#avatar-rigging

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fading verge
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look for a diffuse map

cobalt cedar
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Standard shader always makes things look like plastic

fading verge
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no

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they dont

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if you know how to use them

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awoo

stiff edge
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ive applied diffuse map to everything

fading verge
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ok

stiff edge
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I lowered it on the face and body

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but its on full on the hair

normal blaze
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why don't you use flitlit?

reef skiff
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i'll try the model on the next occasion then, thank you very much @fading verge

normal blaze
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flatlittoon*

fading verge
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is that hair or a cowl

stiff edge
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idk I wanted it to look a little more real

fading verge
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oh

normal blaze
stiff edge
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oh but I can just lower the smoothness

fading verge
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i think it looks good

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unless you want to pay me and i give you a seminar on shading

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xD

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we can make it look real

stiff edge
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its meh but ill still have to redoit someday cuz I decimated it like shit

fading verge
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2k is not alor

reef skiff
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ah I've got another problem, whenever i import my model to unity, she loses her pupil colours, i can't change them by adding another material on top either, it just stays black, happens only with this single model

stiff edge
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huh?

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double click your model

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look for the eyes material

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expand the arrow thingy

reef skiff
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the eyes are together with the whole face

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ah in blender

stiff edge
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nono

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in unity

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set them to cutout mode

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and like 0.1

normal blaze
reef skiff
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in unity its connected to the whole face

stiff edge
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shouldnt matter

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cuz the face doesnt have transparency

fading verge
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shammy

reef skiff
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ah, i'll try that then, thanks

fading verge
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how about i screenshare you what i mean

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no w8

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you are right it wont work

stiff edge
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play around with the alpha cutoff value because it may vary

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but most likely will work with 0.1

fading verge
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awoo you got two diffrent texture soaces

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if your eye texture and body texture are on image

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delete the extra material

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and drag and drop the image directly onto the eyes

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in unity

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@normal blaze try playing around with the physics/joints in unity you mind find a way to do what you did in blender and copy rotation

reef skiff
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i'll try to find the extra material then

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because the method with cutout doesn't work

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in this case

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any way of softer scrolling into object in unity?

fading verge
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what do you mean ?

reef skiff
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I'd like to scroll into my head as in come closer to it but I'm always going too far, not sure if that makes any sense

fading verge
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in the viewport?

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seems like your model is tiny

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^^

stiff edge
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k the last thing on this mdel would be managing to get the mesh to render both sides on the standard shader

reef skiff
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the size of a chair from prefab

normal blaze
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what settings do you use on the stnards sahder?

stiff edge
normal blaze
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ah nvm

stiff edge
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thats for one material but I have different

normal blaze
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i have a super standasrd shader without culling but it doesn't have many settings

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idk where the standard shader is

fading verge
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sichhuten you can turn the smoothness down a bit

stiff edge
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yeah I know but on that piece I liked it like that

reef skiff
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I've put a random colour onto the eyes and almost every shader doesn't change anything at all, only one does, the unity chan shader @fading verge but it changes it to 1 solid colour of my choice T_T

stiff edge
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cuz its metal and stuff

fading verge
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ok

stiff edge
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on cloth I lowered it a bunch

fading verge
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btw only use metal for metal

stiff edge
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wow theres a metallic setting

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lol

fading verge
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^^

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just play with those settings until you like ot

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but make sure to light yourcharacter up nice first

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@reef skiff how about you screenshare me that project of yours

deft edge
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Putting shoulder bones on a model which had none

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Have to weight paint now.

fading verge
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teddy

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xD

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wanna see a avatar imade

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you will like it

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i promise

lilac moss
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yes pls

fading verge
deft edge
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Remember to call 1-900-490-FREAK

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C A L L N O W !

fading verge
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^^

buoyant berry
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My avatar is all rigged in blender. Can move bones and the mesh will follow.

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But once I've moved it to unity it t poses.

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Any ideas?

deft edge
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Be sure to make the arms never move @fading verge

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Gotta be AUTHENTIC

fading verge
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xD

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alrdy boned them but one could make them jiggle bones

deft edge
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that'd be hilarious

dreamy fiber
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How do you attach a part of a character to another? My character seems to have eyebrows that stay in place and do not follow the head's movement

buoyant berry
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No sense is being made. In blender the legs move with the bones. Export to fbx then unity and the mesh isn't attached. This is driving me nuts!

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It's not the added backpack. Thats an addition in unity and i've tested it without it.

dreamy fiber
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Thanks, I'll check it out!

dreamy fiber
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I do still have an issue with some bones auto-posing when loading them up into the Scene in Unity for some reason

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Like, one of the eyebrows seems to curve a little compared to when it's in T-pose

fading verge
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how is your waitpainting looking

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?

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okey my fellow robloxian

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looks like you got a case of not applying rotation location and scale

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before exporting your model make sure scale rotation and location are 0-0-0

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okey

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ps is your hierarchy in the right order?

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plus check online for proper exporting from blender to unity

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hope one of those help

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s

dreamy fiber
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I mixed the weights that were conflictive and that solved the issue

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Thanks

normal blaze
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trying to give my avatar robot arms but when i parent the robowrist and rotate original wrist it pivots and breaks away from the arm - anyone know a way around this? psure I've seen similar stuff done before https://puu.sh/zrPju.png

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been at this literally all day on my day off ;_;

fading verge
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^^

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dmn

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@normal blaze the way you try will never work

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because a if you rotate a parent a child will rotate with the parent from the "parents pivot point"

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the only way this will work properly is with copy rotation

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dmn an unfinished script

normal blaze
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I know but scripts dont work on avatars unless they're whitelisted

fading verge
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since the arm movement is captured by your vr gear i have now clue how to get that info into a second pair of arms

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the copy rotation thing is still your best option

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get in touch with a dev or something

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did you look at all the whitelisted things maby one can do what you need

dreamy fiber
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How can I change the default position of something in a character? Like, an ear to be more rotated in one direction or the other, since, I edit the bone in the rig/bone viewer of Unity, but when I load it into the scene or in-game everything's the same

normal blaze
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you just rotate it in unity after you've configured it

dreamy fiber
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Like, in the scene?

normal blaze
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yeah

dreamy fiber
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Alrighty, thanks!

fading verge
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@normal blaze looking at it the animator component might be what you need to achieve what you want

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maybe

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^^

normal blaze
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maybe

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no idea how they work though

dreamy fiber
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The initial pose of the jaw for using the "jaw flap bone" function needs to be set in blender correct?

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Cause even though I change it in Unity scene and rig viewer it still stays half-open

fading verge
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could be

brisk mesa
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Half open ingame?

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Check to make sure your eyetracking isnt affecting jaw cause this is apparently common

reef skiff
trail lion
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is there away to enable slave bones in unity?

vestal dirge
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@dreamy fiber the best place to see the "rest" pose of the jaw, is to look at the face in the "muscles" tab of the rig config. You can tab back and forth as you adjust the jaw angle in the main config tab.

ruby depot
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I've got a weird issue where when I pose/rotate a root bone, it moves the base (big part) of the bone around, instead of the base remaining stationary and swinging the tip around.

