#avatar-rigging

1 messages · Page 100 of 1

primal river
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but i tried to do that with the chest and elbows and unity still made it like that

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anyone else know how to fix this?

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because the model didnt do this earlier

crisp ledge
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I've attempted to add the primary finger bones to the model to meet all mapping requirements to enable full IK body tracking of the avatar while in VR, however I'm having a great deal of difficulty mapping them in any way. https://prnt.sc/igbbnq

Unity is proving unresponsive to the bones.

Lightshot

Captured with Lightshot

primal river
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are they mapped on the left hand and right hand tab?

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yknow

crisp ledge
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I was hoping it was something obvious like that and I just overlooked it.

primal river
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yea see

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hands arent mapped

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dont worry im in deeper shit

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have you seen my problem?

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the arms are branching off of a bone that shouldn't even be the body

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and unity is assuming bones

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pretty fun.

crisp ledge
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True madness, not sure what to do there.

Also as for the primary finger bones, do they belong to the proximal or intermediate joints? I would think proximal joints, right?

primal river
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uuh

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hold on

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depends on how many branches your finger starts

crisp ledge
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Just a singular primary bone for the thumb, index, and middle finger, you can see 'em in the Avatar configuration list in the picture above.

primal river
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but however many, the proximals are the bones nearest the the hand

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oh what you can do that..?

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wait no no you cant

crisp ledge
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MrTurkleton suggested it.

primal river
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because vrc NEEDS you to have fingers to do hand gestures in vr mode

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so one singular bone couldnt be assigned all the fingers

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at least im lead to think its that way

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you could just make dummy bones also

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in anycase

crisp ledge
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He also said they don't require any weight to be attached to these basic three finger bones. I'll try it here in a minute though and let you know the results if you're curious.

primal river
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aight cool

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also ive run out of ideas for fixes and started to merge bones lol

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@crisp ledge uuhm

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uuh

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i messed up the left side by accident..

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how do i go back to the default layout??

pine harbor
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the left or right side?

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if you want to collapse the extra/duplicated sub-windows, look for their corners with those grooved lines (either top right or bottom left of each window)

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click and drag those corners into the adjoining window -- that'll close the window being dragged into, while the window you're dragging gets given the space of the collapsed window

primal river
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this is the right side stretched

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..where do i start

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how do i start @pine harbor

pine harbor
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pretty much anywhere will do, as long as you see a corner with grooved lines

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so maybe start with one of the ones in the middle -- click and hold on one of the corners with the grooved lines, then attempt to drag it up or down into the next window next to it

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it'll make more sense once you get the hang of it -- you just accidentally created a lot of duplicates because you were trying to drag corners to widen them, which actually creates more windows

primal river
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thank you..

pine harbor
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just try to avoid using the corners when resizing windows in blender, although once you know how to collapse them back, they're more a nuisance than a major hassle

crisp ledge
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@primal river Three basic bones for fingers does indeed help mapping for IK tracking.

primal river
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ah nice

crisp ledge
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Now I'm given a new problem in that my avatar won't stop dancing though, it says the angle between pelvis and thigh bones should be close to 180 degrees while mine is at 103. I'm probably missing something else obvious here but I'm having trouble angling the bones. https://prnt.sc/igbko7

Lightshot

Captured with Lightshot

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So it's messing pretty heavily with tracking, and VRChat can't make up its mind on where the hips should be.

calm needle
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the dancing could be a slight side effect of the character's size as well

crisp ledge
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Size as in scale or stature?

calm needle
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potentially, both

crisp ledge
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And I wish it -were- slight, no the hips go flying everywhere like I'm trying to do the can-can while drunk, then I might be able to let it slide, but no it's crazy.

calm needle
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i have a chibi sora from world of final fantasy. My body goes flying left and right when tilting my head back and forth fast enough

crisp ledge
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Thing is though I wasn't moving my head too fast, or even remotely fast, it's any time I moved my head at all.

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I get that it's to keep the body lined up for like, turning around and leaning at angles with a tilted head, but it's really overextending its corrections, then it just kinda makes its own mess by trying to correct its corrections.

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I find it hard to think that there isn't a solution to this if it's stature and/or scale that's causing this considering how many odd and differentiating models I've seen around.

primal river
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aight

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done connecting bones

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now he actually makes sence

obsidian minnow
honest sage
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super quickly,can someone link me the new unity for vrchat?

true girder
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Hey, if I send a link for a model can one of you guys get it rigged? I'm terrible at it and mess everything up

velvet fractal
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Hello

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can somebody teach me how to delete that weigh paint?

glossy quest
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uh.. fixed it in unity

neon quiver
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is there such thing as setting up eye tracking without having to use the cat tool?

weary geode
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all cat tool does is create new bones at center to current eye bones and renames them to what vrchat checks for

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so you can do that manually

opal aurora
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It's just a royal pain from what i've heard

crisp ledge
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Alright, so...I've been tinkering and tinkering to figure out why the body tracking and IK keep going ballistic, which unity claims is the result of the "Hip" and "Thigh" bones not being at a 180 degree angle. I've taken to comparing and reworking the armature to match that of the VRCSDK Tutorial Avatar. Now what I can't figure out from looking at it, is how it did the parenting from the hips going both up and down the armature. https://prnt.sc/igg35q

Lightshot

Captured with Lightshot

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Now I've tried to set up the parenting to mimic this on my model as you can see, but of course these won't parent because the bones would need to connect at the bases, as far as I can tell Blender simply won't allow that. https://prnt.sc/igg32u

Lightshot

Captured with Lightshot

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Out of all the information I could compile, I am at an impasse, does anyone have any idea what's supposed to be happening here?

summer kayak
weak notch
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i've weight painted part of a model but when i move it, rather than stretching the mesh, it just breaks apart, any idea why?

crisp tendon
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Join your meshes ?

weak notch
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all one mesh atm

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i'm pretty new to this :<

crisp tendon
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Did you try to cut a heat and place it on another body ?

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head*

naive tree
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merge the verts

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or select both edges and remove doubles with increased remove doubles (just by a bit)

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butmerging would be better here, remove doubles is good for other situations , like merging loops or straight gaps

weak notch
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@crisp tendon i did not, but the head and body meshes did come separate

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@naive tree how would i do that? :o

naive tree
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i mean, it looks like a round loop, so you might be in luck

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change to edge mode, hold alt and hit m2 on an edge, then shift alt+m2 to select other loop and hit W > remove doubles and in operator (bottom left) increase the range a little bit

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you might need to edit it by hand cuz 0.001 or whatever it pus might be too high

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it will merge both loops together

weak notch
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uh

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quick question? what is a loop :D

naive tree
weak notch
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by edge mode do you mean edit mode?

