#avatar-rigging
1 messages Β· Page 96 of 1
I won't copy past my 40+ dynamic bones scripts and all the stuff I had to do... But thanks, now I know it for my next model ! x)
You have 40 dynamic bone scripts? π±
why cant i config my avatar file
:T
iv deleted the meta data for the file and deleted the file
then reimported it as well
-.-
your missing the issue
i cant even config the rig
let alone fix that small issue
send me the fbx
why
if you're saying that you can't configure the rig
i'll check if it's true and if you can open it, if the problem is easy to fix
@south bear that looks like a bone is missing from your armature in your blend file. You may have to manually create that bone in blender and rename it to that bone, then import it over and see if that fixes the issue
And parent it to the correct bone as well
yep
If you have no verts for it that can be fixed with a techique called weight painting
ido
its just that i have a couple that used to be for the unmodifyed files rig
iv deleted some things and reassigned some
which shouldnt cause any issues
Do you mind sharing the configuration picture that it shows when you hit configure in unity?
?
cant access that part
due to unitys humanoid config menu being a pain and not working correctly
OH
OKAI
NOW IT WORKS
:C
Was gonna say configure was not greyed out in your previois pics
well i got it
Try to enforce a tpose on it
i might have to add a couple extra bones
Thats possible, i still dont know how to manually add bones myself in blender
well it works amazingly :oc https://puu.sh/ziCyW/ec6bdb0fb8.gif
Chocoboooooo
big birb
Movement is odd for me
Without IK the head will be steadstill on animations that require any rotation
Such as a backflip
Like on Ugandan Knuckles, for example
That bird looks good 
well
id rather have a goofy walk then a shit one
or a nonfunctioning avatar
i can also fix the feet issue
Can someone help rig an model i have a skeleton but it seems it broke badly https://gyazo.com/35b472f9911e0d28b50cd6027156af23
hey guys i need to move these weight paints over to these (Avatar is weird)
Somebody know how?
because ArmS_R and Right arm move the Right arm together and i need them both to be on right arm, or only half of the arm moves when the bone moves
You can do 2 things
Either parent ArmS_R to Right arm
Or do what i just said and either get CATS or neitri's tools
isnt it already? http://puu.sh/ziE2i/0c5c829009.png
cat doesnt fix it for me
or ArmS_L into Left arm?
ArmS is not parented to Left arm
i have deleted ToeEnds and all my bugs are clear now!
ohh i see!
It's in the same hierarchy position
frick , if that fixes it im happy
And CATS only works on untranslated mmd models
But that's besides the point as what was going to be done is weight transfering
The mix weights button in CATS transfers the weight of a bone to its parent
Hence, exactly what you wanted
Ye
Just make sure to have the right bone selected
You wouldn't want shoulders for arms...
LOL
@opal aurora like this to be sure? http://puu.sh/ziEhx/ab72406f4c.png
Yes
I'm trying to make a rolling ball avatar, but I keep getting errors with no T pose and that I'm missing arm and leg bones, even though the model wouldn't have any. I couldn't find a tutorial in the development tab that helps. Any ideas? do I need to make a full unweighted skeleton or something?
Guys, how do you turn the camera like the unity right click in blender ?
If I try to do it I move my character but not the camera
@rough plover Not sure if I understood you correctly but in blender you can pan around with middle mouse button and shift, I believe
if you need to orbit around the object I think it's just middle mouse
I need help with a model.
so im trying to to export my model but the problem is its not giving me the option to export. does anyone know what i did wrong?
Damn me I have no middle mouse lmao
@abstract grove you need to create a bone for the neck, parent the neck to check, head to neck in blender or w/e 3d modeling program you use
@covert narwhal you might want to try a Generic Rig instead of a humanoid one in that case -- if your ball avatar's not going to have arms or legs, you wouldn't be needing IK tracking or the default emotes either π
@rough plover if you have a mouse wheel you have a middle mouse button
The mouse weel broke months ago
https://imgur.com/a/a3xUh guys I reshaped my hands on my basis shape key a little but the changes weren't reflected in all the other shape keys could someone explain what I did wrong for me?
Help, how can I export my model from unity to blender ?
I cannot open an unity.package
Can someone help me get an avatar uploaded? Lmk thanks!
I have a model in unity prefectly fine. I want to put my unity model into blender
How can I export from unity to blender ?
(Unity cannot make .pmx)
Don't remember that's an old model
in theory you shouldnt be exporting something into unity then back out of unity i think
Awww π¦
too tall
https://gyazo.com/da49809502d1bdbafa8ae98bafb8e262
Anyone got an idea why her index finger does that?
Even if I adjust the height it doesn't go away. I have never had an error message like this before
idk where to goto even adjust it
maybe you've got something floating in the sky? thats the only idea i have
Hey guys, what causes my mouth to open when I look down :/
@leaden vault When you have your model selected in unity, go to the inspector tab on the left and look for "scale" under transform. Try setting X Y and Z values to 1. That should do it. If not, Im not sure
Thats not even doing it
Im just gonna try exporting and reimporting from blender
Sometimes that likes to screw up
It wasn't too big
IT was the positioning
How can I duplicate bones, put them into a new bone group and put weight on the new bones
http://memes.stole-my.life/send-help/UbHHJ.png I can't seem to figure out how can i make the pants bend with the legs.
they're always static and my legs clip out
I believe you need to weight paint the shorts
also when i do the "die"
animation
my legs just go completely out
I just want the pants to bend with the legs
hey could someone help me figure out how to fix certain models arms not extending all the way or not being able to reach the floor
My guess it has something to do with that the bones are only attached to the skin
but idk how to attach it to the pants too
so the butt bends
bcs when i sit down its static
can someone help me rig this model
My avatars all have the βspine hierarchyβ error. There is no upper chest and everything is green lit. What can be causing this? Please @ me if youβre talking to me so I know
Well as far as I can tell everything looks right, Iβve just heard itβs a common problem so maybe thereβs a common solution? When I get back home Iβll upload a picture. Thank you for the feedback
been out of the rigging loop for a while now so cant help if its a recent problem xd
But i had plenty of stugels myself in the past so
God damn I tryed Cat's plugin on blender, and i'm so happy to finally spend some time on blender
How do I duplicate bones?
