#avatar-rigging
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Hello @primal river
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 how do I fix that?
@south cape heloo!
hold on makin stuff happen
so heres the rascal in blender
installed it before going to sleep lol
So what was it you needed help with? sorry i forgot what it was. Got so stuck into my stuff
oh lol
if you dont mind i reposted, scroll up a bit to re read
but tl;dr
i need to give him a neck and fix some jankiness with spine bone
Is it because the game object is disabled?
no we solved it
he put it on the duplicate which is hidden
now can someone please help me with my rigging issue?
Thats what i meant :u lol
So the neck you can just extrude a new one in blender the spine should be fine. What it was is that the spine was passing through one of the other bones. Which is why it fixed the issue when you pulled it up. @primal river
wait but..
it still had a really small value, compared to any of the other bones
like yes it fixes it but what is the bone above the one i pull up??
I would like to say it was your chest
Can you show me it in blender??
nono its just
hold on making gif
im confused because i thought the spine was supposed to be hooked up to the bone
i might have a neck
so, this bone is set as the spine
it used to break due to having no lenght
the bone above that is what i set as the body
is this wrong?
should this bone be the neck?
because thats the body
above that is the head
or just make a bone between the current body and the head and set it as neck
Mosty why i was asking if i could see it in blender lol. Kinda hard to tell what is what in unity as some bones it hides and connects them.
No it's all good
automatically?
yes
because this is what i see.. https://i.imgur.com/P0nuck4.png
its just that i dont
know
Try count from the bottom up. The ones connected to the legs should be the hips, followed by the spine, chest and then neck. Ending with the head bone. Does it seem like you have enough bones for all of these?
Go into object mode
The scroll wheel and shift scroll wheel
thANK you
pressing Z will also take you out of wireframe mode
You do have bones they may just be really small.
makin gif..
Would you prefer a screen share??
yep.
Alright just let me set up my mic
that moment when you realize that a model you got off the internet has no skeleton at all http://prntscr.com/iewkaf
nor any rigging
Fuck this Shit
that one is easy are you kidding me xd
also what's that shit on the left anyway in the hand?
i did a cream the rabbit my first time and it was basically what you got
oh did you try to autorig it yet
hmmm how do i do that?
no
well you should get rigify addon then
ive never had to rig a model myself like this
for blender
time to learn lmao
yeah i had to do that eventually and couldn't avoid it cause
mixamo is honestly super crap
well i have a mmd version of this design but its a bit more, bulky looking
ahh
๐
what?
oh ok
the drop eyes
oh lmao the drop eyes
i don't understand exactly what you guys are talking about
OMFG MMD TOOLS JUST WORK
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?
Ok so my model has her toes in the right area for Blender, but Unity is moving them to her knees and its all fucked, how do you fix that
scratch that, realized CATS made the ankles her toes
Would anyone know why when I do one of my animations (its holding a book) my fingers just glitch out and constantly move around
HEEEEELLLLLPPPP PLEASE
was gonna put up the pics
but
i cant
so
fun
my bones are borked so if any one is good at rigging please pm me
i really want to get this avater in
???
has anyone had issues with models being 1 mesh in blender but 2 in unity
I wanted to use visemes and this happened http://prntscr.com/iexyh0
both are empty of visemes
That means your model is
A) over the poly limit and
B) over 64k polies @cerulean dawn
Your issue is quite literaly related to the hip bones' rotation/angle
You need to rotate the hip bone in blender so that it's upright
You might not get it perfectly on point, but the closer to 180ยฐ the better
if I want to make jewlery thats dangling from my horns dynamic, do I create the bones and align them, or do I do that, then parent it to the head?
Create the bones, align them, parent to head(or horns if they have any), weight paint jewelry to the respective bone(s) with auto-normalize ticked
Does this look about right? https://i.gyazo.com/81dceac0c009025d5a538d852c73a282.mp4
Does anyone know why some models that I import into unity and add onto my avatar won't show up in mirrors? Other people can see them but I can't. No picture right now as I am at work, but if anyone has an idea I'd like to hear it.
i think it's the bake xy to root option or whatever in the fbx animation import settings but i'm not 100% sure @static lintel
why does this tell me spine bone length is zero when its clearly not? https://i.imgur.com/HlzLaTz.png
weird i rescaled the bone in blender just a bit and it worked
So I was rigging an old model that I had forgot someone helped me fix.
And noticed this
https://gyazo.com/127935be42e1ac7c9a7acaede18991a4
So I jump back into blender and, sure enough, it's busted.
This is after weight painting. Beforehand, it was just a clean cut stub that would do this. Now you can see it's at least trying to stay connected in some form
How would I go about fixing this?
This is what it does without weight painting
Looks like the issue is an item called ArmWristWeight_L and ArmWristWeight_R. They are the connecting item, but aren't mapping correctly. It's used to connect the arm to the sleeve where the materials end
Oh... That was an easy fix. Needed to disable Deform on the weights
So my avatar doesnt have Visemes even though i created it, when i click the buttons to assign "ss_sil" and all that it just says there's none, also my avatar has 2 body meshes, does anyone know what's up with that? is it just the avatar is unsuitable for VRchat
That be meaning yer model is way too high poly
yes
Beeg eye bones
I've been lurking in here for a bit, picking up tips and tricks, but I have an issue I haven't seen before. I've rigged several avatar models, with varying levels of success, but on the last couple I've done I have this issue where the model is not moving with the armature at all. I built the amature skeleton from scratch on both models, using what I believe is the correct naming conventions. Then defined the vertex groups using the same names. But on the last couple tries, when I go into Pose mode to test them, the bones move ok, but the mesh just sits there. I'm not sure where to look to fix this. Any ideas?
No weight paint at all ?
I might be confusing my terms, but I have the vertex groups defined, assigned, and named the same as the bone it's supposed to interact with.