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i have absolutely 0 professional experience with blender :<

naive tree
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i mean.. taking a 2nd thought - you'll have to do it 1 by 1, cuz the neck doesn't work with remove doubles well, so what you do is

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enter edit mode, have vertex mode enabled, then you select 1 vert from neck, then shift + select other on head > hit alt+M > at center or at last/first

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so u do this for the entire thing to close the gap

weak notch
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i should say it only does that when i try to pose the model in any way. looks perfectly fine until i pose it, i thought it'd be a weighting issue more than anything

naive tree
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yes because the mesh overlaps and you cannot see the unconnected stuff

weak notch
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is it meant to do this to the mesh

fading verge
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I'm having an issue weight painting, I just don't know what step I'm missing here

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So, I know the pinky nail is moving when I move the bone, but its not in sync with the bone

spice jetty
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does anyone know why some models have the breast bone facing down instead of forward?

naive tree
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@fading verge weight paint the nail to the bone, or assign it

brisk mesa
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It is okay if the breast bone is facing whatever direction as long as it actually moves, but if you're worried you could just reorient it yourself, @spice jetty

spice jetty
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I figured it would be okay, I'm more curious if it prevents absurd physics by facing downward~ but ty for the reply

fading verge
naive tree
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they are different material?

brisk mesa
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Yea sometimes nails are their own separated material and texture

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Since people color those

fading verge
spice jetty
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you can go to object mode, select the thing you wanna paint then switch to paint mode. or you can merge your meshes and paint everything at once

fading verge
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Ok, its not a weight painting issue

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It was properly painted, but as I've said before it doesn't stay aligned with the bone

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It just doesn't stay with the bone properly

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Oh my gosh, I figured it out. Turns out the same nail was also painted to the thumbnail?

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Dumb, dumb, dumb me

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@spice jetty @woven estuary @naive tree Thanks for being as supportive as ever. You guys are the best, I've learned so much in so little time thanks to your efforts.

opaque crown
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i have a non humanoid avatar and i want it's head to move when i move my view ingame, is this possible? and how?

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(btw no idea what catagory this belongs to but this one seemed most fitting to me)

scarlet drift
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the model's thumbs are fine in blender but when i import the model and make it humanoid this happens

naive tree
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@scarlet drift rotate it

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the last bone

jade cloud
naive tree
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it's weight painted to something from wrist to fingers, or there is an additional bone

crisp tendon
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edit the vertex group

jade cloud
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sorry, where do i edit the vertex group?

naive tree
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but i'd say it has weight to one or more bones

crisp tendon
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right click your mesh, go in edit mode, select a vertex that you see is moving weirdly in your gif, press N then look at vertex weight, if you see any of the fingers in the list, remove it

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then do it for each vertices that are around

naive tree
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wouldnt it be easier to select the general area, remove all vertex groups and create new group + name it the same as the bone it should be moving with it and then assign, but the problm here is that it's a joint area

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so yea, just take rubicks suggestion

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or go through bones 1 by 1 in weight paint

thorny stratus
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new to avatar rigging and modling so i ran into a issue

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my chin seem to be stuck to another bone

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how do i reassign that mesh to follow the correct bone?

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sorry if its basic still in the learning phase

naive tree
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find which bone holds it, enter weight paint > paint the chin 0 weight, then paint the chin 100% to your head

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@thorny stratus

thorny stratus
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thanks yuumi will try

versed vine
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Am I able to change the hierarchy of a model within unity, or do I have to edit it elsewhere? I'm importing a model and the shoulders aren't children of the Chest, making VRC upset

halcyon grove
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i dunno if this is the correct channel to use so sorry if its wrong.

i converted my xps model to fbx in blender, and the shoulders are all broken now which i assume is a bone problem. anyone know how to fix?
https://i.imgur.com/ua9D0VY.png

jade cloud
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How do i change the active vertex group?

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The vertex weights are set to the hand instead of the forearm and i dont know how to change it

acoustic garnet
last knoll
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technically theres nothing wrong tho

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as far as i know clothing isnt a static object xdf

pine crane
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Hi! I've been trying to rig a model on Mixamo for a while now, and it continuously informs me that it cannot map the existing skeleton of the model. I've deleted any extra props from the model in Blender, so it can't possibly be due to an interference from an extra prop while Mixamo attempts to rig it.

last knoll
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what file extension is your model

acoustic garnet
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I know theres nothing wrong with it, but the cuff inverts if I move my wrist around and I was wondering if I can prevent that

pine crane
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FBX.

last knoll
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hmm

pine crane
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Also, when I opened it in Blender, it showed up like this:

random lotus
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@pine crane mine was giving me that error every so often but after i dragged the model back in a 2nd time it goes thorugh like normal

pine crane
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Hold on the image won't send.

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Okay one second, I'll try dragging it in a few times and see if it works.

random lotus
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@last knoll now im having the issue too

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mine is also a fbx file

last knoll
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eh

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wat

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im using .obj and .mtl without issues

random lotus
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wtf

last knoll
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try that format

random lotus
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why does it keep tagging the wrong people

last knoll
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because magic

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its as broken as vrchat

random lotus
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i think mines because the file i had suddenly dissapreared

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and i cant find where it ended up

gloomy loom
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anyidea why unity hates me and when I enforce tpose it rotates my character around?

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it rotates the feet

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well it has a problem with the feet

pine crane
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Alright so, trying to drag it in a few times didn't work. It keeps telling me it can't map the existing skeleton.

random lotus
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@gloomy loom it might be the way those bones are set up, i had a klonoa model that would literally turn in a wierd direction/pose when the t-pose is enforced

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and he ended up like that in game too

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Same here

pine crane
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Also, here's how the model showed up in Blender when I re-opened it.

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Any reason why it looks like this? Did I do something wrong?

gloomy loom
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the thing is I used this model before and it had no issues with the feet before

last knoll
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its trying to bone a humanoid

gloomy loom
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and when I hit enforced tpose it worked

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no rotation

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Im so boggled as to why its rotating the model now

random lotus
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but @pine crane what was the models original file type before you exported it as a fbx?

pine crane
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XPS.

random lotus
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Mine was a Dae File

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so it might be case of those file types

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but then again it let me put him in before

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no problem

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i just need to rerig him with the chest bone i had to add

spark dragon
random lotus
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i already sat here for like a good minute or 2

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omfg these channels have been pretty much dead for the last day or 2 now xD

weak notch
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did i weight paint something wrong in the hand somewhere

random lotus
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http://prntscr.com/iglyrq ok so now he has deformed fingers and his ear if flipped up but that only happens when i have force applied to the y axis of the dynamic bones

Lightshot

Captured with Lightshot

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im starting to think these ripped models arent going to work with vr chat

crisp tendon
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Probably @weak notch

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the very light blue in weight paint is hard to see, press Z to make it easier to notice

acoustic garnet
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I get mouth tracking to work no problem. The mesh in blender has a inside mouth model and texture. When I talk in-game the inside of my mouth is see through. All the materials are set to cutout and 0 transparency. Any ideas why this is?

naive tree
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doesn't show through in any visemes shape keys?@acoustic garnet

acoustic garnet
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I actually figured it out now thanks to a buddy. Turns out it exported everything else with textures but the inside of the mouth without textures. So I manually applied them and it worked.

