#avatar-rigging

1 messages · Page 98 of 1

rugged vale
#

XNA models are uh interesting something

hazy knot
#

Yeah those jointed stick bones, eh?

rugged vale
#

sometime when i generate eye tracking the eyeballs pop outta my characters ass i love it

hazy knot
#

@fading verge Don't need to see the materials, just the armatures and meshes.

fading verge
#

ah

hazy knot
#

I had someone whose popped out the front of their skull, cartoon style. I couldn't stop laughing and had to take my oculus off.

fading verge
#

"body" and "shoes"

#

shoes is the external one

hazy knot
#

Did you do CTRL+J to join them? It shows the Shoes as a child instead of an equal.

#

Might need to back up a few steps and join them first, then try reparenting.

fading verge
#

ohh

#

okay, i'll try that

high stream
fading verge
#
- Anyone know why the custom eyes are not moving? https://gyazo.com/a69b3e29611ac667cb5ad8d621823a30
fading verge
#

uhhm anyone can help me really quick with dynamic bone mapping?

#

would be nice if so just pm me 😃

feral stone
#

https://i.imgur.com/cVq0usd.png I've figured out the root of my mesh issue is when I first connected the head bones with the body bones. So I aligned the head mesh and attached it to the body mesh, all thats left is joining the two rigs... But I'm drawing a blank here. Maybe I'm doing the parenting wrong or something, but I either end up with the head mesh dragging some parts of the chest mesh or the entire rig not moving the whole mesh at all.

lament bronze
#

so I got a question involving rigging. I got a model from FFXIV Explorer for Leviathan and was able to get the .obj model and textures. I was able to get it all into blender but not sure what to do about the skeleton. It gave me an .eid, a .hkx, and a .skp files. Googling hasn't really shed any answers on how to use them

next prairie
#

What is the Human Description?

#

And how do I name my Zabi Model correctly?

small zinc
#

I think having a root bone might break eye tracking

signal lintel
#

So I tried uploading a model but it ended up not having a right wrist bone so I went back to blender and added one. It wouldn't automatically map on the rig for my model in unity so I had to select it myself, but when I did that it would give me the error "Thumb, Index, and Middle finger bones are not mapped, Full-body IK will be disabled." when I would attempt to upload it. I could upload just fine but when I got in-game my legs basically couldn't work.

#

Anyone know how to fix this problem?

polar surge
#

just asking can some one help me

#

i dont know if its right

rocky night
hoary torrent
#

@molten rock was the avatar set to position 0,0,0 in unity?

molten rock
#

no its 3 0 0 cause i have other avatars

#

@hoary torrent

hoary torrent
#

hide the avatars then set it to 0,0,0 and see if that helps

molten rock
#

relog now and check

#

didnt fix

#

the postion in unity shouldnt really effect it

hoary torrent
lunar tartan
pine harbor
#

@molten rock check the humanoid rig settings for that particular model where the feet are going into the ground (i.e. the window where you had to match all her bones to unity's concept of Pelvis/Spine/Chest etc)

#

if the feet appear to be below the ground there, that's most likely the problem -- select your root bone and move it up so that the feet are no longer under the ground, then hit "Apply"

#

the humanoid rig page specifically, not your "scene" window

fading verge
#

if she wears high heels: put the ankle bones on the floor in blender, unassign toes in unity

arctic glen
#

If a texture on my model is pink in blender, I shouldn't be concerned right? Because once I apply the texture in unity it looks fine, and it shouldn't mess up the model right if it was originally pink in blender right?

molten field
#

hey all

#

having a problem where the spine of my avatar returns an error with Spine has a bone length of zero

#

anybody know a fix?

arctic glen
#

Hey my dudes! If anyone is willing to help, I am having the worst time with one specific model and it'd be great if I could get some help

#

oh wait a second nvm I was looking at the wrong model lmao

vast orbit
#

@molten field Make it longer?

#

Hey guys I've just started with rigging but I've watched tutorials on it and I've got a very good idea on how it works. The problem I'm having is that the model I'm using has it's arms inside part of it's body when downloading. I've fixed this by custom weighing the bones but I'm still having some issues and was wondering if someone could take some time to help me privately so I can explain what I'm having troubles with.

glad egret
#

is it okay for finger bones to extend past the finger?

pine harbor
#

at the finger tips? should be, i don't think they actually do anything otherwise

#

it's really just the bone rotation direction you want on them

calm cradle
#

https://imgur.com/a/6CvH7 This is a new one, can't seem to figure it out. I originally did delete the mesh for the glasses on this model, but I figured it shouldn't cause a problem

pine harbor
#

did you reimport the FBX into unity with the same name? that's probably the metadata files acting up

glad egret
#

let me get an image

calm cradle
#

Hmm

pine harbor
#

if the glasses were a separate mesh, it's trying to find an element in the FBX that doesn't exist now

glad egret
calm cradle
#

Ah that fixed it, thanks

pine harbor
#

@glad egret that looks a bit bizarre, but it should work, i think

glad egret
#

i had to face them down because my model had them facing up originally

pine harbor
#

at the very least, it'd still work in blender and MMD, it'd just feel a bit weird looking at the interface...and yeah, the MMD importers seem to do that by default a lot

#

because MMD models have no sense of bone direction -- they just have pivot points

#

import it and give it a shot, but unless unity's got some extra restrictions in it, it should work -- i'm seeing the bones at their correct pivot points as far as i can tell

glad egret
#

okay

fading verge
#

Is there a way to use IK bones while animating within blender while being able to remove the non-deform bones after to export to Unity?

lilac moss
#

@fading verge yes

#

in fbx export settings you can remove non-deform bones

#

and the animation will bake to the deform bones

#

make sure baked animation is checked inthe export settings though, i think cats plugin unchecks it for some reason

fading verge
#

Will try

fading verge
#

THANK YOU! @lilac moss

#

The extra bones don't appear to show up on Unity

lilac moss
#

yeah

fading verge
#

And the animation works correctly

lilac moss
#

though you shouldn't worry too much about a few extra bones

fading verge
#

I experimented quite a bit with this model and added IKs to the hair and dress as well, so in this particular case there are too many extraas

#

After my method failed and I started looking, a post mislead me into beliving what you mentioned wasn't going to work so I hadn't tried it

lilac moss
#

sounds like another option is dynamic bone

fading verge
#

Sadly can't purchase them at the moment

#

And since I'll be making custom animations for everything it may look better and be simpler to animate them already to get the whole feel for the animation

#

In case I do any particular adventurous animations

lilac moss
#

yes ik is great

fading verge
#

Will be sooooo much easier to animate the feet/legs with them

lilac moss
#

you know how to do knees right

#

pole targets

fading verge
#

I have yet to experiment with IK arm rigging but may learn later on

#

There are moments it would be useful to glue the hand into a certain spot

#

Indeed, watched a tutorial that was very helpful

glad egret
#

i had to force down the finger bones since they were sticking up

lilac moss
#

sure

#

ring finger looks funky but will probably work

#

if the roll is funky you can have issues as well

#

there is a certain way to extrude bones without messing up the roll and whatever idk just try it

#

useful to have some kind of grid view while rigging

#

extruding at odd view angles can have funky results

light kindle
#

its not outlined

#

have you tried hiding the mesh

#

it might actually be part of the hands mesh

#

uh if you know where it is in hierarchy you might have it

#

doesnt blender have a freeze or the like

lilac moss
#

delete the balls

#

the balls are not part of the rig are they

#

they are a separate mesh or something?