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The bone has weight associated with it, so I'm not sure what the issue is

spice crypt
tall marten
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how can i change the weight of bones because i need my crown not to move

naive tree
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seperate the crown, delete all vertex groups from crown, join back, create new vertex group named Head and hit assign when all crown faces are selected

spice crypt
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@naive tree who u are answering?

naive tree
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aaron

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there's a "crown" in his and my posts

tall marten
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;-; im a female and its aron

naive tree
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I've heard enough voice changers to still have my doubts vrpill

tall marten
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nah im 100% female i just like male and female models

stiff edge
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Is there a way to edit the size of bones inside unity without modifying the textures

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My feet go through the floor

ruby depot
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Your feet going through the floor is probably because of where your origin point is set

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@stiff edge ;

You shoung try to change the origin of your model to below the model's feet. You need to do the following in Blender with your model:

  • Press SHIFT + C; this will move your 3d cursor to the center of the screen and adjust your view area's focus accordingly
  • Move the model (With either the move axis icon, or G+Z) until its feet are above the 3d cursor
  • Press CTRL + ALT + SHIFT + C to bring up the origin prompt
  • Select "Origin to 3D Cursor"
  • It might also help to hit CTRL + A and set the Position, Rotation, and Scale to 0,0,0 afterwards.
naive tree
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i would put your feet higher than the 3d cursor center, also you'd prob want to move your ankle+knee bones to the ground level

stiff edge
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isnt there a way to do it inside unity cuz I wouldnt want to config every material again, there was a lot of fiddling to get the look right

naive tree
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your materials are saved in unity, only thing that needs re-adjusting is copy-pasting dynamic scripts, particle systems and other shit is easy to copy over

stiff edge
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but when I import the new model wont it change all the materials' settings?

lucid cave
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anyone know how to make animation/ custom emotes last longer? I found an animation (one short punch) but I want it to repeat a few times so it lasts longer, how do I fix?

tame skiff
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@lucid cave I think there's a hard limit of 10 seconds

lucid cave
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oh ok

tame skiff
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You were talking about clip duration and not making the frames you have repeat, right?

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There's no reason for the dynamic bones to fly up during runtime

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I tried force and gravity and max elasticity and it just stays up there

ember nest
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does anyone have experience with rigify... it keeps giving me a error when i use the generate button with this at the bottom = nonetype object has no attribute 'keys'

wispy olive
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Super new to Vrchat and been trying to play around with my vive and avatar. Can anyone direct me to a good video for adding facial expressions?

spring crescent
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@wispy olive Have you watched Tupper's videos on YT? They cover just about everything.

wispy olive
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i tried watching it but i was confused with using a model from a ps1 game.

vagrant olive
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Anyone need help with avatars? I wanna make new friendos and have company while uploading coolio avatars

wispy olive
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me pls ๐Ÿ˜ƒ

rotund field
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Wish I had a couple lol

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Avatars that is

desert apex
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Facial experession is pretty easy, just click on 'body' and there should be a little arrow with 'blended shapekeys' or smth, clicking on that you'll get a whole list, by putting their values on 100 you can check what they are. Then when you got a good combo (I'd advice combining some for the best result) go to the animator and much like a weapon, add it (its under body when adding component) put it at 100 and done, if you wanna go all out you can add your fingers through the animator, so you can be happy and do the victory sign or point angerly etc etc

rich wedge
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I wanna make an animated mini tank

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how would I go about making the turret rotate like a head?

desert apex
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What you could possibly do is take a humanoid armature and stick it in the tank. If you just wanna animate it, just have the turret mesh seperate from the base and animate it in blender or unity

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As long as there's a bone in it it should work

rich wedge
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I wanna make the turret rotate in place of a head

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but I want it to be limited to just plane rotation, not all directions

desert apex
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I've been thinking about that. Using a humanoid armature could work, but then you'd still have bobbing and it would indeed also go up and down. Dunno if you can lock smth from moving or rotating up and down

mental lynx
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Anyone have any suggestions or information on how to add breast bones? I've gotten close, but what I did caused the entire chest to warp

desert apex
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There's a tutorial online

mental lynx
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I've followed a couple, but that's where I got my issue of the entire chest warping.

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I think they expected more... intricate models

brisk mesa
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you add the bones like normal and then you gotta paint the titty correctly, @mental lynx

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so uh, don't paint the middle cause that's the chest wall, mostly just the tit itself, and be aware of clothing over the titty. so if you've ever paid attention to sideboob too, also get those parts but not anything more than that, unless you want some detail like a very very slight clothing rustle around the titty which is fine.

forest nova
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Any of you know how i put finger bones on a model

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im trying to get gardevoir to have finger bones

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?

naive tree
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extrude from your wrist

crimson vine
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WHY DO SHORT AVATARS HAVE A POTTY DANCE

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@forest nova there's plenty of rigging tutorials.

normal blaze
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reposting my questionn from yesterday

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: trying to give my avatar robot arms but when i parent the robowrist and rotate original wrist it pivots and breaks away from the arm - anyone know a way around this? psure I've seen similar stuff done before https://puu.sh/zrPju.png

restive hill
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Driver, I think it is?

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As far as I know you have to parent the extra arm to itself

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But I think there's a way to copy the actual arms rotation to the extra arm?

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I have no idea how to do this.

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Well, maybe a very vague idea.

fast rain
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I've just changed a blend shape for an existing character in Blender, re-exported as .fbx and copied that one over the original one in the Unity project folder. Now I have a "Missing Prefab" in my Hierarchy instead of the original character I've done before, even when moving the original .fbx back. Did I fuck up and need to start over, or might this be recoverable?

brisk mesa
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I think you need to start over

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Cause unity is very particular

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Unity is like always last step

oblique venture
honest kettle
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do you have the cats plugin and used the fix model button? (if it was an mmd)

oblique venture
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No I can't :/

honest kettle
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okay :cirMini:

bleak warren
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o: it's the new genji skin hah

oblique venture
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@bleak warren Yes ๐Ÿ˜Š

bleak warren
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10/10 good luck @oblique venture

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best

oblique venture
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thanks ๐Ÿ˜„

opal aurora
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Those are valve bones .-.