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Thanks!

naive tree
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if that ever happens, it does happen to the entire face tex

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not even material madel for it

marble pasture
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i can see my own hair, guessing parenting a duplicate of the head to manage the hair bone seperately wasnt such a genius idea lol
(i guess vrchat uses the headbone to decide what to clip from camera view?)

brisk mesa
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@drifting shale cat's plugin likes to fuck up too so sometimes you have to manually fix and rotate and scale etc your bones

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so if everything else is fine then you have no choice :p

lucid cave
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anyone know how to make your model like glow n stuff? Like bright in dark places?

brisk mesa
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shaders

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and/or emission

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yeah you rotate them yourself

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in Blender

astral shoal
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So I have a problem where my model's face likes to stretch when I turn my head, can someone help me figure out how to fix that?

brisk mesa
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your weights are probably wrong

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the face mesh should generally only be affected by the head bone, if it was just a face.

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make sure you don't have a neck bone or spine or chest or anything else bone-wise trying to pull on your face mesh, check in vertex group settings and start deleting them to see if that helps

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also backup save if you think you'll mess it up

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cause i bet your neck bone was pulling on your face maybe

astral shoal
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I am very new to this so all that is flying over my head

brisk mesa
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okay so basically you have a face mesh, and the bone has 'weight' to 'deform' your mesh like when we turn our head

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and i think some other bone in your armature/skeleton is influencing your face mesh

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so to get rid of that you have to check your weights and delete or edit them

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when people talk about vertex groups it's like this list on the right option bar, click the tab that looks kinda like a triangle?

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and you can be in Weight Paint Mode using the bottom left button that turns into a option list to select Modes

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if you go down the vertex group list on the right with arrow keys you can quickly cycle through to see if your face is being affected by something else, like the vertex groups are all your bone names

astral shoal
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Do you mind if I call you via discord and screen share to help me get a better grasp of this?

brisk mesa
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i can't rn sorry i'm like studying

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i just pop in and out

astral shoal
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damn

spring crescent
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Can anyone point me to more information about the "Angle between pelvis and thigh bones" error? I have a (non MMD) model that is having this issue, but I use 3D Studio, not Blender, and I'm not even sure I understand what this error means. It's causing some very lewd hip gyrations when in game. (and I've already googled it)

fringe beacon
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hey, is there a clever way/trick to map finger bones without enabling full-body IK?

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i want hand overrides but IK looks bad on this model

opal aurora
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@spring crescent it's the hip bones' angle, make sure the hip bone aims straight up and has a roll value of 0

spring crescent
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IE the X value should be straight up?

opal aurora
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I'm not sure of how exactly bones are rendered in that program but the "head" must be straight up and "tail" straight down

spring crescent
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I'm a little worried I'm not going to be able to correct it without re-rigging

opal aurora
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Rotating it should suffice

spring crescent
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if I rotate it, the whole leg will go with it, as it is already rigged. Unless there is something to be done in blender?

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Er, I mean Unity

opal aurora
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You can't edit it's location/rotation withtout afflicting the mesh?

spring crescent
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Not without re-doing the skin modifier, as far as I know. Might be a quirt of 3Ds though. It's so powerful, and yet so behind the times.

opal aurora
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I don't even need to ask what model that is haha

spring crescent
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😃

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I've got facemorphs and everything working. It's just the freaky hips to fix now.

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(And doing facemorphs by hand is... not fun)

opal aurora
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Hmm...

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I'd advise on exporting it, and i know it's annoying but, in blender you can edit the bones without affecting the mesh, much more easily fixing any rigging issues, and since it can be an fbx, you wouldn't require additional plugins

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That's my personal advise

spring crescent
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Yeah, thinking I'm going to need to DL blender for sure, considering how few of us use 3DS for this stuff. At least it's free!

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I've seen a few people saying this kind of thing can be fixed with a 'fix' button in something called 'cat's plugin'?

opal aurora
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That's mostly related to mmd models

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People kinda worship CATS and quite literaly throw it at everything

spring crescent
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Ah. Yeah, I'm so lost because of not knowing anything about MMD, and it's everywhere

opal aurora
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Even though it could literaly destroy a model

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Yeah mmd models are easy access and mass produced

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Due to mostly all of them containing morphs (shapekeys) mostly on face emotes, it makes them quite popular

spring crescent
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The quality of the face emotes is impressive, I have to admit. And the tricks they use to make the eyes look better.

still ore
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My model have its feet behind the legs and pointing backwards, what do i have to do to fix this problem?

opal aurora
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You may have bones with incorrect roll values

still ore
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And i think the right foot is on the left side and left foot on the right side

opal aurora
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That... may be more annoying

still ore
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So rotate them and switch?

opal aurora
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Select all the bones in edit mode in blender

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Alt+R

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That sets all their rolls to 0

still ore
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Never thout about that

spring crescent
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Lol, this might be the problem.

opal aurora
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Mother of god

still ore
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Wow

spring crescent
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3DS doesn't care about the initial rotation of bones. Anything can be a bone (including dummies)

still ore
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What the hell is all those bone in the face for?

spring crescent
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Face animation. Lots of games use face rigging to animate instead of morphs

opal aurora
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Bones that have bones for bones

still ore
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Well damn

spring crescent
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Oh and the crazy bastards animate every chunk of hair, scrap of fabric and clanking bit of equipment

opal aurora
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But aye that looks mighty complex

still ore
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Thanks for the tips @opal aurora will try it when i get home

opal aurora
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I honestly have no idea on how to fix that one except repositioning. Every. Single. Bone

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Or rigging it from scratch

spring crescent
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Everything works great though, save for the hips

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I've got it in-game and tracking. Something about how they do IK doesn't like the hips

opal aurora
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Then perhaps just fix the hips' rotation?

spring crescent
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Yeah, working on it, but Blender is alien af

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My god, I can't even find the select tool!

opal aurora
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I can imagine

spring crescent
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But now that I'm in Blender, I suppose I could follow some tutorials.

opal aurora
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You right click to select in blender

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H hides things

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Alt+h unhides them

spring crescent
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Rotate tool?

opal aurora
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X prompts a delete

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Bottom left has a few tools to select from

spring crescent
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20 years of 3D modeling experience and now I'm a noob again 😛

opal aurora
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One of them is rotation

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4 months ago i knew nothing about 3d models haha

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And now here i am, teaching and helping people

spring crescent
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Nice! And you didn't start with a bunch of bad habits by coming from some other 3D package