#

if you select something separate it goes back into object mode

light kindle
#

oh its a valve

#

(model)

naive gale
#

any guesses why running CATS on my model completely ruins the models wrist location ingame but not in Blender or even the Unity Editor?

light kindle
#

isnt it from valve?

#

im just going of the names, dont know the character

#

i havent worked with either so

#

search around for someone who has

#

ah, so, what i said wasnt really wrong (?)

#

you can google if someones done it before too

#

theyres probably addons youll need or the like

#

or rerigging if you really cant find anything

#

cant you just make some and paint em?

#

no bones

naive gale
#

thats weird though

light kindle
#

to the bones?

#

if you bend the bones and the fingers dont move with you have to attach and weight paint

lilac moss
#

fingers have to be children of the correct bone but don't have to be attached directly to parent bones

naive gale
#

anyone in here got an idea why CATS does this with my characters hands? (It loosk fine in Unity Editor even with animator attached to it)

subtle moth
#

no idea but i want a model with hands like that now

naive gale
#

I've figured it out.

silk kestrel
#

Does anyone have any idea why the pelvis/hips will thrust forward?

hoary torrent
#

for some reason my neck and head won't move normally, it moves the chest with it.

calm needle
#

sounds like a potentiall accidental weight paint?

hoary torrent
#

i didnt weight paint tho

calm needle
#

mmd with cats or something else?

pale pelican
#

For some reason everytime I export a model in dae and open it back in Blender the bones are messed up

#

I don't know what is causing it, also the bones are all rotated at 90°

#

Also I weight painted it before exporting it

crisp tendon
#

select automatic bone orientation in the import menu ?

tawdry sky
#

Can i rig a character the normal way if their hands are floating? For example, rayman

calm needle
#

yeah, just have invisible upper and lower arm bones

pale pelican
#

Nope, didn't work for me

tawdry sky
#

Oh my god, ive made a monster.

tawdry sky
#

Anyone have a sec to rig a Bullet-Humanoid?

hazy knot
#

As in Bullet Bill?

tawdry sky
#

Yeah, but upright with legs. The bulletkin from Enter the Gungeon

lilac moss
#

@tawdry sky enable rigifty addon in blender 2. add rig 3. move bones around 4. auto weight

tawdry sky
#

Ill give it a shot. I just downloaded blender this morning and used it for the first time today. Spent 2 hours building a bullet, the rest is all a foreign language

lilac moss
#

nice thing is the interface with blender is very similar when doing all the various steps

pseudo tide
#

So I'm having an issue when making shape keys... When it comes to blinking, the eyelid goes through the eyeball. Is there a way to make an inbetween key, either on Blender or Unity?

lilac moss
#

no

fading verge
#

oof

lilac moss
#

move the white of the eye backwards as part of the shapekey

fading verge
#

i have a huge problem and idk how to fix it

lilac moss
#

or just by default

fading verge
lilac moss
#

@fading verge change your height in system settings

fading verge
#

the hips are weird thats what i think

#

cuz changing height changed nothing tho 😦

lilac moss
#

maybe that too but i can see you on tiptoe

fading verge
#

so i need to make her shorter ?

lilac moss
#

no

#

view height is just too high

fading verge
#

oh okay

lilac moss
#

but the hips could be a different issue

fading verge
#

yeh it looks like one of the sides is longer than the other

lilac moss
#

press play in unity with the animationcontroller template on your character and it will stand in idle pose

#

and see if it works

fading verge
#

after converting it before it doesnt look broken at all

#

hieght should be a esay fix but the hips thats my main problem 😦

#

before using "fix model" in cats it looks normal

lilac moss
#

yes test it in unity and tell me if it works and / or screenshot the bones in blender

#

so it looks wrong in blender?

fading verge
#

so it looks normal in blender and after fixing the model it looks like the hips are not conneted to the spine

#

im pmx_editor it also looks completely normal

lilac moss
#

the screenshots you sent look fine i can't see the problem

fading verge
#

yes but its the same still

lilac moss
#

test it in play mode in unity and / or send me screencaps of blender

fading verge
#

so ill go on from the complete beginning

lilac moss
#

very strange

fading verge
#

yes indeed

lilac moss
#

have you tried moving the hip bone back in blender in edit mode

fading verge
#

nope cuz idk how

#

(im a beginner)

#

idk if its a problem in pmx editor cuz i needed to set the barent and link bones and maybe theres a mistake

lilac moss
#

yes

#

probably somewehre along there

#

but it might be an easy fix

#

first ctrl-tab into pose mode, right click on the hip bone and press alt-g to see

fading verge
#

okay wait ill try it

lilac moss
#

if that does nothing press tab to get into edit mode and press go to move it around, press tab again after semi-centering it to see if it had any bad effect

fading verge
lilac moss
#

figures. just trying to figure out what exactly happened to the hips

fading verge
#

its not in the center

#

thats what it looks like

lilac moss
#

yeah in edit mode you can center it

#

but that might mess up the pose

#

dunno actually

fading verge
#

okay sooo

lilac moss
#

yknow if you wanna pm me the thing i can try it too

#

hard to troubleshoot this way

fading verge
#

ill added ya im ready

chrome pier
#

What does the “fix” button in cats do specifically?

low parrot
#

I believe it changes view settings to make textures visible

#

If the textures are able to be found

chrome pier
#

So does it change weight paints or bones?

#

Cus when I use it in blender I can see my textures but can’t tell if it’s doing anything elae

#

Else

low parrot
#

not too sure tbh

fading verge
#

it also messes around with bones ( like in my example ) 😦

hazy knot
#

If you point your mouse at the fix model button it tells you what it does.

#

It looks like it just needs to be connected then disconnected from the spine to bring the tail up to where it should be, then realign the head so it's going straight up/down and directly between the leg bases.

#

You can change the bone's end positions in the menu that pops up when you press N

restive marlin
#

anyone have any ideas why these teeth arn't moving with the bones that they are weighted to?

hazy knot
#

Check your modifiers tab to make sure the existing MMD bone mod is parented to the armature.

restive marlin
#

me?

hazy knot
#

Yes you

restive marlin
#

ok one sec lol didn't exepect an answer that fast!

hazy knot
#

highlight the portion of mesh that isn't linking and go to modifiers, open up the mmd bone mod and if there is an orange box that is empty, set it to armature

#

This is likely a mesh problem, not a bone problem.

restive marlin
#

^ is this where your talking about?

#

(I'm pretty new to the weight painting ans such so I may be missing something super obvious)

hazy knot
#

So you'll need to split your mesh by material then select the mouth parts that aren't moving.

#

But yes, that's the mod I'm talking about

restive marlin
#

So you'll need to split your mesh by material

#

^ not quite sure how to do that

hazy knot
#

in CATS, separate mesh by material

#

up near the top

restive marlin
#

^ btw is this suppose to be set to tomething?

#

to something*

hazy knot
#

It's the object, which appears to already be set.

restive marlin
#

the white sparkles icon doesn't have anything selected in the drop down box

#

I thought those were the "verts"

hazy knot
#

Do any of the other meshes?

restive marlin
#

one sec

#

no

hazy knot
#

Yeah probably not grouped. I'm not sure why it won't move, anybody else got an idea?

restive marlin
#

I already sepereated by material via cats at the begginging, lemee try one more time

#

does the vert groups always get uncapitalized when cats makes them?

#

because the backhair ones seem to be working

#

but the teeth don't

#

got it!