No idea
@low parrot the bone is probably just angled funny. If you rotate it back into a normal position, just ignore the not in tpose error and it shoudl work fine
Yeah, I checked in Blender and it was at a weird angle. I fixed it, thanks.
@low parrot you pushed me to work with blender thanks. Still folowing some tutorial to cut a head and put it on another mmd model. I feel like a murderer ahah
make sure to be slow with the limbs
Yeah, it's super useful and fun
once you get used to blender, it gets a lot easier to fix rig issues
How do I copy weight paint from one vertex group to another?
@wild jacinth you might need to reimport whatever this script was for
hmmmmm...... did you make sure to delete the old script as a whole
because that will usually get rid of anything leftover from the previous version
ive had to do it with the sdk multiple times cause my computer's a potato
this happened twice now i just gave up and started a new project each time
yeah, but if deleting the old one entirey does the trick, you wont have to from here on
at least you didn't have to reimport your entire project once because unity crashed
i seriously have like 25 plus avatars on one project and i had to reimport it all
LOL i'm doing right now
i started it 5 mins ago
oh gheez, yeah, im just glad it lets me reimport them at all
mine has a special model edit i worked hard on
even if it was just texture editing i still worked hard on the baby
i would cry if i lost it
π¦
Yeah, plus its one im probably going to put into vr chat once i learn to make particle effects that surround the entire model
like a tunnel?
like an aura of sorts
sadly the only difference with mine from the image is he has clothes on
oh dang
yeah, the model didn;t exactly have a body xD
and i wasn't gonna make one
but it makes it look cute
plus i prefer the character with clothes on anyway
http://prntscr.com/ibn4s3 this is what he normally looks like π
the all white one is a fanmade design
oh
it reminds me of silver
the hedgehog?
yea
Hmmm it kinda does, he is easily mistaken for a sonic character
because he has the look of one
the art style is similar
yeah, he was made by namco
i quote "WAS" because the series is pretty much dead save for a anime movie sometime this year
the guy in my pic is also from the same series
and is similar to shadow the hedgehog....only less edgy
oof
but has sorta the same past,much like shadow he lost someone very very close to him, but unlike shadow, he isint gonna try to destroy the whole damn world over it
he just wants to murder the guy who killed his father
π«
http://prntscr.com/ibn6gr this pretty much sums up every encounter he has with the dude xD
but the worst part was that he apparently had to watch his father get murdered, when he was about hmmm... 5 years old
just deleted the folder
ok, now try to reimport it
^ he actually does succeed in getting his revenge
but he spares the dude's life at first
but then he tries to attack him from behnid, then the little fluffer nutter from before takes the hit for him
and he ends up shooting the cat till he trips and falls back into a crater (there on the moon), don't worry, the little fluffer nuts lives π
and try to redownload it
ok
didn't work
oh.... hmmm maybe there was some leftover in the assets folder we forgot to delete
is it because i have it on other projects?
I don't think so
it might just be the download you have doesn't work on that project anymore
for some reaosn
or unity is just being buggy af
hmmm i would recommend deleting it again
did you drag it into unity or did you import it from a menu?
the store
oh, hmmm i would reccoment trying to drag it into unity via a file or something
because i got mine from a friend and i dragged mine into unity
http://prntscr.com/ibn8wa also i finally got unity to boot up
and there's the edit π
looks good
π i still have to give dynamic bones to his little bangs on his head so that they stick up
π
http://prntscr.com/ibna1c and give him that monstrosity
i have a model that already has that weapon attatched to it and has the effect for the blade
but id have to completley reapply the collar
and i dont want to do that tbh
this kid has so many alterante designs its ridiculous
π
I rigged my model with mixamo and it appears the skeleton is outisde my models leg. What would I do to fix that?
Hey is there any way to fix finger positions in unity?
This Ps2 model I'm rigging has a shit ton of non manifold geometry that's preventing me from setting automatic weights thru the model... is there a way to fix that geometry?
Edit:: Just in case someone searches this up, i removed the armature from the model and went into edit mode on the model itself, press ctrl+alt+shift+m to select all non manifold geometry, then removed all doubles by pressing W>Remove Doubles. Worked and I was able to auto weight the bones
This is what they look like
Hey, does someone have hair dynamic bones values ?
I keep seeing (very) few ppl with amazing hairs looking so real. Can't find it in any tutorial
yeah if it's long it's gunna be way diff than short
I could tweak it for days without trying everything withs all the curves and stuff
keep a game window open in unity and keep trying different values
amount of polys, shape and body/head shape is important too
sadly shaking the model in unity is not a good way to test π
I always set values to 0, then for the first slider, i slide it from 0 to 1 until that part looks good enough
i shake it like a baby til i get what i want
I always start with 0.6 0.1 0.1 0.95 and then go from there
Thanks 1001
My starting point was Damp.72
Elas.175
Stiff.22
Inert.14 but it dont look good on my models. I never achieved this amazing fluidity I saw on few peoples
too stiff
raise damping and lower stiffness for more natural flow
ehm wait, where's the commas in those values?
commas ?
