#avatar-rigging

1 messages ยท Page 99 of 1

fading verge
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๐Ÿ’ข

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you like the ohter discords so much

south cape
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Hello @primal river

drowsy storm
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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?

primal river
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@south cape heloo!

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hold on makin stuff happen

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so heres the rascal in blender

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installed it before going to sleep lol

south cape
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So what was it you needed help with? sorry i forgot what it was. Got so stuck into my stuff

primal river
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oh lol

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if you dont mind i reposted, scroll up a bit to re read

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but tl;dr

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i need to give him a neck and fix some jankiness with spine bone

cobalt island
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Is it because the game object is disabled?

drowsy storm
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no we solved it

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he put it on the duplicate which is hidden

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now can someone please help me with my rigging issue?

cobalt island
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Thats what i meant :u lol

south cape
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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

primal river
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wait but..

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it still had a really small value, compared to any of the other bones

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like yes it fixes it but what is the bone above the one i pull up??

south cape
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I would like to say it was your chest

primal river
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but the thing on

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but

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the

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????

south cape
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Can you show me it in blender??

primal river
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nono its just

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hold on making gif

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im confused because i thought the spine was supposed to be hooked up to the bone

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i might have a neck

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so, this bone is set as the spine

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it used to break due to having no lenght

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the bone above that is what i set as the body

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is this wrong?

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should this bone be the neck?

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because thats the body

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above that is the head

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or just make a bone between the current body and the head and set it as neck

south cape
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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.

primal river
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oh

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right my bad

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im not sure how to pull up bones on blender..

south cape
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No it's all good

south cape
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They should pull up for you

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That is some crazy eye drop

primal river
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automatically?

south cape
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yes

primal river
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its just that i dont

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know

fading verge
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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?

south cape
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Go into object mode

primal river
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yes not enough bones

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jesus these camera controls.. how do i move??

south cape
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The scroll wheel and shift scroll wheel

primal river
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thANK you

south cape
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pressing Z will also take you out of wireframe mode

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You do have bones they may just be really small.

primal river
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makin gif..

south cape
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Would you prefer a screen share??

primal river
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yep.

south cape
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Alright just let me set up my mic

random lotus
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nor any rigging

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Fuck this Shit

brisk mesa
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that one is easy are you kidding me xd

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also what's that shit on the left anyway in the hand?

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i did a cream the rabbit my first time and it was basically what you got

random lotus
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@brisk mesa thats his weapon

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he uses a magical ring

brisk mesa
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oh did you try to autorig it yet

random lotus
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hmmm how do i do that?

brisk mesa
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oh.

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so you haven't watched any tuts i'm assuming

random lotus
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no

brisk mesa
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well you should get rigify addon then

random lotus
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ive never had to rig a model myself like this

brisk mesa
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for blender

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time to learn lmao

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yeah i had to do that eventually and couldn't avoid it cause

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mixamo is honestly super crap

random lotus
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well i have a mmd version of this design but its a bit more, bulky looking

brisk mesa
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ahh

random lotus
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thats the mmd one

dreamy sun
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๐Ÿ˜‚

random lotus
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what?

dreamy sun
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no no

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i laugh on up there sr

random lotus
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oh ok

dreamy sun
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the drop eyes

brisk mesa
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oh lmao the drop eyes

dreamy sun
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actually just keep it like that

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it will be unique

random lotus
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i don't understand exactly what you guys are talking about

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OMFG MMD TOOLS JUST WORK

junior dust
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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?

spice robin
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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

spice robin
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scratch that, realized CATS made the ankles her toes

wet kelp
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Would anyone know why when I do one of my animations (its holding a book) my fingers just glitch out and constantly move around

fading verge
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HEEEEELLLLLPPPP PLEASE

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was gonna put up the pics

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but

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i cant

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so

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fun

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my bones are borked so if any one is good at rigging please pm me

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i really want to get this avater in

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???

cerulean dawn
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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

Lightshot

Captured with Lightshot

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both are empty of visemes

opal aurora
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That means your model is
A) over the poly limit and
B) over 64k polies @cerulean dawn

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Your issue is quite literaly related to the hip bones' rotation/angle

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You need to rotate the hip bone in blender so that it's upright

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You might not get it perfectly on point, but the closer to 180ยฐ the better

feral stone
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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?

opal aurora
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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

feral stone
shy vault
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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.

lilac moss
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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

small scarab
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weird i rescaled the bone in blender just a bit and it worked

mental lynx
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So I was rigging an old model that I had forgot someone helped me fix.

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So I jump back into blender and, sure enough, it's busted.

