#avatar-rigging

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next prairie
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Any idea on what I'm doing wrong?

lone depot
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@versed apex if its a mmd file then use the cats plugin it can able to separate the meshes

versed apex
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yeah i did all that, figured it out

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but do i have to delete all the bones?

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or like how can i reattach the bones together?

lone depot
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hmm... i think you could delete the bones from the clothes that are attach to the body i guess..

scarlet drift
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anyone know how to remove the emoticons material on this model?

minor valley
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Go into blender and delete them, or move them into the head and adjust the shape keys if you're planning on using them @scarlet drift

lone depot
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you can make those parts invisible in unity

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i guess...

scarlet drift
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How do i make them ivisible?

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@lone depot

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@minor valley deleting them causes a black hole in the model

minor valley
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Delete them in blender, not unity.

lone depot
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@scarlet drift try to set the textures to none in unity

scarlet drift
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here?

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@minor valley i did

minor valley
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What in the world are you even doing at the moment LOL.

scarlet drift
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well i'm trying lopunnyboy's method first

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by making the texture invisible?

minor valley
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I think what he wants you to do is go into the material list, find the emotes and then set the attatched texture to none, instead of whatever they currently have attatched

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And after that you can reduce their opacity to 0 as well.

lone depot
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yes

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that's what i met thank you

scarlet drift
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ahh cool

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thanks

minor valley
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Though whenever I did that in the past it used to cause rooms with a sun that creates shadows and the like to create weird shadows all over the face, though it's not a problem on all models. Just some.

novel wharf
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So I may have... deciated this tie too much manually without realizing I need to have it bend when the body bends forward/backward. https://i.imgur.com/R2llmSn.png Is there a way I can manually add vertices around which the tie can deform? Or do I have to go back before I redecimated everything?

minor valley
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Which is why I personally either remove them or shrink and move them into the head then change the shape key.

versed apex
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@lone depot you think that will work ? delete the bones, then reattach it to new model ? wouldnt that fuck up the model doe ? ish

lone depot
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try to save it as a copy encase if that'll be the problem

minor valley
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@novel wharf I would recommend just redoing it. Sure it'll be a bother, but when adding verticies can fuck with the model more than what decimating it can do.

novel wharf
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;-;

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I wanted to make the tie non-dynamic (the tie was weighted to bones within the tie) but that would require some reweighting

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I guess I'll give in and just make the tie dynamic

minor valley
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and weight painting is just a bother.

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Like it's do'able, but it's just a hassle when you over decimate something.

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Also, Kurisu is bae, nice avatar choice.

novel wharf
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It was a request from a good friend. ๐Ÿ˜ƒ I'm planning to make an Okabe if I can find one

minor valley
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Okabe is all over the place so finding it is surely no challenge.

novel wharf
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Weirdly enough, I couldn't find a quality model

lunar tartan
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Anyone know why in Blender my Faces count is 19,985 but when I try to upload it unity to vrchat it says my poly count is 27,892?

minor valley
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@lunar tartan It's about the verticals not the faces

novel wharf
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Faces get converted to tris, if I recall.

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Wait, no. That's quads

minor valley
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But ye, in blender it's called Tri's my bad.

lunar tartan
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My Verticals are at 18k

minor valley
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Thats the count you need to be looking at

lunar tartan
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I always thought faces were polys

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they always matched the poly

novel wharf
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Don't mind me actually. I may not know what I'm talking about.

minor valley
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No, the count is generally the same as the TRI count

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So look at that it should be 27892 in blender if that's what unity is saying your poly count is

lunar tartan
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Oh I see. I never had that issue before since the faces always matched the Tris. So when I saw the faces drop below 20k, the Tris did too. So there was no issue.

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Although, I decimated differently instead of collapsing

minor valley
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Planar?

lunar tartan
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yeah

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I always collapsed it

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this time I used planar

minor valley
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Planar is better imho, easier to use and keeps the model looking, fresh

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and not like a jagged spikey model of doom

lunar tartan
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that's why I'm using it this time

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Now I guess I have to go back and use it some more

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I just applied all my dynamic bones too, I don't want to reapply them all

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@minor valley Actually, collapsing is easier since it's just a slider, while planar has more options. I didn't know which one to use.

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So, what's the best way to go back and make adjustments in blender without losing all your progress in unity?

minor valley
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@lunar tartan Just save the components from the model in unity, as reopening your now fbx model in blender tends to cause problems and just butcher the entire thing. This is why I picked up the habit and recommend it to everyone of saving after every material removed or decimated in blender as a seperate save file so you can go back to whenever you needed to etc before exporting it.

lunar tartan
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I mean, it's saved in blender, but after I decimate it some more and export it to unity, wouldn't I have to reapply everything to this new fbx model?

rain imp
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looking for help with a multi hand setup

primal river
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...yeah um

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how do i not make the mouth bone be part of the head

unborn sapphire
rain imp
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player hight

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in system

hazy knot
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or just don't map toe bones

unborn sapphire
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does it need to be the same height as the one setup in oculus ?