Damp0.72
Elas0.175
Stiff0.22
Inert0.14
yeah that's jelly pudding
But I'm really trying yours instead ^^
Is this a good idea to put the bone on the whole head and then exclude stuff like mouse, eyes ect
Or should I copy many bone on every hairs instead ?
the best way to do it is do bone parenting in blender of big bone groups
then in unity add dynamic bone scripts for each root and set them differently
so one root for skirt, one for boobage, maybe 2 for hair (front and back) etc ... depends on the model
Alright, I already have this parenting
exclusion list works fine but sometimes having the bones connected to hips etc can mess up your animations
oh cool, yeah it looks pretty good in engine
May you have the ones for skirt and boobs ? β€
ho big
the same ones really, usually a little higher for skirts and boobs/ears
so for example 0.7 0.3 0.3 0.95
So the inert never change for you ?
inert kind of feels like a final slider that tell it how much it can change from the original shape
I like it at 0.95 so I don't have to deal with colliders very much, and if I add colliders they feel stronger
dynamic bones are a set of super bouncy springs ... most of the values are to give it life instead of just flapping all over the place
I set inert lower sometimes, but rarely under 0.8
I just want stuff to bend and sway when the avatar moves, not jump around
Yeap !
happy it helps
does anyone here have time to help me with a rig in video call in 2 hoursish
I made the rig, weighted it and imported it to unity but I get some parenting complaints even tho its all parented correctly
and I set the hip as the original bone
I built everything off of
Same. The parenting on my bones is fine, the names are fine, and the order is fine. But the SDK rig config is giving me complaints, because it is displaying the bone parenting prior to being fixed. Is there any way to update this or refresh it or something?
did you do the fix in blender
No, I updated the bone parenting in Unity.
oh? how?
By moving the bones in the Hierarchy.
Drag and drop into the bone you want to be its parent.
It has worked for around ~10 other avatars that I've successfully uploaded, but now it is suddenly acting funny.
that doesn't work, the rig is bound by the import config
i dont think thats how it works
do it in blender
I loathe going back and forth with Blender, because Unity tends to break something awful when you do this.
and the parenting is not recognized when I move it aroudn in unity
no you have to start with the .blend file
not fbx
I hope you sabved the .blend
e.g. my Officer DVA avatar decided to become completely invisible for no apparent reason after I fixed the bones in Blender
once you change the rig in blender, you can't update your unity model, you have to import it fresh again
That's unfortunate, because this model has irregular mechanical hands, so I have had to do a lot of tweaking and adjusting in Unity already.
I guess thanks to a quirk and inadequacy in Unity, a lot of time and effort has been wasted. :\
1001 have you ever done a fresh rig with a nonhuanoid model
if you want to save your work on avatar desc and dynamic bones, import it into the same unity project and copy over components one by one
I tried that with the Officer DVA avatar and it introduced a host of problems.
it's a PITA whatever way you slice it π
Then again, maybe we shouldn't be using an outdated Unity. π
unity's newer version also chokes on rigging if you mess it up too much tho π
the IK animator is a fickle beast
Is the Break Prefab Instance message okay ?
I'm just grouping hair bones for dynamic bones
@tame terrace that should be fine, it just makes your scene file a bit bigger since it can't keep everything compressed once the prefab's broken
Okay, good, wasn't sure if it would mess up something like animation
ummm... i had to reimport the model and after i fixed him this happened
is this because i put him into mixaimo
or something
@pine harbor http://prntscr.com/ibp9cu uhhhh should i be concerned, he's hovering a bit above ground
Does anyone have any information on the strange leg spacing issue at this point?
okkkkkkaaaaaayyyyyyyy ttthhhheeennnn
http://prntscr.com/ibpa8l dear god it just gets worse
Fixed him with a sledgehammer
@random lotus is that in blender or unity? i've never seen that render mode before
but over in unity, you can just readjust his root position downwards...ah right, never used mixamo myself
his bones in blender were all f*cked up
i actually dont know what the cause was tbh
what made them so huge
his mesh seems displaced from where the armature is, but if you can realign him, that's actually not a big issue
the ear bones look really damn big though
some of the bones going outside of his body don't matter too much, as long as they're the ones at the end (e.g. ears and toes)
as long as the wider end of the triangular bone is still at the tip of the mesh, that's still fine -- the bone being big just makes it easier to see what direction the whole thing's facing
but what if the ears are meant to have physics (in this case they do)
hmm, check what those bones at the end are called first
he only has 2 ear bones
ear_l and ear_r
http://prntscr.com/ibpcwl it also seems one of his fingers is jacked up
http://prntscr.com/ibpd4r yeah his hand is completley wrecked
well just that one is
finger
hmm, can't say i'm entirely sure wehat's happening with the thumb there
yeah... idk either
if you don't trust it, yeah, i guess mixamo's the best idea
i have a clean version of the model before all of this happened thankfully
well i have to hope this doesnt happen again
i don't think the bones are that far off, but it's hard to tell if the skeleton's bind pose is actually different from the mesh's default pose -- that'll give you some problems
its like he became a tentacle porn monster wolf thingy
Shudders
that is going to haunt my dreams in some form now
mixamo does not know what to do with that arm, evidently, but i suppose there's worse...
it wasnt bad at first then i had to refresh then thats where it got worse
the rest of him seemed fine in both images
its just the arms and hands that were broken
i think its better for me to start with a clean model
hmm, give it a shot and see what happens -- ironically enough, trial and error and being forced to repeat are pretty good ways of learning and getting quicker at stuff
especially if you want to get other models up after this one
ive put this one up before, he has some issues (ear physics not working, sinking through the floor, bad hair physic colliders and more bad physics colliders)
alot of physics issues
and the cubed shaders look so WIERD on him, i dont know why
BTW Spear, that rig bit didn't work for me
http://prntscr.com/ibpev8 his hand always had that looking like that....strange
Even completely disconnected, a humanoid model just doesn't seem to allow me to rotate armatures during walk animations
found it...one hilarious abomination from #vrchat-pictures
https://cdn.discordapp.com/attachments/337679085599850499/409593903201779712/20180131171851_1.jpg
xD
i wonder how bad the one i have would lo...oh fudge i alreadu overwrited the old one
@earnest rivet yeah, the humanoid rig seems to prevent a lot of things from happening -- something about mecanim's muscle animators preventing anything else from taking place
everything else seems to work, just not the walk/run animations specifically
Basically i'm stuck until there's either a fix to generic model emote loops,
or the ability to cancel an emote midway... like with a walk movement... which should already be the case
its either i use mixamio or i try to make him a custom animation to pull out both guns
and id rather not do option 2
but i found a glorius animation https://image.prntscr.com/image/h_XLmH5oTJmMKP-vUSuvpQ.png
@random lotus hmm, the bone directions looking weird in that original picture don't actually seem like a giant issue to me -- aside from the ones at the very end, as long as everything else is pointed in roughly the right direction and is placed roughly in the right spot of influence for the mesh, that should mostly work
tha rifle animation would be good....