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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

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How would I go about fixing this?

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This is what it does without weight painting

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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

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Oh... That was an easy fix. Needed to disable Deform on the weights

pulsar hearth
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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

opal aurora
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That be meaning yer model is way too high poly

vast fog
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Is this correct for eye tracking that it creates those 2 huge bones?

naive tree
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yes

opal aurora
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Beeg eye bones

safe smelt
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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?

crisp tendon
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No weight paint at all ?

safe smelt
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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.

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And the weight slider shows "1.000" for each group

simple siren
naive tree
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@simple siren try changing to generic, hit apply,t hen go back to humanoid and apply

simple siren
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same thing

vestal dirge
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@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.

arctic glen
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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

robust crescent
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You can select the expressions material, and cutout then set alpha to 0 its invisible

arctic glen
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@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.

robust crescent
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Got the same model, you could also just remove then in blender before putting it in unity if you arent planning on using them

naive tree
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@arctic glen u can move the expressions further back in your head

safe smelt
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Ok, I feel stupid now. Turns out I forgot to add an Armature Modifier to the Body mesh. Now it's working ๐Ÿ˜…

fading verge
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Would it be ok to parent a dress to the hips bone?

naive tree
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@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

fading verge
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Thank you

timid light
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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.

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Anyone know a fix?

naive tree
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be sure that you're not in a seated mode

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or recalibrate your controllers

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  • headset
random lotus
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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?

gloomy loom
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check if he has everything

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and check the rotation and weight in pose mode

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@random lotus

random lotus
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i dont know if he has a neck bone though

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i cant see one

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He has a head bone

gloomy loom
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look on the right side for armature

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and check

random lotus
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how are they unusable?
he has pretty much everything Needed

gloomy loom
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they arent

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but anywho

random lotus
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i hope not

gloomy loom
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if the rigging is humanoid

random lotus
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because i got 4 of these fuckers to rig

gloomy loom
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and you can move it around

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you'll have no issues

random lotus
gloomy loom
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honestly tho If I were you, and I was to animate the rigging in the future id resize the bones

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at least if youre animating in bledner

random lotus
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i use mixamo

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because im bad at hand animation

feral stone
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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

random lotus
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@feral stone it might be the lack of bones

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can i see the bones for the bun?

feral stone
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Give me a minute, i need to get back to my computer

random lotus
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the model i have above has ear bones but his didn't work

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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

feral stone
random lotus
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is it the hair bone?

feral stone
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Those eight bone around the head are the horns

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that single one in the back in below the hair

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horn jewlery*

random lotus
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hmmm so the bun is just that one hair bone right?
because if it is we have our problem right there

feral stone
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Yea, I didnt know how many bones to add

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its just a tob bun

random lotus
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One or so should do

random lotus
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for his ears

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they eventually worked strangely

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but he only has one bone per ear

feral stone
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how should I arrange the bones then?

random lotus
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i would think just attatch it to the current one somehow

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like make it attach to the tip of the other oen

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one

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and then make sure to attatch it to the rest of the skeleton

feral stone
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So both bones attached to the head?

random lotus
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well the new one should be attatched to the other hair bone

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despite having no root bone for the ears

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and i dont even have to mess with it because they work properly already

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his ears just bounce around like a pair of boobs xD

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which is quite comical

feral stone
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Ive been just fooling around with different bone arrangement, nothings giving me a result.

slow pier
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what is the best video to make bones for VRChat/Unity?

tawny temple
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@feral stone weight paint the mesh

feral stone
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of the hair? By how much?

tawny temple
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as much as you want

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doeasn't matter too much , but anyways that's probably why it's not working, you probably didn't weight paint

feral stone
tawny temple
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what exactly do you mean by no response?

feral stone
ember nest
vast fog
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Help how do I close all these windows xD

pine harbor
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@vast fog see the striped corners at the edge of each window?

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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

vast fog
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okay thanks

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also

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This button does nothing for me

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I meant the one below oops

pine harbor
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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

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and i think you need to have at least some vertices selected, so it knows where the "seams" of each unwrap point is

vast fog
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nvm I fixed it. Selected the wrong thing the first time so I deleted that one and made a new one

arctic lintel
arctic glen
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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

lunar tartan
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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

opal aurora
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Now you need to re-do almost everything you did in unity

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Once a model's like that it's dead, you need to re-insert a new one into the scene

lunar tartan
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@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.

opal aurora
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Good luck, you might find a breakthrough if said works

fading verge
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That's what this says I think

lunar tartan
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Oh I fixed it with what I was doing.

