#avatar-rigging

1 messages Β· Page 96 of 1

naive tree
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true

rough plover
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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)

safe bluff
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You have 40 dynamic bone scripts? 😱

south bear
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why cant i config my avatar file

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:T

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iv deleted the meta data for the file and deleted the file

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then reimported it as well

naive tree
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you're missing a bone, is wha tit says

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have you checked your rigging?

south bear
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-.-

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your missing the issue

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i cant even config the rig

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let alone fix that small issue

naive tree
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send me the fbx

south bear
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why

naive tree
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if you're saying that you can't configure the rig

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i'll check if it's true and if you can open it, if the problem is easy to fix

south bear
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just tried it in a diffrent file type

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:Tc dint work

ocean blade
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@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

south bear
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well

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i have no bones missing

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unless you mean like vert groups

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then yea

ocean blade
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And parent it to the correct bone as well

south bear
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yep

ocean blade
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If you have no verts for it that can be fixed with a techique called weight painting

south bear
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ido

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its just that i have a couple that used to be for the unmodifyed files rig

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iv deleted some things and reassigned some

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which shouldnt cause any issues

ocean blade
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Do you mind sharing the configuration picture that it shows when you hit configure in unity?

south bear
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?

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cant access that part

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due to unitys humanoid config menu being a pain and not working correctly

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OH

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OKAI

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NOW IT WORKS

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:C

ocean blade
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Was gonna say configure was not greyed out in your previois pics

south bear
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well i got it

ocean blade
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Try to enforce a tpose on it

south bear
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i might have to add a couple extra bones

ocean blade
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Thats possible, i still dont know how to manually add bones myself in blender

south bear
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i am doing a very stupid idea

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that might work

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oh

south bear
opal aurora
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Chocoboooooo

south bear
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i might be working on getting it to have ik

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so

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fake fingers

fading verge
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big birb

south bear
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walks goofy tho

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and idk if head move ments will look good

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;w;

tame skiff
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Movement is odd for me

opal aurora
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Without IK the head will be steadstill on animations that require any rotation

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Such as a backflip

tame skiff
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Like on Ugandan Knuckles, for example

night spear
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That bird looks good ArtsyThumbs

south bear
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well

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id rather have a goofy walk then a shit one

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or a nonfunctioning avatar

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i can also fix the feet issue

abstract grove
south bear
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should i turn IPD off

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for the chocobo

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:Tc

fallen mesa
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hey guys i need to move these weight paints over to these (Avatar is weird)

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Somebody know how?

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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

opal aurora
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You can do 2 things

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Either parent ArmS_R to Right arm

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Or do what i just said and either get CATS or neitri's tools

fallen mesa
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cat doesnt fix it for me

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or ArmS_L into Left arm?

opal aurora
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ArmS is not parented to Left arm

proper kettle
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i have deleted ToeEnds and all my bugs are clear now!

fallen mesa
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ohh i see!

opal aurora
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It's in the same hierarchy position

fallen mesa
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frick , if that fixes it im happy

opal aurora
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And CATS only works on untranslated mmd models

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But that's besides the point as what was going to be done is weight transfering

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The mix weights button in CATS transfers the weight of a bone to its parent

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Hence, exactly what you wanted

fallen mesa
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so first reparent as you said then this button

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i guess, makes that sense?

opal aurora
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Ye

fallen mesa
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i trust yaa

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nya

opal aurora
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Just make sure to have the right bone selected

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You wouldn't want shoulders for arms...

fallen mesa
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LOL

abstract grove
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anyone know how to make fake neck

fallen mesa
opal aurora
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Yes

fallen mesa
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i cant find this weighting thing you talked about tho

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nvm

covert narwhal
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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?

rough plover
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Guys, how do you turn the camera like the unity right click in blender ?

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If I try to do it I move my character but not the camera

fading verge
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@rough plover Not sure if I understood you correctly but in blender you can pan around with middle mouse button and shift, I believe

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if you need to orbit around the object I think it's just middle mouse

wheat kiln
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I need help with a model.

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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?

rough plover
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Damn me I have no middle mouse lmao

fading verge
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@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

pine harbor
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@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 πŸ˜›

fading verge
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@rough plover if you have a mouse wheel you have a middle mouse button

rough plover
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The mouse weel broke months ago

spice jetty
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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?

rough plover
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Help, how can I export my model from unity to blender ?

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I cannot open an unity.package

low parrot
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Blender can open .pmx that you imported to Unity

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with the CATS plugin

waxen crown
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Can someone help me get an avatar uploaded? Lmk thanks!

rough plover
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I have a model in unity prefectly fine. I want to put my unity model into blender

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How can I export from unity to blender ?