https://image.prntscr.com/image/JpNCyGQwQmi0MJwpDbnXTA.png IF I HAD A MODEL FOR THE DAMN RIFLE
that animation is literally how he actually pulls it out
or you can make it yourself π€
@earnest rivet yeah, there's something really weird about the locomotion layer on the animation controller...i'm not sure if it's from unity's end, or one of VRchat's settings upon import -- but with the emote looping, i'm almost dead certain that can only be fixed from VRC's end
except his in in mid-air ( how he does it idk) and im already working on a annoying ass weapon
with generic rigs, they're effectively forgetting to turn off the emote button once you finish doing your animation, so it's like the button's repeatedly being pressed against your will
http://prntscr.com/ibpg5m trying to model this thing is making me wanna jump out a window
and i just mean the things attatched to his arms
not the character himself, i already have a model for him
looks kinda like a megaman arm, but less rounded and more squarish...hm, at least the shapes aren't too arbitrary, but i don't even want to imagine what it takes to manually create the polygons
probably also need to watch out for tri-count too
....yeah and its my second model ever
http://prntscr.com/ibpgnx my first model wasnt as bad and only had like 3k polys total
and it was that weapon
strange, before it was showing his other gun that it should have been showing
it's shapes with round edges i'd be careful of, if you're directly spawning in spheres or cylinders with blender -- had my polycount jump to something insane trying to make a chain link at one point
http://prntscr.com/ibpgux now its not showing it like its supposed to
but tbh that rifle would be a nice break from that monstrosity
http://prntscr.com/ibphbg it doesnt look to hard
certianly beats this monstrosity anyday of the damn week
^ thats gonna be my final challenge
and trying to NOT murder the poly count making it
these models already have about 14k polys at most
so i have a small window size for these for the models to be decent with the weapons
plus he's had worse weapons
http://prntscr.com/ibpix6 coughTHISTHINGcough was a NIGHTMARE trying to model
its actually alot larger than it looks
@pine harbor http://prntscr.com/ibpjcr IT WORKS :d
just create one
not really hard
and create the vertex group for it too
parent etc
done
Honestly, i learned from scratch everything since i started playing VRchat a few weeks ago--- there's guides for everything. From nothing to being able to model, rig, texture, and adjust things in unity, and import---
Though i still tend to just use models i find online-- rigging is pretty easy.
Unless the avatar itself has no neck... then i dunno XD
well guess i'm gonna have to look up some guides lol
It's easier once you've rigged an entire skeleton start to finish, then you know a lot of what you're doing.
tryna use tinted outline so cutout can show from behind. Instead I gues weird ass shadow thing that's like idfk. Lmaoo, any help?
try moving the width to 0.01
or at most
mmk
the problem is in invalid subscript '_ShadowCoord'
Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK _ALPHATEST_ON COLORED_OUTLINE
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME
nvm you right
I put width to 0
but it gave me results I wanted anyways
actually nvm again lol
I wanted to give them black outlines
ah
π
people are saying my avatar's hands disappear at certain angles or distances, what can i do to fix this?
Boundingbox issues afaik @cosmic mica
Maybe
If your bounding box isnt on screen the connected mesh unloads
To save pc memory
hmmmmm, i will take a look at it
nope, both boxes are small, right on teh border of the hand model itself
Anyone know an easy way to fix the elbows being always bent in VR and the feet stomping?
How come despite showing normal eyes in blender/unity, once in vrchat they're the angry version of the eyes?
Have you added any animations to the face?
nope
Odd. Maybe make a new idle facial animation
would this work as a hand https://imgur.com/a/6HWoJ
Seems fine
how do i add a bone to an existing bone
like my character has a neck bone
no head
i wanted to add a head bone
how would i just create one that is automatically connected to the endpoint
shift a just makes a new one in a random spot
nvm
i got it
Everytime i import my model after rigging it in blender certain bones "vanish" in unity. What is the reason for that? Is there a workaround?
Isn't it when you convert it as humanoid ?
hey chat, how does rigging for a bird work?
It's not humanoid so do I need all the bones and do I still use the humanoid tab in unity?
Depends on what the end result is you want
you could rig it as a humanoid and use some tricks to animate the wings
or make custom run, idle animations
do you want it to fly or run on the ground?
honestly i think it'd be easiest to rig it as a humanoid
depending if you want to use the wings as hands or not make the arm bones move mesh
oh ic~ I mean... I can for example just use the bonestructure of a humanoid and only weightpaint the lower leg part for the tippyfootsies for the bird right?
i hate interupting but eh.. im not a fan of taking around 5 hours to create a custom avatar... and it's sad enough i use a steam account instead of a vrchat account
what do you mean? @raw edge
i mean, it's very... complex that makes it time consuming
some people enjoy working on this kind of stuff π
to me i wish there was an easier way as a simple click and drag technique
you're getting free avatars ingame... why are you complaining?
this has probably been asked before but, are there any simple fixes to knees going inwards when i crouch?
there can be some avatars that can be added or moddified from other users
ready made avatars to use
yes and there are many artist who take comissions
i'll check it some time later in the future.. but for now i'll keep a reminder to check it out
follow up question, do i need to have a vrchat account for this to work or will it work on a steam account as well?
vrchat account only
damn it.. i only have steam for now... i'll have to add everyone on that
guess i'll have to wait untill the offline friends menu is up and running again
it's literally 2m work tbh
wish there was a tutorial on setting up avatar properly for vive tracker. my hip area all out of wonk. not sure if it because i should move the bone up more. Everything works fine in unity and play animation walk is not deform.
also when uploading i get an error saying the angle between the pelvis bone is not 180s degree. maybe that why?