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I just didn't know how to go about doing it that way.

ember nest
vast fog
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So I did the thing exactly like in the tupper tutorial but I have a feeling that some textures do overlap

fading verge
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The head is overlapping its other half

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Unwrapping would help but if it doesn't look bad while glancing at your character this may be fine

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Just rearrange so you fill up more space

vast fog
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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

prime rampart
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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?

modern oyster
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Glasses are broken.

prime rampart
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how so? i feel like thats an odd thing to just not work

modern oyster
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Can you send a SS of how it's implomented, in the heirarchy?

lilac moss
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sometimes uploads fail and you get the red ghost and have to reupload

modern oyster
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^

mental lynx
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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.

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Now I gotta do all of that all over again. Just... just really disheartening.

subtle moth
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@mental lynx what do you mean by collision system

mental lynx
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Full dynamic bone collission detection for limbs and fingers.

subtle moth
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so you tough stuff and it doesnt go through your body anymore

mental lynx
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And all the hair and restructuring the armature

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Yeah

subtle moth
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or just colliders and stuff

mental lynx
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All yes

subtle moth
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how'd u do dat

mental lynx
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Look up a tutorial, they're all over youtube

subtle moth
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i know about dynamic bones and colliders and stuff but never heard about actual collision system for the world

mental lynx
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Time to do my favorite thing. Restructure 20 meshes because Unity can't figure out preset, saved settings.

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It's not for the world, it's for the body interacting with itself.

subtle moth
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oh god you produced a frame killer

mental lynx
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Maybe?

subtle moth
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20 meshes not gud

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1 mesh = gud

mental lynx
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I never see any difference between this model and my 1 solid mesh Waluigi

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I've run frame tests.

subtle moth
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massive performance difference

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unity renders each mesh on its own

mental lynx
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What kills VRChat are the memory leaks, 30+ models loading in, and particle effects.

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That's how video games work in general.

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Everything must be rendered.

subtle moth
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yes

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but thats not gud performance wise

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30+ models is ok

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30+ meshes isnt

modern oyster
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Actually it's been confirmed that multiple meshes are a bigger frame killer than 40+ and particles together by some of the devs.

mental lynx
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That's not how that works.

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I know multiple Unity developers.

modern oyster
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Mate.

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I am just telling what the VRChat devs are telling.

mental lynx
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They all have told me that polygon count and mesh have almost not adverse affect against Unity

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Im not talking against you, Bloody

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I'm agreeing with what you said

modern oyster
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My pardons, 3 hours of sleep, and a cranky boss over my neck.

mental lynx
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What hurts your game's framerate are the CPU cycles needed to run particles and physics

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An avatar's fancy long flowing dress will hurt your framerate more than a model with 100 meshes.

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In fact, I had a Cirno avatar with 150 meshes to test that out awhile ago.

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Absolutely no frame difference between it and my 20 mesh one

subtle moth
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what did i kick off here

mental lynx
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An argument that's been going on since Unity released

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Here's a question

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Will unity/VRChat ever update to use more than a single core and like... 12kb of RAM

modern oyster
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Just force that shit in.

subtle moth
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Several People are Typing...

mental lynx
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I'm so tired of lagging, looking at my hardware usage, and seeing shit like
CPU: 12% (1 Core, 48%)
RAM: 19%
GPU: 1%

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It uses NOTHING that I have to offer.

prime rampart
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@modern oyster sorry for the delay, had to walk away, this is the setup with the glasses

mental lynx
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I never regreted having an 8-core CPU until I started dealing with Unity

prime rampart
mental lynx
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Also, nothing I've done has worked to force Unity/VRChat to use more than what it already does.

modern oyster
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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?

mental lynx
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Some MMD models I've found are actually like that, even when joined.

modern oyster
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._.

pine harbor
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is that the bone or mesh hierarchy?

prime rampart
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bone

mental lynx
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That looks like bone hierarchy

pine harbor
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looks more like a valve model than MMD

prime rampart
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and yes meshes were joined, this model just came with alot of complex bones

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its not an mmd model

mental lynx
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If I could get this damn game to use even TWO cores, that would be great.

pine harbor
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yeah, had a feeling it wasn't the meshes since it was actually partially parented

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that's a model which uses individual bones for facial expressions

mental lynx
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Hell, I'd even get a boost if I could get it to use an entirety of ONE core.

pine harbor
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rather than shapekeys/visemes

prime rampart
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yeah

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i had fun having to create all the shapekys for speaking and such

mental lynx
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Oh, oh fun.

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VRChat/Unity aren't recognizing my model's bones being set to bone tips with deform turned off.