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You can simply export it as a .fbx and start repositioning them so they align with the meshes they need to move

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Also make sure their rolls are all 0 after re-aligning

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@oblique venture

oblique venture
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@opal aurora oh ok re-aligning on unity ?

opal aurora
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In blender

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The left is valve bones, those aren't fixed up or anything, on the right is the bones from a .fbx, those i fixed up after exporting as a .fbx

oblique venture
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how much time I need to do that ? look's like a bit complicate xD

opal aurora
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It can take quite a while depending on how complex it is

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That one specifically took me a whole day

oblique venture
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oh god

opal aurora
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Since i had never worked with valve models before

oblique venture
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and if I take an other genji model, just pick the bones and try to connect with my no bones model

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is that possible ?

opal aurora
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You can let blender auto weight it and then you can fix the weights yourself if the rig is accurate enough

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But that's about it when it comes to bone transfering, unless they have the same vertex groups

oblique venture
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I will try, thanks for you help by the way

fading verge
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@oblique venture its not that hard

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i can link you an easy tut for rigging and weightpainting

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just go to youtube and type blender rigging

fading verge
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That as a .zip?

inland comet
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is there a way to make removable objects for your avatar that it will have when you change to it?

tall marten
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how can i get the crown mesh to move with the head

calm needle
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there are two ways

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yoou can either weight paint it ot the head bone, or you can make sure its a seperate mesh and parent it in unity

gleaming falcon
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Hey guys. Anybody know how to fix normals like this?

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Blender it looks fine, but putting it in unity is when it gets weird

calm needle
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in blender, enable the backface culling option. Does it resemble the unity one then?

gleaming falcon
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Still the same

calm needle
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so it's not a flipped normal then

tall marten
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how can i fix this

calm needle
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looks like its not completley weight painted

gleaming falcon
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I've gathered that much, seems like the normals dont know which way the face is facing... or something

fading verge
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@gleaming falcon have you tried select the faces in Edit Mode, then hit ctrl+n in blender?

gleaming falcon
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ctrl+n is start new project

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or was that your way of starting over?

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:^)

fading verge
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not in edit mode

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CtrlN Calculate Normals Outside. All normals from selected faces are recalculated and consistently set in the same direction. An attempt is made to direct all normals 'outward'.

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I'm not that evil ๐Ÿ˜‰

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it might not work but sometimes it flips all the flipped ones the right way for you, worth a shot

gleaming falcon
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nope didnt work either =\

fading verge
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meh ๐Ÿ˜

gleaming falcon
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When I change the light rotation, the faces act like they're being lit from a different angle

high gyro
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So I am having some trouble getting this model to work... I am completely new to blender and unity and I am really trying to get this done. The model looks like this and I am trying to get all of the legs to jiggle when moving around in VRChat. The textures for the head and shirt also mess up really bad in Unity. I would really appreciate if I could get some help in a DM or right here.

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Im completely new and to do anything it would require a bit of explanation

calm needle
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@gleaming falcon mabye try using the normal modifier to try and fix it?

normal blaze
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@high gyro use cubed's unity shaders on nthe materials and dynamic bones on the legs

high gyro
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ok ill try

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and can you possibly tell me how to do the dynamic bones

normal blaze
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i can't explain now, im going to bed, but there should be some stuff in #tutorials

graceful wave
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So my model has no head bones and is missing a hip bone. Where and how do I even begin to fix this? I couldn't find anything in #tutorials about this.

fading verge
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Create them

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๐Ÿค”

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You'll need blender to do so

haughty elbow
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Hello does anyone here know why my avatar's spine is breaking after adding dummy finger bones?

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the t pose looks fine in both unity and blender but in game my character is doing like an S pose

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and if i don't set finger bones in unity it's fine

calm needle
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something in the IK system is causing it. Flipped hip maybe?

haughty elbow
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well the hip on this avatar is kinda weird but does it matter when i'm adding fingers ?

fading verge
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Perhaps just line the spine all straight

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Just to be sure

calm needle
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when the fingers are added, you are meeting the last few requirements for full body IK. So something in there doesnt like full body IK but fine with basic animator

haughty elbow
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o so that's why

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can i somehow skip the full body ik ?

random lotus
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What does full body ik do anyway?

haughty elbow
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for full body tracking i guess

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unless it's also needed if you want to use vr controllers

gleaming falcon
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@calm needle So that modifier worked. Just have to remake the blendshapes, which is really easy for me

random lotus
raven quiver
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I have a model with no shoulder bones
how do i add them??

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or jsut tell me if theres any way to rig a model without shoulder bones for vrchat

haughty elbow
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shoulder bones are optional

raven quiver
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its required

haughty elbow
raven quiver
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thats for unity not vrchat

fading verge
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how should the bones thumb setup look??

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the thumb behaves like a finger not a thumb

raven quiver
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nvm i figured it out

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turns out adding shoulder bones is ez

fading verge
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anyone knows how to get jawflap working with a blendshape

rich wedge
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so on those snake models, how do they get the tail to trail along? instead of like being attatched

fading verge
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@rich wedge either with dynamic bones or with joint

velvet path
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Hey, So I'm trying to get two models to use one avatar rig simultaneously. I got it working with rotation constraints in Blender, but those don't translate over to Unity. Does anyone have a script or knows C# coding that could make one in order to have one bone copy the rotation parameters of another/the humanoid rig bones?

modern oyster
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VRChat does not support custom scripts from Unity.

vale shell
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not yet

cosmic bison
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Does anyone know how to elevate your character height? I've tried setting the origin higher in Blender but no avail.

modern oyster
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@cosmic bison What do you mean elevate their height?

tulip granite
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@velvet path i think you can try merging the bones and mesh to make it one model
then use the bone parenting to make the other model move instead

velvet path
brisk mesa
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oh, i see it isn't copying what the main armature is doing, huh, but it just deforms around the bone you are actually moving

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which causes anime noodle arms

velvet path
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Yeah

tulip granite
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just make sure their proportion is similar i guess

velvet path
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So

tulip granite
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thats not really noodle arms

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i can show you one

brisk mesa
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lol

velvet path
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With the two models using the same skeleton, the areas which are weight painted move at an axis to the bone they're painted to

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Its like drawing a straight line to the weight painted area from the bone, and as the bone turns, that moves along with it

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Theres no way in unity to link two bones to one rig bone selection, is there?

tulip granite
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this is spaghetti arms

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hmm

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i never tried but

brisk mesa
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lmao top ramen arms

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noodle-chan

tulip granite
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its like

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after getting vr you just get lazy

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UwU

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i used to be so crazily in love with avatar making sigh

brisk mesa
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i can't get into vr just yet cause vr gloves are like

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2000 dollars

velvet path
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I guess the 2nd idea would be

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Have the first model fully posable with the 2nd model inside invisible

brisk mesa
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i'll get more into vr when haptic feedback or such things are more mainstream

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so then i can REALLY headpet my friends

velvet path
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And use an override to make the 2nd model appear over the first, and take over the arms, while having the first's hands in their pockets

tulip granite
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hmm

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im not sure if that would work

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one issue with vr is

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i mostly get 45 fps

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:\

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not like im using a potato

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they also limit the fps to 90

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which is a bummer

velvet path
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Hm.

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Maybe I'm better off having an animated version of the 2nd model appear on an override?

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Then later on once more development is put in, Maybe we can do simultaneous 2 model rigging

brisk mesa
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wait the game seriously won't let us?

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it doesn't seem that advanced

velvet path
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Im not so sure.