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(Unity cannot make .pmx)

low parrot
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Right, but you had to get the model in there somehow

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what was the file?

rough plover
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Don't remember that's an old model

spice jetty
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in theory you shouldnt be exporting something into unity then back out of unity i think

rough plover
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Awww 😦

spice jetty
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too tall

low parrot
leaden vault
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Even if I adjust the height it doesn't go away. I have never had an error message like this before

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idk where to goto even adjust it

spice jetty
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maybe you've got something floating in the sky? thats the only idea i have

left fox
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Hey guys, what causes my mouth to open when I look down :/

ebon jewel
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@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

leaden vault
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Thats not even doing it

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Im just gonna try exporting and reimporting from blender

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Sometimes that likes to screw up

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It wasn't too big

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IT was the positioning

tame terrace
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How can I duplicate bones, put them into a new bone group and put weight on the new bones

humble leaf
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they're always static and my legs clip out

night spear
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I believe you need to weight paint the shorts

humble leaf
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also when i do the "die"

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animation

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my legs just go completely out

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I just want the pants to bend with the legs

hearty arch
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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

humble leaf
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My guess it has something to do with that the bones are only attached to the skin

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but idk how to attach it to the pants too

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so the butt bends

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bcs when i sit down its static

sacred swift
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can someone help me rig this model

warm pasture
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My avatars all have the β€œspine hierarchy” error. There is no upper chest and everything is green lit. What can be causing this? Please @ me if you’re talking to me so I know

south quartz
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Its hard to trouble shoot stuff without a photo πŸ‘€

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just a fyi

warm pasture
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Well as far as I can tell everything looks right, I’ve just heard it’s a common problem so maybe there’s a common solution? When I get back home I’ll upload a picture. Thank you for the feedback

south quartz
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been out of the rigging loop for a while now so cant help if its a recent problem xd

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But i had plenty of stugels myself in the past so

rough plover
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God damn I tryed Cat's plugin on blender, and i'm so happy to finally spend some time on blender

tame terrace
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How do I duplicate bones?

rough plover
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No idea

calm needle
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@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

low parrot
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Yeah, I checked in Blender and it was at a weird angle. I fixed it, thanks.

rough plover
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@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

fading verge
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make sure to be slow with the limbs

low parrot
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Yeah, it's super useful and fun

calm needle
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once you get used to blender, it gets a lot easier to fix rig issues

tame terrace
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How do I copy weight paint from one vertex group to another?

wild jacinth
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my unity crashed and when i opened it this happened

random lotus
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@wild jacinth you might need to reimport whatever this script was for

wild jacinth
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i tried

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didn't work

random lotus
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hmmmmm...... did you make sure to delete the old script as a whole

wild jacinth
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ahh

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i should

random lotus
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because that will usually get rid of anything leftover from the previous version

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ive had to do it with the sdk multiple times cause my computer's a potato

wild jacinth
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this happened twice now i just gave up and started a new project each time

random lotus
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yeah, but if deleting the old one entirey does the trick, you wont have to from here on

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at least you didn't have to reimport your entire project once because unity crashed

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i seriously have like 25 plus avatars on one project and i had to reimport it all

wild jacinth
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LOL i'm doing right now

random lotus
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took 3 hours

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it was NOT fun having to wait

wild jacinth
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i started it 5 mins ago

random lotus
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oh gheez, yeah, im just glad it lets me reimport them at all

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mine has a special model edit i worked hard on

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even if it was just texture editing i still worked hard on the baby

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i would cry if i lost it

wild jacinth
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😦

random lotus
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Yeah, plus its one im probably going to put into vr chat once i learn to make particle effects that surround the entire model

wild jacinth
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like a tunnel?

random lotus
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like an aura of sorts

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sadly the only difference with mine from the image is he has clothes on

wild jacinth
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oh dang

random lotus
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yeah, the model didn;t exactly have a body xD

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and i wasn't gonna make one

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but it makes it look cute

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plus i prefer the character with clothes on anyway

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the all white one is a fanmade design

wild jacinth
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oh

random lotus
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for a form of sorts

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kinda like super saiyan in a way

wild jacinth
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it reminds me of silver

random lotus
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the hedgehog?

wild jacinth
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yea

random lotus
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Hmmm it kinda does, he is easily mistaken for a sonic character

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because he has the look of one

wild jacinth
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the art style is similar

random lotus
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yeah, he was made by namco

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i quote "WAS" because the series is pretty much dead save for a anime movie sometime this year

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the guy in my pic is also from the same series

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and is similar to shadow the hedgehog....only less edgy

wild jacinth
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oof

random lotus
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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

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he just wants to murder the guy who killed his father

wild jacinth
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πŸ”«

random lotus
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but the worst part was that he apparently had to watch his father get murdered, when he was about hmmm... 5 years old

wild jacinth
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just deleted the folder

random lotus
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ok, now try to reimport it

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^ he actually does succeed in getting his revenge

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but he spares the dude's life at first

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but then he tries to attack him from behnid, then the little fluffer nutter from before takes the hit for him

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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 πŸ˜„

wild jacinth
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and try to redownload it

random lotus
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ok

wild jacinth
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didn't work

random lotus
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oh.... hmmm maybe there was some leftover in the assets folder we forgot to delete

wild jacinth
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is it because i have it on other projects?

random lotus
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I don't think so

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it might just be the download you have doesn't work on that project anymore

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for some reaosn

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or unity is just being buggy af

random lotus
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hmmm i would recommend deleting it again

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did you drag it into unity or did you import it from a menu?

wild jacinth
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the store

random lotus
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oh, hmmm i would reccoment trying to drag it into unity via a file or something

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because i got mine from a friend and i dragged mine into unity