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But I've found I learn a lot by teaching/helping people, so it's good for you and others.

opal aurora
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All of my skills rely on editing textures and images, to which i have 5+ years of experience from modding

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I love customization, and that's what brought me here

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So much freedom

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Oh right, top right of the 3d view has a small plus sign, it'll give you more detailed information related to scale, rotation, roll and so forth @spring crescent

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To which you can edit there aswell if you prefer a more numerical approach

spring crescent
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Oh, perfect, thanks! I came from a modding background too (DN3D, HL1/2, ect)

opal aurora
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Niice, i've mostly been modding source games(HL2,TF2,L4D2,Portal2...) with a few exceptions

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Of course nothing as complex as a model based on the previous fact

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Mostly just textures, gui elements and other scripts

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But i'm happy to say, now that i finally know how 3d models function, i can actually make my own custom mods with my new found knowledge

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Hex editing somethings for models that were broken for some reason also gave me more insight of possible issue fixes

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I regret nothing about the time i spent fixing model issues manually

spring crescent
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Oh yeah. Foundation skills. BTW, got my model working. Sent it to a friend who had those CAT tools and it instantly corrected the hips problem. Woo!

opal aurora
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Nice

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Hopefuly it works well ingame

brisk mesa
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you thought you've seen impossible

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lemme show you Arnice, my first attempt at anything ever

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i should actually go back and fix her up now that i know way better

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also she's not an mmd, of all the beginning avatar shit i -had- to pick this one because i'm dumb

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Arnice was buggy in the actual game too, so i learned firsthand what these developers were messing up on

mental lynx
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I've gotten everything down to the breast rigging, and now I'm stuck. No matter what I've done, so far, the breasts will rotate their entire location of the chest.

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So instead of just altering the breast it is placed within, it will rotate the entire section of the chest, roughly at its height in comparison to its parent

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Are there some good tutorials on how to do this correctly that works well for this usage?

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As you can see, it tears up the chest

weary geode
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@brisk mesa That's typically how cm3d2 models and other gamerip models output armature if you export to mmd and then import to blender with mmd tools. You can fix it easily by using an import method that has option to fix bone chains (though there's probably a blender plugin that does that too)

brisk mesa
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i'll look, ty 😃

weary geode
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.dae is an example of one

brisk mesa
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back then i actually made her a rig and weightpainted the outer skirt already so i'm probably fine either way

mental lynx
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I have to be missing something, here. I copied what I saw another model do...

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hmm

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Actually you know what, maybe I'll just give this up.

marble pasture
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heres an interesting one, i have an avatar that i intend to be somewhat static, no bending of the body basically, the normal style of skeleton doesnt seem to be the way to go, so my next thought was essentially driving a largly detached skeleton, and using rotation data from those bones to move parts of the 'body' mainly the head

forest crane
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just use normal rig but weight only spine and head @marble pasture

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if you make custom rig it wont have head tracking

marble pasture
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is vrchat happy with that? the head of the model has to stay stationary relatve to its body

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but freely rotate in that 'socket'

forest crane
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you wont be able to make it just rotate

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it will move to where spine is

#

you could try FInal IK

#

but its paid addon

#

to do that

#

its for hands but i think head will also work

marble pasture
#

thats why i wanted to detach the head from the model and somehow clone the rotation data of the actual bone to the models head

drowsy storm
#

When I try to rotate bones in Pose Mode it doesn't move... I'm already in Pose Position

dire mica
#

Is there any difference between the regular bones that you regularly see in mmd bones and the 'needle' bones

weary geode
#

@drowsy storm You probably have rest position set on the armature menu

#

switch to pose position

#

Not sure what you mean by "needle" bones

#

There is only 1 type of "bone", but you can make bones appear differently, by default they appear as octahedral shapes, you can change how they appear in the armature menu in edit mode under the "Display" group

drowsy storm
#

@weary geode no i said in the question i was in pose positiong

weary geode
#

additionally there are different colours for bones in blender, if a bone is coloured green it means it has a constraint applied to it, though if the constraint is IK then it'll appear yellow

drowsy storm
#

i found out its because when i was proportional editing i accidentally pressed alt+,

#

idk what it does but its something 3d and i pressed it again and now it works

true girder
#

Proper hierarchy is Pelvis, Spine, Chest, Lshoulder and rShoulder right?

subtle moth
#

@true girder Check the pinned messages

true girder
#

Never mind I found my problem. My shoulders weren't actually assigned to shoulder

acoustic garnet
subtle moth
#

@acoustic garnet That is a weight painting issue

#

im guessing the cloth is weightpainted to the wrist

acoustic garnet
#

Yeah, how would I go about fixing that?

#

blender or unity

subtle moth
#

blender

#

Unity cannot weightpaint

acoustic garnet
#

damn

subtle moth
#

at least i dont know how to

acoustic garnet
#

is there any tutorials you know of?

subtle moth
#

hmm, one sec

acoustic garnet
#

Thanks man

#

apperiacte the help!

subtle moth
#

np

acoustic garnet
#

thanks it makes sence now

glossy quest
forest crane
#

xps in general are hell

weary geode
#

@acoustic garnet You could do it easierly by weight mixing

forest crane
#

i do avatars now in 30 min

weary geode
#

@glossy quest When bones look like that, it's because when imported they lost bone chain data

acoustic garnet
#

easierly?

#

xD

glossy quest
#

lol

fading verge
#

and I'm that guy that wanted the avatar, rip chitoge

acoustic garnet
#

@weary geode How would mixing work?

#

because it just took me like 10mins to depaint all of that

weary geode
#

You add Vertex Weight Mix modifier to your object, then set group A to the bone that has the weight (in this case the hand), and group B as the bone that you want to set that weight to (in this case the lower arm)
Then set mix mode to Add, and mix set to All then apply

#

Then in edit mode, find the elbow bone in vertex group list and click "Select", then press shift + L while hovering over the hand to deselect that part, then find the hand bone in vertex group list and click "Remove"

acoustic garnet
#

Hey, quick question in gerneral. Now since im doing this work in blender, can I over wright my model in unity so I can keep all dynamic bones or what not, or do I need to redo all of them

pine harbor
#

probably depends on how drastic the overwrite/change is

#

if you're just editing vertex weights or the exact position of mesh vertices, you could probably get away with it...