#

I didn't realize that the vert group had to be the same capitlization as the bone group

#

I thought the bone group and vert group could be called anything as long as they were linked

hazy knot
#

Whoever put breasts on that Felix model is an abomination.

heady hedge
#

I think he just took the head off an existing one and put it onto a a female model with that cat bra and panties

feral stone
pulsar hearth
#

So i selected a couple tris/faces how do i "put" these specific tris/faces onto a Bone ?
(in blender)

fading verge
#

@feral stone You need to fix the weight-painting for the breasts

#

They appear to be connected to the head-bone instead of the chest bone

feral stone
pine harbor
#

hmm, that actually looks like an easy fix based on the GIF you showed earlier...what does the weight painting look like for the Head bone?

heady hedge
#

Try to unmap the neck

#

It might connect to the chin as well

#

Sorry I was getting groceries so I wasn't at my computer

weary geode
#

@restive marlin The vertex group list is basically just a list of bone names that have weighted influence over the mesh. So yes, they would need to be named exactly the same.

#

@pulsar hearth Go to vertex group list and select the bone name that you want to weight them to, then hit "Apply" button under vertex group list.

#

@feral stone In edit mode, select an area around the body, then on vertex group list find your head bone and hit "Remove" button

feral stone
#

by slect the area, you mean 'c' and highlight the vertices around the chest?

weary geode
#

Well if your body isn't connected to head, you can just hit L to select all

#

or B or C, whatever kind of selection you want

#

just ensure the vertices that are being influenced by the head bone are in that selection

fading verge
#

When weight painting Red means the bone has full control while blue means it has no control. Considering the breasts have yellow means another bone is also controling that area, in this case the head

feral stone
#

But when I select the head bone, theres only read on the head

weary geode
#

Nah, yellow just means that area has been painted with lesser weight

#

you can have 2 bones paint the same area with full influence

fading verge
#

Try selecting the chest area within edit mode, switch over to weight painting mode and click on "Normalize" within the left panel's "Tools" area

weary geode
#

but if you have one bone with lesser influence than another, the other bone will take procedence over deforming of the mesh

feral stone
#

Alright I, I wanna start from scratch just to make sure. So I have the head with head rig from one model, then the body with its rig. Joining the two rigs was no issue

weary geode
#

Just do as I mentioned, and do it on the eye bones too because they appear to be the only other bones that are connected to the head with loc/rot

feral stone
#

do I do this before or after I fix model with CATS

weary geode
#

shouldn't matter

#

I made tutorials for joining 2 models together, you can find it in #tutorials

fading verge
#

Primu do you know of an add-on or way to rename a bone and have it rename the keyframes within an action/pose?

weary geode
#

If you're just replacing head, you shouldn't need the other armature at all

#

is that bone not already renamed within those keyframes?

fading verge
#

The keyframes don't appear to update after I rename the bones

#

I animated my model before and would like to see if it's possible to transfer those animations over to the properly named armature

#

Believe I could manually rename the keyframes but that may take too long

weary geode
#

ah I suspect it's an issue with how blender manages data blocks

fading verge
#

Perhaps so

#

The vertex groups are properly renamed within the mesh, just the keyframes within my Actions aren't

weary geode
#

I can't reproduce that issue, bone names are updating correctly for me

fading verge
#

Hmm

weary geode
#

oh wait I see the issue

#

make sure your actions are set with action strips in NLA editor before renaming your bones

fading verge
#

May be what I need

feral stone
#

Okay, so I didnt even connect the head mesh and decided to move the neck bone by itself, and its moving the chest mesh

fading verge
#

I tried with a simpler model to test and the action I had active worked but when I switch over to the other two those didn't work

weary geode
#

You'll have to rename the bones back to what they were, then open each action in dope sheet and switch to nla editor and create track for them

fading verge
#

It's moving the chest bone within Pose mode?

weary geode
#

then when you rename bones after they'll be updated

fading verge
#

Will give it an attempt

weary geode
#

You could possibly also export animation as fbx and then just open the fbx file and rename the bone from there

feral stone
weary geode
#

is that the head bone of the original armature then

feral stone
#

No its the head bone of the head mesh. But I also tested it out with the original base model, the original head did the same thing to the chest

weary geode
#

you have 3 other bones connected to the head

feral stone
#

I just ctrl+j it to the body rig

weary geode
#

one of them has influence over the chest

#

you can send me blend file in pm if you want me to take a look

feral stone
#

Oh snap, its that bone up top

#

What even is that for

fading verge
#

Thank you Primu, it worked on my test model but believe it'll work on my main character as well

#

I rarely use the NLA editor so only knew of the basics. Wasn't aware it also controled this

weary geode
#

For future reference, you can also export your animation as FBX (ascii), then just open it with a text editor and replace bone names there

#

though should be noted that if you want to import it to blender again, you first need to convert back to binary

#

which you can do automatically if you have visual studio installed, otherwise there's probably a tool available somewhere for it

fading verge
#

The first method is easier but will note this down in case I need it later

weary geode
#

Marducky it's either a base hair bone or a head tip bone probably, usually not needed because hair base can be weighted to head bone with no difference

feral stone
#

O found it, after fixing the model I had less bones to deal with. Its Eye_R

weary geode
#

ya just need to be aware that animations may share same blend file of your model, but they're not actually connected to your model/armature by default. They keep bone names assigned to their frames so that they can be reused with other armatures

feral stone
#

So I found the one bone thats casuing the issue, what do I do now again?

weary geode
#

select your body mesh, then in vertex group list find that bone and hit "remove" button to remove weighting of that bone to the selected vertices

fading verge
#

I want to create a rigged base model that I customize while having them share animations, so this was important to learn

feral stone
#

Oh my gosh, I love you. I've been at this for 2 days now.

fading verge
#

Keep testing your model to ensure everything else is working properly

weary geode
#

^ w ^

fading verge
#

Everything is fine now

w O)b

merry vale
#

yo is avatar uploading down?

fading verge
#

Currently not uploading so don't know

sly mirage
restive marlin
#

Anyone know a good way to get this lace to be above the boobs and form to the red squiggles (the lace is a different shape) and the back of the character needs to stay still

weary geode
#

proportional editing

#

If it's symmetrical you can enable x-mirror in tools panel otherwise you'll need to adjust both sides manually

#

When you transform mesh, use scroll wheel to change proportional editing area of influence

feral stone
#

After joining two armatures (Head+Body) and parenting the imported head bone to the neck, do I check 'connected or leave that blank?

weary geode
#

head should be connected to neck, yes

#

you only want offset where bones are visibly offset from their parent, like upper leg to hips, shoulders to chest, hair to head

feral stone
#

Thank you!

toxic harness
#

does anyone know how to delete doubles in blender 2.79?

weary geode
#

In edit mode select the parts of your mesh that you want to remove doubles from, then on left "Tools" menu, scroll right down to "Remove Doubles"

#

though you should not remove doubles on parts of your model that you want to be double-sided

#

Eg. If you have a cape, you'd have 1 mesh for texture on outer side and another mesh for inner side with their normals flipped

#

You cannot have a single mesh which displays both sides in vrchat (and most games) due to backface culling

#

You can also enable backface culling in blender from the N menu under Shading if you want to see what your model will look like with culling (if any part of your model appears invisible with this enabled, it means that part should have doubles)

toxic harness
#

Okay I removed all the doubles but automatic weights keep failing

naive tree
#

seperate

#

if you're trying to recalulate weight for 1 bone, seperate the area from rest of the body°

primal river
#

does anyone know how to scale the lenght of a bone?

crisp tendon
#

chose hips, not root bone

primal river
#

ah no but

#

its.. different

crisp tendon
#

so legs and spine are parented to WaistN ?

primal river
#

yes.. maybe

hoary torrent
#

can someone help? in blender my neck and head bone seem to move all of the body apart from the legs, it's only supposed to move...well the neck and head.

primal river
#

the naming on this model is all kinds of wrong..