And the weight slider shows "1.000" for each group
I get those errors while everything is mapped correctly https://gyazo.com/27e6af6e7a215e1d7179f00427c4feed
@simple siren try changing to generic, hit apply,t hen go back to humanoid and apply
same thing
@safe smelt The weight slider does not show the "current" value, rather, it's a setting for when you want to apply it. Each vertex in the group could have a different weight. To view the weight of each vertex, select the mesh object and switch to "Weight Paint" mode. Then you can select individual bones or vertex groups, and see what each vertex's weight is for that bone. The color ranges from Red for 1.0 to Blue for 0.0.
Hello! I was wondering if someone could help me with something that's probably really simple but I can't figure out? So this model has expressions and they're cute, but there are two expressions for the eyes that won't go away? I just want the eyes to be normal without the heart or stars but idk how to
You can select the expressions material, and cutout then set alpha to 0 its invisible
@robust crescent That isn't working for me, I have the expressions on cut out rn, but when I try to set alpha to 0, it doesn't become invisible. For some reason it messes up the texture and covers like the top half of the face. I have it set to 1 right now which is the lowest I can get it down to without making it look super weird.
Got the same model, you could also just remove then in blender before putting it in unity if you arent planning on using them
@arctic glen u can move the expressions further back in your head
Ok, I feel stupid now. Turns out I forgot to add an Armature Modifier to the Body mesh. Now it's working ๐
Would it be ok to parent a dress to the hips bone?
@fading verge yes, that's where it usually goes, or a duplicate of hip bone that holds a skirt so for no need of adding exclusions
Thank you
So I imported a model into game from an Mmd model. Model works great without headset, however when I'm wearing my vr headset, it thinks the ands are above my head, so the models arms are above the head.
Anyone know a fix?
is this an okay skeleton for me to use? it came with the model itself ( its a game rip) or will i have to completely rebuild his skeleton?
check if he has everything
and check the rotation and weight in pose mode
@random lotus
http://prntscr.com/ifb6w2 his arms move normally
i dont know if he has a neck bone though
i cant see one
He has a head bone
how are they unusable?
he has pretty much everything Needed
i hope not
if the rigging is humanoid
because i got 4 of these fuckers to rig
http://prntscr.com/ifbafc now THIS is where shit gets complicated
honestly tho If I were you, and I was to animate the rigging in the future id resize the bones
at least if youre animating in bledner
i use mixamo
because im bad at hand animation
even though last time i used mixamo this happened https://image.prntscr.com/image/Ar91Q2eXRwGG9If8DTi-Pw.png
Is there something specific i need to do to make my hair bun have dynamic movement? I already got the pugin. So far all ive done is put a bone around the tip of the bun and parent it to the head, but when placed in unity, it does nothing
Give me a minute, i need to get back to my computer
the model i have above has ear bones but his didn't work
it might be you possibly need to add a new bone to the bun or maybe parent the bones for it in blender if you already didn't do so
https://gyazo.com/c1f61f34262d888f3a11b4d07cb22a3e @random lotus
is it the hair bone?
Those eight bone around the head are the horns
that single one in the back in below the hair
horn jewlery*
hmmm so the bun is just that one hair bone right?
because if it is we have our problem right there
One or so should do
http://prntscr.com/ifbjdd i was having the same issue with this guy
for his ears
they eventually worked strangely
but he only has one bone per ear
how should I arrange the bones then?
i would think just attatch it to the current one somehow
like make it attach to the tip of the other oen
one
and then make sure to attatch it to the rest of the skeleton
So both bones attached to the head?
http://prntscr.com/ifbkmy sorta like this
well the new one should be attatched to the other hair bone
http://prntscr.com/ifblwk his strangely work sometimes
despite having no root bone for the ears
and i dont even have to mess with it because they work properly already
his ears just bounce around like a pair of boobs xD
which is quite comical
Ive been just fooling around with different bone arrangement, nothings giving me a result.
what is the best video to make bones for VRChat/Unity?
@feral stone weight paint the mesh
of the hair? By how much?
as much as you want
doeasn't matter too much , but anyways that's probably why it's not working, you probably didn't weight paint
https://gyazo.com/9fa2373d5f50aa1fc6c1ff9bdf18f50b Still no response from unity after placing it in there ;=;
what exactly do you mean by no response?
https://gyazo.com/f84435bb053dd55cbb5159b91fd18e16 ANGRY LINE JIGGLE @tawny temple
https://imgur.com/pudcxkk is that how the heel bone suppose to look in rigify?
@vast fog see the striped corners at the edge of each window?
click and drag the corner of one into the area of another window, and it'll close the space of the window being dragged into
can't say i've really used that one myself, because i go about atlassing in a very different way -- you might need to be in edit mode to actually see what's happening though
and i think you need to have at least some vertices selected, so it knows where the "seams" of each unwrap point is
nvm I fixed it. Selected the wrong thing the first time so I deleted that one and made a new one
Hello! I was just wondering if anyone is willing to help me figure out a material/texture problem in unity? So I'm trying to use a dance animation for the first time, so everything looked great in blender, but when I exported it and put it in unity, the material/texture for the hands and hairbows turned black and I'm not sure why
As well as that when I was just doing the model normally as you would for an avatar, everything worked great and the textures all looked fine. So I'm not sure if it has to do with using mmd tools instead of cats or if it's because it's an animation, or whatever else could have gone wrong
How do I reset a character back to T Pose in Unity? I made a face expression, but I forgot to duplicate the model thing. So, I ended up doing right onto the original and now I don't know how to put her back in place. https://i.imgur.com/nmCZVSZ.png
Now you need to re-do almost everything you did in unity
Once a model's like that it's dead, you need to re-insert a new one into the scene
@opal aurora I thought I could use the T-Pose animation and do something with the animator controller that would allow me to open up the animation, select the T-pose, and then the model should auto adjust to it. So I'm trying that atm.