#

if you've renamed any bones, changed the bone hierarchy or created/removed/renamed any of the mesh objects, unity will almost certainly have trouble recognising it as the same file

#

it's down to whether the changes are drastic enough to interfere with the metadata files unity generated on the original file

weary geode
#

If you change bones, you just need to update the avatar bone mapping

#

at least for humanoid bones

#

I don't think dynamicbones script has any support for maintaining chains if you make changes to them

acoustic garnet
#

thanks 😄

cerulean dawn
#

has anyone had the issue where when you stop walking your character pelvic thrusts forward into the idle animation

acoustic garnet
little plaza
#

on a scale of "huh, that wasn't so bad" to "oh my god end my miserable existence" how hard would be to add a few bones that the VRChat SDK cries about not having?

acoustic garnet
#

to assign them or to add them?

little plaza
#

add them.

blissful onyx
#

You need to map chest, neck, spine and shoulders.

weary geode
#

you're lacking shoulders & spine/chest

#

you can add them pretty easily with 0 weight with no issues really

#

In bone edit mode, with mirroring enabled, select your chest bone then press E to extrude bone and position to left side and click to set (should also make one for right side).
Then disconnect these new bones from chest (but preserve parenting) and name them Shoulder_L & Shoulder_R.
Then change parent of UpperArm bones to those shoulder bones.

To create spine bone: Duplicate the chest bone and rename the duplicate to Spine and move the tail end down, then change parent of the chest bone to spine.

little plaza
#

what exactly do you mean by "tail end down"

weary geode
#

there are 2 sides to a bone, with the default bone shape in blender the head end is the bigger end, the tail is the smaller end

#

select the tail end of it and move it down towards the head end of the chest

little plaza
#

will anything funky happen if i scale down the bones to make more room?

weary geode
#

scale down which bones

#

your spine bone doesn't need any room

#

because it's not weighted to anything

#

it's just being used to connect the hips and chest

#

the left is what a typical hips > spine > chest looks like

#

right is what yours should look like

#

the spine is just there to connect, the chest is weighted to what the spine would usually be weighted to

little plaza
#

i see

weary geode
#

you could make it normally and weight paint the spine and remove the spine weight from the chest

#

but I really don't think it matters

#

your model is too short for there to be any noticeable difference with 3 bones

little plaza
#

The only thing it's complaining about now are the feet

weary geode
#

what kind of complaint

little plaza
#

it said there were no feet, but turned green when i applie the toes to the feet

weary geode
#

ya shouldn't matter

opal aurora
#

Just thought about this and i genuinely just feel kinda dumb for not thinking about it before

#

But a simple way to fix up source models is by exporting them as a .fbx and editing the skeleton from there

#

Instead of relying on the very weird bone structure

weary geode
#

what kind of "weird" structure does source models have

opal aurora
#

Spheres

#

I'll get you a screenie once i'm done fixing these few bones here...

weary geode
#

if you export it as dae

#

and then import it to blender as dae, you will have option to fix bone chains which should fix that

opal aurora
#

They're kinda like XNAlara models when in edit mode, but still iffy to work with

#

What are you talking about? .-.

#

There's no bone chains to fix

weary geode
#

ohhhh

opal aurora
#

That legitimately how they display in SMD format

weary geode
#

those are what blender considers outdated bones or something

opal aurora
#

That's... legit how the plugin displays them

#

It's really not a blender thing

little plaza
#

all i need now is a neck bone, do i just make a new one between chest and head, then reparent the head?

opal aurora
weary geode
#

yeah but I mean in blender they're considered outdated bones

gloomy loom
#

My brain shuts offs when its not an octahedral

opal aurora
#

Just a few more things to reposition

#

Ah i see

random lotus
#

How do i join bones to a prexisting armature?

opal aurora
#

The left one has no weight and the one right next to it controls the tip of the tail

#

They're increndibly easy to miss

pallid latch
#

Hey guys quick question.My avatar's hips are moving forward when i look up any easy way to fix that?

opal aurora
#

That's related to your hip's angle

#

Did you get a hip angle error when you were uploading?

pallid latch
#

Yep but it said i will cause rrors to tracking so i didnt bother...

#

My first avatar

#

Any way to fix that in Unity?

opal aurora
#

Only in blender

#

It not only causes issues in tracking in VR but also displaces your hip position via your head tracking, which is affected by how you aim your mouse

pallid latch
#

ah fk me

opal aurora
#

You need to have the hip bone aiming straight up

pallid latch
#

So all i did in unity was for nothing?

opal aurora
#

What did you do in unity?

pallid latch
#

Can i edit my model from unity and not start from scrach somehow?

#

i dont remember spend 4 hrs lol

#

Fixing fingers and stuff

opal aurora
#

You can simply edit the file and re-export onto the same .fbx

#

Provided you only rotated the hip bone it should be fine

pallid latch
#

Oh thats great

#

Thanks a lot!

opal aurora
#

Make sure to make a backup, you never know what can happen in unity @pallid latch

pallid latch
#

Yep will do 😄

little plaza
weary geode
#

np :3

shut jolt
#

hey so im kinda having problems with some avatars im making with mixamo and unity. my problem is that the legs dont move if i move in vr my legs just slide but if i move with the normal sticks it does the normal walking animation :/ does someone know a fix of this?

shrewd acorn
low parrot
#

Do I absolutely need 3 thumb bones? Would things like hand gestures still work with only 2?

weary geode
#

most models only have 2 thumb bones

low parrot
#

Oh, neat

#

Most of the ones I've worked with have been MMDs, and they've all had 3, so when I got one with 2 I wasn't sure how it'd work

weary geode
#

well typically there could be one for the palm part of the thumb to move, but you can get away with having just 2 bones

random lotus
#

@weary geode ive been trying to figure out attaching the bones but everytime i try i fuck it up

vocal pollen
#

Anyone got a fix for avatars thrusting hips forwards ingame?

#

It looks fine in unity ^^

ionic lake
#

What are the requirments fora rig to work?

dim yacht
#

I dedicated a song to all you riggers out there. It's called "Rigger Boy" by Grant MacDonald

fading verge
#

hey can someone tell me how the axis of the finger bones and thumb bones are supposed to be alligned?

#

in blender

pearl cedar
#

im trying to get some rotation lock to work, but it only works in blender...