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So even after all that editing I did to make the bone structure work with movement, Unity doens't recognize it.

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Now this is something I have no idea how to fix.

robust gull
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My legs are bending weird is that rotation i need to fix?

tribal light
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How would one make a animation that switches the mesh rig to another in a animation?

vast fog
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This button does nothing for me

last barn
paper sparrow
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does anyone know how Spazkoga does her third person camera for her streams?

subtle moth
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@paper sparrow if i remember correctly, yesterday there was a big discussion in one of the channels

paper sparrow
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@subtle moth which channel though, when i search for it nothing comes up ๐Ÿ˜ฆ

subtle moth
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Im not sure, sorry but i remember a big discussion yesterday

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something about forcing beta or developer options or sth

modest iris
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@vast fog looks like you have an old version of mmd_tools, be sure to download the master-zip for the freshest version

last barn
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Need rigging help.

vast fog
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@modest iris No I have the newest

robust gull
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When i look down or bend down my legs bend like that

prime rampart
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Anyone have any input on adding an object, in this case glasses, to an avatar?

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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.

random lotus
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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

Lightshot

Captured with Lightshot

random lotus
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nevermind i figured it out

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he needed to have a chest added

tidal cedar
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I am currently havinf an issue with my model in full body.

random lotus
inner quarry
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Am I doing something wrong here?

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the Raichu arm follows the Pika arm in blender pose

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but doesn't in Unity anim

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???

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is there some export setting I need to tick or something to make CopyRotation constraints go through??

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oh... apparently Unity doesn't support blender bone constraints....great

random lotus
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Wtf even is that? why is there a pikachu inside it?

wraith moss
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@random lotus most likely an animation. Evolution.

random lotus
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oh

modest iris
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@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

rocky wasp
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Are there any 4 legged rigs?

full cairn
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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?

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Nevermind, fixed my problem, just gonna have to do them all individually.

deep wharf
restive hill
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what eye bones is unity using?

deep wharf
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the only eye bones Eye_L and Eye_R

fading verge
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@sturdy sphinx For personal avatars you can create a version with the view-bubble moved up and behind your character.

restive hill
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oh, okay

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you're using the wrong eye bones, use cats to set up eye tracking, and use the bones that IT makes

fading verge
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^ the ones cats makes are LeftEye / RightEye and the MMD ones are Eye_L / Eye_R, use the cats ones always

restive hill
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also low-effort mouth visemes

deep wharf
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oh this must be new

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didnt use to make new eye bones

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thanks

fading verge
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nah, look at the huge warning in the panel ๐Ÿ˜‰

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it's been in there all the time

deep wharf
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but this is the first time ive had the issue

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๐Ÿค”

fading verge
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it usually picks up the right ones by itself

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unless you don't generate them, then it will fallback to the mmd ones afaik

deep wharf
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ยฏ_(ใƒ„)_/ยฏ

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but I like I said

fading verge
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never needed it before right? I believe you

deep wharf
#

if I pick the Eye_L and Eye_R in unity is still moves the eyes

#

in muscles and settings

fading verge
#

yeah, but the cats ones are rooted to a dummy bone

#

so they won't influence anything else etc

deep wharf
#

i see

#

okay

#

still broken

#

@fading verge

#

@restive hill

fading verge
#

okay, is your joined mesh called Body?

deep wharf
#

yes

fading verge
#

k good, not having that also breaks it

thick granite
#

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.

deep wharf
#

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

thick granite
#

I'll try that, thanks.

deep wharf
#

my eyes look like this 180 degrees backwards

#

even if change flip the mesh it still pops back that way

primal river
#

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

thick granite
#

Pretty good. ๐Ÿ‘Œ

primal river
#

he tposes in vrchat.

thick granite
#

Oh

primal river
#

yep

thick granite
#

Since its- Do you have vr?

primal river
#

nono

#

so this error pops up

thick granite
#

Yeah, I was gonna say. you don't have animations.

primal river
#

how do i add the default ones

thick granite
#

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.

primal river
#

ah right

thick granite
#

Sorry :c

primal river
#

that might make sence lol

#

wait

#

merge valve bones what

#

lol

thick granite
#

Yeah.

primal river
#

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!

ember nest
#

@primal river can you show me whats under the rig tab in unity ?

primal river
#

@ember nest

ember nest
#

yeah i was looking into it im just pretty new to all this myself

primal river
#

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

crisp tendon
#

Add an animator to your main model

primal river
#

?

#

an animator..