Good luck, you might find a breakthrough if said works
That's what this says I think
Oh I fixed it with what I was doing.
I just didn't know how to go about doing it that way.
anyone know why this error comes up i try to generate a rig? https://i.imgur.com/HqPhCgB.png
So I did the thing exactly like in the tupper tutorial but I have a feeling that some textures do overlap
The head is overlapping its other half
Unwrapping would help but if it doesn't look bad while glancing at your character this may be fine
Just rearrange so you fill up more space
yeah im still watching the vid and he just said the thing with unwrapping, I just thought the hair looks all so close together but idk
So i tried to add glasses to my avatar today, found a 3d model, loaded it into unity and scaled it correctly to fit, then attached it to my head in the armature. Though for some reason now when i load into vrchat my avatar wont load, everyone says it stays as a loading avatar ghost thing. any ideas?
Glasses are broken.
how so? i feel like thats an odd thing to just not work
Can you send a SS of how it's implomented, in the heirarchy?
sometimes uploads fail and you get the red ghost and have to reupload
^
I can't believe I did a complete collission system for my VR model, only to have to go back into blender and fix an arm issue.
Now I gotta do all of that all over again. Just... just really disheartening.
@mental lynx what do you mean by collision system
Full dynamic bone collission detection for limbs and fingers.
so you tough stuff and it doesnt go through your body anymore
or just colliders and stuff
All yes
how'd u do dat
Look up a tutorial, they're all over youtube
i know about dynamic bones and colliders and stuff but never heard about actual collision system for the world
Time to do my favorite thing. Restructure 20 meshes because Unity can't figure out preset, saved settings.
It's not for the world, it's for the body interacting with itself.
oh god you produced a frame killer
Maybe?
I never see any difference between this model and my 1 solid mesh Waluigi
I've run frame tests.
What kills VRChat are the memory leaks, 30+ models loading in, and particle effects.
That's how video games work in general.
Everything must be rendered.
Actually it's been confirmed that multiple meshes are a bigger frame killer than 40+ and particles together by some of the devs.
They all have told me that polygon count and mesh have almost not adverse affect against Unity
Im not talking against you, Bloody
I'm agreeing with what you said
My pardons, 3 hours of sleep, and a cranky boss over my neck.
What hurts your game's framerate are the CPU cycles needed to run particles and physics
An avatar's fancy long flowing dress will hurt your framerate more than a model with 100 meshes.
In fact, I had a Cirno avatar with 150 meshes to test that out awhile ago.
Absolutely no frame difference between it and my 20 mesh one
what did i kick off here
An argument that's been going on since Unity released
Here's a question
Will unity/VRChat ever update to use more than a single core and like... 12kb of RAM
Just force that shit in.
Several People are Typing...
I'm so tired of lagging, looking at my hardware usage, and seeing shit like
CPU: 12% (1 Core, 48%)
RAM: 19%
GPU: 1%
It uses NOTHING that I have to offer.
@modern oyster sorry for the delay, had to walk away, this is the setup with the glasses
I never regreted having an 8-core CPU until I started dealing with Unity
Also, nothing I've done has worked to force Unity/VRChat to use more than what it already does.
Jesus christ on a bike, riding through the neighbourhood on a friday afternoon, wearing a skirt.. did you forget to join the meshes before exporting?
Some MMD models I've found are actually like that, even when joined.
._.
is that the bone or mesh hierarchy?
bone
That looks like bone hierarchy
looks more like a valve model than MMD
and yes meshes were joined, this model just came with alot of complex bones
its not an mmd model
If I could get this damn game to use even TWO cores, that would be great.
yeah, had a feeling it wasn't the meshes since it was actually partially parented
that's a model which uses individual bones for facial expressions
Hell, I'd even get a boost if I could get it to use an entirety of ONE core.
rather than shapekeys/visemes
Oh, oh fun.
VRChat/Unity aren't recognizing my model's bones being set to bone tips with deform turned off.
So even after all that editing I did to make the bone structure work with movement, Unity doens't recognize it.
Now this is something I have no idea how to fix.
My legs are bending weird is that rotation i need to fix?
How would one make a animation that switches the mesh rig to another in a animation?
I've got a problem over in #avatars-2-general regarding rigging.
does anyone know how Spazkoga does her third person camera for her streams?
@paper sparrow if i remember correctly, yesterday there was a big discussion in one of the channels
@subtle moth which channel though, when i search for it nothing comes up ๐ฆ
Im not sure, sorry but i remember a big discussion yesterday
something about forcing beta or developer options or sth
@vast fog looks like you have an old version of mmd_tools, be sure to download the master-zip for the freshest version
Need rigging help.
@modest iris No I have the newest
How do i fix my legs here https://imgur.com/a/uBT4t
When i look down or bend down my legs bend like that
Anyone have any input on adding an object, in this case glasses, to an avatar?
I imported the file, scaled it to fit avatar, and attached it to the head bone in unity. when i log into vrchat the avatar wont load for people.
Apparently everything but my avatars chest is mapped and he somehow has no chest but when i went to go configure him i found this http://prntscr.com/ifsrtw
I am currently havinf an issue with my model in full body.
http://prntscr.com/ift03x OR NOT
Am I doing something wrong here?
the Raichu arm follows the Pika arm in blender pose
but doesn't in Unity anim
???
is there some export setting I need to tick or something to make CopyRotation constraints go through??
oh... apparently Unity doesn't support blender bone constraints....great
Wtf even is that? why is there a pikachu inside it?
@random lotus most likely an animation. Evolution.
oh
@vast fog newest version under release is not the newest version that is on the master :v since your outlines are green and that was in a past version
Are there any 4 legged rigs?
Strange question, but my model has a lot of things mapped to the head. But I only one two parts of the hair moving with Dynamic Bones when it's rooted to the head. How do I make it so I only have the two bits of hair moving but not the 50+ other face parts?
