#avatar-rigging
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Standard shader always makes things look like plastic
ive applied diffuse map to everything
ok
why don't you use flitlit?
i'll try the model on the next occasion then, thank you very much @fading verge
flatlittoon*
is that hair or a cowl
oh
https://vrcat.club/threads/silents-modified-material-shaders.84/ maybe trie this?
i think it looks good
unless you want to pay me and i give you a seminar on shading
xD
we can make it look real
its meh but ill still have to redoit someday cuz I decimated it like shit
2k is not alor
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
https://puu.sh/zrQKA.png doesn't seem to work with this method too jean
in unity its connected to the whole face
shammy
ah, i'll try that then, thanks
play around with the alpha cutoff value because it may vary
but most likely will work with 0.1
awoo you got two diffrent texture soaces
if your eye texture and body texture are on image
delete the extra material
and drag and drop the image directly onto the eyes
in unity
@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
i'll try to find the extra material then
because the method with cutout doesn't work
in this case
any way of softer scrolling into object in unity?
what do you mean ?
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
k the last thing on this mdel would be managing to get the mesh to render both sides on the standard shader
the size of a chair from prefab
what settings do you use on the stnards sahder?
ah nvm
thats for one material but I have different
i have a super standasrd shader without culling but it doesn't have many settings
idk where the standard shader is
sichhuten you can turn the smoothness down a bit
yeah I know but on that piece I liked it like that
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
cuz its metal and stuff
ok
on cloth I lowered it a bunch
btw only use metal for metal
^^
just play with those settings until you like ot
but make sure to light yourcharacter up nice first
@reef skiff how about you screenshare me that project of yours
yes pls
@deft edge only for you http://oi64.tinypic.com/k4vuwh.jpg
^^
My avatar is all rigged in blender. Can move bones and the mesh will follow.
But once I've moved it to unity it t poses.
Any ideas?
that'd be hilarious
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
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!
It's not the added backpack. Thats an addition in unity and i've tested it without it.
@dreamy fiber Try out https://www.youtube.com/watch?v=Ss0y93oaIvg
Note: There are a few things I did not explain in this video which are somewhat important. Eg. If you are replacing your model's head, you should not positio...
Thanks, I'll check it out!
I do still have an issue with some bones auto-posing when loading them up into the Scene in Unity for some reason
Like, one of the eyebrows seems to curve a little compared to when it's in T-pose
how is your waitpainting looking
?
okey my fellow robloxian
looks like you got a case of not applying rotation location and scale
before exporting your model make sure scale rotation and location are 0-0-0
okey
ps is your hierarchy in the right order?
plus check online for proper exporting from blender to unity
hope one of those help
s
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
been at this literally all day on my day off ;_;
^^
dmn
@normal blaze the way you try will never work
because a if you rotate a parent a child will rotate with the parent from the "parents pivot point"
the only way this will work properly is with copy rotation
dmn an unfinished script
I know but scripts dont work on avatars unless they're whitelisted
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
the copy rotation thing is still your best option
get in touch with a dev or something
did you look at all the whitelisted things maby one can do what you need
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
you just rotate it in unity after you've configured it
Like, in the scene?
yeah
Alrighty, thanks!
@normal blaze looking at it the animator component might be what you need to achieve what you want
maybe
^^
The initial pose of the jaw for using the "jaw flap bone" function needs to be set in blender correct?
Cause even though I change it in Unity scene and rig viewer it still stays half-open
could be
Half open ingame?
Check to make sure your eyetracking isnt affecting jaw cause this is apparently common
does anyone know why my shoulders separate kinda from the chest when i cross my arms ingame? heres a pic with my arm heavily down https://imgur.com/6bpPXbd
is there away to enable slave bones in unity?
@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.
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.
The bone has weight associated with it, so I'm not sure what the issue is
How I fix this when I add weapons? https://gyazo.com/7d9ce97efecec77a19a1a97226d814de
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
@naive tree who u are answering?
;-; im a female and its aron
I've heard enough voice changers to still have my doubts 
nah im 100% female i just like male and female models
Is there a way to edit the size of bones inside unity without modifying the textures
My feet go through the floor
Your feet going through the floor is probably because of where your origin point is set
@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.
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
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
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
but when I import the new model wont it change all the materials' settings?
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?
@lucid cave I think there's a hard limit of 10 seconds
oh ok
You were talking about clip duration and not making the frames you have repeat, right?
There's no reason for the dynamic bones to fly up during runtime
I tried force and gravity and max elasticity and it just stays up there
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'
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?
