animations, but walking animations froze all of the armature rotations

pine harbor
#

ah...yeah, muscle groups are beyond me at this point, i can only understand animations as rotations and movements of the armature bones right now

#

yeah, i'd be looking for some way to dissociate the humanoid and non-humanoid parts right now, although if the muscle animators are jamming up the bone rotations....hm

#

my thoughts are more along the lines of just letting the humanoid skeleton do its own thing entirely in its own armature, then having a second non-humanoid armature in your avatar (that should be more than possible, i've managed to get that going before)

earnest rivet
#

Yeah, like i said-- when i tried that before there was a link between the two. Going to try it without the link... and hope the walking animation allows armature movements

pine harbor
#

buuuuuuut, try and mess around with the avatar descriptor so that all your walking/running animation modifiers, as well as your emotes are instead being sent to the non-humanoid armature instead

#

ah right, yup -- sorry if i'm not getting what you're saying, the terminology and general weirdness of this situation is doing my head in

earnest rivet
#

Nah, just your comments have rekindled my desire to try the fake-rig option

#

Might not have otherwise

uncut light
#

i have a pretty interesting issue with my avatar's eye bones

#

the original head i used has a Eye_R and an Eye_L

#

while the head on my complete model doesnt contain one

#

is there any sorta way i can transfer the bone?

tame terrace
#

Is there a way to make my character float without an empty gameobject under it?

uncut light
balmy solstice
wide berry
#

might just be your in game height

balmy solstice
#

It's not

#

Someone tested it out for me

#

@wide berry

wide berry
#

one of mine did that before im kinda lazy so i havent found a fix for it yet but, was one of the alerts in unity saying that you might have problems with shin rotations?

cosmic torrent
ocean blade
#

@cosmic torrent when you go to the rig set as humanoid, then click apply, then configure and map each bone correctly

random lotus
#

what does it mean by it has a length of zero?

fading verge
#

Can someone help with my bendy avatar

#

please?

rain sundial
#

so does anyone have clear directions how to set up eye tracking and blinking WITHOUT the CATS plug in? I think I named everything properly but it refuses to work

potent birch
#

how do I get the snail marker to stop cycling through colours and just stay as one of the three fixed colours in my gradient?

wise copper
#

@Dyonas#7264 can you change the shader

#

@rain sundial is your mesh named Body

rain sundial
#

It is I noticed the blendshapes imported in a different order and I am remaking them to make sure that is not the problem

potent birch
#

@wise copper yeah but I'm not sure what that does. very new to this

#

it also means I wouldn't know what is ok to change it to

wise copper
#

@Dyonas#7264 mayve you can just change the material too

fading verge
#

@random lotus it just means the bone is either being overlapped by another bone or its too damn short, delete the bone and add it again, making sure it's not near any other bones

fading verge
#

oi can anyone just tell me if latest Unity will work with cubed's shaders?

naive tree
#

you need 563p1 for sdk not cubeds shaders

#

@fading verge

supple stratus
#

looking for someone to replace some clothes on a model, willing to pay, DM me if you can do it asap

brisk mesa
#

@supple stratus how hard are these clothes

#

also is there a body underneath or is it just no body under the clothes?

earnest rivet
#

Is there any way at all to get armatures to actually rotate during a humanoid rig's movement cycle?
When i set it up as humanoid it blocks armature manipulation. As a generic, it messes up emotes and i lose gestures.
I've tried a completely fake skeleton rig that's unbound to the mesh.

foggy juniper
mighty lintel
#

Could use colliders on your legs

#

And increase the radius of the skirt bones

#

Bring inert up to 0.9?

low parrot
#

I feel like that'd make it keep moving for too long after moving for a while

naive tree
#

it depends on the skirt, if it's long + legs underneath = can't stop clipping and u have to delete the leg mesh to a certain extent

low parrot
#

Also, @foggy juniper , are you giving every piece of skirt a dynamic bone? If I know skirts, I know they have a ton of top bones. You can make it easier on yourself by parenting all the skirt bones to a duplicate of the Hips bone, make sure it's parented to Hips, and just give that a dynamic bone

tame terrace
#

Is there a way to detach the mesh from bones, but still keep the bone

foggy juniper
#

I tried Yuumi's settings and it worked perfectly thanks all for the help ๐Ÿ‘๐Ÿฟ

mighty lintel
#

@tame terrace paint weights in blender

#

Or unparent the mesh?

tame terrace
#

I'm just trying to remove the toes, because my character is using those to float

mighty lintel
#

^

tame terrace
#

I've never done weight paints before, is there a way to remove all weight?