Nevermind, fixed my problem, just gonna have to do them all individually.
I have this issue with my avatar where the eyes are rotated weirdly
https://i.imgur.com/4MF1aRz.png
I have tried changing their rotation in unity so that it might change in vrchat but it makes no difference.
I have re-exported the model again with ner eye tracking and such too and nothing.
The eyes work in the config, blender and unity but not vrchat
https://i.imgur.com/JSJS4A1.png
what eye bones is unity using?
the only eye bones Eye_L and Eye_R
@sturdy sphinx For personal avatars you can create a version with the view-bubble moved up and behind your character.
oh, okay
you're using the wrong eye bones, use cats to set up eye tracking, and use the bones that IT makes
^ the ones cats makes are LeftEye / RightEye and the MMD ones are Eye_L / Eye_R, use the cats ones always
it usually picks up the right ones by itself
unless you don't generate them, then it will fallback to the mmd ones afaik
never needed it before right? I believe you
if I pick the Eye_L and Eye_R in unity is still moves the eyes
in muscles and settings
yeah, but the cats ones are rooted to a dummy bone
so they won't influence anything else etc
okay, is your joined mesh called Body?
yes
k good, not having that also breaks it
Sorry to bud in but I need to ask for some help with merging two models together but they have different rigs. Could anyone help me out?
If I Ctrl+J them together, the two last fingers on the hooded model strech out really far.
I tried removing the hand bones of the balaclava model's rig.
The result was... more then overwhelming.
makes sure you join all bones to bones of same names
tho technically since it's only a head you are adding, just delete everything that is below the neck and attach the bones for head to the hoodie
also make sure you parent the neck of the head to the bone you want to attach it to for the hoodie
I'll try that, thanks.
my eyes look like this 180 degrees backwards
even if change flip the mesh it still pops back that way
hello! can anyone help troubeshoot something?
so im working on this pichu
pretty cute
hes rigged and set and everything
that took too much time.. but got it
Pretty good. ๐
he tposes in vrchat.
Oh
yep
Since its- Do you have vr?
Yeah, I was gonna say. you don't have animations.
how do i add the default ones
This isn't my profession, I don't even know how to merge valve bones but you could and try and take it up with the animation tab.
ah right
Sorry :c
Yeah.
no but
actually
i think it is a rigging issue
i just made a discovery
so this is pichu on blender
notice the dotted lines and the dots
at first i just thought since it was ripped from a game it was bound to be sort of weird
and i mean it was fine it loaded into unity and it saw the pichu having bones and everything
so i ddint think about it much
but then i concidered that if dotter lines meant relationships of the bones and what bone is parented to what
so i tried to zoom in very close to one of the dots
and LO and BEHOLD
ITS A BONE
its just very, VERY small!
see it even has a very small difference on the y axis!
so i came here to confirm if maybe the animations are working, but the bones are so small that it refuses to load them in since its trying to apply them to super small bones
am i right?
or should this not matter and its a complete other thing?
because i mean this error pops up and i was led to believe that the vrc_character_descriptor made animations work so it shouldnt even be there
and no im not trying to add custom animations
see, model doesnt even have any
i disabled it for safety sake
so if anyone knows if my conclusion could be the problem please tag me!
@primal river can you show me whats under the rig tab in unity ?
yeah i was looking into it im just pretty new to all this myself
ah
allright
@crisp tendon hello rubick!
last time we talked my pichu had a lot of improvements
I added a neck and a proper spine with some help
if you dont mind could you check my issue above?
my avatar gets the error
Add an animator to your main model
It's a basic component, like the avatar descriptor
oh nono
wait
uuhm
here look
https://i.imgur.com/t8K5ScP.png @crisp tendon
the animator is there
its just greyed out
Show us the whole screen please
wait a component just like the descriptor..
hold on
OH LIKE THIS??
i just added the animator thing!
that?
yep, the thing you showed earlier was the asset in your project, the last one is the model in your scene, that's the difference
looks like it
aaah.
yeah thats
im dumb
sorry for the tag ruubick
hope you werent busy
shoulda figgured that one out..
idk how to make the thing walk or something, all i can do is slide it around ๐
what do you mean?
the builtin animator has a couple ones, notable the idle animation
hm, it has decided to make this one kinda transparent
oooookay
then make it humanoid
in rig
it is it is
?
uuhm
in rig
yes
ive already mapped everything properly
okay?
? i was told that shouldnt matter too much
it fixes the red
fixes some weird bone issues with fingers
it's just so you have something to apply
so it re-recognises it as humanoid
oh right i forgot i set the scale higher to rig him properly lol
he got smaller..
and he looks in pain @deep wharf
.... how the hell did the textures get gummed up
is that with enforced tpose?
yes
@deep wharf still has the same error
lol oops
nice
found out why lol
YAAAY
lets see if it works
wait i might want to put him up right lol
maybe
the problem is no neck
really
I fixed my issue, which was eye movement breaking my model...so I disabled it
Can I merge two fbx models with the same rig together in unity? ๐ค
@deep wharf Sorry to bother once again but do you know?
I know how to do it in blender but I was just curious
actually mixamo's way better at applying a tpose
How might one do that, sorry?
Oh I meant unity not blender
So trying to fix colours on my avatar https://i.gyazo.com/02822bf3c5300825f5df6d626ef56af1.png and suppose to look like this from Blender https://i.gyazo.com/6aca3eb379c9c911c140b45df2586947.png (ignore face stuff already fixed)
Okay so this in mixed reality viewer https://i.gyazo.com/102f192e613fe6fd11cd2bb8a48263e0.png yet doesn't show the horn colour when i put in damn UNITY fustrating me to HELL
UVMap ?
Textures use them to know where to paint each part of the texture
and if you join two meshes together that have different named uv maps, it can cause issues
im having a weird issue, my character in VRchat is sinking through the ground
my character is standing at 0
on the grid
how far are they sinking?