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and there's the edit πŸ˜„

wild jacinth
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looks good

random lotus
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πŸ˜„ i still have to give dynamic bones to his little bangs on his head so that they stick up

wild jacinth
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πŸ‘

random lotus
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i have a model that already has that weapon attatched to it and has the effect for the blade

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but id have to completley reapply the collar

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and i dont want to do that tbh

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this kid has so many alterante designs its ridiculous

wild jacinth
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😟

random lotus
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theres these 3 which are the main ones

frigid flower
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I rigged my model with mixamo and it appears the skeleton is outisde my models leg. What would I do to fix that?

odd plume
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Hey is there any way to fix finger positions in unity?

obsidian orbit
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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

odd plume
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This is what they look like

rough plover
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Hey, does someone have hair dynamic bones values ?

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I keep seeing (very) few ppl with amazing hairs looking so real. Can't find it in any tutorial

fading verge
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that's because every model is different

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so tweak it until it looks good

obsidian orbit
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yeah if it's long it's gunna be way diff than short

rough plover
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I could tweak it for days without trying everything withs all the curves and stuff

obsidian orbit
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keep a game window open in unity and keep trying different values

fading verge
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amount of polys, shape and body/head shape is important too

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sadly shaking the model in unity is not a good way to test 😐

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I always set values to 0, then for the first slider, i slide it from 0 to 1 until that part looks good enough

obsidian orbit
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i shake it like a baby til i get what i want

fading verge
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I always start with 0.6 0.1 0.1 0.95 and then go from there

rough plover
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Thanks 1001

fading verge
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try to get a feel for what each slider does

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the description is very minimal

rough plover
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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

fading verge
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too stiff

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raise damping and lower stiffness for more natural flow

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ehm wait, where's the commas in those values?

rough plover
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commas ?

fading verge
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the max value is 1

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if that's all .xxx values it's way too bouncy

rough plover
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Damp0.72
Elas0.175
Stiff0.22
Inert0.14

fading verge
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yeah that's jelly pudding

rough plover
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But I'm really trying yours instead ^^

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Is this a good idea to put the bone on the whole head and then exclude stuff like mouse, eyes ect

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Or should I copy many bone on every hairs instead ?

fading verge
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the best way to do it is do bone parenting in blender of big bone groups

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then in unity add dynamic bone scripts for each root and set them differently

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so one root for skirt, one for boobage, maybe 2 for hair (front and back) etc ... depends on the model

rough plover
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Alright, I already have this parenting

fading verge
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exclusion list works fine but sometimes having the bones connected to hips etc can mess up your animations

rough plover
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Oh my god, this values are amazing

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Thanks ! πŸ˜„

fading verge
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oh cool, yeah it looks pretty good in engine

rough plover
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May you have the ones for skirt and boobs ? ❀

fading verge
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ho big

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the same ones really, usually a little higher for skirts and boobs/ears

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so for example 0.7 0.3 0.3 0.95

rough plover
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So the inert never change for you ?

fading verge
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inert kind of feels like a final slider that tell it how much it can change from the original shape

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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

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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

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I set inert lower sometimes, but rarely under 0.8

rough plover
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Got it !

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Thank you very much, really

fading verge
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I just want stuff to bend and sway when the avatar moves, not jump around

rough plover
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Yeap !

fading verge
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happy it helps

gloomy loom
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does anyone here have time to help me with a rig in video call in 2 hoursish

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I made the rig, weighted it and imported it to unity but I get some parenting complaints even tho its all parented correctly

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and I set the hip as the original bone

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I built everything off of

fathom bronze
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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?

gloomy loom
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did you do the fix in blender

fathom bronze
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No, I updated the bone parenting in Unity.

gloomy loom
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oh? how?

fathom bronze
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By moving the bones in the Hierarchy.

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Drag and drop into the bone you want to be its parent.

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It has worked for around ~10 other avatars that I've successfully uploaded, but now it is suddenly acting funny.

fading verge
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that doesn't work, the rig is bound by the import config

gloomy loom
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i dont think thats how it works

fading verge
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do it in blender

gloomy loom
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you needa parent it in bledner

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my issue is the hips are recognized as the hips

fathom bronze
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I loathe going back and forth with Blender, because Unity tends to break something awful when you do this.

gloomy loom
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and the parenting is not recognized when I move it aroudn in unity

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no you have to start with the .blend file

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not fbx

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I hope you sabved the .blend

fathom bronze
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e.g. my Officer DVA avatar decided to become completely invisible for no apparent reason after I fixed the bones in Blender

fading verge
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once you change the rig in blender, you can't update your unity model, you have to import it fresh again

fathom bronze
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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.

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I guess thanks to a quirk and inadequacy in Unity, a lot of time and effort has been wasted. :\

gloomy loom
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1001 have you ever done a fresh rig with a nonhuanoid model

fading verge
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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

fathom bronze
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I tried that with the Officer DVA avatar and it introduced a host of problems.

fading verge
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it's a PITA whatever way you slice it 😐

fathom bronze
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Then again, maybe we shouldn't be using an outdated Unity. πŸ˜›

fading verge
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unity's newer version also chokes on rigging if you mess it up too much tho πŸ˜‰

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the IK animator is a fickle beast

tame terrace
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Is the Break Prefab Instance message okay ?