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You can't select two bones for one rig

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and it doesn't translate constraints from blender to unity

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I figured it could be accomplished with a custom C# script but since we can't have customs yet, dunno

brisk mesa
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yeah.

cosmic bison
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@modern oyster I mean floating in the air

modern oyster
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Like contantly, or in emotes?

cosmic bison
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constantly

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I want to move my model to a different origin that's not on the ground

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Would that be possible?

sleek magnet
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The model I am working on has a large muscly torso that hands/arms tend to go inside if I don't walk around like a zombie

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Is there a decent way of ensuring that arms wrap around the torso, for example?

sharp viper
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it's all about weight painting correctly, or using capsules

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blender is kinda tough when it comes to that. like, it can do everything - but it's like eating soup with a ladel

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it gets the job done but it's awkward

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mmd avatars are made, for the most part in metaseqoia

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and most people find meta the easiest when it comes to redoing bones from scratch

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since most avatars are mmd based, some of you might enjoy learning that software

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if I did a tutorial on building an avatar from scratch using meta and going directly to unity would anyone be interested? It would include a template for a bone structure suited for vrchat

pseudo silo
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@velvet path use a vertex shader to offset the stand

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And just have it rigged and positioned exactly like the body

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With a shader parameter you could animate this offset and have it "pop" out

turbid spear
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How would I go about removing extra bones without losing their weights? For example, this arm has these bones sticking out, which I don't want, but outright deleting them makes some vertices have no weights at all https://puu.sh/zsHLF/eff1193ff2.png

heavy pasture
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You can just delete the extra bones

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It's mostly a problem when you have vr

turbid spear
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So that's not a solution, and yes, I do have VR

heavy pasture
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Just repaint the joint weights to your wrist or arm bones

turbid spear
#

Makes sense, but the whole model has a bunch of these extra joint bones and I was wondering if there was a less tedious way to do it

heavy pasture
#

Not that I know of. Maybe someone else will have a better idea.

forest nova
#

Can anyone help me add bones

#

iv got a model that already has all the bones

#

its just missing the shoulders

neon quiver
#

How would one go about rigging metroid samus suit. The shoulder ball area is messing up. Does it need a custome bone to tell it not to move when the arm move? Or would that require contraint bone?

pine harbor
#

you might need to figure out where to put the bone relative to the ball, unless you want the ball not to move at all relative to the "arm" bone

#

in which case, it sounds like the ball should be mostly weighted to the shoulder, and little to none to the arm

forest nova
#

Spear

#

Can you help

#

How do i add shoulder bones

#

?

pine harbor
#

in blender? you know how to select the armature/skeleton, right?

forest nova
#

yeah in edit mode

#

iv selected the left arm bone

pine harbor
#

hmm, i don't know if there's a way where you can directly create a shoulder bone right from there...let's see...

forest nova
#

ill pm u on discord itll be easier

pine harbor
#

i can tell you that Shift + A will create a bone, but that's going to literally just float there wildly

neon quiver
#

Ok ill try that thanks

#

What if i want the ball to move but not in a way stretch. sometime it does that. I just want the entire thing to move. Maybe it haa to do with the weight paint. Will test a few tries.

pine harbor
#

if you want the ball to move, but not stretch....yeah, that'll mostly be to do with the weight painting -- if it's influenced by both the arm and the shoulders, it'll probably stretch

#

you probably want it to almost be fully influenced by the shoulder, and almost nothing from the arm

maiden hemlock
#

@turbid spear cats blender tool has a mix weights button, just make sure the joint bone is the child of the arm bone you want to transfer the weights to

turbid spear
#

@maiden hemlock Got it, thanks. I didn't notice that one, I've only looked at bone merging

maiden hemlock
#

^-^ yay

fading verge
#

so

#

i have a model i have been talking about in #avatars-2-general and it has bones, but it has no shoulders and no head

#

bones

#

it has those things on the model

summer sequoia
#

anyone know how to get hand tracking on a character with less then 5 fingers?

#

disables full body IK if I upload it without having thumb and ect mapped

cyan adder
#

any help

#

when i move the right leg bones no issue

#

when i move the left leg bones, the pelvis gets stretched

#

also the nails wont follow the bones either

#

better example

fading verge
oblique venture
fading verge
#

@fading verge try looking at the vertex groups for that mesh there

oblique venture
#

the model is really small, I need to zoom everytime when I import it

fading verge
#

@fading verge I found the problem by looking in the vertex group, thx you very much!

oblique venture
#

https://imgur.com/OcADb7m I tried to fix the scale, I don't know if it's good now, and I used "fix model" for the bones, but I have a problem, the arms bones is like " Clavicle > Shoulder > upper arm > Lower arm > hand " it's 5 bones, on unity it's only 4 slot bones

fading verge
oblique venture
#

Oh ok thank you !

fading verge
#

To delete something in Blender and merge surrounding elements to a single object is to use Dissolve (Ctrl+X). It works for meshes, nodes, bones and grease pencil points.

oblique venture
#

the armature is so weird, it has two shoulders bones and two upper arm bones , it's SHOULDER_RC and SHOULDER_ R

#

@fading verge Do I need to delete them ?

#

and just keep the SHOULDER_R

#

and how I can be in this mode like your gif ? i'm in edit mode but feel it's not that

dusty anvil
#

hey how can i fix feet being backwards in game but not unity

fading verge
summer sequoia
#

henlo i'm trying to make this avatars claw work with hand gestures and ect but it seems like you need the middle finger and thumb mapped in order for it to work suggestions?

fading verge
#

@dusty anvil Have the avatar backwards in unity and problem solved ? ^^

dusty anvil
#

hm ill ty that later

summer sequoia
#

just want the claw to be able to squeeze possibly

neon quiver
#

Thansk foe the info!

oblique venture
#

it is normal if the bones aren't connected ?

fading verge
#

@oblique venture do you have a screenshot ?

oblique venture
#

Can someone fix my rigs model ? I can give some asset particle pack, i'm gonna be crazy i'm so bad with blender

stuck temple
#

is it because of eye tracking or something like that?

oblique venture
#

the bones are inversed with LEFT and RIGHT

heavy imp
#

guys

#

my mario model I got from internet

#

its fuully rrigged

#

but I get error when trying to upload

oblique venture
#

@heavy imp And what about give us the error ? how can we help you without that

velvet path
#

He's workin now >;3c

#

Thanks to @pseudo silo for the assist!

tall marten
#

how can i fix this

oblique venture
tall marten
#

just rename them

velvet path
#

@jade ibex in blender, you can rename them. In unity, you can just go into the rig menu, and select the opposite bone

oblique venture
#

oh god thank you it's fixed !

random lotus
velvet path
#

Can you show us the jacked hand in Unity?