#

or does it not matter?

fading verge
#

help required, this texture isn't fitting into the mouth as I wanted it to, any advice?

mighty lintel
#

@tame terrace plenty of youtubr videos on painting weights

#

Relatively easy

#

Out on phone atm otherwise id give you a link

tame terrace
#

@mighty lintel ah okay, any search terms you'd recommend

mighty lintel
#

Using blender?

#

How to paint weights blender

#

Should be sufficient

supple stratus
#

can someone help me fix the face

#

im going crazy

opal aurora
#

Das alota meshes in da face

mighty lintel
#

Your eyes are set to the wrong material or have had their UVs messed with.

brisk mesa
#

yea her eyes need eye textures not the body one

supple stratus
#

i tried to change the eye texture but

#

its linked to the eyebrows

#

so

#

everything went weird

brisk mesa
#

i had to separate the eyes and eyebrows and face in blender before to fix this

#

and texture these things all sep with their own material

supple stratus
#

uuhhhhhhh..........

#

yea idk how to do that LOL

#

how do i go back to normal D:

mighty lintel
#

Yeah separate the eye mesh

#

Select all faces and press P

#

Of the iris

supple stratus
#

i pressed p

#

nothing happened

low parrot
#

How, uh, how do I look at weights of bones in Blender? I want to see what exactly one of them affects.

brisk mesa
#

weight paint mode lower left

#

blue means 0, red is 1, gradient is inbetween

mighty lintel
#

Make sure armature is in pose mode

tame terrace
#

I can't seem to get rid of all the weight paint

mighty lintel
#

Use subtract

tame terrace
#

I am

#

Oh, there was some under the skirt

low parrot
brisk mesa
#

if you press m it helps to see the vertex all over it

#

cause when you paint you only affect the weight color if you click on the vertices themselves

#

and not a face

low parrot
#

I don't even want to edit the paint, moreso just see what that bone does

brisk mesa
#

pose mode button

#

becomes edit mode and weightpaint mode

low parrot
#

oh, neat!

#

Thanks

brisk mesa
#

then the small button with the sphere to the immediate right of that, you can select the different views of that too

#

to render your ava and get a good look or just work with textures loaded

#

just for future

low parrot
#

Alright, thanks!

brisk mesa
#

also if you need more lighting you can make those with shift+a i think, the lamps

#

lol blender is so dark

mighty lintel
#

Enable shadeless mode?

supple stratus
#

deleted the face and went back to the original one

#

can someone help me change eye texture really fast pls

modern oyster
#

@supple stratus Are you in Unity?

supple stratus
#

blender

modern oyster
#

You can easily do it in Unity.

#

I just need to know if it's an eye texture, or a face Tex.

supple stratus
#

face

#

but its linked to the eyebrows

modern oyster
#

Then you just need a little bit of photoshop ^^

supple stratus
#

oh ok

#

i thought there was a way to unlink

modern oyster
#

Sadly no.

supple stratus
#

oh ok

#

ty!

modern oyster
#

But it's as simple as dragging the new eye in ^^ (The iris, not the whole eye's surrounding), then just export and insert ^^

#

Do @ me or PM if you need help ^^

supple stratus
#

ok ty!!

#

i appreciate it

modern oyster
#

o/

remote solstice
#

hey everyone, I've looked around on the internet from videos to forums and couldn't find anything on it so I figured I'd ask it here. All of the avatars I've uploaded all have bent knees and I'm not sure how to fix it. It changes depeneding on where I'm looking, if I look up the knees are bent like I'm about to sit down and if I look down they are straight (usually sometimes they are bent as well). Anyone know what I'm talking about? will provide pics if needed.

modern oyster
#

VR or Desktop?