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I'm just grouping hair bones for dynamic bones

pine harbor
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@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

tame terrace
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Okay, good, wasn't sure if it would mess up something like animation

random lotus
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ummm... i had to reimport the model and after i fixed him this happened

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is this because i put him into mixaimo

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or something

rain delta
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Does anyone have any information on the strange leg spacing issue at this point?

random lotus
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okkkkkkaaaaaayyyyyyyy ttthhhheeennnn

rain delta
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Uh wtf

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How did you "fix" him exactly?

fading verge
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Fixed him with a sledgehammer

pine harbor
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@random lotus is that in blender or unity? i've never seen that render mode before

random lotus
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i was messing with mixamio

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trying to give him a proper gun animation

pine harbor
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but over in unity, you can just readjust his root position downwards...ah right, never used mixamo myself

random lotus
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his bones in blender were all f*cked up

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i actually dont know what the cause was tbh

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what made them so huge

pine harbor
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his mesh seems displaced from where the armature is, but if you can realign him, that's actually not a big issue

random lotus
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the ear bones look really damn big though

pine harbor
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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)

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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

random lotus
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but what if the ears are meant to have physics (in this case they do)

pine harbor
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hmm, check what those bones at the end are called first

random lotus
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he only has 2 ear bones

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ear_l and ear_r

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well just that one is

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finger

pine harbor
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hmm, can't say i'm entirely sure wehat's happening with the thumb there

random lotus
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yeah... idk either

pine harbor
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if you don't trust it, yeah, i guess mixamo's the best idea

random lotus
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i have a clean version of the model before all of this happened thankfully

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well i have to hope this doesnt happen again

pine harbor
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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

random lotus
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its like he became a tentacle porn monster wolf thingy

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Shudders

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that is going to haunt my dreams in some form now

pine harbor
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mixamo does not know what to do with that arm, evidently, but i suppose there's worse...

random lotus
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it wasnt bad at first then i had to refresh then thats where it got worse

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the rest of him seemed fine in both images

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its just the arms and hands that were broken

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i think its better for me to start with a clean model

pine harbor
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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

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especially if you want to get other models up after this one

random lotus
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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)

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alot of physics issues

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and the cubed shaders look so WIERD on him, i dont know why

earnest rivet
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BTW Spear, that rig bit didn't work for me

random lotus
earnest rivet
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Even completely disconnected, a humanoid model just doesn't seem to allow me to rotate armatures during walk animations

pine harbor
random lotus
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xD

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i wonder how bad the one i have would lo...oh fudge i alreadu overwrited the old one

pine harbor
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@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

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everything else seems to work, just not the walk/run animations specifically

earnest rivet
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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

random lotus
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its either i use mixamio or i try to make him a custom animation to pull out both guns

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and id rather not do option 2

pine harbor
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@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

random lotus
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tha rifle animation would be good....

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that animation is literally how he actually pulls it out

fading verge
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or you can make it yourself πŸ€”

pine harbor
#

@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

random lotus
#

except his in in mid-air ( how he does it idk) and im already working on a annoying ass weapon

pine harbor
#

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

random lotus
#

and i just mean the things attatched to his arms

#

not the character himself, i already have a model for him

pine harbor
#

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

random lotus
#

....yeah and its my second model ever

#

and it was that weapon

#

strange, before it was showing his other gun that it should have been showing

pine harbor
#

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

random lotus
#

but tbh that rifle would be a nice break from that monstrosity

#

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

#

its actually alot larger than it looks

latent patrol
#

How hard is it to add a neck bone? avatar is missing one

#

am I shit out of luck

fading verge
#

just create one

#

not really hard

#

and create the vertex group for it too
parent etc
done

earnest rivet
#

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

latent patrol
#

well guess i'm gonna have to look up some guides lol

earnest rivet
#

It's easier once you've rigged an entire skeleton start to finish, then you know a lot of what you're doing.

fading verge
#

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

#

πŸ‘

cosmic mica
#

people are saying my avatar's hands disappear at certain angles or distances, what can i do to fix this?

mighty lintel
#

Boundingbox issues afaik @cosmic mica

#

Maybe

#

If your bounding box isnt on screen the connected mesh unloads

#

To save pc memory

cosmic mica
#

hmmmmm, i will take a look at it

#

nope, both boxes are small, right on teh border of the hand model itself

astral sand
#

Anyone know an easy way to fix the elbows being always bent in VR and the feet stomping?

latent patrol
#

How come despite showing normal eyes in blender/unity, once in vrchat they're the angry version of the eyes?

modern oyster
#

Have you added any animations to the face?

latent patrol
#

nope

modern oyster
#

Odd. Maybe make a new idle facial animation

glad egret
modern oyster
#

Seems fine

steady spruce
#

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

shell heath
#

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?

rough plover
#

Isn't it when you convert it as humanoid ?

potent ermine
#

my eyes are flattening when rotated

cobalt needle
#

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?

limpid scarab
#

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?

cobalt needle
#

run on the ground

#

basically like a burp

limpid scarab
#

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

cobalt needle
#

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?