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because it is

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and toes are already not mapped

hazy knot
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If an avatar doesn't have normal human proportions, it's much more likely to happen.

rain imp
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it a avatar is shorter than you than you have to set your hight in vrc to avatar

honest kettle
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yeah

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look down on your feet and adjust until its flat on the ground

unborn sapphire
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ok I'm gonna try

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in vr it fixe the problem but in desktop changing height doesn't change anything

lunar tartan
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Anyone know how to fix this issue?

unborn sapphire
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the vertex are assigned to the wrong bones

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I think

lunar tartan
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So then how would I fix this? It happens on both arms btw

unborn sapphire
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do you use blender ?

lunar tartan
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Yes, I hope I don't have to go back and adjust it there. I had to do that too many times already for other reasons

unborn sapphire
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you might need to go back

lunar tartan
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I don't want to reapply everything in unity again

unborn sapphire
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I don't think you can fix this in unity

honest kettle
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normaly you dont have to reapply stuff in unity

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at least if you fix weightpainting

lunar tartan
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I don't mess with weightpainting

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So, what do I do in blender then?

primal river
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HAHAH

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this is pretty fun

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but anyway does anyone know how to make the root bone not affect certain child bones? or do i have to make the mouth bone completely sepparate

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because right now the head bone has the mouth and ears as childs

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is there a way i can fix this?

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im worried about jaw flap bone not workin properly if i unparent it or something

honest kettle
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is that dynamic bones?

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if its just that you can increase the size of "exclusions" and just insert the bones there which should not be affected

lunar tartan
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So anyone know how to fix the arm issue?

primal river
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@honest kettle oh

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i allready made a root bone for the ears in blender xD

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dangit

honest kettle
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๐Ÿ˜›

primal river
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allright guess ill just close blender to revert back

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jesus why didnt i see that earlier

wheat flower
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My headswapped avatar looks down when I look up, and then up when I look down

honest kettle
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left / right works?

wheat flower
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Yeah.

honest kettle
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hmm... weird

primal river
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so um

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new problem

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the ears are waaay too jumpy

fading verge
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Fiddle around with the dynamic bones?

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If you're using that

primal river
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i am but, everything i try it still jumps way too much

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these are the current settings

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see its not the settings aswell because i have dynamic bones on the tail aswell, and those are working fine

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you can kinda see them on the previous gif

spice crypt
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do you know why dynamic bones are not working in the game if everything works in the preview?

primal river
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nah i figgured it out @spice crypt

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since its ripped from a game its bound to be weird, including a thing where the rest of the upper half of the ear works by just rotating the bone

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and since the bone is super tiny, i think dynamic bones works mostly with the position, so it moves it by drastic measures

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if i could figgure out how to make the dynamic bone work based on rotation, it would work

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think of it as googly eyes

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like, 3d googly eyes

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if i could have a way to make the bone move like it was a 3d googly eye, meaning only the rotation, it would work properly

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but for the time being i just excluded the bone from the dynamic thing

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ive seen googly eyes in vrchat before, just gotta figgure out how to make it happen

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though if anyone allready does, please @primal river

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maybe i could make the tail and head the same position

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nah it might not like it since it would be 0 lenght thing

versed apex
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when im attaching accessories to my model, does it matter where i drag them to ?

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or no

fading verge
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Yes

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In the hierarchy?

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Since if you leave the hat on the avatar for example, it has to be the child of the head

stone sun
versed apex
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@fading verge child of the head? what do you mean by that

fading verge
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The head's bone is the parent for example

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And setting anything under that parent are childs

versed apex
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oh okay

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okay what bout a scarf that has all this ?

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where should this go ?

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neck ?

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or chest ?

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@fading verge

fading verge
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Hm

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Neck

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Try neck

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If it looks weird- try chest

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Oh sometimes if you do this certain meshes won't show up on the mirror

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Don't worry though, I think people can still see it

versed apex
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yeah that happens with weapons and accessories in my hands

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but like i straight cant see my character lol

fading verge
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O

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Rip

surreal parrot
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ok

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so

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I am pretty sure my avatar's skeleton was fully mapped

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and all that

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but this showed up

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really not sure what is wrong

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the skeleton seemed pretty well done and I have tried a combination of the spines in the configuration tab

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they either bring up the usual "x is not a child of x" error code which is just because the wrong spine components are being used or something

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so I really have no clue here

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waaaaaaiiiiit

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is the neck necessary if the head is already mapped?

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because that is the only thing I can think of thats missing

fading verge
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Well

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Is the neck or head parented?

surreal parrot
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well I'm not too sure but no errors are popping up

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however it does seem that the neck is not there

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so that is probably the problem

fading verge
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Yeah

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You'll need to create a bone for the neck then

surreal parrot
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ok, well that was odd

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the neck wasn't there and it was actually the head

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and the actual head was the head end?