#

in my armature.

spring crescent
#

@vocal pollen I had this problem previously. Do you get a complaint about hip bone rotations not being 180 degrees or whatever? That CAT tool should fix it.

full cairn
#

I'm interested in doing mouth rigging but generally use CATS. Whenever I make any avatar and rig the face it seems to just have a gaping mouth as a default.

spring crescent
#

@full cairn Make sure you don't have anything bound to the jaw bone. It'll cause VRChat to ignore shapekeys

haughty glacier
severe hedge
#

Sorry for being the 100th person to ask but:
Trying to use full-body tracking (Driver4VR Kinect with Oculus) which seems to work fine, but my hips get broken and my legs stay bent.
I can fix the legs by changing the height in-game, but then my view is floating above my avi.
Any pointers?

dreamy fiber
#

How do you properly rig the fingers of a character? They show fine in the blender pose, but when loaded into the t-pose in Humanoid rig in Unity the tip of the fingers just bend weirdly

haughty glacier
#

Thats literally the same problem im having

#

i cant work it out

dreamy fiber
#

I assume we're both importing it the same way, seeing how the bones your char has are

haughty glacier
#

probs

dreamy fiber
#

I assume we probably have to straighten them in Blender maybe?

haughty glacier
#

ive tried re-mapping bones and removing bones but to no avail

dreamy fiber
#

Yeah removing them just made em twist at a different part of the finger lol

haughty glacier
#

maybe making them stright will work

#

idk

#

ive yet to find anything online about it

dreamy fiber
#

This how the bone rigging (in edit mode) of mine looks like

haughty glacier
#

removing the finger_end(s) is a bad idea

dreamy fiber
#

so I should probably try straightening it up I guess

#

yeah, I've tried it lol

haughty glacier
pearl cedar
#

when you import it, if you press "inforce T-Pose" (witch i assume you have been doing) it straitens it out... just checking the basic stuff :P

dreamy fiber
#

You mean in Unity?

pearl cedar
#

yea, and then put it to a humanoid rig

dreamy fiber
#

I'm pretty sure that option is only available after switching to a humanoid rig then "customizing" it ?

#

The enforce T-pose doesn't straighten the model's fingers and stuff though

pearl cedar
#

huh... weird, cuz it did for me...

dreamy fiber
#

T-Pose is enforced here but fingers are still screwed

#

Although they're fine in Blender and when you load them up into Unity, but they just get screwed in the Rig viewer of Unity

haughty glacier
#

^

pearl cedar
#

weird...

haughty glacier
#

ikr

dreamy fiber
#

I think the last thing I can think of that could maybe fix it is trying to straighten them up in Blender, but if that doesn't work then I'm lost pretty much

opal aurora
brisk mesa
#

so did you guys check if the fingertips themselves are weightpainted though?

opal aurora
severe hedge
haughty glacier
#

@brisk mesa no, I havent

#

Ill go do that

dreamy fiber
#

What is weightpainted?

haughty glacier
#

the fingers, if they are

dreamy fiber
#

Ah, don't know how to check that sadly

covert badge
haughty glacier
#

The fingers are not weightpainted for me, no

#

@brisk mesa

dreamy fiber
#

@haughty glacier I just straightened the tip of the bone (conflictive part) and it worked for now

#

Don't know how will it perform in-game but in the T-pose its fixed

haughty glacier
#

send a blender img?

dreamy fiber
haughty glacier
#

gotcha

#

ok

dreamy fiber
#

Dont know if the other parts that are still bent will fug up in animations

#

but that at least gets rid of the weird looking part

haughty glacier
#

thats all i need for now

dreamy fiber
#

cheers

haughty glacier
#

😃

brisk mesa
#

yeah if the finger tips are not weightpainted you can fix it yourself too

#

just dab it red for your fingerbones that are on the way end of each finger

#

umm this will be hard if your fingers are tposed super close together so hopefully it isn't

haughty glacier
#

small brush 😃

brisk mesa
#

ye

haughty glacier
#

ill give that a shot if this doesnt work

brisk mesa
#

you know how to look in the vertex group list right?

haughty glacier
#

ofc

brisk mesa
#

k fam

coral oar
#

Hey; I'm having the problem where my avatar's mouth is always open in VRChat. The Jaw bone was rigged incorrectly (Unity set it to one of the hair bones) and the avatar lacks a jaw bone entirely, so I just removed it from the rig. This looks fine previewing it with the avatar controller in Unity, but the issue still happens in VRChat, even with the jaw bone completely missing. I know the Jaw bone is unset in unity, but it seems like it's getting re-set in VRChat, because walking up against walls causes my characters mouth to open plus some other various mouth animation oddities. Has anyone else encountered this issue?

#

...nevermind, figured it out. The jaw bone was somehow getting linked to the eye movement, so every time the avatar would look up the mouth would open. Fixed it by disabling eye movement.

brisk mesa
#

do you have eyetracking cause idk if your eyeballs are somehow affecting your jaw

#

oh okay yeah.

pearl cedar
#

this is one of those things that works in blender but not unity

#

and i tried changing the "world space - world space" to "pose - pose" but it still doesnt work.

fading verge
#

since this fox is not bipedal you will need custom animations for it

#

and it seems you are missing a spine

weak notch
#

i ported a couple avatars into the game and they work perfectly except half the time when i load in, my left arm spasms around wildly on my screen and others', but it's not consistent whether we both see it doing that

#

any ideas why?

fading verge
#

check names orientation and hierarchy of the bones

spring crescent
#

Is there any way to get the Gravity setting to work on dynamic bones, or is that simply bugged? I'm doing big baggy sleeves and I've seen people with working ones, but Dynamic Bones doesn't seem to have any sort of support for such things.

fading verge
#

you can only make things floppy with dynamic bones

#

its not a cloth sim

#

if you show me a pic of your mesh including bones

#

i might be able to help

spice crypt
#

maybe it's a stupid question, but how i move the camera on blender? I only know to use alt+left click, the center button and the right button of the mouse, and use the dot (.) bfor getting clother, but i can't move camera on axis X or Y for example

#

a guy told me to use shift+left click and it's not working

fading verge
#

do you mean your view?

#

or the actual camera

#

if its the view you can use the numpad

#

1 front view

#

3 sideview

spice crypt
#

the actual camera

fading verge
#

for making a render?

spice crypt
#

on blender, on unity works fine

spring crescent
#

@fading verge Imagine a Japanese kimono. I've got properly rigged bones for making them flop around, but the gravity setting in Dynamic Bones breaks as soon as the arm rotates in any way.

spice crypt
#

sorry for asking here if you don't know it. I don't know where to ask this specific question

fading verge
#

i am a pro in blender

#

i know what you want

#

but i don't get the question darkskyx

#

if you want to move the actual camera

#

click on it

#

once yellow outlined

#

press g and x,y,z

spice crypt
#

I'm not trying to move the object or around the object, just the camera to an axis, like sideways

fading verge
#

and move it in the desired position

spice crypt
#

yeah i know that

fading verge
#

if you press down middlemouse

#

you rotate around

#

scrolling zooms

#

num 5 for otho or perspective

#

shift and middlemouse to move

#

alt and middlemouse to zoom

spice crypt
#

gonna make u a gif in unity so you can understand

fading verge
#

ok 😄

#

sry

#

aurelTristen i am pretty sure your bone hierarchy is wrong

#

AurelTristen did you create a duplicate of the arm bone and children your dynamic bones to that?