raw edge
#

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

limpid scarab
#

what do you mean? @raw edge

raw edge
#

i mean, it's very... complex that makes it time consuming

cobalt needle
#

some people enjoy working on this kind of stuff πŸ˜ƒ

raw edge
#

to me i wish there was an easier way as a simple click and drag technique

cobalt needle
#

you're getting free avatars ingame... why are you complaining?

inner copper
#

this has probably been asked before but, are there any simple fixes to knees going inwards when i crouch?

raw edge
#

there can be some avatars that can be added or moddified from other users

limpid scarab
#

ready made avatars to use

cobalt needle
#

yes and there are many artist who take comissions

raw edge
#

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?

cobalt needle
#

vrchat account only

raw edge
#

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

limpid scarab
#

it's literally 2m work tbh

neon quiver
#

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?

raw edge
#

If i get the rift, im gunna have trouble setting up the trackers DX

rough plover
#

@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

limpid scarab
#

can't you just update the fbx in unity?

neon quiver
#

i try the fix bone button and i think it fix only a bit. It says this avatar angle is 5.7.

flat sierra
#

ooh thats weird

barren cliff
#

Anyone able to help me figure out why eye tracking isn't working for me?

pale hull
#

Is your armature named Armature and your mesh named Body? @barren cliff

barren cliff
#

In blendeR?

pale hull
#

Yes

barren cliff
#

Ah, I can't post pictures

#

Well, there is no mesh named body

#

The closest I have is "face" that contains the eye bones

pale hull
#

That's one of the problems right there then

barren cliff
#

How do I fix that?

pale hull
#

If you're unfamiliar with how to set up eyetracking I'd suggest you find one of the guides in #tutorials or youtube

barren cliff
#

I've watched literally every single guide on youtube

#

I've been on this for like 4 days now

pale hull
#

Then they should have taught you to do this. To rename a mesh you just doubleclick on the name

barren cliff
#

I'll rename it, reexport it, and reupload it to VRChat and see if that works then

pale hull
#

Is your hierarchy correctly set up and properly named?

barren cliff
#

Yes

pale hull
#

Have you assigned the eyes in the eye slots in the avatar config scene in unity?

barren cliff
#

Let Eye and Right Eye are LeftEye and RightEye respectively

pale hull
#

Then it should be good

barren cliff
#

should is the keyword here

#

If changing the mesh name doesn't work, then I'm still at the same place

pale hull
#

Naming is incredibly important

#

Literally if the mesh is named "body" instead of "Body", it won't work

barren cliff
#

I see. That might actually be the issue since I've kept my mesh anmes lowercase

#

I'll go back and fix that

pale hull
#

All first letters should be uppercase, for the armature and bone names too

barren cliff
#

Thanks for the tip. This might actually be the case. Give me a few minutes to make the necessary changes and uploads

pale hull
#

Cool, I'll bbl if you need more troubleshooting

restive hill
#

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?

barren cliff
#

Zarni, you saved me from going bashit insane

#

None of the guides I've read specified that the names had to be capitalized

slender shuttle
#

A model I have has no shoulder bones, what can I do to fix this? I have no idea what to look up D:

restive hill
#

yes unity, perhaps it WOULD be best if you didnt try and set lefteye to the jaw as well

barren cliff
#

It acts a little wonky with targetting, but the fact is that it works

restive hill
#

sigh looks like a full reimport is needed?

naive tree
#

@slender shuttle extrude from chest or arms

slender shuttle
#

That means nothing to me :x

naive tree
#

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

slender shuttle
#

Weight... paint..?

#

I've extruded the bones to where I think the shoulders would be, however there is nothing in the 'w' menu

restive hill
#

what do you know about weights?

#

so i don't just yammer on what you already know

slender shuttle
#

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

restive hill
#

ok, all points on the mesh can have weights, from 0.0 to 1.0 that attach them to bones

naive tree
#

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

restive hill
#

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

slender shuttle
#

I'm following

restive hill
#

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

fading verge
#

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

restive hill
#

blender can do it automatically, but once, i managed to attach a models face to a hair bone, which was less than desired

slender shuttle
#

Aha, if it helps, this is what I have so far.

restive hill
#

and since you'd have to be insane to set each point manually, theres a spray-like option for setting weights en masse

slender shuttle
#

I extruded the bones from the arm bones up into the shoulders, the littleones

restive hill
#

....why?

naive tree
#

you need to parent shouldrs to chest

#

and armos to shoulders

slender shuttle
#

Because Yuumi told me to.

fading verge
#

welp ignored

#

smh

slender shuttle
#

Probably because no-one knows

#

:/

restive hill
#

dood, if cats doesn't just make eye tracking work, i have NO idea how to fix it

fading verge
#

i did use cats

#

works all fine

naive tree
#

i mean, Athir said he;s missing shoulders

restive hill
#

are you using LeftEye and RighEye?

fading verge
#

just ingame it doesnt show up, unless its moved in another spot

#

yes

naive tree
#

you add them by extruding from arms or chest

#

you need Eye_L and Eye_R for eye tracking

restive hill
#

negative

slender shuttle
#

When I hit 'fix model' I recieve this error, so I assumed I'm missing bones.