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so that was strange

fading verge
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Mhm

surreal parrot
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also now it is just saying to make sure the chest is the parent of the neck and shoulders

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so I guess back to messing with spine configurations

fading verge
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Yep

surreal parrot
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also how would I actually fix this if none of them work>

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?

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ah

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nvm

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there was a neck

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just was a bitch to find

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near the very end of the list for some reason

fading verge
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Ah

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Lol

fading verge
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Does anybody know how to rig tail bones onto a tail to a model on blender? As in the model is fully rigged and stuff, but it's tail is not rigged.

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Can't seem to find a particular video on youtube about that and that's basically all I need.

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so wait

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you have an avatar/model all with bones etc?

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it's just that the tail part has no bones? @fading verge

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you could create them yourself

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so extruding from the hips or spine etc

cosmic mica
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one of my bones is locked for animation in unity, it wont allow me to move or angle rotate it - how do i unlock it to allow it to move?

fading verge
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have you set your amature to pose position?

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oh wait-

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this isnt blender, ignore my msg

cosmic mica
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i appreciate the effort of response at least XD

fading verge
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haha

cosmic mica
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Wait i think i found the reason!

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my rig is a mess for complicated animation reasons, wrong parenting

fading verge
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@fading verge huuuh Hhow do I do that tho

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when editing your bones

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you press e to extrude

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Yeah but then when I do the automatic weight thing I get errors

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:c

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have you tried setting them to the vertex groups?

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wait

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so to what part of the tail do I set the Extruded bone

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and from what bone

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hips?

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spine?

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either of them

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but first save a copy

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Mmmmmmm

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hmmm

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does this look ok?

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ye

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wait

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how do I set them

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to a vertex group

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this is what I get when I try doing the automatic weight thing

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vertex? ugh uhh :c

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@fading verge please be my saviour

trim kraken
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how come when i put the avatar descriptor in, this white line appears at the hips and says thats the origin?

fading verge
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where do you have the view point (descriptor)

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@trim kraken

trim kraken
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i just put it by its eyes

fading verge
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did u manually change the size of it?

trim kraken
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no

fading verge
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on the hips etc

trim kraken
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oh

fading verge
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bring a vrcsdk model there

trim kraken
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i rigged the skeleton

fading verge
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and check how tiny iy is

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oh

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ugh

trim kraken
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im looking at a possible solution

fading verge
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I dont think rigging would be the problem

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u put the model itself on humanoid, yeah?

trim kraken
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it says i need to reset the origin

fading verge
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hmm...

trim kraken
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ok i think that might have fixed it

fading verge
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what's the position of the model?

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is it at 0, 0, 0

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?

trim kraken
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yes

fading verge
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''the mid of the scene''

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hmm

trim kraken
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you need to point the 3d cursor at its feet and press ctrl shift alt + C

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and set the origin at 3d cursor

fading verge
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hmmmm..

trim kraken
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worked

fading verge
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Hmm.. Nice

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sorry that I couldnt hbelp

trim kraken
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thats fine

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now my feet are missing ffs

feral stone
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Can anyone point me in the right direction in finding out why when I do my custom animations in VR some of my body meshes spike up?

honest kettle
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vertices / weightpain afaik

feral stone
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I thought that might be the case, but where in blender on the model should I focus on? Ot is it something with unity? I'm not sure where to start

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When looking at all my W.Paint for each joint, they all look to be proper

honest kettle
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normaly you should focus on the bones that are influencing it, and the pain has to be wrong some where where its breaking out of the body

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if im not wrong

glad egret
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if my eye bones are already pointing up, should i bother putting them at the right angle? or will eyetracking still be fine

feral stone
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The only w.paint on the sweater mesh is for the breasts, I just checked.

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This is so odd, I haven't had this issue before

sick oasis
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Im curious what could cause eyes to not rotate with the neck movement, even with inherent bone rotation

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wait...

fading verge
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@glad egret should be fine

light kindle
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Vald that'd be parenting

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Mard you'll find it eventually if you go though all the bones but id start with wherever the mesh is pulling

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If it looks like the mesh wants to be with the arm bones check the bones in the arm

fading verge
stuck hamlet
brisk mesa
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Unity doesnt do bone constraints just fyi so people who want help with things like that or Jojo stands where they wanna move things in unison are gonna have a very hard time figuring it out

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The only way i could do it is the shitty way where i pose arms closer together and then weight paint both arm meshes to the main arm bones.

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But even that will cause a little curl deforming in the 'other' nonmain arm

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But it is ok for things like a WoW shivarra i guess

stuck hamlet
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Yeah I was trying to avoid having to weight paint both to one set of vertex groups. I'll try something else

cedar scroll
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does anyone know how to do that thing where when you have your fingers in a certain position that an object appears in its hands? idk whats the term so im not sure what to search

winged zinc
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does anyone know good settings for dynamic bones on a fox tail

fading verge
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7,2,2,0.95 should look good as a starting point

restive hill
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I think there's a thing called drivers in blender? Let's you attach things to each other? If you could rig arm bones to secondary bones?