#

@remote solstice

remote solstice
#

desktop

#

Everyone else's models look totally fine like they are from the games they were ripped from with no jutting chest or bending legs so I'm at a loss on what I'm missing.

modern oyster
#

Sometimes it can be fixed by messing with the Player Height ingame for Desktop users aswell. Other than that, I don't see why it should do that..

gloomy loom
#

im hoping this rigging will work

foggy juniper
#

Is it possible to upload a model with 19k polygons? because i have uploaded ones with like 9 or 12k but whenever I try to upload one with 19(ish)k polygons it always gets stuck on future proofing or if i turn that off some other step. (i do have latest SDK and the correct unity)

gloomy loom
#

rigging a humanoid model on a bird

#

youre not allow to upload past 20 k

#

19 is fine

foggy juniper
#

Any idea why that happens then?

modern oyster
#

@foggy juniper You can just turn off Future proofing from the settings.

gloomy loom
#

idk, whenever I have a buggy sdk upload I just dettach the blueprint id

modern oyster
#

Other than that, it just take a bit longer, the bigger the file.

gloomy loom
#

or once I just deleted my sdk comepletely and redled

foggy juniper
modern oyster
#

Yea

#

Just let it work a bit.

foggy juniper
#

Because it seems to stay on this forever

#

ok

modern oyster
#

Sometimes the server gets a few hiccups, so that you might need reboot Unity, since VRChat tends to have some hard times.

south bear
#

so

#

currently working on a model to bring over to vrchat with eye tracking or whatever

foggy juniper
#

does the progress bar normally fill up

south bear
#

yep

foggy juniper
#

hmm

south bear
#

i think there servers are messing up

crisp tendon
#

@south bear Eye_R and Eye_L are the ones created

modern oyster
#

^

south bear
#

Thnx @crisp tendon

crisp tendon
#

the ones to map are RightEye and LeftEye

south bear
#

just that these models are FF13 models there bones are

#

insane

#

200+

#

o-o

modern oyster
#

But.. Why?

#

Hair and skirts?

crisp tendon
#

animations usually

south bear
#

hair skirts bits of fucking cloth

#

LIKE A SHIRT

#

il show the model in blender

gloomy loom
south bear
gloomy loom
#

man I really hope that I can trick unity into thinking this is a huanoid

south bear
#

well

#

it should

#

it has all the things that it looks

#

for

#

i would add fake fingers

#

for the ik

gloomy loom
#

those are optional

modern oyster
#

@gloomy loom I mean worst case scenario.. just import it generic.

south bear
#

thats a pain

gloomy loom
#

the commision I got was for a humanoid

south bear
#

you would have to animate it

gloomy loom
#

^

#

I thought I could trick unity with attaching a humanoid model to the bird

#

then apply animation

#

but that was giving me a headache

remote solstice
south bear
#

well if it was a generic

#

its a fucking pain

#

iv tried

#

and not gotten far

pine harbor
gloomy loom
#

im actually so happy at how my rigging is coming out

proper kettle
#

what wrong with ny hand?

#

when i am sitting my camera is too hi

#

before it was too low

south bear
#

i think when you were in config avatar

#

you might not aligned it correctly

#

@proper kettle

south bear
#

:Oc

#

hmm

#

never had this issue

#

also

#

might wanna rerig fingers

#

or not use them

proper kettle
#

what bone attaches to iteams on map?

south bear
#

hand

#

but its already rigged correctly

#

so its fine

proper kettle
#

i will try to disable fingers...

#

so why my camera changes position too hi when i am sitting?

#

too hi above my head

foggy juniper
proper kettle
#

reboot unity

foggy juniper
#

yes i tried

south bear
#

might be your internet

#

could be blocking Vrchats servers

#

upload servers

foggy juniper
#

how would i know if itis blocking them

south bear
#

i have no clue

#

im just guessing

foggy juniper
#

i looked it up and someone said they got it to work by changing the date back on their pc to a time when they could upload models but when i do that my unity license just doesnt work -_-

proper kettle
#

every animation looks correct, but items grabbing still wrong...

brisk mesa
#

first thing's first, i hope you all updated the sdk at least to the 1/26 date version

#

i know some of you still have the january 3rd one.

rough plover
#

Ahah al I saw you yesterday at the mmd nightclub, amazing avatar !

proper kettle
#

:ะ’

earnest ivy
#

rigging

naive tree
#

@foggy juniper update sdk ?

foggy juniper
#

nah i got thr right one idk its just seems my compter doesnt want upload it

proper kettle
#

reboot anything you can

foggy juniper
#

will try

#

nope, still just says pushing those upload speeds but its flickers and doesnt move

#

๐Ÿ˜ฆ

proper kettle
#

then full unity and sdk reinstall

foggy juniper
#

i dont think its that. I have been able to upload smaller lower poly models before (havent tried recently) i think it may be the VRchat servers cause i've tried every solution under the sun and none have worked.. :/

tame skiff
#

Does VR Cchat require eye bones and eye meshes, or just eye bones?