restive hill
#

cats make other bones that should be used in unity

fading verge
#

hm

naive tree
#

Lolita try changing to Eye_L and Eye_R in unity

fading verge
#

i did

#

its set to LeftEye and RightEye, even tried OldLeftEye and OldRightEye

naive tree
#

Eye)L and Eye_R

restive hill
#

afaik, LeftEye and RightEye are the CORRECT bones, if you set it up in cats

naive tree
#

not RightEye, LeftEye

fading verge
#

that wont work if its not named Left or Right Eye

#

what smoo said

naive tree
#

what exactly is not showing up though? the eye tracking not working at all or the eye iris disappearing?

fading verge
#

the irises

naive tree
#

@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?

fading verge
#

Did so

restive hill
#

i think most models come with eye_l

fading verge
#

fuck caps

restive hill
#

that's what you feed cats

#

then cats makes new bones for some reason

fading verge
#

mhm

restive hill
#

this is all arcane sorcery to me, i just know it works a lot

naive tree
#

i had an iris problem too, imported fbx, deleted visemes+key shapes and recreated them

fading verge
#

though it sets the bones facing forwards not up for whatever reason

#

so i had to rotate it

restive hill
#

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

naive tree
#

you can assign the position and roll in from different avatar maybe idk

fading verge
#

ah

#

alright

naive tree
#

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

restive hill
#

sometimes it does weird things with eyes on some models, maybe they're not part of the eye bone?

naive tree
#

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

restive hill
#

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

naive tree
#

align the ankle bone with the ground horizontally in blender and unassign toe in unity @restive hill helps for me

restive hill
#

thanks

#

she has no toes. how sinister.

finite forum
#

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?

naive tree
#

disable it as default, then add porperty to enable it with your trigger?

finite forum
#

cool

#

thanks

#

how do I disable it btw?

naive tree
#

select the particle system and go to top right and uncheck the checkbox

#

just like with the "appearing" items from triggers

finite forum
#

ahh, thank you, I did not know that

flat sierra
flat sierra
#

its so weird cause it didnt happen till after i updated the sdk but reuploading the same model made its legs do this

south quartz
#

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

modern oyster
pine harbor
#

the writing being mirrored, or something else?

modern oyster
#

(The hand)

pine harbor
#

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?

modern oyster
#

I believe that the mesh is binding to the outer sides of the bones.

pine harbor
#

hang on a sec -- are the fingers also distorted?

modern oyster
#

Yes

#

But it's not constant.

pine harbor
#

it looks like just about every bone from the wrist onwards has been twisted 90-180 degrees

modern oyster
#

It's in short bursts when I move.

pine harbor
#

so it usually looks normal?

modern oyster
#

Yes

pine harbor
#

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

modern oyster
#

They haven't .

#

Everything is fine.

pine harbor
#

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

https://docs.unity3d.com/Manual/MuscleDefinitions.html

#

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

flat sierra
#

no i didnt rig it with toe bones @south quartz

prime rampart
#

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?

desert apex
#

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

prime rampart
#

My friends in game have said its the same issue 😦

#

ive had this avatar for a week just been doing small changes here and there

desert apex
#

ah, then I don't know sadly, I've had characters as well where the eyes broke so I had to disable it

prime rampart
#

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

violet patrol
#

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?

timid cobalt
#

what is the full list of names for each bone?

fossil flame
#

Hey can someone help me with using transform.setparent

cobalt geyser
#

Anyone knows their way with a robe?

#

It's got bones, dynamic bones, and colliders but I still have some questions around it

cobalt geyser
#

@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

timid cobalt
#

oh heck, thanks

cobalt geyser
#

under each finger are of course more bones counting up fe. indexfinger1, indexfinger2, etc depending on how many bones you have in the finger

fossil flame
#

hey does anyone know of/have a script that can change a transform's parent in the hierarchy

timid cobalt
#

hmm, this model doesn't have a neck, would maybe subdividing the head bone be a good substitute?

shy vault
dusk pilot
#

@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.

timid cobalt
#

hmm, alright

prime rampart
#

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?

fading verge
#

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 don’t need any vertices skinned to them. They can be β€œempty”.
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 β€œempty”, but blender won’t export empty blendshapes.
3- The skinned mesh must be named β€œBody”.```
prime rampart
fading verge
#

if any of these are not present, it's not gonna pick up eye tracking

prime rampart
#

going though it, number 1 is good

#

and number 3 is good, just making sure on 2

#

yeah number 2 is good as well

timid cobalt
#

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?

paper sparrow
#

does anyone know if its possible to rename a blendshape inside of unity?

dreamy fiber
#

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

weak wigeon
#

Did you mess with animation overrides?^^

dreamy fiber
#

Not at all

#

They're the default ones

weak wigeon
#

Dm me a screenshot.

dreamy fiber
#

Will do, one second
-unsolved-

paper lily
#

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."

weak wigeon
#

Use cats plugin.