#

ill look it up

crisp tendon
#

It's a basic component, like the avatar descriptor

primal river
#

oh nono

#

wait

#

uuhm

#

here look

#

the animator is there

#

its just greyed out

crisp tendon
#

Show us the whole screen please

primal river
#

wait a component just like the descriptor..

#

hold on

#

OH LIKE THIS??

#

i just added the animator thing!

#

that?

crisp tendon
#

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

ember nest
#

looks like it

primal river
#

aaah.

#

yeah thats

#

im dumb

#

sorry for the tag ruubick

#

hope you werent busy

#

shoulda figgured that one out..

restive hill
#

idk how to make the thing walk or something, all i can do is slide it around ๐Ÿ˜›

deep wharf
#

what do you mean?

restive hill
#

the builtin animator has a couple ones, notable the idle animation

#

hm, it has decided to make this one kinda transparent

#

oooookay

primal river
#

uuh

#

new problem

deep wharf
#

then make it humanoid

primal river
#

am i supposed to change something here?

#

no it is

deep wharf
#

in rig

primal river
#

it is it is

deep wharf
#

then go config it

#

that fixes it

primal river
#

?

deep wharf
#

you see the button

#

called configure?

primal river
#

uuhm

deep wharf
#

in rig

primal river
#

oh right right

#

you mean this screen?

deep wharf
#

yes

primal river
#

ive already mapped everything properly

deep wharf
#

okay?

primal river
#

oh not that

#

sorry lol

#

what do i do then

deep wharf
#

you haven't enforced tpose

#

in pose

#

so first reset it then enforce tpose

primal river
#

? i was told that shouldnt matter too much

deep wharf
#

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

primal river
#

oh right i forgot i set the scale higher to rig him properly lol

#

he got smaller..

#

and he looks in pain @deep wharf

restive hill
#

.... how the hell did the textures get gummed up

deep wharf
#

is that with enforced tpose?

primal river
#

yes

deep wharf
#

hmm

#

reset it again

#

and just go with that then

primal river
#

@deep wharf still has the same error

deep wharf
#

๐Ÿค”

#

idk that usually fixes it for me

primal river
#

lol oops

#

nice

#

found out why lol

#

YAAAY

#

lets see if it works

#

wait i might want to put him up right lol

deep wharf
#

maybe

#

the problem is no neck

#

really

#

I fixed my issue, which was eye movement breaking my model...so I disabled it

thick granite
#

Can I merge two fbx models with the same rig together in unity? ๐Ÿค”

#

@deep wharf Sorry to bother once again but do you know?

#

I know how to do it in blender but I was just curious

primal river
#

actually mixamo's way better at applying a tpose

deep wharf
#

@thick granite yes

#

you need to join the armatures together

thick granite
#

How might one do that, sorry?

deep wharf
#

select both orange people

#

move mouse to 3d view

#

ctrl + j

thick granite
#

Oh I meant unity not blender

ionic summit
ionic summit
fading verge
#

Am wondering if it's a UVMap related problem

#

Is it one texture or multiple?

ionic summit
#

UVMap ?

fading verge
#

Textures use them to know where to paint each part of the texture

calm needle
#

and if you join two meshes together that have different named uv maps, it can cause issues

ionic summit
#

Nope

#

๐Ÿ˜ญ

stoic hatch
#

im having a weird issue, my character in VRchat is sinking through the ground

#

my character is standing at 0

#

on the grid

calm needle
#

how far are they sinking?

heavy pasture
#

What would cause the thumb to not be able to close fully in unity? Is it the bones?

runic sparrow
#

Is there a way to rig that doesnt have bones

calm needle
#

does the thumb have all 3 bones?

fading verge
#

Is that the affect not having all 3 bones would have?

calm needle
#

potentially, yes

naive tree
stoic hatch
#

@naive tree my rigs bones are at the grid

naive tree
#

can you make a screenshot of your bones in unity rig and in blender?

#

from side

golden wave
#

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 ๐Ÿ˜ฎ

lilac moss
golden wave
#

oh doh, awesome thanks

#

i skim read through available resources and somehow did not record there's advanced avatar creation there

covert badge
#

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

vital locust
robust gull
fading verge
#

Are you both using VR?

vital locust
#
  • Not me
robust gull
#

I am

fading verge
#

Hm, when you look at your model's bones are the knees properly bent forwards a bit?

robust gull
#

In blender?

vital locust
#

Not originally, tried doing that though but it was still happening

fading verge
#

Believe it would be easier to notice in blender

robust gull
fading verge
#

Wonder if it may be because the thigh bones curve in

fading verge
#

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

pine harbor
#

the thigh bones curving in, i suspect it's quite likely that's related

fading verge
#

But guru is also having problems so I'm not sure

pine harbor
#

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"

robust gull
#

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`

#

?