@wispy olive Have you watched Tupper's videos on YT? They cover just about everything.
i tried watching it but i was confused with using a model from a ps1 game.
Anyone need help with avatars? I wanna make new friendos and have company while uploading coolio avatars
me pls ๐
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
I wanna make an animated mini tank
how would I go about making the turret rotate like a head?
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
As long as there's a bone in it it should work
I wanna make the turret rotate in place of a head
but I want it to be limited to just plane rotation, not all directions
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
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
There's a tutorial online
I've followed a couple, but that's where I got my issue of the entire chest warping.
I think they expected more... intricate models
you add the bones like normal and then you gotta paint the titty correctly, @mental lynx
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.
Any of you know how i put finger bones on a model
im trying to get gardevoir to have finger bones
?
extrude from your wrist
WHY DO SHORT AVATARS HAVE A POTTY DANCE
@forest nova there's plenty of rigging tutorials.
reposting my questionn from yesterday
: 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
Driver, I think it is?
As far as I know you have to parent the extra arm to itself
But I think there's a way to copy the actual arms rotation to the extra arm?
I have no idea how to do this.
Well, maybe a very vague idea.
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?
I think you need to start over
Cause unity is very particular
Unity is like always last step
https://imgur.com/FI7A8d1 Hello, my model is like this in Blender, so no bones actually, it is hard to make all bones armature ? because i'm a "newbie"
do you have the cats plugin and used the fix model button? (if it was an mmd)
No I can't :/
@honest kettle https://imgur.com/LBdu9rc it's a model I exported from Overwatch, so it's not rigged at all
okay :cirMini:
o: it's the new genji skin hah
@bleak warren Yes ๐
thanks ๐
Those are valve bones .-.
You can simply export it as a .fbx and start repositioning them so they align with the meshes they need to move
Also make sure their rolls are all 0 after re-aligning
@oblique venture
@opal aurora oh ok re-aligning on unity ?
In blender
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
how much time I need to do that ? look's like a bit complicate xD
It can take quite a while depending on how complex it is
That one specifically took me a whole day
oh god
Since i had never worked with valve models before
and if I take an other genji model, just pick the bones and try to connect with my no bones model
is that possible ?
You can let blender auto weight it and then you can fix the weights yourself if the rig is accurate enough
But that's about it when it comes to bone transfering, unless they have the same vertex groups
I will try, thanks for you help by the way
@oblique venture its not that hard
i can link you an easy tut for rigging and weightpainting
just go to youtube and type blender rigging
Does anyone know if this is the correct format for mixamo? https://imgur.com/a/1PzMD
That as a .zip?
is there a way to make removable objects for your avatar that it will have when you change to it?
there are two ways
yoou can either weight paint it ot the head bone, or you can make sure its a seperate mesh and parent it in unity
Hey guys. Anybody know how to fix normals like this?
Blender it looks fine, but putting it in unity is when it gets weird
in blender, enable the backface culling option. Does it resemble the unity one then?
Still the same
so it's not a flipped normal then
looks like its not completley weight painted
I've gathered that much, seems like the normals dont know which way the face is facing... or something
@gleaming falcon have you tried select the faces in Edit Mode, then hit ctrl+n in blender?
not in edit mode
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'.
I'm not that evil ๐
it might not work but sometimes it flips all the flipped ones the right way for you, worth a shot
nope didnt work either =\
meh ๐
When I change the light rotation, the faces act like they're being lit from a different angle
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.
Im completely new and to do anything it would require a bit of explanation
@gleaming falcon mabye try using the normal modifier to try and fix it?
@high gyro use cubed's unity shaders on nthe materials and dynamic bones on the legs
i can't explain now, im going to bed, but there should be some stuff in #tutorials
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.
Hello does anyone here know why my avatar's spine is breaking after adding dummy finger bones?
the t pose looks fine in both unity and blender but in game my character is doing like an S pose
and if i don't set finger bones in unity it's fine
something in the IK system is causing it. Flipped hip maybe?
well the hip on this avatar is kinda weird but does it matter when i'm adding fingers ?