If i get the rift, im gunna have trouble setting up the trackers DX
@neon quiver I dunno exaclty where does this error come from, though on blender your can fix it with the cat plugin by pressing the "Fix bone" button and re-exprot it as fbx
Though you'll have to re-do every scripts on unity
can't you just update the fbx in unity?
i try the fix bone button and i think it fix only a bit. It says this avatar angle is 5.7.
ooh thats weird
Anyone able to help me figure out why eye tracking isn't working for me?
Is your armature named Armature and your mesh named Body? @barren cliff
In blendeR?
Yes
Ah, I can't post pictures
Well, there is no mesh named body
The closest I have is "face" that contains the eye bones
That's one of the problems right there then
How do I fix that?
If you're unfamiliar with how to set up eyetracking I'd suggest you find one of the guides in #tutorials or youtube
I've watched literally every single guide on youtube
I've been on this for like 4 days now
Then they should have taught you to do this. To rename a mesh you just doubleclick on the name
I'll rename it, reexport it, and reupload it to VRChat and see if that works then
Is your hierarchy correctly set up and properly named?
Yes
Have you assigned the eyes in the eye slots in the avatar config scene in unity?
Let Eye and Right Eye are LeftEye and RightEye respectively
Then it should be good
should is the keyword here
If changing the mesh name doesn't work, then I'm still at the same place
Naming is incredibly important
Literally if the mesh is named "body" instead of "Body", it won't work
I see. That might actually be the issue since I've kept my mesh anmes lowercase
I'll go back and fix that
All first letters should be uppercase, for the armature and bone names too
Thanks for the tip. This might actually be the case. Give me a few minutes to make the necessary changes and uploads
Cool, I'll bbl if you need more troubleshooting
ok, i think i MAY have found the problem. I moved the origin from in the middle of sandals to down below them in blender. now, will a simple "reimport" on the model be sufficient to update it? then just reupload?
Zarni, you saved me from going bashit insane
None of the guides I've read specified that the names had to be capitalized
A model I have has no shoulder bones, what can I do to fix this? I have no idea what to look up D:
yes unity, perhaps it WOULD be best if you didnt try and set lefteye to the jaw as well
It acts a little wonky with targetting, but the fact is that it works
sigh looks like a full reimport is needed?
@slender shuttle extrude from chest or arms
That means nothing to me :x
you select the arm or chest bone, press E to extrude a bone
position everything as needed and then u can try autoweight the shoulder with the bone selected and W > assign automatic weight from the bone
being in weight paint
Weight... paint..?
I've extruded the bones to where I think the shoulders would be, however there is nothing in the 'w' menu
I know absolutely nothing.
I've only ever imported MMD models that have all the bones already there and ready to go.
This is the first time I've ever had an issue CATS Has brought up
ok, all points on the mesh can have weights, from 0.0 to 1.0 that attach them to bones
you select the bone in pose mode, shiftr select the mesh >enter weight paint mode > hit w and select assign automatic weight from bone
then u prob will need to adjust it
a weight of 1.0 to a single bone means the point moves ONLY with that bone
a weight of 0.5 to each of two bones splits the movement
I'm following
so instead of clear joints, you get a little more natural movement
weight paint is a way of mass-setting weights on a model
the red is 1.0 to the arm bone
the other colors are less than 1.0 to the arm bone
hm for some reason my eye tracking is broken again
the bones are facing upwards and looking fine in blender
and the bones are named correctly in the amature
ive tried moving the positon a few times but the eyes wont show up ingame
https://imgur.com/a/UuXYP
I think its in the head somewhere but i dunno
blender can do it automatically, but once, i managed to attach a models face to a hair bone, which was less than desired
and since you'd have to be insane to set each point manually, theres a spray-like option for setting weights en masse
I extruded the bones from the arm bones up into the shoulders, the littleones
....why?
Because Yuumi told me to.
dood, if cats doesn't just make eye tracking work, i have NO idea how to fix it
i mean, Athir said he;s missing shoulders
are you using LeftEye and RighEye?
you add them by extruding from arms or chest
you need Eye_L and Eye_R for eye tracking
negative
cats make other bones that should be used in unity
hm
Lolita try changing to Eye_L and Eye_R in unity
Eye)L and Eye_R
afaik, LeftEye and RightEye are the CORRECT bones, if you set it up in cats
not RightEye, LeftEye
what exactly is not showing up though? the eye tracking not working at all or the eye iris disappearing?
the irises
@restive hill i'm 99% sure it used to be Eye_L and Eye_R before
@fading verge did you try deleting the created keys and re-creating?
Did so
i think most models come with eye_l
fuck caps
mhm
this is all arcane sorcery to me, i just know it works a lot
i had an iris problem too, imported fbx, deleted visemes+key shapes and recreated them
though it sets the bones facing forwards not up for whatever reason
so i had to rotate it
don't be afraid to just make a fresh reimport and try again, its always faster on a redo, and you might have done something weird
you can assign the position and roll in from different avatar maybe idk
i was trying to figure out my iris disappearing for 2 hours, in the end i think i made the visemes+keys on different mesh (had it split) and then when i joined together i did it again itthink
sometimes it does weird things with eyes on some models, maybe they're not part of the eye bone?
so importing fbx, deleting all vrc keys and creating new ones did the trick, but for you if it doesn;t work can play around with importing the fbx and seeing the rotation/roll deg vs other characters
fun fact: if the eyes have a shape key to make the irises get small, it's pretty funny to assign that to lowerlid
lets see if i fixed shinobu...
no, apparently i have not.
dammit
i have NO idea what is happening to my avatars now to make their feet be inside the floor, just a little
align the ankle bone with the ground horizontally in blender and unassign toe in unity @restive hill helps for me
Quick Question: I want my particle system to play when I am doing an emote, but it plays when I start the game. Is it possible to fix it?
disable it as default, then add porperty to enable it with your trigger?
select the particle system and go to top right and uncheck the checkbox
just like with the "appearing" items from triggers
ahh, thank you, I did not know that
any clue why http://prntscr.com/ic0evb this turns into http://prntscr.com/ic0f8l this wheni look up no matter how much i change the bones
its so weird cause it didnt happen till after i updated the sdk but reuploading the same model made its legs do this
You running toe bones?