#

Select the mesh and bones, and simply press "Fix Model".

gloomy loom
#

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

tulip galleon
#

what is the 3ds max equivalent of blender blendshapes?

earnest rivet
#

So, how many bones is too many moving parts?

lusty flame
#

its missing bones

drowsy storm
#

which?

lusty flame
#

have a look at the armature for the model in blender

#

and find the bones on the leg that works

drowsy storm
#

the leg bone works

#

the ankle bone also works

lusty flame
#

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

drowsy storm
#

how would i connect it?

lusty flame
idle oasis
#

Can anyone help me?

river kraken
#

anybody got a good tutorial on how to make an object a model and rig it

brisk mesa
#

so, rigging?

trim arrow
#

Does anyone know why one of an avatar's legs bend the wrong way from the hip? like a dinosuar or something

fading verge
#

Do you remember if your model used to have bones some distance in front of their knees?

naive tree
#

@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

cobalt geyser
#

@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.

naive tree
#

delete skin under the robe

#

and weight paint the robe to legs

#

you cannot stop clipping with this kind of robe

cobalt geyser
#

there is no solution yet for robes like this? bummer

fading verge
#

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

light kindle
#

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

timid cobalt
#

@cobalt geyser alright, thank you, I was just wondering about that

cobalt geyser
#

@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

fading verge
#

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

Lightshot

Captured with Lightshot

cobalt geyser
#

@timid cobalt np

#

@fading verge delete upperchest and connect chest to spine 2

fading verge
#

tried that before but nope

#

gives me the spine hierarchy error

cobalt geyser
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oh, you rigged it yourself?

fading verge
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she came pre-rigged

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with humanoid rig already

cobalt geyser
#

just "spine hierarchy error" or some more details?

fading verge
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make sure that the pelvis, spine, chest, neck and shoulders are mapped

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says there are missing elements

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but it all looks correct

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its weird cus i was able to get it to work easily last time, but no way to open the file..

cobalt geyser
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any backup? auto save in cache?

fading verge
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i'll take a look

cobalt geyser
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@fading verge I might be wrong but do I see that the shoulders are childs of the neck bone??

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oh no wait nvm

naive tree
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you need Head>Neck>Chest>(shoulders>arms>elbows>wrist>3fingers)>Spine>hips>legs>knee>ankle

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might be missing fingers

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or wrist

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im quite sure you need 3 dummy fingers at least

cobalt geyser
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I only have 2 and it works so you might need only one dummy finger?

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@naive tree

fading verge
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i didnt have issue with fingers before

naive tree
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yeah maybe doin;t need fingers at all 🀷

fading verge
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nah a lot of models have nubs and theres no problem

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i'll try to open the old file again

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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

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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

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but i installed the wrong version and opened that file in it, so it converted it to the new one

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and i think thats why the old file doesnt want to open anymore

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so im going to reinstall the wrong version i had as a separate copy and see if that works

cobalt geyser
#

(y)

fading verge
#

lol yesterday was a battlefield of unities fighting for dominance πŸ˜‚ my poor computer

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i'll let you know if it worked

mental lynx
#

Anyone have some optimal breast physics settings? I have cloth and hair down, but just cant get the breasts right.,

fading verge
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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

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try this

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test it out in unity first

gloomy loom
#

holy

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shit

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my first humanoid rig I made for a nonhumanoid works

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I cant believe it was so easy to do

opal aurora
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Not the 27 headed hydra you expected it to be heh?

gloomy loom
#

oh and I figured out how to do active animations in unity

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create a new animation copypaste teh blender fbx animation shapekeys to the new animation

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then add in activation

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so pc plebs can pull out weapons and shit πŸ˜„

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thats why I pmed you exsgt

opal aurora
#

You can actually trigger an activation trigger?

gloomy loom
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only can active it with emote

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activation triggers Ill need to trick my computer into think I have vr

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but I havent looked at the dev stuff of steam vr

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id imagine someone out there will make vr games compatible with mouse and keyboard and trick the inputs

opal aurora
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I mean, yeah, but does it turn the object on/off or is it just emote specific?

gloomy loom
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turns on the object via emote

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but youre stuff in an animation pose

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I set myanimation pose to be my andoird 21 pointing

opal aurora
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Oh wait a second... that makes sense... and i kinda imagined it would freeze the animation...

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It couldn't be that bloody simple...

gloomy loom
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it would butyou can make a nice animation so it moves around the enitre time

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IT IS

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ITS THAT FUCKING SIMP{LE

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YUURI WAS WITH ME

opal aurora
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Not that

gloomy loom
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He saw how fucking simplke it was

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oh

opal aurora
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The fact that it freezes on the anim

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If it just played out normally that'd be amazing

gloomy loom
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Im confused

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like thanimation itself plays out

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with the active paarticles or wepaoin

opal aurora
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There is someone that'll be interested in this actually...

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@thorn willow

gloomy loom
#

the animation doesnt freeze, it plays out

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but you can only have liek a 10 sec animation for emotes so

opal aurora
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But doesn't the animation freeze after it ends?

gloomy loom
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no you go back to normal

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when the animation ends

opal aurora
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Oh... wait that's perfect

thorn willow
#

why tf did you mention me

gloomy loom
#

ill make a video on this

#

tom

opal aurora
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If you trigger it to enable something, and don't set it to disable on end, it should keep the object out right?