spice crypt
fading verge
#

ok

#

so the view

spice crypt
#

yeah, not around an object

fading verge
#

shift plus middle mouse and you can drag the view

spice crypt
#

oh fuck thanks I didn't tried that

fading verge
#

np

#

using the numpad also realy helps

#

1 front 3 side 7 top and ctrl 1 back ctrl 3 other side ctrl 7 bottom

#

and 5 to turn on and off perspective

spice crypt
#

@fading verge do you know how to do an object bigger in blender? i know how to do it in unity

fading verge
#

S for scale R for rotate G for move

#

@spice crypt A big tip in general Blender has a giant community there is an endless amount of documentation for Blender online if you got any question just type it into your search engine and you will find an answer

spice crypt
#

@fading verge Yeah, I watched some tutorials/videos, but I couldn't find that. I only ask here if I can't find anything. Thanks

fading verge
#

@spice crypt happy to help

#

and welcome to the blender crowd.

weary geode
#

instead of using numpad, you can also just use alt + middle click to snap to views

fading verge
#

y but numpad is the fastest way

#

never slow down your workflow

weary geode
#

I dunno, I find using mouse faster if you're editing because then you don't have to keep switching your hand over to numpad

fading verge
#

i guess that is more of preference thing the more i think about it ^^

tight frigate
#

Avatar not in T pose in unity

#

What does that mean? And how do i fix it?

fading verge
#

show pic of your avatar pls

#

in front view

tight frigate
#

Okay

weary geode
#

Well like, if I'm repositioning something and checking how it looks in front/side view, what I do is alt + drag to snap view and then press G to make change to position. I find that a lot more comfortable than switching between G key to numpad or mouse to numpad

tight frigate
#

I had to take a picture with my phone since i have no screen capture software

fading verge
#

k that character is in T pose

#

so if you imported it to unity

#

under the animation tools

weary geode
#

There's a button in unity to set tpose, try that

fading verge
#

enforce T pose

tight frigate
#

Where do i find that?

#

Is it in the rigging configuration tab?

weary geode
#

It's in the bonemapping window in inspector

#

under the list of bones, you should see a "Mapping" dropdown and a "Pose" one

#

you click the Pose one then Enforce T pose

tight frigate
#

Looks like that fixed it

#

Now it's saying spine hierarchy missing elements

#

Make sure that pelvis, spine, chest, neck, shoulders are mapped

#

Oh nevermind fixed it

#

Just added the shoulders back

fading verge
#

be carefull

#

don't work to messy

#

or you will end up going back and forth

tight frigate
#

Oh right before i re-import how do i fix the fact that I can like

#

Bend down

#

The lower part of the body is just rigid

#

Like other avatars can get on the ground and what not but for this avatar is just rigid. The legs and arms and head move but not the body

fading verge
#

if the spine of your charcter is weightpainted it should work if not you will have to do that yourself

tight frigate
#

How do i find out if it's weight painted or not?

fading verge
#

got blender?

tight frigate
#

Yeah

#

Had to port it through that

#

Got all the tools and what not

#

MMD and CATS

fading verge
#

okey if you got your charcter open in blender

#

you select your skelleton

#

switch to pose mode

#

then you select your mesh

#

and go to weight paint mode

tight frigate
#

Where's that?

#

Wait no found it

#

Okay so everything looks blue except for a certain part

#

No wait that's what i have selected.

fading verge
#

y select the spine bones and see if they have color

#

on the mesh

tight frigate
#

Yeah

#

They do

fading verge
#

okey then it should work

tight frigate
#

Okay thank you i will try it out

fading verge
#

np

wise thunder
#

jesus christ, how do i make an object child of like, the head in blender?

#

it's so easy in unity, and in blender it's like, impossible to figure out

fading verge
#

there are two ways in blender

#

in the object tab you can set the parent under the tab relations

#

or select child then parent and ctrl p

#

this is regarding to bones

#

if your model is not weight painted you will need to do that

brisk mesa
#

mfw unity crashed on upload >_>

modern oyster
#

Happens.

stiff edge
pine harbor
#

different formats, maybe? if the top one's labelled as "ASCII", bottom one is probably binary?

#

some programs can only read it in one format (case in point: blender being unable to import fbx files in ascii format)

stiff edge
#

hmm both work inside blender and they look the same

pine harbor
#

welp, as long as it works -- no biggie there then >_>

stiff edge
#

halp

#

is there any way to fill/paint/apply texture to faces on a model

brisk mesa
#

I only know i can do it rq in Paint 3d lol

#

Like literally paint right onto it

#

Cause i havent cared about proper texture unwrapping or uv mapping tuts yet.

stiff edge
#

can I do it after exporting?

#

cuz i dont wanna do all the decimation again

brisk mesa
#

I did cause it takes fbx

stiff edge
#

oh thats nice

brisk mesa
#

I was like... Painting a happy face onto a mask of a guy lmao.

stiff edge
#

haha

brisk mesa
#

Make backups in case it gets weird

stiff edge
#

okie ty

#

i hate having to decimate models

#

they looked so good

#

😢

fading verge
#

decimate is actually a bad hack

#

if you want to do it proper

#

you can dissolve edgeloops

#

after you made the whole mesh into quads

#

😄

#

then it will look the best

stiff edge
#

uhhh

fading verge
#

and you have full controll

stiff edge
#

I dont really understand what ure saying

#

i mean I do understand I just dont know what those things are

fading verge
#

your mesh right now consists of triangles

#

if you want the best result

#

to work with

#

you want them all to be quads

#

and if you made them into quads

#

you can start removing individual edgeloops

#

so you can decide for yourself where to keep a higher detail count

stiff edge
#

what are edgeloops

#

and is the transition from tris to quads automated

fading verge
#

its a loop of edges

#

not realy

#

you can try

#

there is alt j

#

or ctrl j

#

not sure right now

stiff edge
#

can I undo it?

#

just in case

fading verge
#

sure but it will take some time

#

its quite a lengthy process

#

how do you import models right now?

stiff edge
#

cats using mesh files

fading verge
#

do you gett mmd models decimate them ... like most of the tutorials

#

ok

#

i can show you if you want

stiff edge
#

hmm ill think ill pass for now

#

im really sleepy atm

#

and I dont want to take a lot of your time as well

fading verge
#

how many faces does a mmd model have?

#

never imported one always make my own stuff

stiff edge
#

mine atm mid decimation is 37.7k

#

it was 74k i believe

fading verge
#

oh don't do my method then 😄

#

you would not want to waist that much time

#

it would be quicker to retopo it

#

but that would take you down another rabbithole

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^^

stiff edge
#

heh I think ill stick with decimation for now

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im not that far into blender

fading verge
#

sure

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if it looks good ingame its good enought

stiff edge
#

yeah pretty much

#

although I had trouble earlier

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with another model

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the skin tone of the body was different from the one on the face

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the face looked normal relative to blender

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the body looked greenish

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dunno what was up with that one

naive tree
#

@stiff edge check for added colour to material near albedo and be sure it's white

stiff edge
fading verge
#

looks like you are missing your diffuse texture

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ornot

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that colour right to the albedo should be with

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wite

stiff edge
#

oh thats the added color

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lmao

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ok that worked ty

naive tree
#

using standard shader :puke:

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it makes your avatars look like complete garbage in game

stiff edge
#

yeah that was what I was about to ask

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which should I use

stiff edge
#

i didnt want to use toon

naive tree
#

is mostly used one

stiff edge
#

I have it but

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idk

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she isnt really animelike

fading verge
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sichhuten yuumi got no clue

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^^

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but do you have a diffuse texture?