#

im making a gif to show you hold on

#

that middle bone is WaistN

#

i would assume this would be wanted as the spine right?

crisp tendon
#

Yeah this is mostly unusable,

primal river
#

?

primal river
#

oh god

#

so the model cant be used..?

golden eagle
#

hey everyone. so I have a seam in my model on blender between the neck and the body. the mesh is lined up perfectly but the vertices aren't conntected. so when the head moves the seam seperates a bit. is there a way to connect the vertices so that it stretches as one instead of seperating?

chrome pier
#

is this the place to ask for help with weight painting

primal river
#

@crisp tendon can i ask for elaboration please?

#

is the model done for with this problem?

crisp tendon
#

nope, just fix the bones to end up with what's on the drawing above

primal river
#

ah.. but

#

whats the lenght of zero error mean?

#

how can i scale the bone?

fading verge
#

@golden eagle try selecting the verticies/corners and then pressing alt m to merge

golden eagle
#

I tried that with all the vertices selected but no good, would I have to do it 2 vertices at a time? @fading verge

fading verge
#

Yeah

golden eagle
#

alright I'll give that a try. thanks

fading verge
#

Just take your time

#

👍

golden eagle
#

👍

primal river
#

@fading verge do you know anything about my problem

#

?

fading verge
#

Not really

#

From my experience with that I just created a new bone for that

#

And removed the old one to fix it

primal river
#

hmm

#

should i make the current spine two bones then?

fading verge
#

Should be

golden eagle
#

it worked lolita, I really appreciate the answer 😃

fading verge
#

Hips>spine>chest>neck>head

#

:thumbsup:

primal river
#

lol

naive tree
chrome pier
naive tree
#

it has lowerlid keys in blender, but doesn't transfer over to unity

chrome pier
#

my model is all messed up when i rotate it

naive tree
#

all other avatars do have lowerlid in unity

chrome pier
#

but ive gone through it and i cant find the places where the weight isnt 0

primal river
#

@crisp tendon ive double checked and the bones are in order

#

do you know what might cause this?

#

OH

#

i figgured it out!

#

the bone that connects the hip to the spine was way too little

#

when i stretched it a little it fixed itself!

crisp tendon
#

then you won't be able to use IK

primal river
#

?

crisp tendon
#

look at the drawing again if necessary, there's no bone between the hips and the spine

primal river
#

theres the fix live

#

should i generally make that bone bigger?

#

if the bone gets bigger pichu becomes pretty weird..

#

looks kinda funny lol

#

is this what you meant though?

#

@crisp tendon ?

crisp tendon
#

No, that's because your character has no neck

#

so the whole thing is mapped incorrectly

primal river
#

oh jeez..

#

but necks arent necessary.. right?

crisp tendon
#

for IK it is

primal river
#

if i uploaded it right now what would be wrong?

crisp tendon
#

it would t-pose

primal river
#

oh no

heady hedge
#

Can anyone tell me how hard it is to transfer the head of one model to another? I've never done it before

primal river
#

can i add a small neck bone like i did for the hip-spine bone?

chrome pier
#

anyone know why these textures wont fix themselves

toxic harness
#

I've spent 20+ hours on this avatar and still can't get the rig correct

primal river
#

have we all...

toxic harness
#

hmm would you know why in blender my colar isn't transparent but in vr chat it is?

heady hedge
#

https://i.imgur.com/40VbTbh.png Can someone give me a tip on how I can link the head bone and the neck, They are on two seperate armatures, but when I try to merge the armatures, the body mesh merges right into the head mesh

#

In example

#

Welp I just figured it out lmao

#

Had to merge the body meshs

thick granite
#

Hey guys.

feral stone
fading verge
#

does this kinda count to be in this section?

#

Hello guys dont explain just give me a video, I want to make my cancerous emoji avatar i made when he opens his hadn (and I do a dab in vr) he creates a dab emoji with a decent light effect and a sound effect and when I do a peace sign (in vr once again) to make Ok emoji symbols appear on his hands or when he does a fist or something to I dont know Bring out a microphone and play music with again particles
send me a video or a selection of vids
because explaing will take to long

#

controller

#

basically asking how to do gestures make stuff appear with gestures etc

next prairie
#

How do I fix this issue?

#

It's been bugging me for a week straight now

thick granite
#

When in doubt reinstall.

south cape
#

Is it a avatar you downloaded or made?

fading verge
#

i made it

#

heres a screenshot

#

hold on

thick granite
#

Sorry to bud in, since this place seems busy but I wanted to ask how can I fix these fingers?

south cape
#

Most time's avatars have twist bone that unity confuses for the main bones which could explain the upper arms not being mapped, also you need to have fingers and hands so that warning will disappear. You don't need them to move as for i have some without fingers or hands. @next prairie

next prairie
#

I need to map the fingers and hands?

fading verge
#

fucked up fingers is better

#

its more memier

#

and creamier

thick granite
fading verge
#

whats wrong with his fingers

thick granite
#

Sorry, I didn't know I need to use url

fading verge
#

thats what makes it amazing

south cape
#

So you just have to twist the bone in the correct shape you want them Dupu

#

Select the end bones in the mapping and rotate them up.

thick granite
#

Oh like this?

south cape
#

yep

thick granite
#

I was spooked by the red text so I thought I was doing something wrong.

#

Thanks!

south cape
#

The red t pose you don't have to worry about

next prairie
#

So, how do I twist bones?

fading verge
#

wait

#

so I dont have to worry about the red?

#

when applying bones?

#

welp I can fix about 3 avatars just by hearing that

south cape
#

No, unless it's saying something is wrong in the bone mapping in the text under the bone, then most times it's fine.

thick granite
#

One last thing, can I copy and paste the bone pos for the right hand to the left hand?

next prairie
#

So, how do I fix the upper arms?

south cape
#

T pose in red you don't have to worry about. You can use it, but some times depending on the avatar it will mess up the mesh.

fading verge
#

guys

#

can you do gestures?

#

Animations section is very unhelpful

next prairie
#

If I can't get this done, may I have a volunteer that would map everything for me, please? I'll allow them to use my avatar if they do

#

I did a retexture of a model 😄

south cape
#

You just have to go through and find your main bones, from what it seems is it's mapping twist bones. I don't know for sure, as for i would need to look at it more.

south cape
#

Could also be something may not be parented right.

next prairie
#

ooo, that's probably it

#

I put the arms as a child of the chest

#

Because it errored when I didn't\

south cape
#

arms should be parent of shoulder and shoulder of chest.

next prairie
#

OOOOO

#

Thank you SOOO MUCH! 😄

#

KUDOS!

south cape
#

If you do have fingers i would map them as well.

next prairie
#

Nooo D:

#

It still didn't fix the issue

#

Why are the bones red?

#

Still same issue too BTW

fading verge
#

I have an image right?
Now
Not sure what fingers to apply the gesture too
Buit
Im using a vr headset
keep that in mind too.
Alright so
For example
if i were to hold up two fingers
then I would want that big emoji to appear iwth particles and play any sound a song etc
but when i let go of the fingers
it will stop
or when I do rock and orll with my fingers
It will make two OK emojis appear on my hand or something
Or like a speaker playing a song
A gesture essentially.
just send me a video
thats all I want..
please

#

also

#

how do i make an image a model so i can actually use it for my MODEL

#

i wan tit to be a invis model showing a picture

south cape
#

So i want to go back to the twist bones idea. I can't see your shoulders connecting to your arms. I'm not the best at just looking at a picture lol. That's really what I'm thinking.