#

Cause I remember having a similar issue with my Revenant model's right hand, because Unity was enforcing a TPose on the hand that caused the fingers to bend into themselves

random lotus
#

@velvet path it does it on both of his hands i think

#

and and i thankfully have guntz (the character the model is of) already pulled up in unity because i was working on applying animations to him

#

also it is in unity

#

oooooo

#

i think i seee why now

#

Actually that had nothing to do with it

#

i honestly think it has something to do with the handguns i removed

velvet path
#

Im not sure I understand the issue

random lotus
#

his thumbs become wierdly out of place once i enforce him into a t-pose

#

and i can;t figure out why

velvet path
#

It looks fine to me?

random lotus
velvet path
#

I think

#

That's more of a limitation of the model, because the edge from thumb to base of hand

#

Isn't weight painted to the thumb base bone

random lotus
#

but when its outside the t-pose, its fine

velvet path
#

Do me a fav

random lotus
#

hm?

velvet path
#

Rotate the thumb outward

random lotus
velvet path
#

Yes

random lotus
#

i think it might be since i removed the guns but never removed the bone i think

velvet path
#

It's a model issue

#

The base thumb bone

#

is not weight painted to the bottom of the hand

#

Thus you get that issue

#

You need to apply the weight paint to the rest of the hand in blender

random lotus
#

okkkkaayyyy sooo having the handguns

#

his thumb just looks broken now xD

#

it never used to do that

arctic matrix
#

ok i found a avatar where a piece of the outfit is transparent but in unity it is solid anyone know how to make it transparent

random lotus
#

xD i never noticed this issue with the thumbs till recently

#

@arctic matrix im actually there with ya

#

but they always show up as solid

arctic matrix
#

i also looking into outfit swaps right now

random lotus
#

and i can't figure out how to get it to work

#

god this model has more issues than i remember it having when i imported it the first time

#

broken thumbs, transparent texture issues

#

going throught the floor

#

@velvet path i also found that unmapping his thumbs fixed the issue too

#

one seems like really far off from the rest

#

that or it may do that so it's possible for people to model his hand to grip onto the gun

elder crescent
#

does anybody know why i am unable to move my bones in Pose Mode?

fading verge
#

There should be a button in the armature tab. It's next to the rest pose button or w/e @elder crescent

gusty zephyr
#

my rig on a model doesn't have fingertip bone (2 bones per finger), so I subdivided the bone into 2 parts. How do I spread the weights automatically? Cuz I will get tired from manually coloring 10 fingers

lunar orchid
#

Is it possible to rig a non humanoid figure as a humanoid/generic and use the arms n such?

fading verge
#

@lunar orchid you sort of can? You'd still need to have a humanoid armature. Just rig the models arms etc to the arm bones etc and then remove any other weight paints on the rest of the body. Assign them in unity and it should work.

#

Like if you have a chracter with no legs, do have the bones for them for the rig, just remove any of the weight paint nearby.

lunar orchid
#

I'm trying to rig up a zergling, which I guess Is like a flattend t-rexish shape

orchid shale
#

So one of my characters has deformed arms and legs and it turns out they weren't properly weight painted, so I weight painted them but they still look deformed(as if nothing changed) in movement, what did i do wrong?

chilly heart
#

so i got a question........
i am trying to make an avatar, with a jojo stand behind it. I would like the stand to move along with me, and mimic my movements while it stays behind me
I have seen this done before but i just haven't figured out how to replicate yet
you guys got any ideas?

fading verge
#

Oh

#

Someone asked this earlier

#

I think you need to scroll up the chat here to find them

#

hey i cut some body parts and exported them to unity and when i upload and then click cancel they turn invisible , yes i checked the box

#

does anybody knows how to fix it

cloud kiln
#

you checked the box?

#

Mah boi

#

@fading verge

#

Sounds like a Materials issue mah dude

#

Highlight all the materials and make them "Opaque"

#

I suggest installing Cubeds Unity Shaders

#

And then making them Opaque and Tinted

#

Or maybe Coloured, depends on what you prefer of course.

#

If it doesn't work, feel free to PM me. And I'll try to help you out

#

But from what it sounds like, it sounds like a Materials issue

naive tree
#

@orchid shale you have additional bones inbetween that u need to mix weight

indigo fiber
#

is this how ikchains work

pine harbor
#

it looks like the IK chains are doing what they're meant to according to the system -- it's probably more that the IK chain isn't set up the way you want it to behave, if it's going to that super weird yoga pose >_>;

indigo fiber
#

she's also spinning

#

really really fast

#

on the bright side i quite like how the dynamic bones came out

pine harbor
#

if she's spinning or twitching a lot, that's probably the game rapidly changing its mind about what the correct IK solution is for whatever position her other bones are getting forced into

indigo fiber
#

don't worry, i'm a professional

#

i just break a lot of things in the process

pine harbor
#

^rigging/programming life right there ๐Ÿ˜›

indigo fiber
#

her torso is slowly rotating like a helicopter blade

#

i may need an exorcist

pine harbor
#

she'd make a fine beyblade...

indigo fiber
#

someone gave me a heart

#

okay i think i fixed it

#

good lord no i did not

sick oasis
#

Can I add a new mesh to an existing rigged model (like hands) by just parenting empty groups then weight paining all the hand bones individually without losing my other paints for the rest of the body?

indigo fiber
#

seems unity flips the pelvis upside down for no apparent reason

naive tree
#

@indigo fiber hips need to be pointing upwards ^

#

and spine has to be above hips level

indigo fiber
#

they are

#

it gets flipped in unity for no apparent reason

#

sitting almost fixes it surprisingly

#

almost

#

uh

#

apparently i broke my model to the point i even broke my menu

keen sigil
#

for weight painting, I assume the head bone is mostly handling left-right rotation and tilt while the neck is handling up-down movement?

#

trying to weight paint something weird and blobular.

pearl cargo
#

well

indigo fiber
#

it's usually not really rotation specific entirely

#

the neck is just the cervical section of the spine between the thoraccic spine and lumbar

#

just a standard blend

#

looking around is mostly head rotations but the neck frequently has minor rotations while doing so

vernal birch
#

Could the visemes not working anymore be cause I'm on an older version of the VRCSDK?

#

Cause the visemes no longer work

oblique venture
oblique venture
#

oh thank you !

#

@fading verge

ruby depot
#

The heck. I broke my avatar in some weird way. After I stop moving forward, my avatar does a hip thrust

pale pelican
#

I'm trying to connect a head on a body but I don't know how to do it

junior dust
#

When I send my avatar using unity the following error "updating content.asset bundle upload failed. failed to upload" appears.
Anyone know how to solve this?
I already told you that it was the server but this problem has been happening for more than 2 weeks.

random lotus
#

@pale pelican OOOOO PRIMARINA ๐Ÿ˜„

pale pelican
#

Yep โค

#

@junior dust Is the SDK up to date ?

junior dust
#

yes

pale pelican
#

Hm, that's really weird

junior dust
#

I also turned off future proofing as they directed me but it did not work

pale pelican
#

Wish I could help you, I never got this error before :c

junior dust
#

ok

#

ty

pale pelican
#

I have TeamViewer if anyone knows what I should do for the model

indigo fiber
#

what were you trying to do again

pale pelican
#

Make an human Primarina

#

@indigo fiber Since Primarina doesn't have legs x)

indigo fiber
#

as in what specific changes were you trying to make to the model?

pale pelican
#

Adding Primarina's head on a body

indigo fiber
#

did you have another mesh you were trying to slap on?