pine harbor
#

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

fading verge
#

Would also suggest giving it a quick try

robust gull
#

Good?

pine harbor
#

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 =_=

fading verge
#

Is there an explanation for a vertice that refuses to move with the rest of it's vertex group?

pine harbor
#

is the vertex weighted correctly, or influenced by any other bones?

robust gull
#

@pine harbor Yeah i see it to but all the balls at the end of the bones are in same place

pine harbor
#

@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

fading verge
pine harbor
#

it looks like its weighting isn't at 100% for that bone group

#

it's mostly influenced by it, but not fully

fading verge
#

Save then try "Normalize All" on the weight painting mode

untold kindle
fading verge
#

Okay, normalize all fixed the thumb, but could it potentially hurt the model elsewhere?

robust gull
#

Forgot the change to X ball

pine harbor
#

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

robust gull
#

Don't have any batteris for my controllers need to wait before i can test it haha

fading verge
#

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"

pine harbor
#

EXSGT left behind a useful pinned message for that

fading verge
#

What channel?

pine harbor
fading verge
#

oh lol, sorry

pine harbor
#

hey, great minds think alike ๐Ÿ˜›

fading verge
#

Thanks

robust gull
#

@pine harbor I also moved the legs a bit closer to eachother too

pine harbor
#

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

crisp tendon
#

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

robust gull
#

@pine harbor Thanks dude it worked my legs look normal now when i bend down

pine harbor
#

neat, glad it worked -- another tidbit to remember now ๐Ÿ˜›

#

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

robust gull
#

@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

crisp tendon
#

It does ๐Ÿ˜ƒ

robust gull
#

So what does it do?

#

And i guess i should fix that in that case

snow mesa
#

Can someone tip me on a non-humanoid avatar?

#

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 ๐Ÿ˜›

neon quiver
#

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.

crisp tendon
#

@neon quiver Which tutorial are you following ?

meager fern
neon quiver
robust gull
#

How do i use a texture in unity that have .sph and not .png?

crisp tendon
#

@neon quiver there might be something incorrect in your rig then ?

gloomy loom
#

btw congradz on the admin @crisp tendon

crisp tendon
naive tree
#

don't taze me vrpill , also @gloomy loom why not use W>autoweight

#

or it doesn't add enough on the upper part?

gloomy loom
#

autoweight never works for me ๐Ÿ˜ฆ

neon quiver
#

@crisp tendon maybe. i'll check if thing are normal properly.

lilac moss
#

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

naive tree
#

if autoweight doesn;t work for single bone, then need to seperate

lilac moss
#

that's only within blender though

meager fern
#

alright, another question, i talked to someone and he said blender was way better for animations than unity

lilac moss
#

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

meager fern
#

because theres something in blender that makes it easier to animate, which idk what it is

lilac moss
#

@meager fern yes blender is a modeling/animation tool and unity is a game engine tool

#

no contest reallly

meager fern
#

ive seen tutorials and all of their models got a fuckton of control bones, do i have to set those bones manually as well?

lilac moss
#

depends, you might be seeing a rigify-generated rig

meager fern
#

ye, does rigify works with an already existing rig?

lilac moss
#

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

meager fern
#

i mean... my main goal with all that is to try and replicate 2B's walk and idle animations from the nier automata game ๐Ÿ‘€

lilac moss
#

good luck

meager fern
#

thank you, ill need it XD

lilac moss
#

maybe try and get a dummy walk override working in vrchat first since i've had trouble getting that to work on humanoids

jovial anvil
#

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.

narrow fossil
#

hello ! I've just joined this discord, because i have a problem with my avatar and i absolutely need help please

spice crypt
#

(yeah, I did fix bones)

narrow fossil
#

my problem is my avatar is not in T-Pose

spice crypt
#

@narrow fossil have u tried force T-pose?

narrow fossil
#

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 !

restive hill
#

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

crisp ledge
calm needle
#

on the right, could you scroll the menu donw a bit so i can see what is says for the legs?

crisp ledge
tulip hill
#

does anyone here know how to solve the hip thrust problem?

calm needle
#

@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

crisp ledge
#

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?

calm needle
#

the left and right hip would probalby be the cause of the problems

crisp ledge
#

Well that fixed that, thanks.

digital flax
#

@tulip hill A mix of view point position and player height setting is to blame.

tulip hill
#

i found a workaround but thanks for the future tip

fading verge
#

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

robust gull
#

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?

pine harbor
#

kind of like a bunny in a hat trick?

robust gull
#

Yes

pine harbor
#

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

robust gull
#

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

pine harbor
#

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

proven summit
robust gull
#

Rename the bones

pine harbor
#

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

proven summit
#

ok, I'll try, thanks

pine harbor
#

hmm...i can't really get my head around how to do that rabbit in a hat effect properly

crisp tendon
#

use cat's plugin to fix the armature

fading verge
#

theyre still separated here, and pose mode doesnt work.