#

I can't tell if you have any, seeing as most of the bones just say joint. lol. I tend to remove them all in blender. question do you use cats?

#

@next prairie

wheat flower
#

Question, how do I make this part of Vivian here stationary?

crisp tendon
#

Remove the weight paint

next prairie
#

Cats? I'm not for sure @south cape

#

So, should I just make a new bone structure in Blender?

#

How do I import it to Blender? It's ASCII

wheat flower
#

Um, I'm kinda stupid, how do I do that again?

fading verge
#

Go into edit mode, select the area you want to be stationary and on the right panel under the upside down triangle tab, look for vertex groups

#

Locate the bone that controls it, check that weight says 1 right under the bone list and click remove

#

Preferably add the weight on to a bone that stays still after removing it

next prairie
#

How do I make bones longer using Unityy?\

south cape
#

So acsii you will need a third party addon to open that.

next prairie
#

The arms not connected probably is the problem

#

Ooo

south cape
#

cat's is a addon that fixes most things for you. so bones that arn't needed or used. and fixes the rigging for you most of the time.

next prairie
#

Where can I get it at? :D\

#

Ooo, it's a blender plugin

south cape
next prairie
#

Where can I get the ASCII plugin?

south cape
#

That i don't know

#

I don't have it

next prairie
#

Ok

south cape
#

used to

next prairie
#

Is it called STL?

south cape
#

The name of the addon?

#

or you mean the file format

#

stl won't open ascii named files.

next prairie
#

Ok

#

I found it

#

But it doesn't support ASCII 6100

#

I tried the coverter but it completely corrupts the model

#

Like, it's nothing but bones, no texture. And the bones are out of place. I also tried the experimental checkmark too

fading verge
#

Mythic, might you be able to by scaling one of the bone's axis?

south cape
#

??

#

What about scaling bones axis?

fading verge
#

To make the bones longer I would scale them in only one direction within blender

#

I'm not familiar with Unity to know if it'll work though

south cape
#

What is this for?

#

Sorry lol

fading verge
#

Oh sorry, Krupp was the one who asked

south cape
#

Just confused where this came from.

#

ah makes since lol

fading verge
#

Somehow only focused on the blue name even though everyone has blue names

south cape
#

All good, i was just lost at first hah

fading verge
#

Can understand why, lol

primal river
#

hey guys! im havin a bit of trouble lol
i got two things going on
so im working on a pichu model imported from a super smash brawl mod
and i got most of the bones on the right order and stuff
but when setting the spine, it would say that it has zero lenght
and well it did, but when viewing the model it was clearly there and it had length
so i experimented for a bit
and came to this fix

#

stretching the bone up the y axis by very little fixes the issue after reapplying the bone
this was good and all, but it also left me wondering what that bone above the little just-created bone is
is that gonna be a a problem later on? what do you guys recommend to do better?

fading verge
#

Am wondering if there is a hidden bone between the one you moved and the one prior to it

primal river
#

the second issue, is due to how the bone stucture is, the model never had a neck, its just the spine hooked to the neck, and the neck divides into the ears
unity automatically assumes the neck that was there would be the head
but vrchat needs a neck, so how should i go about this? half the length of the chest or add a small bone to the top of it in order to satisfy the need of a neck? or should i go about it another way
if anyone knows anything please reply with whatever knowledge you can provide!

#

sorry, pasting takes a while on mobile..

#

heres some more gifs

fading verge
#

Not actually "hidden" but rather the other one was too close to notice it

primal river
#

heres another view of pichu, this one was made when i didnt know what to look for

fading verge
#

So yeah, the spine bone was just squashed

south cape
#

^

primal river
#

well then whats the bone at the top..?

#

why does it not have any y value at first, and why isnt it viewable?

fading verge
#

That chain should start with the Hip bone, spine bone, chest bone, neck and head bones

south cape
#

Hips spine and chest

fading verge
#

Am now questioning if it's hips or hip, lol

south cape
#

i'm sorry I'm just tired.

#

lol

#

it's hip

fading verge
#

Don't know why it didn't have a value before but it wasn't viewable due to the lack of value

#

I don't know the proper naming sense so is hip actually correct?

#

Perhaps I'm the one mistaken

low parrot
#

Hips is generally the bone name

#

Er, at least in modelling

fading verge
#

Ok, that is how I named mine

low parrot
#

IRL it's called the hip bone

fading verge
#

Yeah, saying "Hips bone" just felt odd

primal river
#

well, lets forget the spine/hip problem

#

would adding a neck be more easier?

fading verge
#

Would you be able to take a picture of your bone hierchy?

primal river
#

i assume thats through uuh blender

south cape
#

in modeling it's just hip

fading verge
#

Would like to see what bones you already have to ensure you don't actually have a neck bone named something else

south cape
#

Oh we are done with that... anyways.

#

haha

fading verge
#

Am not able to read the text on the gifs

primal river
#

oh um im sorry lol i already turned off my pc, but considering its a rip from a game the bone names are all dumb and alot of stuff like the spine and chest are "WaistN" and "BodyJ"

fading verge
#

But yes, you're able to subdivide bones on Blender in order to turn 1 into 2+

primal river
#

if you guys are available tomorrow i could take a quick picture and show you guys

#

ah ok thank you

#

again will you guys be willing to help me out on that tomorrow?

south cape
#

I will be on, but i may not be looking at the chat much.

fading verge
#

There will likely be more people to help tomorrow

south cape
#

Mostly because I'm finishing up a model.

fading verge
#

Believe I should be here too unless I get too distracted with my own avatar

south cape
#

Sounds like me lol

primal river
#

ah alright thanks guys!

#

that hip/spine thing is also making me wish death

fading verge
#

Am currently obsessed with finishing my avatar so, lol

primal river
#

lol whats yours like?

fading verge
#

Feel too close to stop

south cape
#

I'm just obsessed with making or getting avatars lol.

#

I need to stop and fix up my old ones haha

#

but before that i'm going to finish up building this one.

fading verge
south cape
#

awww that's cute

fading verge
#

Have been modeling her for a while and after hearing more about VRchat, I decided to try and see if I could play with her there

south cape
#

Should be able to

fading verge
#

Thank you, so far everything appears to be working

primal river
#

wOW that is unique!

#

thats a super welcomed change from the usual avatar look

south cape
#

Seems like you have a big question winter lol

primal river
#

super cool job mica

fading verge
#

Thank you Olyyy

primal river
#

mega question

#

i can smell it

fading verge
#

lol

lunar orchid
#

Naw I just retype the question multiple times till I phrase it right

primal river
#

ah

fading verge
#

I do the same

primal river
#

there it went

south cape
#

ah alright lol

lunar orchid
#

Anyone know much about attaching things to a blank armature?

#

I may be attempting to rig a zeppelin

south cape
#

same way for making mesh attached to armature.

lunar orchid
#

I'm not sure how to do that

south cape
#

unless you mean you don't know how to, then yes i do.

lunar orchid
#

Would you have a tutorial link to something that may work? Last time I found one I couldn't get it to work, might have watched the wrong thing

south cape
#

Although i would recommend watching a youtube video on it, I could tell you how. But that would be quite a bit to type and take in. but I'll tell you the simple way of just attaching it, so attaching mesh to bones is weight painting.