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IDK more than that though, I found drivers trying to attach eye bones to flattish meshes instead of moving eye components

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And I failed completely...๐Ÿ™„

pine harbor
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stuff which works in blender may or may not transfer over to unity, since they don't necessarily share identical functionality

mystic iron
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you can try

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fixed joints

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for more arms

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been experimenthing with that

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you can do stuff like this

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the model in the back is generic

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pretty interesting

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@stuck hamlet

ionic lake
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Where should the jaw be parented to?

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The head or the neck?

crisp tendon
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head i believe

ionic lake
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Thanks,.

cedar scroll
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when doing cloth in unity, if i want parts of the cloth to not move, like lets say the belt area of a skirt, do i just select those parts and check max distance and surface penetration?

delicate plume
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how can i make a dynamic bone that doesnt rotate but moves on the x and z axis

brisk mesa
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@mystic iron i noticed a lot of people were asking about how to do that/jojo Stand-like stuff with two bodies or lots of arms. fixed joints, you say??

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and this is different than bone constraints or whatnot?

mystic iron
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basically you need to rigidbodies one on the your avatar one on the arm

delicate plume
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but i want it to move on the x and z axis in unity how do i do that

mystic iron
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then the arm you want to move has a fixed joints

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just play around with it

brisk mesa
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@delicate plume i think you could turn off one of the dimensions

mystic iron
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its iffy

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well if its spawning a different character that doesn't really follow your movements

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don't really need that

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just slap it on your character

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not on the root bone

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can turn on with animations

cedar scroll
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so i have a cape on my avatar using the cloth component, but the cape kinda goes through my body as it flows like my body isnt there, how do i add the collision or whatever?

brisk mesa
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idk never used that, only ever used DBones

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unity's homepage has details about using their cloth component but that documentation is for the newer 2017 unity versions and i have no idea about our 5.6.3p1 then

tame skiff
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Does "character not in t-pose" mean that the armature has strayed from the original file rest pose, or does it mean Unity wants to make its own T-Pose, with blackjack, and hookers?

pine harbor
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i believe it means the latter -- if unity can't interpret it in a T-pose of its liking, it spits out that error

magic crow
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Hey all, im trying to put a head on a base body model in blender

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someone told me blender wasnt the best place to do it though is this true?

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is there an easier way to do it other than deleting one models head and the others body, and stitching them together?

tame skiff
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I can't think of an easier way than that

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Regarding the stitching part, w key > bridge edge loops is your friend

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@magic crow

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I don't know why blender would be bad for it though

magic crow
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okay cool, ive never tried to transplant a head before so im having a lot of trouble

brisk mesa
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i thought blender -is- the best place to do that

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cause it gives you a lot of control

magic crow
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it sounds like it

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i'm just not experienced in blender, all i know how to do is use CATS

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idk how to weight paint or anything like that

normal wagon
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Anyone here good at rigging a model non-humanoid? For example; I have a WoW Mount with animations and bones but no idea how to rig it properly. Generic doesn't seem to work.

fading verge
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Does anyone have a guide to adding models to existing models? E.x Add a badge from an fbx file to an existing mmd model? I have the rigging down I just cant assign the imported object to the vertex groups of the parent object. ?_?

brisk mesa
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if it's a badge then it's just a tiny mesh, right?

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so i'd import that and then move it into place on my clothing or whatever, parent it to my rig, and then weight assign it value of 1 completely to my chest bone if it's on my chest

dim snow
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Does anyone in here know animation?

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I fixed my main issue

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and i only have one problem left

brisk mesa
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btw you closed up her vag lips right? cause me!me!me! lol

dim snow
brisk mesa
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it looked like the lewd one

dim snow
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My issue is....

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well i got the dance to work and not look shitty

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now...

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I just want to be able to switch outfits in middle of animation

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how do I do this?

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I have a model with dance imported in unity

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with 2 meshes laid on top of eachother under identical rigs

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So theoretically I need to be able to "hide" one during the animation

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And Im trying to do this via emote

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where can I put an animation on a timeline and accomplish this?

fading verge
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@brisk mesa That was my original plan but the vertex groups arent available in the imported objects vertext group tab

brisk mesa
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wait what is preventing you from adding them then

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the new group name just has to be the same name as the bone you want

dim snow
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what?

brisk mesa
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not you

fading verge
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@brisk mesa Are you serious lol Im going to try it now

dim snow
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I just don't know how to switch outfits..

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S:

brisk mesa
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idk either or i'd let you know

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yea that's how they work, if it is blank in the group i just make my own and then i name it the same bone i want that thing to move with, @fading verge

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cause if i import a new thing it'll likely have no groups

fading verge
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yeah it didnt work :/

brisk mesa
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did you assign weight tho to the group?