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it should be a grayscale texture

stiff edge
#

yes 1

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dunno if theres supposed to be one for every texture

fading verge
#

depends

stiff edge
#

no right

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wow I also had a bump map

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which I didnt use

#

huh

fading verge
#

give me a sec i will look into it

normal blaze
#

@weary geode hey quite a while ago you told me to add a constraint to my bones for something, just tryinng it now but can't figure it out, do you have a momennt? xD

fading verge
#

i am here maby i can help?

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sichhuten try to apply as many of those textures as you can

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they will make it look better

stiff edge
#

ill just reimport it

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cuz I changed the colors

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dont know if they were supposed to be there

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like there was a yellow tint on the body and putting it white made it look good

fading verge
#

most important are those diffuse maps they will make it look so much better

normal blaze
#

trying to make a robotic hand follow my regular hands movements but it pivots on the tail of the parent bone, primu once told me that if this happens id nneed to use a constraint but ive been trying them and can't figure out how to do it

fading verge
#

well in blender it is simple

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but you wont be able to get that into unity

normal blaze
#

o

fading verge
#

how much do you want it?

normal blaze
#

it's the whole point of the model

fading verge
#

because that take will take you alot of time

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okey you need to export all animations you need

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get them into blender

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and then add the constraints

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and bake the animations out

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and then import

normal blaze
#

i see

fading verge
#

w8

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do you use vr?

normal blaze
#

yeah

fading verge
#

okey then that won't work

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xD

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okey let me think

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you will need to add constraints in unity

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not sure if thats an addon or not

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the options on the bones should be called copy rotation

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and copy roll

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but dont add copy location

normal blaze
#

that's inn blennder?

fading verge
#

as far as i know you can't copy blender constraints to unity

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but you can try

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might work

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are the proportions of the robot arms the same as the persons arms?

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if not mesure the length

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and do some math

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^^

normal blaze
#

they look the same, just bigger

fading verge
#

okey

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thats good

normal blaze
#

I thinnk this robot arm was made for the model

fading verge
#

do you know how to add constraints in blender

normal blaze
#

I have how to add them but not what to do with them lol

fading verge
#

so you have alrdy added the constraints?

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if so in blender select the skelleton

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go to pose mode move the human hand

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and the robot hand should follow

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try that and report back to me

normal blaze
#

i mean i knnow how to add them, just not the values and stuff i need in them lol

fading verge
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copy rotation x,y,z

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and copy roll

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and all local space

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and if the proportions are the same influence should be 1

normal blaze
#

ah, i needed to unparent the robot wrist from the wrist first

#

so copy rotation works fine thanks, i doin't see any copy rol though

fading verge
#

no that's bs on my part just added some bones in blender to double check

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^^

normal blaze
#

lol okies

fading verge
#

oh yeah i see on the pic

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don't parent them like that ^^

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treat them like a new set of arms

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and just add the constraints

normal blaze
#

ok, but googling seems to say that consntaints won't carry over to unity

fading verge
#

probably

normal blaze
#

poop

fading verge
#

but

#

do it first in blender

#

its faster

#

you will need to tweak things

#

i ll have to check that

normal blaze
#

yeah looks like there's no way to inport constrainter into unity

#

so looks like that option is out

fading verge
#

well then you will have to do it in unity and hope vrchat supports what you do there

normal blaze
#

rip

#

i've seen people with simiular things so it must be possible

fading verge
#

if you got 50 bugs to spare i am sure there is an addon

#

or you can try the things unity has alrdy

#

i am currently looking at something called configurable joint might work

normal blaze
#

an asset?

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only certain unity scripts are whitelisted, there's not manny

fading verge
#

looks like you can do it with joints mby let mehave alook

#

okey try this

stiff edge
#

any way to render the mesh from the other side without using flat lit toon?

normal blaze
#

any shaders that don't use culling

fading verge
#

if you can disable back face culling it will show texture from both sides

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if not only on the side normals point to

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shammy

#

i have a solution for you i think

stiff edge
#

is using the standard shader a bad idea

fading verge
#

😄

normal blaze
#

sweet ;O

#

dependns on the model, standard can be fine for some things

#

if you provide the shader i can make it 2 sided if you dunnno how

stiff edge
#

uhm I think ill just use standard

fading verge
#

okey from the head of the bones of the robot arms to the heads of the bones from the human you need to add bones

stiff edge
#

looks good at least on unit

fading verge
#

parent them to the robotarm

reef skiff
#

whenever i move my shoulders ingame, they are kind of ripping, where could be the issue? they move weirdly too

fading verge
#

send me a pic of your bones

#

and i might be able to tell you

stiff edge
#

@normal blaze is the twosided config too hard?

reef skiff
normal blaze
#

it's jsut editing the shader in nnotepad+, 2 second job

#

not sure what you mean there jean

fading verge
#

grey is the robot

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brown the human

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and blue are the new bones you need to add

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wrong

#

sory

#

the blues should be the other way around

stiff edge
#

shammy can I do the edit on the standard shader?

fading verge
#

Awoo that is wrong

stiff edge
#

i have notepad++

fading verge
#

the shoulder bones need to have they tail down and head up

normal blaze
#

if you can find the .shader file for it yeah, im not sure where the standard shader files are though

reef skiff
#

aye

#

so i should make the left side higher and the right side lower?

fading verge
#

its see how the shoulder are

stiff edge
#

but they are .shader.txt for some reason

fading verge
#

their tail is right on top of the last spine bone

#

but they don't need to end in the first armbone

#

they can be offset

normal blaze
reef skiff
#

or should the tail be a bit higher

fading verge
#

try it like this select the head of the last spine bone

#

press shift s

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cursor to selected

#

then select the tail of the shoulder bone and press shift s selected to cursor

#

this can fix it

#

but depending on how it is weight painted might not

#

but its my best guess for now

reef skiff
#

when i selected cursor to select on the last spine bone, the bone went somewhere off the model

#

T_T

fading verge
#

^^

#

that should not happen

reef skiff
#

can i revert this somehow

fading verge
#

ctrl z

#

you clicked something diffrent

stiff edge
#

does that look good enough for standard shader

reef skiff
#

oh i did click something wrong indeed

fading verge
#

the hair seem a bit plastic

reef skiff
#

so i did that but i don't think anything changed visually @fading verge