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
What does full body ik do anyway?
for full body tracking i guess
unless it's also needed if you want to use vr controllers
@calm needle So that modifier worked. Just have to remake the blendshapes, which is really easy for me
Okay, i noticed something ODD! when i enforce this model into a t-pose his thumbs just completely break http://prntscr.com/ii3ayt
I have a model with no shoulder bones
how do i add them??
or jsut tell me if theres any way to rig a model without shoulder bones for vrchat
shoulder bones are optional
thats for unity not vrchat
how should the bones thumb setup look??
the thumb behaves like a finger not a thumb
anyone knows how to get jawflap working with a blendshape
so on those snake models, how do they get the tail to trail along? instead of like being attatched
@rich wedge either with dynamic bones or with joint
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?
For reference, I want to accomplish this, which was done in blender, in Unity
https://gyazo.com/0c02ac2c6a9488927972a053b46b96e4
VRChat does not support custom scripts from Unity.
not yet
Does anyone know how to elevate your character height? I've tried setting the origin higher in Blender but no avail.
@cosmic bison What do you mean elevate their height?
@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
I tried something similar to that, this was the result https://gyazo.com/f82c8ce5e9d363838e0559ec94d4a0a4
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
which causes anime noodle arms
Yeah
just make sure their proportion is similar i guess
So
lol
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
Its like drawing a straight line to the weight painted area from the bone, and as the bone turns, that moves along with it
Theres no way in unity to link two bones to one rig bone selection, is there?
its like
after getting vr you just get lazy
UwU
i used to be so crazily in love with avatar making sigh
I guess the 2nd idea would be
Have the first model fully posable with the 2nd model inside invisible
i'll get more into vr when haptic feedback or such things are more mainstream
so then i can REALLY headpet my friends
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
hmm
im not sure if that would work
one issue with vr is
i mostly get 45 fps
:\
not like im using a potato
they also limit the fps to 90
which is a bummer
Hm.
Maybe I'm better off having an animated version of the 2nd model appear on an override?
Then later on once more development is put in, Maybe we can do simultaneous 2 model rigging
Im not so sure.
You can't select two bones for one rig
and it doesn't translate constraints from blender to unity
I figured it could be accomplished with a custom C# script but since we can't have customs yet, dunno
yeah.
@modern oyster I mean floating in the air
Like contantly, or in emotes?
constantly
I want to move my model to a different origin that's not on the ground
Would that be possible?
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
Is there a decent way of ensuring that arms wrap around the torso, for example?
it's all about weight painting correctly, or using capsules
blender is kinda tough when it comes to that. like, it can do everything - but it's like eating soup with a ladel
it gets the job done but it's awkward
mmd avatars are made, for the most part in metaseqoia
and most people find meta the easiest when it comes to redoing bones from scratch
since most avatars are mmd based, some of you might enjoy learning that software
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
@velvet path use a vertex shader to offset the stand
And just have it rigged and positioned exactly like the body
With a shader parameter you could animate this offset and have it "pop" out
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
These bones only have weights at the joints too https://puu.sh/ztrwX/a04e0c3199.png
Then this happens https://puu.sh/zts7H/19fd858b7c.png
So that's not a solution, and yes, I do have VR
Just repaint the joint weights to your wrist or arm bones
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
Not that I know of. Maybe someone else will have a better idea.
Can anyone help me add bones
iv got a model that already has all the bones
its just missing the shoulders
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?
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
in blender? you know how to select the armature/skeleton, right?
hmm, i don't know if there's a way where you can directly create a shoulder bone right from there...let's see...
ill pm u on discord itll be easier
i can tell you that Shift + A will create a bone, but that's going to literally just float there wildly
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.
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
@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
@maiden hemlock Got it, thanks. I didn't notice that one, I've only looked at bone merging
^-^ yay
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
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
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
Hi, I'm unable to select a single vertex for the hand of my avatar, (I have selection set to invisible) any help appreciated, thx https://imgur.com/U7NGs5u
https://imgur.com/3GwWwVu someone know what I need to do to fix that please ?
@fading verge try looking at the vertex groups for that mesh there
the model is really small, I need to zoom everytime when I import it
@fading verge I found the problem by looking in the vertex group, thx you very much!
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
@oblique venture you have to merge the bones, https://i.stack.imgur.com/73ofa.gif
Oh ok thank you !
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.
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
hey how can i fix feet being backwards in game but not unity
@oblique venture I'm not a blender master, I just did a quick search https://blender.stackexchange.com/questions/40311/how-do-you-merge-two-bones-into-one
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?
@dusty anvil Have the avatar backwards in unity and problem solved ? ^^
hm ill ty that later
just want the claw to be able to squeeze possibly
Thansk foe the info!
it is normal if the bones aren't connected ?
@oblique venture do you have a screenshot ?