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just adding makes it empty

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also i hope you parented your new badge mesh thing to your existing armature too

dim snow
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Ok well

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how about a simple question

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and ill say fuck it to the outfit switch

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how do I add music to an emote

brisk mesa
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can workaround outfit switch i guess if you upload model twice, one with dress, one with bikini and dance for now

fading verge
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I did and with the weights assigned still no bueno. I'm going to keep poking at it and maybe I can get it. Ill post a resolution when I find it

dim snow
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dance is clipping again wtf.. it was just fine a minute ago -__-

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seems like whenever i make it humanoid

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it no longer works

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which makes me think

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i might as well do an avatar switch version.

brisk mesa
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yea

dim snow
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like it clips upon being humanoid

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but if i make it avatar switch will people see it immediately or wont it have to load in?

brisk mesa
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depends on them

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i've seen insta-switches for people i've never met before.

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i guess it depends on server too idk

dim snow
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And it worked fine?

brisk mesa
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but lotta people are doing that if they cant figure it out for one avatar

dim snow
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I really wanted an emote but my god it just keeps clipping.

brisk mesa
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i know mixamo lets people use the sliders to edit space between arms/hands but

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idk what a regular person not using mixamo is supposed to do

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to like edit that

dim snow
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someone else said

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muscle editing works too

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but for some reason the changes didnt really take for mine lol

wraith moss
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Sorry to bother, but is it possible to add an emotion overwrite to a sword that is part of the model, or does the sword have to be separate?

feral stone
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(I'm currently looking at the weight paint thats why I'm asking for other means)

grand dagger
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my avatar has 4 fingers and is missing bones for the finger and cant do hand gestures or my animation any help to fix it?

low parrot
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Make some fake bones and make sure they have no weight on anything

grand dagger
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in blender?

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@low parrot

low parrot
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Yep

brisk mesa
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@feral stone did you check if any of your arm to hand to finger bones have a Roll of 0? cause they gotta be 0.

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cause e.g. when that isn't 0 for legs and hips, it makes janky knees for other people so it might be similar, just arms.

feral stone
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@brisk mesa There were some that did not have 0 roll! fixed, I'll see if it worked in abit, thanks!

fading verge
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Might need to move the tip a bit up

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Save first

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Tho

feral stone
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well the roll didnt change anything, elbows are still bent

lucid isle
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how...do i fix that

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the weight painting is fne on it too

dire mica
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Sorry but what's the matter?

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The left hand?

fading verge
#

the hands are under the arms from what i can see

#

they are not aligned with the arms

dry delta
#

Does anybody know how to use Unity to attach objects to a character?

glad egret
#

whenever i bend a bone on my model the part shrinks a bit, what do?

light kindle
#

if anyone knows the answer please pm it to me as well

opal aurora
#

It may be caused due to too little ammount of vertices to properly bend, the weight paint might be attached to another bone aswell...

light kindle
#

ah thatd make sense for fingertips

#

thanks!

fading verge
#

Has anyone worked with rigging jaw to use in lip sync ?

fading verge
#

I want to set the jaw of my character to move with flap jaw bone

brisk mesa
#

I wanna do that too but it is so unhelpful when people are like 'use visemes you turdmuffin' lmao

#

Esp cause snakepeople avatars or crocodiles just dont have lips

opal aurora
#

Shapekeys are a set of mesh morphs that form a directional animation, they're not specifically for things with lips

#

Visemes are used mostly due to them not being glitchy, and not being a pain in the arse to diagnose in comparison to open jaw syndrome that jaw bones have in vrc

#

I wish i could help you peeps in relation to jaw bones, but they seem like more effort to hook up than to make visemes from scratch

#

So, best of luck

pine harbor
#

if there're vertexes weight to the jawbone already, you could probably make it into an open/close viseme fairly easily just by selecting those vertices and rotating them as you'd need them

tame skiff
#

@brisk mesa Adding to what @opal aurora said, it would be very easy to just apply a single open jaw pose as a shape key in blender to use for most of your visemes.

#

@pine harbor 's suggestion is good too. Easier, even

#

Incidentally I'm making lip sync visemes for Skull Greymon at the moment

hazy knot
#

Yeah, it's actually extremely easy to convert a jaw bone to a viseme set. You only need Ah, Oh, and Eh.

tame skiff
#

Bullshit VRC, my shoulders ARE parented to chest, get the fuck out of here

#

You'd better be on your meds after I restart Unity

#

I'm going to flip my desk

#

Okay, it finally updated its info after I just clicked on the bones involved and hit Apply

#

Guide Dangit

hazy knot
#

Don't blame VRC for that. That's all Unity.

#

Also, are you going to animate Dark Shot?

tame skiff
#

Sorry, no. This is for a friend

#

I mean, maybe he'd like that too, but he didn't ask for that and I don't feel like looking into how to get the animation from the game or figuring out the particle settings

tame skiff
#

Dynamic Bones needs curve settings for gravity and force

left hound
#

dynamic bone settings for a snake tail?