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@thorn willow because if this works as i think it does, your little flashlight trigger may be plausible

gloomy loom
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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

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emote*

thorn willow
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excpet mine

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would want an actual functioning flashlight

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with the toggle of on and off

gloomy loom
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well do this, one emote for on

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one emote for off

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and you can animated it so the hands scan around with the flash light

opal aurora
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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

gloomy loom
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well I know that genreic rigs can keep the flashlight on for a long ass time

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you have to create your own animator

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and loop that

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I havent done it yet but

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its possible

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you have like 5 controlls

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I think

opal aurora
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So can humanoids, but in all honesty, if enable/disable triggers were a thing and actually worked... damn

gloomy loom
#

idle and 4 walking

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make the idle animation without the flashlight

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and the walking with the flashlight and you walking

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ezpz you wwalk and the flashlight is out

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would be nice tho to be able to use world triggers on avatars

opal aurora
#

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

gloomy loom
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wel ltheres always work arounds

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someguy asked me how to make a videoplay for his avatar

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and the vrc vid script wouldnt work on an avatar

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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

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that'll be my next project to see it its possible

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omega apparently did it too so its possible

thorn willow
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if only the game had a flashlight function

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but I guess it would be too much

rough plover
#

Just use a flamthrower effect on hand

gloomy loom
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wtf no you just need a simple light attached to a modified cylinder

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Elon musk over here wants to add flamerthrower as flashlights

cobalt geyser
#

Anyone familiar with this weight painting issue?

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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

gloomy loom
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Id manually redo it and if that doesnt work use vertex groups

gleaming falcon
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Seems like they just need to be adjusted in weight painting

neon quiver
#

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.

versed oyster
#

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
😦

heavy basin
#

it works normal left and right but up and down they come out the head like that

cobalt geyser
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@gloomy loom That's the problem, I'm already manually painting them, I painted this just now

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@gleaming falcon

gleaming falcon
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Might also see if any bones have influence on those vertices, check other vertex groups

gloomy loom
#

pull the bone in pose mode so you one see those two vertexes

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then substract and add. maybe mess with faces or something else

cobalt geyser
#

I'll just mess with the vertices and faces a little

cold perch
#

Can anyone tell me how to apply gravity to pre-existing bones?

dusky pendant
#

Was about to ask if anyone does bones manually because I'd like to learn it and set up dynamics

paper sparrow
#

i do bones from scratch

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but i dont use blender

river kraken
#

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

frigid kestrel
#

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

brisk mesa
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Everything?

#

What about deleting some of these bones in blender and making a more simple hip to spine to chest to neck hierarchy

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Cause that dont look connected at all even if you put chest there in that blank

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Also whats with all the cape bones if i dont see a cape o.O

cedar cove
#

I would need some help

fading verge
cedar cove
#

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?

tame terrace
#

Where should I put the view position on my small avatar?

fading verge
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put it wherever you want, i usually put min between the eyes

weak notch
#

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

icy jungle
#

no, no, this is the right channel

weak notch
#

so the entire head has a weight of 1.00

#

as does the helmet

#

yet the two are not moving at the same pace

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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

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all i want is for the helmet and the head to be treated identically

craggy scarab
#

that because 2 bone are probably over laping each other in vertice assignement ^

odd bronze
#

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

paper sparrow
#

can someone link me to a tutorial for doing facial animations with the hand gestures? my google fu is failing me

light kindle
#

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

paper sparrow
#

i found a tutorial nvr mind πŸ˜›

spiral fog
#

Question, do we have aset definition of what needs to be done for eye tracking to work?

rustic ginkgo
#

my legs pop out of my dress when i walk/jump... is there anything i can do for this to not happen? pls

spiral fog
#

do you have a dynamic bone collider?

rustic ginkgo
#

ill check

blissful oak
#

can someone please help me with my character?

#

even though it already is mapped :/

rustic ginkgo
#

cant read the error

blissful oak
#

it said that the spine hierarchy is missing

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even though it was there

rustic ginkgo
#

try changing chest to spine 2

blissful oak
#

i have

#

already done it

rustic ginkgo
#

in the final picture, it shows spine 1 .. sorry

blissful oak
#

oh

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one sec

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that is the only other spine exept for spine

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without a 1

paper sparrow
#

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?

rustic ginkgo
#

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

paper sparrow
#

yeah you do

rustic ginkgo
#

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?

paper sparrow
#

its should yeah

rustic ginkgo
#

thx πŸ˜ƒ

brisk mesa
#

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

fringe beacon
#

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

fringe beacon
#

it won't let me manually configure to fix it

#

there's just no button for it

fading verge
#

Is this the best place to ask about working w/ shapekeys?

naive tree
#

just ask πŸ˜›

fading verge
#

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?

brisk mesa
#

aren't those like the types of blinking for the lids

fading verge
#

Blink and lower eyelid

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Is it there to automatically make the blinking animation?

brisk mesa
#

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

fading verge
#

Do you know if there is a way to control the eye-tracking with shape-keys?

crisp tendon
#

What do you mean by control ?

heady hedge
#

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

crisp tendon
#

How does it uses the tiny armature ? Is it moving walongside the main armature ?

heady hedge
#

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

crisp tendon
#

Are you using the same names of bones for both armatures ?