Can someone fix my rigs model ? I can give some asset particle pack, i'm gonna be crazy i'm so bad with blender
https://cdn.discordapp.com/attachments/408007813131141121/416365303359078400/screen_1920x1080_2018-02-22_14-45-25.888.png why does this happen to my eye?
is it because of eye tracking or something like that?
https://imgur.com/u7fVmr2 Helppppppppp
the bones are inversed with LEFT and RIGHT
guys
my mario model I got from internet
its fuully rrigged
but I get error when trying to upload
@heavy imp And what about give us the error ? how can we help you without that
https://imgur.com/a/PgcRU My bones are inversed , wtf how I can fix that please
just rename them
@jade ibex in blender, you can rename them. In unity, you can just go into the rig menu, and select the opposite bone
Ok i asked this late last night but wtf so after i mapped his hands his thumb becomes all jacked up, if it helps, he was originally holding a handgun which i deleted in blender https://image.prntscr.com/image/K2STTZiyS1azrjnxZ7BQSQ.png
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
@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
http://prntscr.com/iijl8l it looks like it does it on both hands
also it is in unity
oooooo
i think i seee why now
http://prntscr.com/iijlm6 one of the thumb parts isin't mapped
Actually that had nothing to do with it
i honestly think it has something to do with the handguns i removed
Im not sure I understand the issue
his thumbs become wierdly out of place once i enforce him into a t-pose
and i can;t figure out why
It looks fine to me?
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
Do me a fav
hm?
Rotate the thumb outward
http://prntscr.com/iijn47 like that?
Yes
i think it might be since i removed the guns but never removed the bone i think
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
okkkkaayyyy sooo having the handguns
http://prntscr.com/iijo05 makes it ALOT worse
his thumb just looks broken now xD
it never used to do that
http://prntscr.com/iijo8p the other one doesn't look as bad
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
xD i never noticed this issue with the thumbs till recently
@arctic matrix im actually there with ya
http://prntscr.com/iijogs his goggles are supposed to be transparent
but they always show up as solid
i also looking into outfit swaps right now
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
http://prntscr.com/iijpbn they're back to the way they were in blender and before i opened the config menu
http://prntscr.com/iijpol then theres this
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
http://prntscr.com/iijqbl i may just leave his thumbs unmapped
does anybody know why i am unable to move my bones in Pose Mode?
There should be a button in the armature tab. It's next to the rest pose button or w/e @elder crescent
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
Is it possible to rig a non humanoid figure as a humanoid/generic and use the arms n such?
@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.
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?
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?
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
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
@orchid shale you have additional bones inbetween that u need to mix weight
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 >_>;
she's also spinning
really really fast
on the bright side i quite like how the dynamic bones came out
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
^rigging/programming life right there ๐
she'd make a fine beyblade...
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?
seems unity flips the pelvis upside down for no apparent reason
@indigo fiber hips need to be pointing upwards ^
and spine has to be above hips level
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
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.
well
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
Could the visemes not working anymore be cause I'm on an older version of the VRCSDK?
Cause the visemes no longer work
https://imgur.com/a/U3XFq "Thumb, index, and middle finger bones are no mapped" It's a mixamo skeleton, why I got this error ?
The heck. I broke my avatar in some weird way. After I stop moving forward, my avatar does a hip thrust
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.
@pale pelican OOOOO PRIMARINA ๐
yes
Hm, that's really weird
I also turned off future proofing as they directed me but it did not work
Wish I could help you, I never got this error before :c
I have TeamViewer if anyone knows what I should do for the model
what were you trying to do again
as in what specific changes were you trying to make to the model?
Adding Primarina's head on a body
Well, I joined the meshes but I'm not sure it's perfect
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
And the model is originally naked so I have to put clothes, but I have absolutely no idea on how to do it
Yeah
what program are you using?
Blender
ah poo
What do you use ? x)
i'm seemingly one of the only people using 3ds max
Ah
I can send you the models if you want
I just need to convert it to fbx since it's a MMD model
Does anyone know why my avatar's feet get pushed together like this during the idle animation? https://gyazo.com/e038057c655696d949edbcfdbeaf9ec6
what does it look like with bones?
This is it's skeleton currently https://gyazo.com/8af43f0495c32d8b00492445a05e6944
his feet are simple enough that you could always override the location of the bone in unity through the skeleton config
@indigo fiber Do you want me to send the Primarina MMD model ?
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
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?