#

anyone knows?

tame skiff
#

@left hound Probably low elasticity and low damping

wise thunder
#

what causes the arms to stick out on like, sfm models? is it the vertices weight? i'm guessing they shouldn't be set to 1 on the upper and lower arms

#

like, their arms look like they're super stiff

weak nacelle
#

how to make the animation make the avatar dance how in blender to unity first timr if anyone can help me

opal aurora
#

After fixing up a source model right i can kinda confirm, the arms look extremely stiff

#

Not sure of what might be the issue, but i'll try to reposition the arm bones to represent the proper weight as much as possible to see if such fixes it

marsh robin
#

I dont really know what to do about this in blender, anyone know what to do?

torn locust
#

already said it

unborn sapphire
torn locust
#

because it's pouncing to its next target

marsh robin
#

does anyone know how to move multiple vertices at once, I'm trying to make shape keys, but i don't know how i can move them in any easier way http://i.cubeupload.com/r3NjJe.png

fading verge
#

I need help fixing the fingers so my fingertips don't curl like they do in-game. ;-;

random lotus
#

0_0

naive tree
#

it will move all connected in circle

marsh robin
#

oh

cosmic mica
#

Advanced question - how do i get unity to acknowledge 4 arms? Ive seen someone mirror the real arm bones, i want to learn how to do that

marsh robin
#

Question

#

What do i do if the default face isn't the basis, but a shape key

#

im seriously confused

brisk mesa
#

@fading verge that sounds like your fingertips aren't weighted properly to your finger bones on the very ends. all of them.

#

you can paint it to be so

#

it's curling probably cause it's trying to 'return to' t-pose fingers but the rest of your hand is functioning

fading verge
#

Thanks!

brisk mesa
#

it's either that or your bone roll isn't 0 for them too, so also check to make sure theyre 0

fading verge
#

I removed the finger tip ends.

#

Seems to have worked.

#

I don't use VR so it's not a problem if my fingers never move. xD

hazy knot
#

@marsh robin Turn on the shape key in Unity.

arctic osprey
#

Any idea what causes the wrist and elbow popping over 180 degrees suddenly in VRchat when you turn said bones normally in some direction? On one of my models it's enough that thumb is directly pointing up, if I turn any more outwards then the whole wrist pops over 180 degrees.

marsh robin
#

@hazy knot You mean like setting it as a visume?, or something else?

#

it looks fine in unity

#

its just vrchat

hazy knot
#

Do you have the blend shape in question set to 100?

#

(expand your model's root in the hierarchy and click the Body mesh. Open up the Blend Shapes option in the inspector on the right)

marsh robin
#

its fine in unity

#

its one of those glitches exclusive to VRChat

hazy knot
#

Hmm. I'm not sure then. You may have to go check in blender to see if it's the same (and all shape keys set to 0)

marsh robin
#

ok

#

think i might have found the probloem

#

yep, that was way easier than i thought

#

I had the jaw set to the jaw bone, which forced the mouth open

naive tree
#

it's either jaw assigned or lowerlids not importing into unity, which causes to use two viseme blendshapes to be used for blink stuff

#

the jaw is easy to find out, but with blendshape stuff it can be tricky if udont know what's going on

marsh robin
#

its all good now

arctic matrix
#

how do i adjust every bone without moveing the model

#

i dont want to manually adjust everybone and was wondering if there was a faster way

fading verge
#

have you gone into editmode

#

and selected all the models to drag it down?

#

the bones -

#

fuck phone

#

godamn autocorrect

arctic matrix
#

ok thx

fading verge
#

๐Ÿ‘

arctic matrix
#

ok i shift clicked all the bones and what one makes the bones move because everyone ive done just moves the bone

#

the last bone i shift clicked and it mainly just rotates it

#

just figured it out

#

nope still only moves the slast bone i highlight

#

ill just add bones prob be easier

#

ill work on it tomorrow

#

its annoying me right now and i need a break

surreal drift
#

I'd love to know how Jakkuba got the little Merufi (her old toddler sheep girl) avatars bows, bell and ears to move. When I do DB on the root for the bows I made they fly off my avatar then I move, same with the ears if I root the ears together. If I just try to put the bones in DB component by its self nothing happens. If some one can help that be super cool! Here is a video so you know what I'm talking about/want to do. https://www.youtube.com/watch?v=obgnp2XWLXQ

So my Kyle the Killer screaming comp corrupted, so that'd 3 hours of editing gone. So now I'm just uploading Jakkuba with 5 minutes of editing, totally not m...

โ–ถ Play video
light kindle
#

dunno why the videos not loading but it should contain everything you need

#

including what values to use

brisk mesa
#

If you wanna adjust bones without moving the mesh you just go edit mode and hit a to select your skeleton and start scaling

#

It should work easily from there like that

#

@arctic matrix

#

Shift clicking is not for that, that is more for parenting things and joining and merging to the very last thing youve clicked.