#

ah

pale pelican
#

Well, I joined the meshes but I'm not sure it's perfect

indigo fiber
#

i don't really know much about pokemon but it looks like he or she has a neck frill you can use to hide the seam

pale pelican
#

And the model is originally naked so I have to put clothes, but I have absolutely no idea on how to do it

#

Yeah

indigo fiber
#

what program are you using?

pale pelican
#

Blender

indigo fiber
#

ah poo

pale pelican
#

What do you use ? x)

indigo fiber
#

i'm seemingly one of the only people using 3ds max

pale pelican
#

Ah

#

I can send you the models if you want

#

I just need to convert it to fbx since it's a MMD model

feral oracle
indigo fiber
#

what does it look like with bones?

feral oracle
indigo fiber
#

his feet are simple enough that you could always override the location of the bone in unity through the skeleton config

pale pelican
#

@indigo fiber Do you want me to send the Primarina MMD model ?

indigo fiber
#

just about everybody else that isn't me uses blender, i'm sure they can walk you through it so you're not stumped again next time

primal river
#

HMM

#

so right here his mouth is closed.

#

mucles viewing shows it open

#

and in vrchat

#

it moves like this

#

i have no idea what to move or fix

#

can someone please provide some leads?

odd tulip
#

When you enter play mode is it's mouth open in unity?

#

I had a problem where this exact thing happened. I had to rotate the jaw to compensate in the rig configuration

#

@primal river

primal river
#

?

#

put him on play mode while viewing mucles?

#

@odd tulip

odd tulip
#

play mode just in the scene normaly not the muscle view

primal river
#

oh lol

#

lemme make a gif

#

in the mean time i put it on play mode while viewing muscles lol

#

here

#

hold on

#

allright making new gif

odd tulip
#

Yea so you need to rotate the jaw bone in the rig config enough to overcome the amount it's open

primal river
#

so yeah in normal scene play mode its closed

#

but then on vrchat its open

odd tulip
#

oh

#

hmm

primal river
#

๐Ÿค”

#

indeed

odd tulip
primal river
#

oh god

odd tulip
#

yea it looks really dumb in that view

primal river
#

lol

#

i mean no like

#

this is rig mode

#

its closed!

odd tulip
#

mine was too

#

i closed it even more

primal river
#

oh you mean like more than it has right now?

odd tulip
#

yea enough until it looks right in game

primal river
#

hmm...

#

maybe i can just double the rotation value i already have

odd tulip
#

it's weird that it doesn't show open in play mode though

#

do you have a gesture override set as the controller of your animator?

#

that's probably why it doesn't show if u don't

primal river
#

uuh.

#

@odd tulip yea doubling the value was no bueno lol

#

a gesture override?

#

no its just the simple avatar controler

odd tulip
#

I was actually rotating the bone not editing the muscle limits or whatever

primal river
#

no yeah yeah

#

i did that lol

odd tulip
#

did you look at it in game?

#

cause it's going to look really dumb in the bone view but it looks fine in game for me

primal river
#

hmm

#

well hold on leme try to upload it then

#

there we go got it boys

#

thank yoou! @odd tulip

fading verge
#

i like the reverse engineered solution you guys came up with xD

random lotus
#

please?

primal river
#

@fading verge lol you know it

#

oh jesus @random lotus

indigo fiber
#

i don't use blender so i can't really do specifics but i can give general help if you can't find anybody

#

it's been a while but i used to rig and weight all of my models myself when i did work in source

random lotus
#

@primal river yeah, a thing meant to take 3 hours takes all day xD

fading verge
#

@random lotus look up a weightpainting tutorial

random lotus
#

i was told to go the the vertex groups for his arms

#

but idk what to do from there

#

hes already weight painted'

indigo fiber
#

that model in particular might take less than 3 hours but weightmapping can take quite a while if you want it to be anatomically correct and if it's a high poly complex model

random lotus
#

well it was already weight painted on the fur parts

#

all that really needed it was the dress n stuff

indigo fiber
#

so you need to weight paint the dress?

random lotus
#

i might

#

but imma do that shit tommorow

#

im tired af

crimson vine
#

HEY I have a non-humanoid model with a rig and I want to change its default pose but doing so in blender is kinda cranky with shape keys

#

Can you set a pose as a permanent pose for non-humanoid characters in Unity?

cloud kiln
#

Due to that many animated beings in Unity games being developed into non-humanoid characters that would be entirely possible yes.
But I'd recommend doing it in Blender.

#

@crimson vine

crimson vine
#

Thanks ๐Ÿ˜‚ Shape keys won't let me do it in blender sadly [cries]

lament turret
#

Is there a proper method to prevent the lower arms from twisting in/outwards during hand tracking?

brisk mesa
#

You check in blender for if the bones have roll?

lament turret
#

my problem is that in vrchat, whenever i twist my hand, the lower arm follows, to undesirable results
im hoping theres a way to disable that entirely, i have seen it on other avatars, and my attempts to do it dont seem to work

#

modifying the humanoid rig only seems to keep it from happening in animations, but not hand tracking

digital willow
#

so rigging is what I should do when I wanna replace body parts?

pine harbor
#

i would assume so, though the term "rigging" is pretty broad; according to the blender manual:

"Rigging is a general term used for adding controls to objects, typically for the purpose of animation."

#

so if we're not talking about getting a model imported or editing the shape of the mesh, it's probably all mostly rigging?

fickle plover
#

Anyone have a quick hotfix for your avatar being stuck in the floor?

pine harbor
#

go to your humanoid rig window, and see if your avatar's feet are below the ground in there

#

easiest way of seeing that is to hit the white square box in the top-right of the 3D view to make the view appear in a sort of "flat 2D" state, and then click one of the arrows on the side of that box to snap the camera so that it aligns with an axis, which will bring up a grid behind you

#

if the bottom of your model's mesh is going through a thicker horizontal line on the grid, that'll be why -- just select your hip or root bone in that window and adjust its position until your feet aren't sinking through the ground

fickle plover
#

Most helpful advice ever, tysm omg

#

Hmm, funny enough, Even doing that didnt seem to fix it

#

Ah... I see what might be happening

#

The model is stuck in the muscle pose, since i put a custom animation on it, however, i made sure to do it properly by putting it on a dummy model first, so i'm a bit confused

pine harbor
#

hmm, i've had it do that weird crouching muscle pose thing if i exit the humanoid rig window while it's in the muscle pose thing

fickle plover
#

Seems like the model only goes into muscle pose when i attach the animation override controller

pine harbor
#

can you try making another prefab and assigning the animation to that one instead?

fickle plover
#

otherwise it operates fine

pine harbor
#

weird o_O

fickle plover
#

very

#

never had this happen

#

not only that, but the override is kind of a preview of what it'll do in VRC

#

so at least im dodging bullets on not having to upload

pine harbor
#

are you using the templates from the SDK for the animator controller and override controller?