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
play mode just in the scene normaly not the muscle view
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
Yea so you need to rotate the jaw bone in the rig config enough to overcome the amount it's open
I'd still try rotating the jaw. This is what mine looks like in the rig config https://i.gyazo.com/c631fc4e4cc6823abb7dcdcf29cb445d.png but in game it looks perfect
oh god
yea it looks really dumb in that view
oh you mean like more than it has right now?
yea enough until it looks right in game
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
uuh.
@odd tulip yea doubling the value was no bueno lol
a gesture override?
no its just the simple avatar controler
I was actually rotating the bone not editing the muscle limits or whatever
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
hmm
well hold on leme try to upload it then
there we go got it boys
thank yoou! @odd tulip
i like the reverse engineered solution you guys came up with xD
http://prntscr.com/iizzyp can someone help me weight this thing properly? ive been at it for a few hours now
please?
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
@primal river yeah, a thing meant to take 3 hours takes all day xD
@random lotus look up a weightpainting tutorial
i was told to go the the vertex groups for his arms
but idk what to do from there
hes already weight painted'
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
well it was already weight painted on the fur parts
all that really needed it was the dress n stuff
so you need to weight paint the dress?
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?
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
Thanks ๐ Shape keys won't let me do it in blender sadly [cries]
Is there a proper method to prevent the lower arms from twisting in/outwards during hand tracking?
You check in blender for if the bones have roll?
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
https://prnt.sc/ij1q5l
to hopefully keep joints like this from breaking this way
modifying the humanoid rig only seems to keep it from happening in animations, but not hand tracking
so rigging is what I should do when I wanna replace body parts?
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?
Anyone have a quick hotfix for your avatar being stuck in the floor?
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
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
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
Seems like the model only goes into muscle pose when i attach the animation override controller
can you try making another prefab and assigning the animation to that one instead?
otherwise it operates fine
weird o_O
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
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
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*
only thing i can say is...for a program named "unity", its behaviour is pretty bloody inconsistent =_=
ahahahaaa
truth
well, lets see how this uploads
she's only 3000 tris so the upload isnt a headache at all
https://imgur.com/a/Xpknt can someone help me with this? my arm doesn't extend when i hold something
hello how to fix bad knees? (inwards, cause is from mmd_tools 0.6.0, need a fix)
I think you can mess with the leg spacing in the rig config
in blender?
unity
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
the mesh probably has weight on other bone, so it's gets stuck inbetween
I have a problem where when I look down the body get dragged upward and the character stand on his toes
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.
peace = victory
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
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.
add both arms and their corresponding bones, but dont weight paint the missing arm's bones to anything
how would I do that in blender?
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
@sinful sundial Does your model not have bones for the left arm at all?
@fading verge What happens if you enforce T-Pose?
@hazy knot nope! I found a solution though, I did what Feet said and made a "fake" left arm
Yeah just a dummy bone set would work
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
Hm, alright. Ima try around abit more
My avatar has a successful upload but doesnt appear ingame
PM me if you know the solution
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 ๐ฆ
@royal glen F2 fist ; F3 hand open ; F4 finger point ; F5 victory ; F6 rocknroll ; F7 handgun ; F8 thumbs up
@fading verge nobody has the solution ATM it's a server wide bug
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
anyone have any good methods for weight painting a skirt?
looks like a weight issue
hmm I've tried weight painting it but it doesn't work either :/
what does it look like when you're weight painting it? does it stay in place regardless?
https://i.gyazo.com/e3fb36b8d57328b4cb7aa2ba64f34787.jpg Is there specific way I should place these colliders for the breasts?
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
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
or delete the one underneath
http://prntscr.com/ije0wm my model is badly broken please help
Thanks much @fading verge
so uh
does jaw flap work now
I really don't want to make visemes for the character I'm making
It was broken?
I thought people mostly had issues with their eye bones affecting jaw mesh but that's their fault xD
I haven't been able to make it work
I've got a Woody avatar with a jaw bone
and it just hangs there
agape
does it matter if my model's dress bones are pointing up?
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).
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.
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
๐ฆ aw, i guess i just have to make the top arm be floppy whit dynmicbones
wont look as i wanted but its something.
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
XD
@real kernel Yeah I've had that issue with Jaw flap too, it's a VRchat bug I think
https://imgur.com/x1A7DRV Can anyone tell me what's wrong with my legs ? ๐
too far to tell, move up more?
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
alright give me a minute
Guys do anyone know how to make 2 model combining together and both of them can move, eye tracking?