#

There is also B for box select like in rts games, or c for circle select i think, like if you didnt wanna select all with A

#

Also if your leg bones are all connected and you drag selected stuff above it, itll lengthen or shorten that leg bone(s), you'll get a feel for it quickly

feral stone
#

I'm still trying to find out what was wrong with my arms automatically bending in VRchat

heavy pasture
#

@surreal drift When you put the bones in DB individually add an end length of 1

cedar scroll
#

anyone know how to attach colliders to bones? my character has a long skirt and the knees clip through it

brisk mesa
#

you mean the dynamic bones colliders?

cedar scroll
#

yes? im still new to unity

brisk mesa
#

oh uhm

#

does that mean you don't have DB

#

also those colliders do work but not perfectly and clipping will still happen

#

so most people are like using some combo of DB colliders and some weightpainting the skirt to follow legs better

#

and tweaked some DB settings

cedar scroll
#

i have to pay for db dont i?

brisk mesa
#

yes unless somebody here is nice

cedar scroll
#

damn

brisk mesa
#

20bux

cedar scroll
#

i dont use unity enough to warent 20$, maybe eventually but meh

fading verge
#

does it matter if i have the upper chest rigged? without it mapped i cant upload it

gilded hawk
#

i tried adding some clothes and hair to a base model in blender, but when i take it into unity the skeleton just does not want to work
anyone have experience with this?

fading verge
#

have you exported it as .fbx?

gilded hawk
#

yes

fading verge
#

hmm

gilded hawk
#

the skeleton looks fine and and doesn't show errors

#

but when i apply animations

#

it just stays in tpose

fading verge
#

have you mapped the bones?

gilded hawk
#

they were there when i imported the clothes hair and base

#

do i have to re map them?

fading verge
#

probably

#

in unity

gilded hawk
#

oooh

#

like set chest to the chest bone and right shoulder to the right shoulder bone etc?

#

cuz i've tried that

fading verge
#

donno then

#

apparently this isnt the parent of the shoulders

gilded hawk
#

:/

#

FeelsBadMan

fading verge
#

anyone know how to parent bones?

#

ok i sorted it

#

turns out my face maps were fucked up

#

neck was mouth lmao

brisk mesa
#

you only do that if you're a smoker!

gilded hawk
#

@cedar scroll Check your pms

static flint
#

Anyone able to recommend a good shader for transparency?๐Ÿ˜„

gritty abyss
#

Hey, so i have a weird problem with the rigging (I think) on my avatar im working on for someone, I parented the dress im putting on this avatar with the body (I hope the right way) but when i move it to unity and check with a basic idle animation the dress it stuck Tposed

gloomy loom
#

Sounds like the bones weighting got scuffed

gritty abyss
#

Well the arms of the avatar idle just fine, but it doesnt take the dress i put on it with it

gloomy loom
#

Sometimes it happens when you add an object to an avatar like that in blender

gritty abyss
#

Ill show you what i mean

gloomy loom
#

You added the dress with its bones to the avatar

gritty abyss
#

The dress has bones in the bottom part of it

#

Well it came with a full rig, but i deleted it except for what i needed

gloomy loom
#

Yea you need to properly weight paint it

gritty abyss
#

Oh okay

gloomy loom
#

That seems to be the issue

gritty abyss
#

Thanks

#

@gloomy loom When you parent the clothing to the avatar its object right?

gloomy loom
#

Normally what i do to add an object to an avatar like a hat or clothes is I delete all the hat or clothes bones, pull in the mesh into the blender project with the avatar then move the mesh to where I want it to the avatar

#

Then in object mode I box select everything and hit join in the tools tab

gritty abyss
#

Oh shit

gloomy loom
#

Then I go weight the hat or the clothes to a bone thats root

gritty abyss
#

Perfect, thanks

#

Yeah, ive been having weird problems parenting it and i guess join fixed that xD

#

Id would have like 2 armatures and such

gloomy loom
#

I do it differently than others

#

And what tutorials say

#

Cause sometime the armature on the object wont be weighted properly

#

When you join the armature

gritty abyss
#

Yeah

gloomy loom
#

Its a hit or a miss

gritty abyss
#

Awesome, thanks a lot

gloomy loom
#

Np

gritty abyss
#

Yeah, that joined the bones together perfectly and everything

#

I expected it to be wayyy more complicated that that, so i was trying crazy work arounds lol

gloomy loom
#

Its still a little complicated if you don't know how to weight paint properly

#

I recommend using the draw tool instead of the add

#

And then turn off the select what is visable thingy in blender

gritty abyss
#

I have uhh

#

Absolutely 0 idea how to weight paint lol

hazy knot
gritty abyss
#

Thanks

#

So, it seems like creating eye tracking in blender removes all weight paint?