#

it usually doesn't change the pose for me when the override controller's given to the avatar descriptor and animator, hmm...weird unity

fickle plover
#

very lol

#

so strange... a blank slate override works fine

#

and yes, that's the one i'm using

#

it must just not like my anims?

#

not sude

#

sure*

pine harbor
#

only thing i can say is...for a program named "unity", its behaviour is pretty bloody inconsistent =_=

fickle plover
#

ahahahaaa

#

truth

#

well, lets see how this uploads

#

she's only 3000 tris so the upload isnt a headache at all

hardy oxide
fickle plover
#

i love using low poly models for my test subjects..

#

SUCCCEESSSSS

#

errrr,,,

serene stone
#

hello how to fix bad knees? (inwards, cause is from mmd_tools 0.6.0, need a fix)

odd tulip
#

I think you can mess with the leg spacing in the rig config

serene stone
#

in blender?

odd tulip
#

unity

serene stone
#

oh okay

#

i'll see if i can match it to the working rig

#

thanks

fading verge
#

MA duds

#

i need some help

#

when i weight paint a mesh to a bone it does attach but it floats somewhere else where i dont want it

#

any idea how i fix this?

#

@ me

naive tree
#

the mesh probably has weight on other bone, so it's gets stuck inbetween

unborn sapphire
#

I have a problem where when I look down the body get dragged upward and the character stand on his toes

royal glen
#

Can anyone tell me how these map to the F1-F8 gesture shortcuts because the announcement used completely different names for some of these...

#

Like Peace? What's that, doesn't exist here.

torn locust
#

peace = victory

sinful sundial
#

Hey there guys

#

So I have a bit of an uncommon question

#

How would one go about rigging a 4-armed avatar?

#

assuming there are bones on all 4 of the arms

hazy knot
#

Unity only has one slot for each arm bone, so you'd have two dead arms. Might be a way to link them to the active bones.

sinful sundial
#

Hmm

#

how about a character with only a single arm?

sinful sundial
#

anyone?

#

my avatar only has a right arm

safe bluff
#

add both arms and their corresponding bones, but dont weight paint the missing arm's bones to anything

sinful sundial
#

how would I do that in blender?

fading verge
#

I have a unity problem where when i enter the bone config some parts of the body turn 180 degrees, pm me if you know a solution

hazy knot
#

@sinful sundial Does your model not have bones for the left arm at all?

#

@fading verge What happens if you enforce T-Pose?

sinful sundial
#

@hazy knot nope! I found a solution though, I did what Feet said and made a "fake" left arm

hazy knot
#

Yeah just a dummy bone set would work

young hill
#

I have a problem. So in blender i've been seperating a model in two meshes. after editing them i have merged them again. But as i import them in unity, they're seperated again. The body meshes should be one, but they aren't apperiantly. https://i.imgur.com/qtI55lB.png

hazy knot
#

How many polys does the model have?

#

^

#

correct

young hill
#

Hm, alright. Ima try around abit more

fading verge
#

My avatar has a successful upload but doesnt appear ingame
PM me if you know the solution

night spear
#

Doesn't appear as in menu or doesn't appear when you look into a mirror/look down?

#

Do any of you know anything about 3DS Max? I need help ๐Ÿ˜ฆ

fading verge
#

@royal glen F2 fist ; F3 hand open ; F4 finger point ; F5 victory ; F6 rocknroll ; F7 handgun ; F8 thumbs up

graceful glade
#

@fading verge nobody has the solution ATM it's a server wide bug

fading verge
#

lol someone else fixed it for me tho

#

just remove blueprint ID

rustic venture
#

I uploaded a model, but the materials separate in my arms when I move around in game... When I pose in blender it's fine so I don't think it's a weight painting issue, and when I use the muscle animator in unity it's fine too

#

My meshes are properly joined. I atlased 2 materials separately which I've done successfully many times in the past

#

but they just don't move together in game

shy gull
#

anyone have any good methods for weight painting a skirt?

high nova
#

Could someone help, my characters hands texture doesn't move when I rotate it

cinder iris
#

looks like a weight issue

high nova
#

hmm I've tried weight painting it but it doesn't work either :/

cinder iris
#

what does it look like when you're weight painting it? does it stay in place regardless?

gloomy loom
#

has anyone had this issue

#

when rigging an avatar

feral stone
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Also, when I move, the breast pop out of the sweater? How do I fix this. And last, seems kinda small. but while in VRchat, my arms are always bent

brisk mesa
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Sounds like you have two meshes to deal with there, one is the body and one is the sweater so you need to make sure the weights for each are the exact same

gloomy loom
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or delete the one underneath

tall marten
royal glen
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Thanks much @fading verge

real kernel
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so uh

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does jaw flap work now

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I really don't want to make visemes for the character I'm making

brisk mesa
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It was broken?

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I thought people mostly had issues with their eye bones affecting jaw mesh but that's their fault xD

real kernel
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I haven't been able to make it work

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I've got a Woody avatar with a jaw bone

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and it just hangs there

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agape

glad egret
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does it matter if my model's dress bones are pointing up?

devout pivot
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Okay, obscure question, i have a model, that has three arms (one to the right side, lets call it A, two to the left, call them B and C) And i vant the top one to the left (B) to copy the movemtn of the right (A).

brisk mesa
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idk cause i would just weightpaint the top one to copy the movement of the -left- if they're both left side. but i have no idea if one arm is on the opposite side.

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also bone constraints apparently do not import into unity so that's a no-go from all the times i've seen somebody ask about rigging a JoJo Stand, aka two separate skeletons

devout pivot
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๐Ÿ˜ฆ aw, i guess i just have to make the top arm be floppy whit dynmicbones

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wont look as i wanted but its something.

ionic bear
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Well, at least if someone asks you, why your hand is so wibbly wobbly, you can always say that you have slept on it and you lost control over it

devout pivot
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XD

sinful sundial
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@real kernel Yeah I've had that issue with Jaw flap too, it's a VRchat bug I think

charred merlin
brisk mesa
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too far to tell, move up more?

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also i guess i can't really tell anyway even if you did, i'd need to see a video of it like you walking, idling, running around

charred merlin
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alright give me a minute

vagrant ferry
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Guys do anyone know how to make 2 model combining together and both of them can move, eye tracking?

normal blaze
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The model I want to use has nno neck bone - Do you guys thinnk it would be fine if i made a neck bone between the head and chest and didn't bother weight painting it, just parented it correctly?