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?
dunno if it would do anything weird
@normal blaze it needs to be weighted
just make the neck red (with the painting) and it wont work badly
also move it around so you can catch any unpainted parts
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
Otherwise you'll have some funky clipping
https://puu.sh/zvkl4.png he doesn't really have a neck so guess I'll try weightless


Does anyone knows what causes this problem to pop up, even if you mapped all the required bones right?
I was working on the xps model
https://imgur.com/a/zpDi6
Followed the guide to proper bone hierarchy, with only a few duplicates added to use as dynamic bones.
https://imgur.com/a/ujkxS
Everything seems to be working properly in unity, but I still can't load the model because the hierarchy is "Missing elements"
https://imgur.com/a/bCE2W
So... um.. has the Unity/SDK versions changed since a couple months ago?
What versions of Unity/SDK do we need now?
VRCSDK-2018.01.26.13.13_Public
Still the same Unity version?
yeah
So you still need a non-steam account or have they updated that?
Alright. Thank you.
Could adding extra bones to a xps model work?
You can add or remove bones to any model in blender/3DSM. The question would be: for what purpose?
To create a shoulder bones, so I could use them for mapping in unity
yeah
just create empty weighted shoulder bones
should be enough
in Blender, press E in the tip of a bone. that'll create another bone there
I really recommend activating X mirror so it duplicates what you're doing on the other side
after you click symmetrize
Could the creation of each shoulder bone seperately cause consequences?
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
it's random which one goes away
Are you in 3DSM still or have you come to the dark side?
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.
This model already comes split up, as each mesh uses a different texture
if I rejoin it using CATS, then it's UV Mapping gets all messy
Hmm... Does each mesh have a material assigned with just a single texture?
yep, some of them have the same texture
for example, hands and arms use the same texture, and lips and mouth too
that's why I find this to be so weird
Are the names of each mesh's UV map different?
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.
they're both named the same thing I believe
except for the material, as I don't know how to use the same material at two different meshes
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
(so like, I have 10 "face" materials for example)
all of them using the same texture
LOL nevermind, I think I found out how to add already existing materials to a mesh
damn I'm dumb
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.
I'm gonna try that
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.
Just checked, they have different names
renaming them to the same thing seems to have worked
Thanks so much!
@night spear I created shoulder bones, following your instructions, but unity doesn't see them at all
Show me your model in blender plus armature?
Those are a different bone type than what unity uses
They are, but I found a guide to using xps models for avatars
Technically it should still work though unless they're tip bones
I'm not super familiar with XPS imports though. Anybody else?
What exactly is tip bones?
I worked with xps import a bit, although I still don't understand it's logic entierly
tip bones are just little tiny bones that mark the end of a bone line.
generally used for breast bones so Dynamic bones have a bone to latch onto.
Should shoulder bones have length?
Right now they're basically tip bones
I created them from the tip of the arm bone
hey guys, so I rigged all the fingers for my 4-fingered avatar and ignored the ring finger bones
this happens now: https://i.imgur.com/AFsNPgZ.jpg
it was completely fine before, so I know the issue is with fingers
anybody?
@hazy knot Is subdividing an arm bone to create shoulder bone is a good idea?
@fading verge potentially, but keep in mind it will split the weights too most of the time.
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?
Okay, I managed to pin it down. Whenever I add ANY thumb bone, the avatar's arms just break. Anybody got advice?
@lunar tartan maybe it's where you're getting the avatars that has too many tris
@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.
@lunar tartan Use the planar decimate option instead of collapse whenever possible
If you get models from the japanese sites (bowlroll/nicovideo) they are usually more optimized than those found on deviantart.
I wasn't aware of a planer and collapse version
I just thought it was decimate
in general
It's part of manual decimation.
The more work you're willing to put into a model, the better it will look in the end.
it is, but actually there are 3 methods
Whenever I try to put the shoulders into the chest, the changes don't save
Like make Chest the parent of shoulders
Mixamo made the shoulders the parent of neck
I need help
@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?
uh oh
i need help
how do i reset my character back to t pose
in unity
T_T
doing animations on it messed up the pose
thats why you should duplicate the model and use the duplicate to make animations
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?
Correction: As in, having the arm be the child of the child of the shoulder?
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?
anyone has a video on how to take one character's clothes and slap it on another character?
pls ๐ฆ
need help
are the meshes separated?
im not sure how to do it exactly lol thats why i wanna learn how to do it
its one tall ish character
and one small ish character
Everytime I change bone hiearchy, it switches back. ๐