If so just de select them, that could maybe ruin it
Toe bones make a lot more stuff go funy then people think
After helping out a bit in here, I've seen my fair shade of errors, and problems.
Time for a special one.. that I for once need help with!
https://steamuserimages-a.akamaihd.net/ugc/927049212488839036/18833DD4A402860AE46A6D8DD76E60AA0A6589DA/
the writing being mirrored, or something else?
(The hand)
can't quite tell what's happening with the hands, although looks like there's distortion there too
has it been twisted 180 degrees at the wrist?
I believe that the mesh is binding to the outer sides of the bones.
hang on a sec -- are the fingers also distorted?
it looks like just about every bone from the wrist onwards has been twisted 90-180 degrees
It's in short bursts when I move.
so it usually looks normal?
Yes
hmm, that makes it a bit trickier to find a solution, at least from my understanding -- think it means that there're certain positions where the IKs are thinking that the best solution is to twist everything 180
your fingers are mapped correctly in unity, right? as in, it hasn't been reversed so that pinky is mapped to thumb, index is mapped to ring, etc
hmm...i'm half-wondering if there may be any solutions in the muscle settings in the humanoid rig menu, since it mentions something about a "degrees of freedom" setting -- but i'm not seeing anything for the fingers offhandedly
IK animation can be pretty unpredictable from what i've seen depending on the exact shape and proportions of your model, and i'm not sure if there's an easy fix in unity for it
no i didnt rig it with toe bones @south quartz
Hello Everyone, I believe public chat may of just solved one of my problems, though I was directed here for rigging issues, so was curious if anyone could help me with an eye issue
My eyes, when in blender/unity are perfectly fine, in blender the eye tracking sliders work fine etc, though when i load in the game my eyes are facing down, and i can only see the pupil/iris if i look straigt down, meaning when im looking forward my eyes are just plain white
any ideas?
You'll want to ask a friend or person to see if they work. I've often had it that in mirrors or when looking at myself, my eyes appear half closed or looking down, but people said they worked fine
My friends in game have said its the same issue π¦
ive had this avatar for a week just been doing small changes here and there
ah, then I don't know sadly, I've had characters as well where the eyes broke so I had to disable it
yeah i may end up doing that soon, some of my friends have said eye tracking is a bit wonky on some avatars so might just be that
Hm. is the only way to make say a Cape/cloak/tail with dynamic bones and have every bone collide with the rest of the object to actually create a dynamic bone for each separate joint in said Cape/cloak/tail?
what is the full list of names for each bone?
Hey can someone help me with using transform.setparent
Anyone knows their way with a robe?
It's got bones, dynamic bones, and colliders but I still have some questions around it
@timid cobalt you don't need to copy "mixamo" into all these names, the program should know by itself which bone is what. If it's not correct, you can go into your rig on unity and tell every bone what part it's moving of your avatar. https://i.imgur.com/muYDIB5.png
oh heck, thanks
under each finger are of course more bones counting up fe. indexfinger1, indexfinger2, etc depending on how many bones you have in the finger
hey does anyone know of/have a script that can change a transform's parent in the hierarchy
hmm, this model doesn't have a neck, would maybe subdividing the head bone be a good substitute?
Anyone know why my hair is folding over itself? It was working fine until I opened it in Blender to fix the eye tracking https://cdn.discordapp.com/attachments/405489889467957259/411305071943614485/unknown.png
@timid cobalt subdividing bones doesn't split the mesh it's tied too.
You just need to make a new bone in that place. weight paint it yourself and parent it to the chest.
and change head parent to you new bone.
hmm, alright
Still stuck on eye tracking if anyone has any ideas, looks fine in blender/unity, load into game and hes stuck with his syes always looking down. Ive tried manually moving and rotating the eyes in unity config, with no luck. I can see the eyes moving for the tracking, just not looking forward. Any ideas?
have you met the three requisites for eye tracking to work? @prime rampart
1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist!
Exact names are required, there can be no in-between bones.
The bones donβt need any vertices skinned to them. They can be βemptyβ.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be βemptyβ, but blender wonβt export empty blendshapes.
3- The skinned mesh must be named βBodyβ.```
https://imgur.com/a/hAoap this is a picture of the avatar
if any of these are not present, it's not gonna pick up eye tracking
going though it, number 1 is good
and number 3 is good, just making sure on 2
yeah number 2 is good as well
lets see, when trying to map the fingers, is it okay for this kinda thing to be happening, or do I have to take it back off?
this kinda thing https://puu.sh/zjH7l/89f82ed0d1.png
does anyone know if its possible to rename a blendshape inside of unity?
How do you fix an avatars chest leaning forward? I've removed upper chest, I've slightly moved the hips bone a bit up, but the character still leans forward when standing still, the model works perfectly fine when walking and running around, the issue only occurs when all movement stops and the character just stands there in the odd pose
Did you mess with animation overrides?^^
Dm me a screenshot.
Will do, one second
-unsolved-
Anyone know how to fix my avatar saying "Spine Heiarchy Incorrect."
"Make sure the parent of both the Shoulders and the Neck is the Chest."
or you can conversely go into object mode, select the armature, then edit mode slect the neck and in the bones tab off the the right you can scroll down to see parenting and parent the neck to the chest. then do the same to the shoulders
@paper lily
what is the 3ds max equivalent of blender blendshapes?
So, how many bones is too many moving parts?
its missing bones
which?
have a look at the armature for the model in blender
and find the bones on the leg that works
in the first picture you sent it looks like the leg bone is alot longer than in the second picture
oh hang on
lol i need my glasses
it looks like the mesh for the bottom part of your leg isnt connected to your armature
how would i connect it?
easiest way to see if it is is to seperate the materials and then find the one for the bone with the messed up mesh and make sure its parented in the object tab https://cdn.discordapp.com/attachments/404105228019826689/411421476504207360/unknown.png
and do the same in object modifiers https://cdn.discordapp.com/attachments/404105228019826689/411421833468968972/unknown.png
Can anyone help me?
anybody got a good tutorial on how to make an object a model and rig it
so, rigging?