#

Don't worry that's not all i have to say, I'm not that simple lol

#

But yeah I'll link you up a tut

arctic glen
#

Hello! I was wondering if I could possibly get some help with a model in blender. So I've been trying to import this model, but every time I click fix model, the entire thing turns pink. I thought it had to do with the textures being all tga files so I converted it to all png files, but it

#

-but it's still not working

south cape
naive tree
#

before extractin gin winrar hit ctrl+E and change encoding to japanese, maybe that helps @arctic glen

south cape
#

so tga won't mess it up, chances are the names are weird so blender thinks the files are missing. do try getting them into japanese and see if that helps like yuumi said if it's in that format. Blender just doenst know where the files are.

lunar orchid
#

Oh, before I start this, if the object already has rigging on it, would I just attach the object to the armature to get it to properly attach to the arm?

south cape
#

um i want to say no, If it's weight painted it's attached. If its not weight painted. No matter what you do it wont attach or move.

arctic glen
#

@south cape should I just do that by finding an online converter? Or is there a way to do it in blender?

fading verge
#

Are you attempting to attach the zeppelin on to an Avatar or do you want to make it an avatar on it's own?

lunar orchid
#

I'm looking to make it its own thing

south cape
#

so a model in blender?

lunar orchid
#

But I want a human rig so I can still do emotes

#

Yeah its in blender right now

#

with a human armature set up below

south cape
#

So if you don't plan on having moving parts i'd just paint it all to one bone.

lunar orchid
#

There are currently 6 props attached to it that I plan on gettign moving that are pre rigged/weighted

fading verge
#

Believe Wolf wants to merge both armatures to pass it as a humanoid but still have the original skeleton to animate

lunar orchid
#

Yeah tht would be it, I can do a screenshot if it would help

south cape
#

I think that's a sign to sleep lol. So , okay. everything prop wise is rigged and weight painted, but you want a human rig so you can do gestures.

fading verge
#

Are the human bones actually needed or could Wolf just turn the bones to "None" after rigging it as humanoid?

lunar orchid
#

I tried to use general, but it broke my game

fading verge
#

Perhaps adding a "Hips" bone to the original rig may be enough, is what I wonder

south cape
#

the bones can just be fake bones, you don't need to weight paint them.

lunar orchid
naive tree
#

depends how u want it to move

south cape
#

pretty much

#

with yuumi's comment

opal aurora
#

If ye have a root bone unparented to anything, or if the zep's root bone isn't parented to the main body, i think you can avoid headbobbing altogether, whilst still keeping rotation

lunar orchid
#

Overall I want to put the viewpoint to be between the engines where the armatures head is, and to avoid head bobbing which is why I was gonna hip attach it

waxen elbow
#

what is the easiest way to rig a gorilla like character

opal aurora
#

Possibly try to keep it unparented to the main body then

#

It'll still keep the origin and rotation

lunar orchid
#

So just export it like that as an FBX then?

opal aurora
#

Pretty much

lunar orchid
#

Alright, I'll give it a go, thanks

opal aurora
#

Although there's little to no difference between doing that and using a generic setup, but atleast with this, emotes will probably work

#

Overrides included

fading verge
#

Is it fine for a model to have shoulder bones?

#

Rather than just arm, elbow and wrists

#

Unity's humanoid rig has the spot for them but I have yet to upload to know if they'll mess something up in game

naive tree
#

you must have shoulders, otherwise it won't work

fading verge
#

I have shoulders, it's just that I added ones for the "Clavicle/shoulder" area too

#

I believe others connect the start of the arm directly to the chest, unless I'm mistaken

fading verge
#

Do the hands need to be facing down or does it not matter?

fading verge
#

It's possible those particular bones aren't named properly so Unity didn't know which bones to use

#

Sadly I don't know how to get to that setting once it's converted into a Humanoid rig but believe you'll be able to fix it this way once someone shares how

#

Am new to unity but remember seeing the option to change bones there

pseudo merlin
#

Anyone know if bone constraints can be exported into the fbx format from blender?

lilac moss
#

@pseudo merlin no they can't but you can still use them to make animations in blender

signal crane
#

Just wonderng, does the armature pose matter at all for vrchat, incase the hands for example are a bit more bent than the arm in blender

pine harbor
#

that'll influence the pose it's in when it gets imported into the scene

#

can change the exact way some parts of your model animate or deform based on their starting position, but you can also adjust that by repositioning the bone pose in the unity scene

spice robin
#

my avatar is in the floor half way, but i made sure its at 0,0,0. why is that?

modern oyster
#

Did you add an animation?

spice robin
#

no animations added

#

should i, since that sometimes fixed it for other models?

modern oyster
#

You can, other wise you'll need to fix the error in Blender

neon quiver
#

when doing eye tracking. do the eye need to be on a seperate layer?

hazy knot
#

What do you mean when you say layer?

neon quiver
#

mesh

#

have them merg together or be seperate

hazy knot
#

Always keep everything in one mesh.

neon quiver
#

ok

hazy knot
#

It is general practice to have the eyes be in their own vertex groups, though.

neon quiver
#

so some reason when in cats the left eye it not showing to be selected. though i do have the vertex group of right eye and left eye

hazy knot
#

Set the dropdown to each eye manually if you can, then try to create tracking. If the vert groups are set up correctly and your mesh is named "Body" it should work.

#

Also make sure your Armature is named "Armature"

neon quiver
#

got it. it was the names that were wrong. 😃 thanks

old void
#

Anyone around willing to help someone new? 😃

hazy knot
#

Plenty, what is your quest?

old void
#

Im having an issue with getting this avatar rigged. Everytime I upload it, its stuck in a T pose.

#

Hierarchy looks okay but I may be wrong. I do see I am missing shoulders.

hot plank
hazy knot
#

@old void What does your rigging look like?

old void
hazy knot
#

Hmm. Might have to make some dummy shoulderbones in blender. I don't think it will rig up as humanoid properly without them.

old void
#

Awesome. Thank you.

gloomy loom
#

forget to weight the root bone and everything fucks up D:

#

I alwasy forget

opal aurora
#

Wot

old void
#

Since I already have bone Im assuming mixamo wouldnt help me?

old void
#

That fixed it. I deleted the old skeleton and rigged it on the site! Thanks guys!!

gloomy loom
#

@opal aurora I like to weight paint the hips for the entire body

vast orbit
#

Hey guys. I am working on a Darkrai model but having some issues. When downloading the model it downloads like this: https://www.models-resource.com/resources/big_icons/11/10354.png
The problem is that when I do this his arm go through his body and I am rigging the character myself so when I weigh the bones it gets a bit annoying, I have solved the issues by moving his body over and weighing the bones after that. Now I am running into the issues that I need to t-pose the character myself. What are things that I need to keep in mind? Also I want to redo the automatic weight "assigning". (CTRL + P) https://gyazo.com/7ad1f56964f1e9f253aa527ecd8b7c33
Nothing happens when I press the button so I tried removing all the current weights from the bones, but when I do that the models jumps back into it's original position (not t-pose, hands through it's body) so I am stuck with that problem again. How can I keep the model in a t-pose position to automatically assign the weights again?. Also...I think VRChat models needs legs to be able to be uploaded as humanoid if I am not mistaken, right? Can I add some invisible legs to my model to trick the game into thinking it has legs but I guess doesn't?

gloomy loom
#

something llike .3ish weight

vast orbit
gloomy loom
#

well you need to rig the legs as well

#

wait a sec lemme link you something that tells you what bones are required

#

for humanoid

crude sun
#

mixamo from adobe supports a drag and drop system to rig the whole model

vast orbit
#

That's what I mean, I can just rig 2 invisible legs and no one will ever know and VRChat won't complain.