#

For eye tracking, I mean

naive tree
tame skiff
#

@naive tree Thanks, there's some stuff in there I didn't know, but it doesn't explicitly answer my question

naive tree
#

your eyes faces are assigned to eye bones, "just eye bones" don't make sense, as they do not move anything @tame skiff

tame skiff
#

I mean seperate eye meshes vs. weighting to verts on "body"

naive tree
#

you mean if they are only assigned to eye bones and not any other bone?

steady spruce
#

Does anyone here have some spare lasagna

naive tree
#

eyes are assigned only to eye bones in that case

#

head has 0 weight on the eye mesh

steady spruce
#

Yuumi

naive tree
#

yes?

steady spruce
#

How do I add a bone to an existing rig

naive tree
#

like what bone

steady spruce
#

I added it to make the boobs jiggle

#

And when I move it the whole thing rotates

naive tree
#

you select both armatures and pres sctrl+J

#

easier is to just extrude it from other bone

#

for boots you extrude (with E) from chest

#

and uncheck "connected" so u can mov eit

steady spruce
#

Iโ€™m gonna make the asscheeks jiggle too

#

๐Ÿธ

naive tree
#

thas my boi

steady spruce
#

No offense but do you have any crunch snackies

naive tree
#

idk what else you'd want to know

tame skiff
#

@naive tree I'm asking if eye tracking will still work if I weigh the eye bones to something on "body", or yes even nothing at all.
I know weighing them to nothing sounds impractical, but I still need to know

naive tree
#

@steady spruce just some regular cookies

#

not weighting to nothing doesn't work, because what moves the mesh is bone

#

and if it isn't assigned to bone, then it doesn't move

tame skiff
#

Will the eye bones still do tracking?

naive tree
#

eyes do tracking with moving the bone

#

bone does the tracking

#

not the mesh

#

blink is mesh related (mesh deform)

tame skiff
#

So the eye bones will still track if unweighted?

naive tree
#

i dont understand you

#

you HAVE to have eyes weighted to the eye bone to have tracking

#

bone moves the mesh

#

weighting to nothing = your shit doesn't do anything and will only bug out

tame skiff
#

Bug out?

#

What I'm trying to figure out how to do is create a shader that changes the offset of a texture based on the translation of a bone, effectively rigging a texture to a bone.

#

So I need to know if I can have just eye bones weighted to nothing for tracking

naive tree
#

but what will move the eyes then?

sullen kayak
#

my brain

#

I trying to understand conversation but words not connecting cannot think longer than what is being typed

tame skiff
#

Right now I have a character that shifts iris texture left to right in a legacy animation, by recording uv offset changes in Unity

#

so you can make textures scroll from a shader

#

and people in the Unity discord have told me that you can get bone info from within a shader

#

So it should be possible to plug that bone info into uv offset

naive tree
#

that's beyond my knowledge then, you could ask in developnent advanced or ask zarni

tame skiff
#

I wasn't asking you how to do all this, I'm just giving you the reason I need to know if I can have tracking eye bones without weights

rough plover
#

I don't get it, I have a bone for the eyes. Eyes L and Eyes R, linked on the unity avatar to the eyes slots and connected to the head bone. I even added a dynamic bone script to both. They still don't track anything. What am I missing ?

naive tree
#

did you create eye tracking with cats? (and remove the dynamic bone from them...)

rough plover
#

Nop I didn't

naive tree
#

then there's your answer

rough plover
#

What's cats ?

naive tree
rough plover
#

But wait, if I have to put my model back to blender, will have I to retexture everything and put again all the dynamic bones scripts everywhere ?

#

Or does it only change the Avatar controller ?

naive tree
#

why retexture? your materials are saved, you can import the fbx

#

you can copy-paste dynamic bone scripts, but you have to change root

#

to the needed avatar root

steady spruce
#

Yuumi is banned on roblox

naive tree
#

haven't even played a second of it tho

steady spruce
#

Cuz ur bad