What would cause the thumb to not be able to close fully in unity? Is it the bones?
Is there a way to rig that doesnt have bones
does the thumb have all 3 bones?
Is that the affect not having all 3 bones would have?
potentially, yes
@stoic hatch try this http://prntscr.com/ifxli2
@naive tree my rigs bones are at the grid
hey guys, could you point me to a direction ('show da way'...) - I am looking for some resources on making a non humanoid avatar + rig for it for vrchat ๐ฎ
Advanced Avatar Creation: Making Non Humanoids This tutorial was made using Unity Version 5.6.3p1 This tutorial assumes you already have the current SDK imported and knowledge of how to upload a basic avatar. You will also need an avatar you wish to upload as non-humanoid with itโs own set of a...
oh doh, awesome thanks
i skim read through available resources and somehow did not record there's advanced avatar creation there
Hey guys, I'm rigging this model, but the eyes appear to be closed and I can't get the bones to work on eyes. Does anyone know how to fix this? http://puu.sh/zpCrf/61ce163df4.jpg
Anyone have any idea what causes the knees to point inward while not looking straight ahead? Tried messing with the bones a bit but to no avail. https://i.imgur.com/YTRIP6f.png
@vital locust Have the same problem but they bend out still not found anyone that can help me https://imgur.com/a/uBT4t
Are you both using VR?
- Not me
I am
Hm, when you look at your model's bones are the knees properly bent forwards a bit?
In blender?
Not originally, tried doing that though but it was still happening
Believe it would be easier to notice in blender
Wonder if it may be because the thigh bones curve in
Have not seen enough rigs to know if that will cause a problem but for mine I had to align the leg bones in a straight line up
Guru's appears to look right, there is a proper bend
the thigh bones curving in, i suspect it's quite likely that's related
But guru is also having problems so I'm not sure
was helping someone else earlier where his knees bent outwards, and his legs were spread apart at shoulder width in more of an "A" shape than an "I"
Most of the bones for legs i have seen are turned sideways not with flat part forward like we have
@pine harbor So that can be my problem`
?
possibly...unfortunately, kinda hard to be dead certain
since most of the automatic IK mechanics are hidden from us
but the legs not being completely straight is where i see the most variation between models which have knee bending issues, and ones which don't
Would also suggest giving it a quick try
still seeing a very slight sideways bend from the calf to the ankle, although i don't really know if you can fix that
if in doubt...throw it into unity and see what happens, that's about all we can do to debug these things =_=
Is there an explanation for a vertice that refuses to move with the rest of it's vertex group?
is the vertex weighted correctly, or influenced by any other bones?
@pine harbor Yeah i see it to but all the balls at the end of the bones are in same place
@robust gull that being the case, perhaps try to fiddle with their alignment once it's in unity, so the bones aren't heavily displaced relative to the mesh
editing the bone position in blender will move the bones independently of the mesh, whereas it sort of moves and poses with the bone if done in unity
I scrolled through every weight group and hit select on every other group and it looks like it should be fine, but it still does this: https://gyazo.com/dfd45d0fc1e7f02a60c4926c73a2055d
it looks like its weighting isn't at 100% for that bone group
it's mostly influenced by it, but not fully
Save then try "Normalize All" on the weight painting mode
i think i did something wron in blender need help
http://puu.sh/zpEcW/4a7f09ea86.jpg
Okay, normalize all fixed the thumb, but could it potentially hurt the model elsewhere?
I think i got it better now @pine harbor https://imgur.com/a/6CrS3
Forgot the change to X ball
neat -- though i'd still recommend seeing how it plays out in unity to see if it matches your liking
because the pivot point of your ankle is now slightly different -- see if it still bends and deforms to your liking
Don't have any batteris for my controllers need to wait before i can test it haha
Is there any tutorials to how make a spice hierarchy right?
I've mapped all the bones in blender, but in unity, every time I check the model I keep getting the same message
"Spine hierarchy missing elements: Make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped"
EXSGT left behind a useful pinned message for that
What channel?
this thing here (in this channel)
https://cdn.discordapp.com/attachments/251862595030482955/404301325380091906/guide.png
oh lol, sorry
hey, great minds think alike ๐
Thanks
@pine harbor I also moved the legs a bit closer to eachother too
it's basically got to do with influencing what unity thinks is the most natural way to bend your knee
if it starts off seemingly bent at certain angles, that can influence what it considers "normal"
...kind of a very vague explanation, because i've got little clue exactly how it determines it
It has an inherent bone constraint, prevents it from going into weird humanly improbable angles, rotations and distance from each bones
So it'll guess what's the most correct situation
@pine harbor Thanks dude it worked my legs look normal now when i bend down
neat, glad it worked -- another tidbit to remember now ๐
thanks for the extra info as well Ruuubick -- it's more being unable to visualise the constraints and way that the humanoid rig will position the legs that's the kicker to us
@crisp tendon Does it matter how the bones are faced? beacuse i downloaded Ybot and his legs have the pointy part of the bone forward but my bone leg have flat side forward
It does ๐
Can someone tip me on a non-humanoid avatar?
I have a murloc avatar with bones and everything, but obviously it looks super weird with a humanoid rig. I tried looking at this video https://www.youtube.com/watch?v=mhQY2_gVoVg to see how to rig / animate the avatar, but it hasn't really helped :/
Anyone got a better video on how to rig/animate (I'm not sure if they're the same or not) a model?
Maybe that's a better question for #animation ๐
when i'm using cat for the eye tracking. the bone for the catprogram for the eye are in the stomic for some reason. how do i fix that? i try moving it to the head but it snap back to the stomic.
@neon quiver Which tutorial are you following ?
https://gyazo.com/1806362c63cb6a9d478c65a17c7452a4 can anyone help me fix this issue where the leg is bending in the wrong direction with IK? i already moved the knee bone a little more to the front and the issue is still there
@crisp tendon https://www.youtube.com/watch?v=Japt0woeveQ this one. But i'm not using a mmd bones. using my own rig. but i made another avatar the rig was working for it. maybe i need to clear the scale and rotate.