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dunno if it would do anything weird

glad egret
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@normal blaze it needs to be weighted

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just make the neck red (with the painting) and it wont work badly

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also move it around so you can catch any unpainted parts

opal aurora
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If it has no neck to begin with, you can have it weightless, but if it does have one, it's advisable to weight it

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Otherwise you'll have some funky clipping

normal blaze
glad egret
night spear
fading verge
novel wharf
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So... um.. has the Unity/SDK versions changed since a couple months ago?

night spear
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I can't see the shoulder bone there

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it did

fading verge
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The model had no shoulder bones

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Any way to add shoulder bones?

red thistle
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i've had this problem for 2 months

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kinda gave up

novel wharf
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What versions of Unity/SDK do we need now?

fading verge
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VRCSDK-2018.01.26.13.13_Public

novel wharf
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Still the same Unity version?

fading verge
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yeah

novel wharf
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So you still need a non-steam account or have they updated that?

fading verge
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you need a vrchat login, yes

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to access your sdk

novel wharf
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Alright. Thank you.

fading verge
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Could adding extra bones to a xps model work?

hazy knot
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You can add or remove bones to any model in blender/3DSM. The question would be: for what purpose?

fading verge
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To create a shoulder bones, so I could use them for mapping in unity

night spear
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yeah

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just create empty weighted shoulder bones

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should be enough

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in Blender, press E in the tip of a bone. that'll create another bone there

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I really recommend activating X mirror so it duplicates what you're doing on the other side

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after you click symmetrize

fading verge
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Could the creation of each shoulder bone seperately cause consequences?

night spear
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I don't think so, but it surely wouldn't look as good

#

can someone help me? I joined the lips and mouth meshes and for some reason this makes the texture disappear in one of the two

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it's random which one goes away

hazy knot
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Are you in 3DSM still or have you come to the dark side?

night spear
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I'm in Blender lol

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A friend of mine found a way to use these models with Blender

hazy knot
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Why did you join the meshes? You should only have them split for decimation, then use CATS to rejoin them all into one single mesh.

night spear
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This model already comes split up, as each mesh uses a different texture

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if I rejoin it using CATS, then it's UV Mapping gets all messy

hazy knot
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Hmm... Does each mesh have a material assigned with just a single texture?

night spear
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yep, some of them have the same texture

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for example, hands and arms use the same texture, and lips and mouth too

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that's why I find this to be so weird

hazy knot
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Are the names of each mesh's UV map different?

night spear
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Uhh I'm not sure really

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where can you see the name of the UV maps?

hazy knot
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If you name them the exact same thing and combine the meshes, it should work. I believe it's on the materials or data tab.

night spear
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they're both named the same thing I believe

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except for the material, as I don't know how to use the same material at two different meshes

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so every time I add a new material and rename it to the texture it's supposed to have, it gets a number in front of it

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(so like, I have 10 "face" materials for example)

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all of them using the same texture

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LOL nevermind, I think I found out how to add already existing materials to a mesh
damn I'm dumb

hazy knot
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I know how to fix that, but it's a bit involved. Switch to edit mode, pick a material and click "Select" below the materials box. This should select the verts which are assigned to that material. Select all the material sections that use the same texture, then once you have them all, click on the material slot you want them to all fall under and click "Assign". Afterward you should be able to switch out of edit mode and remove all the other duplicate materials.

night spear
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I'm gonna try that

hazy knot
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I believe the UV map is under the tab to the left of materials. Should be Data. Check the names on that before you rejoin the meshes.

night spear
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Just checked, they have different names

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renaming them to the same thing seems to have worked

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Thanks so much!

fading verge
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@night spear I created shoulder bones, following your instructions, but unity doesn't see them at all

night spear
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did you parented them to the arm bones?

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and to the chest bone?

fading verge
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Yes

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I parented arms to shoulders and shoulders to the chest

hazy knot
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Show me your model in blender plus armature?

fading verge
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One moment

hazy knot
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Those are a different bone type than what unity uses

fading verge
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They are, but I found a guide to using xps models for avatars

hazy knot
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Technically it should still work though unless they're tip bones

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I'm not super familiar with XPS imports though. Anybody else?

fading verge
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What exactly is tip bones?

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I worked with xps import a bit, although I still don't understand it's logic entierly

hazy knot
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tip bones are just little tiny bones that mark the end of a bone line.

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generally used for breast bones so Dynamic bones have a bone to latch onto.

fading verge
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Should shoulder bones have length?

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Right now they're basically tip bones

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I created them from the tip of the arm bone

sinful sundial
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hey guys, so I rigged all the fingers for my 4-fingered avatar and ignored the ring finger bones

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it was completely fine before, so I know the issue is with fingers

sinful sundial
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anybody?

fading verge
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@hazy knot Is subdividing an arm bone to create shoulder bone is a good idea?

hazy knot
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@fading verge potentially, but keep in mind it will split the weights too most of the time.

sinful sundial
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nobody else is having problems with fingers? ๐Ÿ˜ฆ

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or previously had

lunar tartan
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How are people able to decimate their models without much loss of quality? I barely managed to get under 20k and the hands have empty openings and spaces in them. That's also after sacrificing alot of stuff I wanted to keep to get it under. Yet, when I saw someone with a similar model, they have no missing or empty spots on them and they still had all the parts I had to get rid of to get it under 20k. How are they doing that?

sinful sundial
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Okay, I managed to pin it down. Whenever I add ANY thumb bone, the avatar's arms just break. Anybody got advice?

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@lunar tartan maybe it's where you're getting the avatars that has too many tris

lunar tartan
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@sinful sundial Well we had the same model, but his didn't lose quality and he got to keep his stuff on that I had to get rid of in order to get under 20k. There is only one source for it really.

hazy knot
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@lunar tartan Use the planar decimate option instead of collapse whenever possible

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If you get models from the japanese sites (bowlroll/nicovideo) they are usually more optimized than those found on deviantart.

lunar tartan
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I wasn't aware of a planer and collapse version

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I just thought it was decimate

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in general

hazy knot
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It's part of manual decimation.

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The more work you're willing to put into a model, the better it will look in the end.

lunar tartan
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I thought decimation was just a slider

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in blender

honest kettle
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it is, but actually there are 3 methods

next prairie
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Whenever I try to put the shoulders into the chest, the changes don't save

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Like make Chest the parent of shoulders

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Mixamo made the shoulders the parent of neck

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I need help

red thistle
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@fading verge hey dude, where did you find this emil skin? this one seems to have all the textures right compared to what i have. you found it on Daviant art?

lusty magnet
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uh oh

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i need help

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how do i reset my character back to t pose

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in unity

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T_T

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doing animations on it messed up the pose

honest kettle
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thats why you should duplicate the model and use the duplicate to make animations

lime monolith
#

Does anyone know if Unity will let you use humanoid rigging if you skip bones? As in, having the elbow be the child of the child of the shoulder?

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Correction: As in, having the arm be the child of the child of the shoulder?

random lotus
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http://prntscr.com/ijn6gr so i switched his hair model, can i keep the bones from the old ponytail or will i have to use the ones that came with the new hair model?

Lightshot

Captured with Lightshot

versed apex
#

anyone has a video on how to take one character's clothes and slap it on another character?

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pls ๐Ÿ˜ฆ

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need help

lone depot
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are the meshes separated?

versed apex
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im not sure how to do it exactly lol thats why i wanna learn how to do it

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its one tall ish character

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and one small ish character

next prairie
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Everytime I change bone hiearchy, it switches back. ๐Ÿ˜