#

@crude sun That only works with models that resemble a human and only to a very basic level.

gloomy loom
#

I did a humanoid rig from scratch for a bird

crude sun
#

yeah but maybe there is a way around it

gloomy loom
#

I just didnt weight the arms

#

and instead I extruded bones from the upper leg to be my wing bones

#

so yea you can trick unity into thinking its a hunmanoid

vast orbit
#

Well the thing is, I need to select some leg bones, but they only show up in the list if they have weight.

#

I know it doesn't necessarily have to be legs, but I just need something.

gloomy loom
#

they do? I didnt have that preoblem

#

actually try this

vast orbit
#

And I am just getting started, I wouldn't know what to do to make that something happen 😅

#

When I added "leg bones" without weight I didn't see them in Unity.

gloomy loom
#

I was experimenting with weighting the hands for the wing but was never satisfied

#

do this

vast orbit
#

Then I added weight to them from a random body part, and it worked.

gloomy loom
#

add weight to some part fothe mesh

#

then sub tract taht weight

vast orbit
#

But OCD kicked in.

gloomy loom
#

add then subtract

#

I never faced taht issue

#

but I was doing a lot of weightpainting trial and errors

vast orbit
#

Also when in Unity it says the character isn't in a t-pose...which it clearly is. Then ingame I can't move my arms.

limpid scarab
#

Huh they didn't show up in unity if you just added 2 ghost legs?

#

I did the same for a lamia and it had 0 weight on the mesh but I was able to use it

vast orbit
#

When I added 2 leg bones with no weight.

gloomy loom
#

youll have to rotate the bones so it looks like tpose

vast orbit
#

Let me try again then. :xoaz

gloomy loom
#

or you can enforce tpose

#

in unity

vast orbit
#

Oh, rip custom emotes.

#

I did look

gloomy loom
#

but apparently enforcing tpose breaks the model into tpose all the time in vrchat

#

hide the mesh for me

gloomy loom
#

@limpid scarab btw I saw your message, Ill ahve to tinker around in my world

#

aaah I see the problem

limpid scarab
#

I might have a few fixes too. Codec settings

gloomy loom
#

you want the leg bones to be striaght down

#

look at an mmd model rigging in blender

#

and see how they rig the legs

#

emulate tahta

#

then in unity try to enforce tpose in therigging

gloomy loom
#

on the right hand side

#

that green man

#

you see the pose tab?

#

click on it and hit enfore tpose

#

@limpid scarab what did you use to burn the subs into the video?

vast orbit
#

I got it yeah

#

Okay, let me make it easier on myself.

#

How would I go about adding 2 invisible "legs" to weight.

#

Because now when I enforce t-pose the body parts I weighed for the leg bones move.

gloomy loom
#

redo the legs so the bones are stright down

vast orbit
#

Or should I just remove the weights?

gloomy loom
#

then apply like .001 weight to the underside

#

I mean very little weight wont hurt the model

#

but I didnt have this issue

#

im guessing its because I added weight then removed it

#

while I was tinkering

vast orbit
#

Alright

#

Uhm, last question really.

#

How can I force the character to now stay in this pose in blender, remove the current weight and then add automatic weights with CTRL+P?

#

Because if I remove the weights now it goes into it's standard pose where the arms go into his legs.

floral willow
#

Can someone help me,my avatar is humanoid but he doesn't do any animation in vrchat.I tried to add audio to custom emote

hazy knot
#

Did you use just an animation override sheet or did you add more than that?

floral willow
#

well i did everything like yesterday you told me about adding sounds to animations @hazy knot

hazy knot
#

add audio source to avatar, duplicate to make a puppet, create animator for puppet, drag the anim file onto your puppet in hierarchy, set "Is Active" for the audio source on each end of the animation timeline (checked), disable the audio source on both models, add animation clip to override sheet, add override sheet to avatar descriptor?

floral willow
#

i have to duplicate the avatar?

hazy knot
#

You'll break your t-pose if you create an animator using your main model.

floral willow
#

ohh i guess i already broke it

hazy knot
#

Might have to go back and redo a few things

#

but yes, use a duplicate copy to make the animation, that way your main model holds its normal pose.

floral willow
#

okay ill try

#

how do i put my avatar back to the default pose? @hazy knot

hazy knot
#

I'm not sure. You can try opening the rig configuration and enforce T-Pose

vast orbit
#

Very quick question, when using the VR set, which fingers does it use? Thumb, index and middle?

floral willow
#

Do i have to disable the duplicate avatar before rendering? @hazy knot

hazy knot
#

Yes

restive marlin
#

When I hit create eye tracking cats moves my eye bones completely out of the model and behind making it so the eyes are in my boobs while in game

#

Any ideas what might be wrong?

#

here some info on the bones and positions if it helps

fading verge
#

Chest isn't mapped

vast orbit
#

It's not needed...

#

It has a dotted line.

#

Literally everything that needs to be mapped is mapped.

gloomy loom
#

it is needed

#

there a doc in vrchat's website that says that the shoulders chest head and neck are all needed

#

even tho unity says its optional

restive marlin
#

hey keo you have any guesses on my issue just above ^

#

I'm pretty green behind the ears when it comes to blender

#

any help would be much appreciated

hazy knot
#

@restive marlin I don't see your eyes being anywhere strange in those pictures? Maybe I'm blind?

restive marlin
#

the eye bones

#

and the eyes rotate off those bones when in vrchat

#

^ resulting in this

#

I mean I wanted to attract eyes to my boobs......... but not litterally!

#

teaking with the scaling seems to have a noticable effect on where cats is putting the eye bones

#

but it seems like the bones are still a bit off so ill have to play with it

signal crane
#

thats a trap

#

there are no boobs

hazy knot
#

It's a Felix with breasts. Does he still have his bulge?

#

Maybe he got a boob job

signal crane
#

And cats just doesnt like all avatars

#

you gotta do eye rotation yourself

#

without cats

restive marlin
#

how does one go about doing that?

signal crane
#

youtube tutorials

#

but takes time

#

if you want a quick fix reload the avatar from before using cats for eyes

#

and just dont add eye rotation

#

also isnt that that one bodytype that i tried myself once

#

do me a favor and rotate its chest in pose mode, i bet it'll look weird

restive marlin
#

I have full body tracking in game and model wise everything works just fine, it's just something is wrong with the eyes

signal crane
#

not the same bodytype then :> nvm

restive marlin
#

it's a luka tda body

#

ragnarok online priests boobs

#

and felixes head

#

and bulge

signal crane
#

eugh

restive marlin
#

I save every step I take in blender so I'm gunna go back and see if the eye tracking is messed up at some point

signal crane
#

i always do that as last

#

also that tri count, SUSPICIOUS

restive marlin
#

if eye tracking is borked before decimation theres no way the angels are going to bless me with working eye tracking after decimation

#

I check eye tracking each step

#

and noticed it was hosed

signal crane
#

i see :>

#

good idea actually~

thick yarrow
restive marlin
#

bleh........................

#

I just went back thirty saves

#

and days of work right after I joined everything

#

and the bones are still out of place

#

the eye tracking seemed to be working back then but I didn't notice the bones were outta place

#

even in unity the eyes look normal

#

and then go all exorcist in game

#

man I really wanted to get that model done before valentines /sadface

gloomy loom
#

if you want a bandage fix to that eye problem, dont do eye tracking, pull the pupil back a bit into the face and itll give the illusion that the eye is following you

#

I dont actually do "eye bones" for eye tracking if Im creating an avatar from scratch. Ill just do that, or throw glasses on there, or hide the eyes with hair

next prairie
#

How do I import a ASCII 6100 into Blender?

magic crow
#

Hey guys, i have a model that is having the pelvis/thighbone angle is too low issue in unity, it looks like the hip bons is really high compared to my other models, but i dont have a pmx/pmd for the model to open in blender. Is there a way to fix this issue in unity?