A tutorial on how to add eye tracking to your avatar with the Cats blender plugin. It's literally this easy. I disable eye blinking because I add it in Unity...
How do i use a texture in unity that have .sph and not .png?
@neon quiver there might be something incorrect in your rig then ?
https://imgur.com/a/ysaTj sometimes I wonder how fat my fingers are when I weight
btw congradz on the admin @crisp tendon

don't taze me
, also @gloomy loom why not use W>autoweight
or it doesn't add enough on the upper part?
autoweight never works for me ๐ฆ
@crisp tendon maybe. i'll check if thing are normal properly.
what doesn't work about autoweight?
@meager fern you need to set a pole target on the ik constraint and the knee will point to it
if autoweight doesn;t work for single bone, then need to seperate
that's only within blender though
alright, another question, i talked to someone and he said blender was way better for animations than unity
for autoweight- there are some models that will give an error about heat weight failure, some can be fixed to work, others i had no luck with
because theres something in blender that makes it easier to animate, which idk what it is
@meager fern yes blender is a modeling/animation tool and unity is a game engine tool
no contest reallly
ive seen tutorials and all of their models got a fuckton of control bones, do i have to set those bones manually as well?
depends, you might be seeing a rigify-generated rig
ye, does rigify works with an already existing rig?
no
also heads up none of these constraints are going to export into unity (just the animations themselves)
an ik setup can be pretty quick though (hands/feet + pole targets for each)
manually ofc
i mean... my main goal with all that is to try and replicate 2B's walk and idle animations from the nier automata game ๐
good luck
thank you, ill need it XD
maybe try and get a dummy walk override working in vrchat first since i've had trouble getting that to work on humanoids
How would I make my avatar float? I've seen that you can child the avatar to an empty object to make it float but it doesn't work for me.
hello ! I've just joined this discord, because i have a problem with my avatar and i absolutely need help please
do you know why this happened with a few models when importing? https://gyazo.com/5d1368001fdefe869cfc4b7e6beec4cf
(yeah, I did fix bones)
my problem is my avatar is not in T-Pose
@narrow fossil have u tried force T-pose?
yes, then i hit apply, then done, then it tells me there's still a problem, then i go back to configure and it's not on t-pose anymore
it undoes itself
there's always a problem with me, but i followed the megatutorial
okay, problem solved o.o
There was "Eye_L1" as a Jaw... why not !
yeah, i always just unmap jaw and use mouth visemes, most MMDs seem to have the needed big 3
i always have problems with textures now, though
Anyone have any ideas on what Unity thinks it's doing to my model's legs? https://image.prntscr.com/image/9UHYpS2mRfCyvf_g2ZJcSQ.png
No idea why they're crossed like that but if I fix them proper it keeps saying it isn't in a T-Pose and then won't map animations because of it.
on the right, could you scroll the menu donw a bit so i can see what is says for the legs?
https://image.prntscr.com/image/CLi2yTD7Q5ew8wxuvvePow.png Taken again with the leg menu on display, let me know what you think.
does anyone here know how to solve the hip thrust problem?
@crisp ledge looks like it might be due to extra bones getting in the way
looks like you have hips, then left and right hip, then upper and lower legs
I'm unsure what bones I could remove if that's the case, aren't the left and right hips bones requirements in aligning the legs to the lower-core/center hip?
the left and right hip would probalby be the cause of the problems
Well that fixed that, thanks.
@tulip hill A mix of view point position and player height setting is to blame.
i found a workaround but thanks for the future tip
hey for some reason my avatar says must have head hands and feet bones mapped when i look in the avatar configurator theyre mapped. help plz
I would like to make my hat have this, so if i put my hand/arm in it, it don't go thru the hat it just looks like i can fit my whole arm in it. How would i go about to make this?
kind of like a bunny in a hat trick?
Yes
hmm...you might be able to do something with a box/cylinder attached to the top of the hat, setting the box/cylinder's textures to transparent, and then messing with the draw order...or possibly using an occlusion shader
what i'm having trouble thinking about is how not to get that to interfere with the rest of your model, if any part of it is behind the cylinder
first up though, i recommend going into unity and finding the occlusion shader -- it'll probably make more sense when you see how it interacts with other objects
This is what i was thinking too spear. I have seen people with portals around half of them and i can't see legs untill i look inside the portal
it's under VR > Spatial Mapping > Occlusion
basically looks like a normal transparent shader, except it'll hide most objects behind it
portals around half of them...that could be something more complex
Guys, my model rig is fully in numbers, someone know how can I rig this? http://prntscr.com/ig4qd8
Rename the bones
that looks like a nightmare and a half to rig -- i'd go back to blender and rename them first
just to make things easier on you so you don't need to keep renaming it in unity
ok, I'll try, thanks
hmm...i can't really get my head around how to do that rabbit in a hat effect properly
use cat's plugin to fix the armature
so i have this all linked to the armature and at the same level. https://gyazo.com/8e69ec8fe7870166c743522d2f3494aa
theyre still separated here, and pose mode doesnt work.
i join them w/ ctrl+J and still no animation
Weightpaint?
@pine harbor Is this what you were thinking? https://imgur.com/a/LtmOs I gave one of the ends its own matiral
So now i should be able to put the shader on the white part to hide my hand
@fading verge Weightpaint?
oh
i thought you were talking to someone else ๐
let me see how to do it. one sec
@robust gull if you're attaching that to the top of the hat as an invisible cylinder, yeah, that's what i was thinking -- it wouldn't be perfect though
in the sense that anyone who puts their head inside of the cylinder's space would be able to see your arm
@pine harbor Yeah you are right, that's what im trying to figure out there must be away around that
Is there a way turning what side that shader works on?