#

i join them w/ ctrl+J and still no animation

robust gull
#

Weightpaint?

#

So now i should be able to put the shader on the white part to hide my hand

#

@fading verge Weightpaint?

fading verge
#

oh

#

i thought you were talking to someone else ๐Ÿ˜…

#

let me see how to do it. one sec

pine harbor
#

@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

robust gull
#

@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?

pine harbor
#

@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

robust gull
#

@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

pine harbor
#

@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/

robust gull
#

Oh cool will have look at that now

pine harbor
#

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
#

ohh

#

and i paint the part i want that bone to move?

robust gull
#

@fading verge Yes, im not that good at it cats do that for me most of the time

fading verge
#

awesome

#

thanks!

robust gull
#

@pine harbor Like the pic in the link you posted, i would need to do it the revese way if i understand it right

pine harbor
#

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?

https://snag.gy/ePhNkz.jpg

#

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

robust gull
#

Yes but for me i didn't see anything thru my cilinder so i need to revers the matiral in blender somehow ๐Ÿ˜„

#

sorry really bad english

pine harbor
#

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

robust gull
#

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 ๐Ÿ˜„

pine harbor
#

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

robust gull
#

that is in edit mesh and not matirials <-(hate that word), im not that good at editing the shaders too many numbers and letters ๐Ÿ˜„

pine harbor
#

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

robust gull
#

Yeah that was the thinking ๐Ÿ˜„ hehe

robust gull
#

@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 I hate weight painting myself so i rather switch bones with mesh just so i don't need to do it

fading verge
#

i'll just be careful this time

#

thanks!

robust gull
#

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

pine harbor
#

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

robust gull
#

Oh thanks ๐Ÿ˜„

#

Will up date you on it when it works haha

#

this is breaking my brain it's so weird

frozen ingot
devout pivot
#

I would love to know that too.

night spear
#

is there such a thing as free dynamic bones?

crisp tendon
#

nope

night spear
#

dang it

fading verge
#

idk why it wasnt working, but after other 3 failed attempts, i finally was able to animate the 4 meshes ๐Ÿ˜„

meager fern
random lotus
#

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

Lightshot

Captured with Lightshot

#

and its not a weight issue, i already checked

dreamy fiber
#

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?

night spear
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@drifting shale cant you just move the bone to the side a little bit?

night spear
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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

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making the shoulders smaller fixed the issue

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even though I didn't mess with weight painting

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@drifting shale

full cairn
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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?

random lotus
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I SPENT ALMOST 2 DAYS ON THIS LITTLE SHIT

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AND HE IS COMPLETLEY BROKEN

fading verge
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@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

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Feels like the parenting is what was changed

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@dreamy fiber Try selecting the current "spine" or hips bone in edit mode and press "Subdivide" under the tools to the left

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That should split that bone in half or more if needed

brisk mesa
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@full cairn press the stop eye tracking thing and then hit Undo?

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unless you mean like you're already ingame with it which ... well, i guess you need to delete the lefteye righteye bones

warped basin
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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.

warm gazelle
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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?

shrewd acorn
warm gazelle
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@shrewd acorn I would think you could try using colliders with dynamic bone scripts in unity to address that issue.

crisp ledge
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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.

Lightshot

Captured with Lightshot

opal aurora
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Are those 2 extra hip bones?

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And is the hip bone upside-down?

calm needle
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@random lotus
what exactly is broken in that image

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@crisp ledge do you use vr?

crisp ledge
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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.

calm needle
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you need to add 3 finger bones to get the full ik working

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add a single thumb, index, and middle finger bone

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they can be weighted to nothing

opal aurora
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I see 2 bones connecting to the legs that seem to pertain to hip bones though...

crisp ledge
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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.

opal aurora
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And yeah, what mrturkleton said aswell

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Those bones would still be highlighted green though...

calm needle
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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

opal aurora
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That's what's confusing me

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^^

crisp ledge
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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.

calm needle
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i really need to stop being lazy and make a vid on some of these less documented things

crisp ledge
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I would subscribe in an instant.

opal aurora
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I wish i had the drive to make such videos haha

calm needle
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i havent uploaded a vid to youtube in almost 2 years

crisp ledge
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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.