Does anyone know why one of an avatar's legs bend the wrong way from the hip? like a dinosuar or something
Do you remember if your model used to have bones some distance in front of their knees?
@drowsy storm check i fthe mesh is being held by other bones (like from other leg, or there's too much paint from other bone
@timid cobalt with "this kinda thing" you mean the bones being marked as red? as ypu can see in the left upper corner, it thinks it's not in T-pose , just grab the bones and rotate them until it says it is.
Anyone knows their way with a robe?
https://i.imgur.com/qRtKHXH.png
It's got bones, dynamic bones, and colliders but I still have some questions around it
delete skin under the robe
and weight paint the robe to legs
you cannot stop clipping with this kind of robe
there is no solution yet for robes like this? bummer
While it may take a while to properly weight-paint, rigging to the legs may be the better more fool-proof way for it to work on most occassions
More performance-effecient as well
anyone know how to split bones (in half) in 3dsmax
or how to make bones that arent really far away
i cant do this character in blender (breaks it)
any help is appreciated
@cobalt geyser alright, thank you, I was just wondering about that
@fading verge I have seen this solution on a model in a world and man did it look awful. efficient and easy indeed but super disappointing haha too bad
hi so i was able to get it to work before but i dont remember how i did it (had to restart with a new project cus the old one got corrupted), can anyone tell me how i can map the bones here? i tried combinations like 'spine 1 / spine 2' 'or spine / spine 2' but nothing works http://prntscr.com/icavag
oh, you rigged it yourself?
just "spine hierarchy error" or some more details?
make sure that the pelvis, spine, chest, neck and shoulders are mapped
says there are missing elements
but it all looks correct
its weird cus i was able to get it to work easily last time, but no way to open the file..
any backup? auto save in cache?
i'll take a look
@fading verge I might be wrong but do I see that the shoulders are childs of the neck bone??
oh no wait nvm
you need Head>Neck>Chest>(shoulders>arms>elbows>wrist>3fingers)>Spine>hips>legs>knee>ankle
might be missing fingers
or wrist
im quite sure you need 3 dummy fingers at least
i didnt have issue with fingers before
yeah maybe doin;t need fingers at all π€·
nah a lot of models have nubs and theres no problem
i'll try to open the old file again
i should have a copy somewhere, that way i can check what i did last time to make it work
there must be something not right here
or maybe i have to just rename them?
the thing is yesterday i had to reinstall a fresh copy of unity because the old one was on my C drive which is always too full
but i installed the wrong version and opened that file in it, so it converted it to the new one
and i think thats why the old file doesnt want to open anymore
so im going to reinstall the wrong version i had as a separate copy and see if that works
(y)
lol yesterday was a battlefield of unities fighting for dominance π my poor computer
i'll let you know if it worked
Anyone have some optimal breast physics settings? I have cloth and hair down, but just cant get the breasts right.,
Breasts:
Update rate: 90
Damping: 0.2
Elasticity: 0.1
Stiffness: 0.8
Inert: 0.5
Radius: 0.06
End offset: x: -0.1; y: y: -0.1; z: 0.3
try this
test it out in unity first
holy
shit
my first humanoid rig I made for a nonhumanoid works
I cant believe it was so easy to do
Not the 27 headed hydra you expected it to be heh?
oh and I figured out how to do active animations in unity
create a new animation copypaste teh blender fbx animation shapekeys to the new animation
then add in activation
so pc plebs can pull out weapons and shit π
thats why I pmed you exsgt
You can actually trigger an activation trigger?
only can active it with emote
activation triggers Ill need to trick my computer into think I have vr
but I havent looked at the dev stuff of steam vr
id imagine someone out there will make vr games compatible with mouse and keyboard and trick the inputs
I mean, yeah, but does it turn the object on/off or is it just emote specific?
turns on the object via emote
but youre stuff in an animation pose
I set myanimation pose to be my andoird 21 pointing
Oh wait a second... that makes sense... and i kinda imagined it would freeze the animation...
It couldn't be that bloody simple...
it would butyou can make a nice animation so it moves around the enitre time
IT IS
ITS THAT FUCKING SIMP{LE
YUURI WAS WITH ME
Not that
The fact that it freezes on the anim
If it just played out normally that'd be amazing
Im confused
like thanimation itself plays out
with the active paarticles or wepaoin
the animation doesnt freeze, it plays out
but you can only have liek a 10 sec animation for emotes so
But doesn't the animation freeze after it ends?
Oh... wait that's perfect
why tf did you mention me
If you trigger it to enable something, and don't set it to disable on end, it should keep the object out right?
@thorn willow because if this works as i think it does, your little flashlight trigger may be plausible
no no the object isnt out the entire time , the mote ends and the object is gone, but Id imagine you can loop the animation with one of those simple animation controllers for a generic rig
emote*
excpet mine
would want an actual functioning flashlight
with the toggle of on and off
well do this, one emote for on
one emote for off
and you can animated it so the hands scan around with the flash light
Although that is kind of annoying... it seemed like it was plausible for the emote to trigger an object enable/disable event for long-term
well I know that genreic rigs can keep the flashlight on for a long ass time
you have to create your own animator
and loop that
I havent done it yet but
its possible
you have like 5 controlls
I think
So can humanoids, but in all honesty, if enable/disable triggers were a thing and actually worked... damn
idle and 4 walking
make the idle animation without the flashlight
and the walking with the flashlight and you walking
ezpz you wwalk and the flashlight is out
would be nice tho to be able to use world triggers on avatars
Yeah that's the only way at the time it seems, if only on key press events were still a thing... could play an animation by tapping/holding a key
wel ltheres always work arounds
someguy asked me how to make a videoplay for his avatar
and the vrc vid script wouldnt work on an avatar
so I came up wit ha clever idea of creating a large .png file that you can use a custom shader togo across in the x direction, like frames of a film. then add an audio clip to it
that'll be my next project to see it its possible
omega apparently did it too so its possible
Just use a flamthrower effect on hand
wtf no you just need a simple light attached to a modified cylinder
Elon musk over here wants to add flamerthrower as flashlights
Anyone familiar with this weight painting issue?