#

can we move bones in unity without moving the mesh too?

safe bluff
#

@magic crow if you have the file in Unity, then it can most likely be opened in Blender. Blender doesn't just open PMX/PMD files.

magic crow
#

oh, trying this now

magic crow
#

@safe bluff this might have just saved me thank you friend

safe bluff
fading verge
#

Anyone have a Geralt of Rivia or Jon Snow avatar?

lean wigeon
#

I need an Advice, trying to merge 2 models, kind of it worked, but when i upload it to Unity, textures doesnt appear
can someone talk with me on priv, i will share screen

wet kelp
#

I was wondering if anyone know how to make a material a bone. I have a kakashi model and I wanna be able to animate it where he lifts up his headband to reveal his eye. The model has two textures made for the headband being up and headband being down. But its not a bone or anything so i am not able to select it in unity. Would anyone know how to make it selectable in unity or maybe even add a bone on blender to it so I can select it in unity?

long chasm
#

idk how i fix this ._.

gloomy loom
#

looks liek a decimation issue

long chasm
#

so i shouldnt decimate my arms?

#

the arms are connected with the body in the same mesh

gloomy loom
#

this is why we need a good decimation tutorial

naive tree
#

there's a lot of aspects to cover

#

and it's a work depending from model to model, but yea, people just don't know what they can do to preserve the quality of a model and still remove tris

#

to any1 who wants to actually learn how to have good quality models - watch Shonzo at twitch, he does lots of good things

#

and model work requires you to put in time

gloomy loom
#

^

#

knowing how to decimate to the best extent honestly requires you to learn 3d modelling

naive tree
#

I learned it from taking kantai models as a challenge, then as time passed adopted some more tricks

gloomy loom
#

I feel so stupid yuumi

naive tree
#

trust me, I feel as the dumbest person alive atm

gloomy loom
#

I didnt know what a solidify modifer is

naive tree
#

what is it? 😄

gloomy loom
#

D:

naive tree
#

im not joking

gloomy loom
#

its the best way to add a 3d depth to a mesh

#

in blender

#

I would just duplicate then resize it

#

then added faces to the sides

#

DO YOU KNOW HOW LONG THAT SHIT TAKES

#

I need to stop ranting

naive tree
#

😄

wet kelp
#

Would someone be able to give me a hand with adding a bone to a material? Really cant find a good guide to help me out with it on blender

gloomy loom
#

you add bones to animate meshes with weight

naive tree
#

rike i can try to help you in dm

gloomy loom
#

you add a material to that mesh

naive tree
#

for what yhou want you don't need bone, i don't think

wise thunder
#

i've never used blender for anything other than fixing up sfm models, how tf do i get the bones to show? i'm following all the instructions online, but the bones are showing up as yellow dots, not actual bones, and the yellow dots are actually root objects?

opal aurora
#

Source models all have the bones displaying as dots

wise thunder
#

so uh,

#

what do

naive tree
#

more dots more dots

#

-50dkp

split cave
#

I need help with an animal model

brisk mesa
#

@next prairie what do you mean?

#

what's an ascii 6100???

#

@wise thunder in the armature settings when you click on it, and then go down into the options for it, you can see an x-ray checkbox to make it show better through your mesh. there's also 3-4 buttons like stick or dots or those triangle bone things

#

@split cave if it's a 4 legged animal, a lot of people here won't know how to rig it, just letting you know. it's an obscure answer and we know only that one guy so far made a bunch of ponies. He said it was "tricky", that was it. And somebody else made a scoobydoo dog but i could tell it was a humanoid rig in the front, with fake arms just to make Unity recognize it, and the back legs of the dog were kinda just swinging around.

split cave
#

I have a fully rigged animal

#

I have some animations

#

But once applied to the avatar

#

my guy goes in the ground

#

so idk

brisk mesa
#

for every animation?

#

or is it doing it just randomly

#

what about the origin points of your meshes? are they all proper

#

aka under your feet

split cave
#

yes

#

I had the animations for the animal

brisk mesa
#

you are using humanoid controller or wut

#

cause vrchat only takes generic and humanoid for this stuff

split cave
#

and i replace the movements with the said anim override

#

humanoid

brisk mesa
#

kk

#

when you first start the game are you already in the ground or does it seem fine until you start an animation at all?

split cave
#

everythings fine

#

but my body sags in the ground

#

and the anim file doesn't play :3

brisk mesa
#

huh

#

you might wanna check the animation room too

split cave
#

I have my avatar and the animal as one charchter

#

right

#

man and dog

#

man falls into ground when moving

#

dogs animation plays

brisk mesa
#

iirc there were settings for the animations themselves, did you play with those?

split cave
#

doesnt play*

#

I just made it in unity

brisk mesa
#

i know for some of mine i was in the ground if i didn't select origin or something, like there were 2 or 3 little dropdown or checkboxes in the settings

#

idk about baking it into the pose either, i wouldn't touch that

split cave
#

mmk

dry heath
#

How to add bone?

brisk mesa
#

for what and where?

#

cause you can add bones p easily if you go edit mode for the armature itself, then you click on a joint and press E, then start dragging the bone into place with your mouse and then use scaling or whatnot

#

and if x-axis mirror is turned on and you do that, then you make two bones mirrored with E, too

#

so if your issue is that you need to add shoulder bones, then you need to navigate over to edit mode with the button down below where it says object mode

#

then i would click the joint between the neckbone and the chest bone

primal river
#

hey guys! im havin a bit of trouble lol
i got two things going on
so im working on a pichu model imported from a super smash brawl mod
and i got most of the bones on the right order and stuff
but when setting the spine, it would say that it has zero lenght
and well it did, but when viewing the model it was clearly there and it had length
so i experimented for a bit
and came to this fix
https://gfycat.com/LightheartedAdorableAlpinegoat

#

stretching the bone up the y axis by very little fixes the issue after reapplying the bone
this was good and all, but it also left me wondering what that bone above the little just-created bone is
is that gonna be a a problem later on? what do you guys recommend to do better?

#

the second issue, is due to how the bone stucture is, the model never had a neck, its just the spine hooked to the neck, and the neck divides into the ears
unity automatically assumes the neck that was there would be the head
but vrchat needs a neck, so how should i go about this? half the length of the chest or add a small bone to the top of it in order to satisfy the need of a neck? or should i go about it another way
if anyone knows anything please reply with whatever knowledge you can provide!

#

heres another view of pichu, this one was made when i didnt know what to look for

junior dust
#

when I export my avatar to vrchat using the SDK the following error appears "updating content.asset bundle upload failed. failed to upload"
Does anyone know how to solve it?

next prairie
#

@brisk mesa Ascii 6100 is the version of the ASCII table the model uses, but somehow Blender hates Ascii... and the plugin to open it doesn't support ascii 6100

#

Anyways, since Mixamo is being a jerk to me, I am making the bones myself

#

You use the tools in the bone menu @fading verge

#

It's in top left by file and edit

primal river
#

@fading verge @south cape hey guys!

#

are you available right now?

drowsy storm
#

When I create eye tracking on my avatar the eye bones automatically switch to my finger bones and they go back to fingers even if I swap them back to eyes...

#

@fading verge please ask that in animation

#

send me a screenshot

fading verge
#

you will be ignored if you spam all the threads like that, it's super rude

#

then go somewhere else