opal aurora
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Haven't uploaded in... actualy maybe 3-4...

calm needle
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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

crisp ledge
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Yeah like a more condensed version of the "Help Videos" world?

calm needle
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something like that but dedicated to avatars

opal aurora
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A literal avatar tutorial world

calm needle
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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

crisp ledge
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Oh, a library of community aid. I like the sound of that.

calm needle
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i just need to stop being lazy ๐Ÿ˜›

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then again im waiting for them to fix a small bug in the video player that is hampering the world aspect of it

opal aurora
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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

calm needle
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i have a small word doc of things i want to cover that i dont think have been covered yet

opal aurora
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There's alot of things that don't get coverage, specifically manual things, due to how popular CATS got

calm needle
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oh yeah, going over basic manual mmd stuff could be handy if some of the other vids havent already gone over it

opal aurora
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I know mmd models like the back of my hand on the manual fixing department haha

calm needle
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yeah, they arent too bad to fix manually once you get the hang of it

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flip hip, remove extra bones, merge weight paints, fix parenting if needed

opal aurora
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With a few exceptions here and there

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From crazy mmd modelers...

calm needle
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remove naughty bits

opal aurora
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Not those

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Imagine this scenario

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4 neck bones, 6 shoulders, 4 arms, 4 legs,2-3 heads, 3-4 chests and god knows how many more bones

calm needle
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sounds like a wierd mech

opal aurora
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Mhm

calm needle
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that or you need to get on the hydra's back

opal aurora
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Imagine that on a standard mmd looking model

calm needle
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i wouldnt be suprrised

opal aurora
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It took me by surprise when i first saw it,didn't know about weight painting or merging bones back then

primal river
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Hello yet again everyone..! i bet you cant guess this times problem

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so right now body has three children

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neck

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shoulder

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and shoulder

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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

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actually not even the body bone

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thats supposed to be the spine

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this is pichu right now on blender

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note where the shoulders branch off of

naive tree
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isn't that just simple parenting issue?

primal river
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probably

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i mean i would fix them if i knew how to switch ends

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or knew were the problem roots from..

naive tree
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rotate by 180

primal river
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oh

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allright hold on

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..where on unity or blender?

naive tree
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also all arm bones go < < < < > > > >

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small tip pointing outwards from chest

opal aurora
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I wish the bone position invert didn't unparent the bone... it's so useful...

naive tree
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you do everything bone related in blender generally

primal river
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r-right

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sorry lol

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actually i dont see a rotation thing on blender

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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

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im not even sure why unity puts them as bones it should break

naive tree
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is it me or there's a not needed bone at elbow area?

primal river
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yes its not needed

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leme um, delete

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im too lazy to delete unecesary bones

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it was ripped from a game so theres alot of unneeded bones

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at first there was a really tall root bone that branched into the hip

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and there was an useless waist bone that didnt have any weight paint and was at the exact position of the hip

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that was fun too..

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but anyway how do i make it rotate 180 in blender?

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@naive tree ?

naive tree
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r > axis > 180

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idk if u need to rotate anything

primal river
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me neither.. the body bone isnt even down where unity thinks it is

opal aurora
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Set all their rolls to 0 by selecting them all and pressing alt+r

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And you may need to re-select a humanoid rig to update your bones

primal river
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ah

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that

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woulda been helpful

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ALL of the bone's rolls to 0?

opal aurora
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All of ehm

primal river
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jesus allright

opal aurora
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You can just hit alt+r with them selected to do it automatically

primal river
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..what is roll?

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yea i got it

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but what is roll?

opal aurora
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Essentially the bone orientation

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Some games have specific roll values for how they're designed but VRC uses 0 on everything

primal river
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ah

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allright

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how would that interfere though?

opal aurora
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It's more in the case of you having backwards/sideways/etc parts due to it

primal river
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wait but

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it worked fine on vrc before

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ive uploaded it before

opal aurora
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It might've already been alright then

primal river
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lol

opal aurora
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Just givin ye a heads up for future models then

primal river
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i quit blender to go farther than ctrl z could

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never again.

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but wait um

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how do i fix the body issue though lol

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Unity ^

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blender ^

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the shoulders are clearly branched from that end

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why does unity do that?

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it makes the neck all squated down

opal aurora
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I think it's trying to make sense of it

primal river
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right

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i guessed that aswell

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i would be pretty confused too if everthing was very small bones

opal aurora
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Source bones are the worst...

primal river
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also @naive tree i cant check properly whish end is which because they arent bones lol

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actually i could click on each bone and connect it to its parent