These 2 verrtices are obviously included in the bone but don't move along with it. checked every other bone if they were included there to but it doesn't appear to be so
Id manually redo it and if that doesnt work use vertex groups
Seems like they just need to be adjusted in weight painting
When i reach down in vrchat and try to have my hand touch the floor. they are to short. I thought maybe i had to recalibrate the sensors and i even titlt he sesors down more so maybe it could not see me. Or does it have something to do with my rig? If that makes sens. My avatar normal hight the same as my friend yet they able to touch the floor with there hands.
Why does my avatar melt when I look up, I made sure I did the rigging right I even went to Maximoto see how they did it and theirs is similar, what am I doing wrong
π¦
Anyone know why this is happening when I made eye bones and use cats to create eye tracking? https://i.imgur.com/OxV3Nng.gif
it works normal left and right but up and down they come out the head like that
@gloomy loom That's the problem, I'm already manually painting them, I painted this just now
@gleaming falcon
Might also see if any bones have influence on those vertices, check other vertex groups
pull the bone in pose mode so you one see those two vertexes
then substract and add. maybe mess with faces or something else
I'll just mess with the vertices and faces a little
Can anyone tell me how to apply gravity to pre-existing bones?
Was about to ask if anyone does bones manually because I'd like to learn it and set up dynamics
Kind of messed up, I got 4 different rigs of the legs, torso, head, and a mask. how do I go about joining them all into a single model
Hey guys, can anyone help me with the Error: "Spine hierarchy incorrect. make sure that the parent of both shoulders and the neck is the chest", i literally tried everything now, currently it looks like this: https://imgur.com/a/20VD5
Everything?
What about deleting some of these bones in blender and making a more simple hip to spine to chest to neck hierarchy
Cause that dont look connected at all even if you put chest there in that blank
Also whats with all the cape bones if i dont see a cape o.O
I would need some help
https://i.imgur.com/4dMOmfJ.png I got a model that I really like and would like to use in vr chat, but when I was about to create animations 'n stuff for it, I noticed that there was only the bones who were here, the bones are here, but the actual model itself doesn't have different parts, it is just one big model. All the body parts seems to be named as dummy_(something), but they aren't part of the model (it's just nothing). Help?
https://i.imgur.com/cBotQSW.png all the dummies are just the bones, there's no body parts of the model
Where should I put the view position on my small avatar?
put it wherever you want, i usually put min between the eyes
my avatar has a helmet on top of their head in the 3d model, in blender both are part of the same vertex group and both seem to be weighted the same, but the head has way more movement than the helmet does, anybody know why?
sorry if this is the wrong channel
no, no, this is the right channel
so the entire head has a weight of 1.00
as does the helmet
yet the two are not moving at the same pace
if i try to cock the head to the side for example, the head starts to clip out of the helmet becuase the helmet is moving slower for some reason
all i want is for the helmet and the head to be treated identically
that because 2 bone are probably over laping each other in vertice assignement ^
blend shapes are making my bounds astronomically huge, what to do?
they're just jaw rotations
"update when offscreen" will set the bounds to a fixed size, but my model's head will render in first-person view which will block my view due to its shape
https://orig00.deviantart.net/8ef6/f/2018/040/9/c/974029d4_c96d_4660_95a2_df13b29f1985_by_goldlunarmoon-dc2nvow.jpg I need help with the eyes π¦
can someone link me to a tutorial for doing facial animations with the hand gestures? my google fu is failing me
you usually just have to make an animation and set it to one of the gestures dont you?
pretty much the same as making a custom animation
i found a tutorial nvr mind π
Question, do we have aset definition of what needs to be done for eye tracking to work?
my legs pop out of my dress when i walk/jump... is there anything i can do for this to not happen? pls
do you have a dynamic bone collider?
ill check
can someone please help me with my character?
even though it already is mapped :/
cant read the error
try changing chest to spine 2
in the final picture, it shows spine 1 .. sorry
so i've just added animation overrides to my face, but now whenever i do those gestures my hands dont work anymore. any idea why?
wait do i have to buy the dynamic bone asset from the store for it to work on my character? the title of my avatar said dynamic bones >.<
i think i am missing something here
yeah you do
so if i understand correctly, not all avatars are rigged to have dynamic bones. if it is you still need to own the asset. once you buy it, it works with any avatar you upload into unity?
its should yeah
thx π
easy to rig it to work with DB anyway, you just add a root bone if it doesn't have one
like in between the stuff you want and your main bone
i can't figure out why unity is complaining that it can't find LeftUpperArm in my rig
i literally have blender open on my other monitor and i'm looking at it and the bone named LeftUpperArm and unity just won't find it
Is this the best place to ask about working w/ shapekeys?
just ask π
can anyone fix the bones for me on a t-800 terminator I found? It's prerigged but the rig isn't working well within unity
I'm not good at rigging myself and usually just use mixamo, but mixamo wont rig the fingers
When utilizing blender's Cat plug-in what are the shapekeys/vicemes meant to do within the eye-tracking steps?
aren't those like the types of blinking for the lids
yea i thought so
cause when i messed with that and tested it using the same plugin, it lets you see the blink
and if you don't have those then blink is just disabled
and you can even adjust the strength of the blink
Do you know if there is a way to control the eye-tracking with shape-keys?
What do you mean by control ?
So I made a tiny avatar and animation to float on the shoulder of my existing one, my problem is that when I get into vr, it uses both the bigger models armature and smaller models armature, is there a way I can make it to where it only uses my bigger models?
@crisp tendon Don't know if you would be the perfect one to ask
How does it uses the tiny armature ? Is it moving walongside the main armature ?
So basically her hands are just streched thin connecting to my hands, same with chest, face, so on and so forth
Here let me go take a screenshot real fast
Are you using the same names of bones for both armatures ?