@robust gull to an extent, yes -- you can set the shader to be double-sided, or to cull either the back or front faces
the draw order is probably where things start getting really fiddly
you'll want the shader to have a lower draw order than your main body, so that it'll mask your arm when you stick it into that space
@fading verge go into posemode then press your mesh when where you see object mode and chose weightpaint now you can press each bone to see how it's painted
@robust gull stencil shaders may also have part of the effect you want, with respect to how you could only see some people's legs when you looked specifically through the portal
https://alastaira.wordpress.com/2014/12/27/using-the-stencil-buffer-in-unity-free/
Oh cool will have look at that now
what i'm having trouble thinking of is how you're meant to create that seamless effect, because stencil shaders are mostly used to only show the pixels of an object when they're behind something else
and you'll obviously still want your arms to be visible when they're outside of the hat
@fading verge Yes, im not that good at it cats do that for me most of the time
@pine harbor Like the pic in the link you posted, i would need to do it the revese way if i understand it right
hmm, that will work, but i don't think that's necessary
a quick demonstration of the occlusion shader: see how there're two cubes, but one isn't showing through the other?
the "invisible" one is actually in front, but it's actually managing to block out/mask the one behind it, even though the one behind it is opaque, and the one in front is transparent
Yes but for me i didn't see anything thru my cilinder so i need to revers the matiral in blender somehow ๐
sorry really bad english
i was more thinking that the cylinder goes on the end of your hat, so you put it on top of a hat like this:
the cylinder itself isn't meant to be part of the hat -- it's meant to sit on top, so that when your hand goes through the top of the hat, it immediately gets masked by the cylinder
Yes same idรฉa here, problem is that the cylinder is shading on the wrong side of it. So if i stod in it i would see out but everyone would just see a grey cylinder ๐
ah right -- in blender, you can flip the normals of the faces
in unity, you could edit the shaders to either "Cull Front" or "Cull Back" depending on what you need for your shape, but that might be a bit harder if you haven't edited shaders before
that is in edit mesh and not matirials <-(hate that word), im not that good at editing the shaders too many numbers and letters ๐
yeah, it'd probably be easier to just flip the face normals in blender first, then put it in unity and apply the shaders you need
Yeah that was the thinking ๐ hehe
@fading verge Oh shit dude, be carefull when wightpaint only paint the part you want to move when that bone moves
I think there is a weightpainting video here some where
@fading verge https://www.youtube.com/watch?v=Tl4qTgwQwYw
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
@fading verge I hate weight painting myself so i rather switch bones with mesh just so i don't need to do it
I feel bad for you, i tried to do this on my shoes yesterday. and i never got it, i got sick of it and just gave my avatar the bones that came with the shoes haha
Shoes have so many small places they need to be painted on i hate it so much
@pine harbor Is is ctrl+n to flip the verts never done it before
in edit mode, select the faces/vertices of the parts of the mesh you want to flip (you can just press "A" if you want to select everything on a mesh)
pressing "W" with the faces selected will bring up a menu of shortcuts you can use, and if you press "F" immediately after pressing "W", it'll choose the "Flip Normals" option
Oh thanks ๐
Will up date you on it when it works haha
this is breaking my brain it's so weird
Need help making a jaw for Terrance from south park. I've been restructuring the skeletal structure a couple of times now with no results. any input? Hinged or lifting the head straight up is what im looking for. https://www.dropbox.com/s/oc3psykmubk8sxz/Terrance.png?dl=0
I would love to know that too.
is there such a thing as free dynamic bones?
nope
dang it
idk why it wasnt working, but after other 3 failed attempts, i finally was able to animate the 4 meshes ๐
https://gyazo.com/13ea7b63e0cc11ee8d7b3b24f5d26333?token=510dfaa1d4b97150fbbbb80e33b7a525 guys, is there some way to restrain the controls that i made from moving more than my mesh? like, i want it to always stay aligned with the foot/heel
http://prntscr.com/ig97h4 can someone help me? i can't figure out why his right ear ends up like that once i add force to the dynamic bones. the left ear doesnt do this and it has the exact same settings on dynamic bones as the right does
and its not a weight issue, i already checked
http://prntscr.com/ig984f also theres this white line in the circle
Hi, in Blender, how can I add a missing bone to a character with an already pre existing skeleton? I'm working on a character that has everything but is missing the hips when imported and fixed thru the "CATS plugin", anyone can quickly teach me how to add this one missing bone?
@drifting shale cant you just move the bone to the side a little bit?
I'm pretty sure it would, I had some characters with shoulder bones that went way too far, and in result in-game they looked like they were carrying something beneath their arms
making the shoulders smaller fixed the issue
even though I didn't mess with weight painting
@drifting shale
Eye tracking messed up my model. I used the CATS eye tracking thing and it didn't quite work so how do I remove it?
http://prntscr.com/iga1ei GODDAMMIT
I SPENT ALMOST 2 DAYS ON THIS LITTLE SHIT
AND HE IS COMPLETLEY BROKEN
@drifting shale Might selecting the bone laying down followed by shift selecting the hip bone/bone above it and pressing Ctrl+P --> "Parent with Offset" help? Eiether that bone or the thigh bone followed by the hip bone
Feels like the parenting is what was changed
@dreamy fiber Try selecting the current "spine" or hips bone in edit mode and press "Subdivide" under the tools to the left
That should split that bone in half or more if needed
@full cairn press the stop eye tracking thing and then hit Undo?
unless you mean like you're already ingame with it which ... well, i guess you need to delete the lefteye righteye bones
Hey, I'm doing weight painting on this model and for some reason I can't paint influence onto the legs.. It'll always show the ankles or whichever bone I last selected as the lit-up area and it seems it won't allow me to paint influence on the actual leg bones, it just puts it on the bone that was last selected.
I have a question. Can someone help me figure out why my hair is lifting up on my head once I get into VR Chat, but not while I view it in Unity?
Hi, anyone can explain me how should I weight paint this dress so when I'm running, my legs doesnt go throught ? https://puu.sh/zqbyU/d86e99f1a3.png
@shrewd acorn I would think you could try using colliders with dynamic bone scripts in unity to address that issue.
This Avatar as far as I can tell should be fully rigged, and all bone posing bends the mesh properly in Unity and Blender, however when loading the model in VRChat it seems the game doesn't know what to do with the spine, as such I cannot bend, crouch, sit, or move my legs at all outside of the pre-scripted 'running' animation when traversing the environment.
https://prnt.sc/igamwl
I've tried re-parenting and re-rigging the bones in multiple ways and am out of ideas on what adjustments I could make to fix this, any suggestions would be a great help.
I removed 2 additional hip bones earlier to fix a leg-rigging issue, so it's only left with the central hip bone, which double-checking, does not seem to be upside down, and yes I am using VR.
you need to add 3 finger bones to get the full ik working
add a single thumb, index, and middle finger bone
they can be weighted to nothing
I see 2 bones connecting to the legs that seem to pertain to hip bones though...
Yeah Mr Turkleton had me remove the two you're talking about EXSGT, the two you see I think are like, 'ghost bones' that Unity generated to pair the Central hip bone to the upper leg bones, there's no real bone there to select, highlighting it highlights the entire hip bone.
And I'll try adding the other bones for the rig, thanks again Turkleton.
And yeah, what mrturkleton said aswell
Those bones would still be highlighted green though...
when ever you alter the skeleton of the model and overwrite the old one, its best to set the model to generic and back to humanoid so it can refresh
Yeah I thought green would be indicative of it being functional as well, but it turns out really it's only the parent of the 'ghost bones' that you need to check the status of, the child ghosts just kind of work off of it.
i really need to stop being lazy and make a vid on some of these less documented things
I would subscribe in an instant.
I wish i had the drive to make such videos haha
https://i.imgur.com/iupLYhy.png
example of the lazy 3 bones
i havent uploaded a vid to youtube in almost 2 years
Too many minute things that people aren't covering because it's hard to make a video on individual tiny issues and aspects, a compiled library of multi-issues with a timestamp that'll lead people to different issues in the video? I think that would be a great idea Turkleton.
Haven't uploaded in... actualy maybe 3-4...
what i ultimately want to do is have a world in game that goes over some of these thigns via a video player and example avatars of the issue before and after fixing
Yeah like a more condensed version of the "Help Videos" world?
something like that but dedicated to avatars
A literal avatar tutorial world
other than my own small fix vids, it would have links to some of tuppers vids and other community help ones along with an info page for usefull links
Oh, a library of community aid. I like the sound of that.
i just need to stop being lazy ๐
then again im waiting for them to fix a small bug in the video player that is hampering the world aspect of it
Possibly getting compilated gifs describing how to fix things up, maybe a list of key shortcuts in blender, decimation tips... there's alot that can be done
i have a small word doc of things i want to cover that i dont think have been covered yet
There's alot of things that don't get coverage, specifically manual things, due to how popular CATS got
oh yeah, going over basic manual mmd stuff could be handy if some of the other vids havent already gone over it
I know mmd models like the back of my hand on the manual fixing department haha
yeah, they arent too bad to fix manually once you get the hang of it
flip hip, remove extra bones, merge weight paints, fix parenting if needed
remove naughty bits
Not those
Imagine this scenario
4 neck bones, 6 shoulders, 4 arms, 4 legs,2-3 heads, 3-4 chests and god knows how many more bones
sounds like a wierd mech
Mhm
that or you need to get on the hydra's back
Imagine that on a standard mmd looking model
i wouldnt be suprrised
It took me by surprise when i first saw it,didn't know about weight painting or merging bones back then
Hello yet again everyone..! i bet you cant guess this times problem
so right now body has three children
neck
shoulder
and shoulder
after some dumb parenting testing cant-ctrl-z-back mistakes on blender the arms ended up branching off of the wrong end of the body bone
actually not even the body bone
thats supposed to be the spine
this is pichu right now on blender
note where the shoulders branch off of
isn't that just simple parenting issue?
probably
i mean i would fix them if i knew how to switch ends
or knew were the problem roots from..
rotate by 180
I wish the bone position invert didn't unparent the bone... it's so useful...
you do everything bone related in blender generally
r-right
sorry lol
actually i dont see a rotation thing on blender
also id like to mention that this model is super weird, and every little dot is actually a bone and the dotted lines that connects them are just lines telling what is the parent of what
im not even sure why unity puts them as bones it should break
is it me or there's a not needed bone at elbow area?
yes its not needed
leme um, delete
im too lazy to delete unecesary bones
it was ripped from a game so theres alot of unneeded bones
at first there was a really tall root bone that branched into the hip
and there was an useless waist bone that didnt have any weight paint and was at the exact position of the hip
that was fun too..
but anyway how do i make it rotate 180 in blender?
@naive tree ?
me neither.. the body bone isnt even down where unity thinks it is
Set all their rolls to 0 by selecting them all and pressing alt+r
And you may need to re-select a humanoid rig to update your bones
All of ehm
jesus allright
You can just hit alt+r with them selected to do it automatically
Essentially the bone orientation
Some games have specific roll values for how they're designed but VRC uses 0 on everything
It's more in the case of you having backwards/sideways/etc parts due to it
It might've already been alright then
lol
Just givin ye a heads up for future models then
i quit blender to go farther than ctrl z could
never again.
but wait um
how do i fix the body issue though lol
Unity ^
blender ^
the shoulders are clearly branched from that end
why does unity do that?
it makes the neck all squated down
I think it's trying to make sense of it
right
i guessed that aswell
i would be pretty confused too if everthing was very small bones
Source bones are the worst...