#

It must be something other than weight paint because paint or not the sleves still dont follow the arms

#

I made sure it had weight paint before exporting

arctic osprey
random lotus
#

so i have a group of models of one character from a game rip but i also have a few that were ported to mmd but still use the original rig, can i just paste and attatch the rig from the model ported to mmd on the ones from the game rip? and i tried to attatch said armature to a model and this happened, all his meshes seperated (they were already seperate) from the armature and the armatures joined http://prntscr.com/il0cjm

Lightshot

Captured with Lightshot

chrome pier
#

Ok so mixamo is scuffing this model, the body animations look to be fine but it makes the sword and shield into jello. How would I fix this. Rig the sword and shield in blender?

#

Sorry for phone pic at school and my vpn is messed up on my pc

arctic matrix
#

how do i get the body to be under amature

#

right now they are seperate

#

it would make my life so much easier instead of remapping every bone

fading verge
#

@chrome pier looks like you have to remove the weapons and attach them later in unity? You can apply them as childs under the model's hierarchy

#

Adam

lucid cave
#

is there a way to go back to a previous save in unity if it autosaved

fading verge
#

Select both meshes and hit cntl + p
There should be an option to join them as objects

#

Dunno how amy

arctic matrix
#

thank you

fading verge
#

And they don't really actually join- it's just to assign them together

#

So that you may join them with the amature later if you want

arctic matrix
#

they joined thanks for the help

fading verge
#

Ah np

lucid cave
#

somehow I fucked up the entire thing, I uploaded one already but I forgot one thing with the custom emotes, tried opening another project it opened it there and completely fucked everything up

arctic matrix
#

now all i have to do is map out the hair on my moddel and adjust the skirt bones

lucid cave
#

nvm figured it out

fading verge
#

Make sure there are no bones that are named the same

#

Oh

fickle rampart
#

Is there anyone who can do rigging for me? I want a custom avatar but i dont have the time or means to do so.

arctic matrix
#

one more question is when i am giving the bones to the correct parts of the body unity is complaining its not in a t pose and has the bone red anyway to fix it

brisk mesa
#

there's a button to force it into tpose

#

like on the bottom there

#

below the green man screen

arctic matrix
#

will the model move also because when move the t pose the model doesnt move with it

#

ill se what it does

thorny stratus
#

whenever i import my project in blender it makes a new _end bone. why is this?

safe bluff
#

Check your FBX import settings under armatures, tick ignore Leaf Bones

random lotus
#

@fading verge if you're here, i had to resize guntz's hands because they made all animations look broken since they were so huge, but since i did that i think the scaling broke the bones because i tried to test his finger bones and this hapened

#

they like stretch all wierd

#

do i have to scale the hand bones to match the rescaled hands now?

fading verge
#

Why are you in pose mode

#

Do it In editmode

random lotus
#

oh.... ok

fading verge
#

๐Ÿค”

random lotus
#

the bones dont move at all in edit mode

#

i think the armature is broken

#

and i just made him dab on accident (kill me please)

thorny stratus
#

@safe bluff thanks feet

tame skiff
#

Hey it's Reapfield

lucid cave
#

can anyone give me a hand in the animation section? Weird thing just happened and idk how to fix it

humble mason
#

hi everyone

#

i need some help

#

is it possible to convert a 3d obj to a mesh?

#

in blender

#

blender

fading verge
#

@๐–’๐•ฝ๐–†๐–Œ๐–Š#6177 I think I got it. I was parenting the object to the mesh instead of the armature.

cosmic mica
#

how do i accomplish the "void texture" galaxy effect in unity?

fading verge
#

^Second

lost lotus
#

hey guys, how do I make my mouth not detatch from my head? i even ditched the jaw bone, and just weight painted the whole mouth mesh straight to the head bone, but still when I walk in game it freakin flops about everywhere outside my head.

lucid isle
brisk mesa
#

@random lotus sorry i was afk but i think if you scale hand mesh you need to scale back the skeleton for it inside too

#

cause the mesh is trying to follow whatever the bone for that portion of the mesh

#

so like if my bone is way too far from say, a fingertip, it'll look weird when bending or whatever

random lotus
#

@brisk mesa ok and its cool

brisk mesa
#

i think this is the reason we usually try to get the bones to look like an actual skeleton, so it doesnt bend so weird xD

random lotus
#

i see

edgy ginkgo
#

this might be a silly question, but is there any way to test, lets say hand rigging outside of uploading your avatar and actually testing it?

coarse flame
#

How do you make the fingers not so curled upwards when hand is in full extended state.

brisk mesa
#

umm

#

that kinda sounds like they aren't weighted right

#

or bone placement is weird or both, or Roll absolutely should be 0

#

or all of those

naive tree
#

@coarse flame be sure that u have 3 bone fingers, if u don't then your last fingers are extremely small and u have to scale them up

#

and yes, be sure to have roll 0 on all of them

forest crane
#

@naive tree ๐Ÿ‘€

naive tree
#

๐Ÿ˜ณ ๐Ÿ†

forest crane
#

๐Ÿ’ฆ โ—

terse flicker
#

I don't know what I've done, but I have an issue where my avatar's high-knee stocks moves properly while posing, but the thighs (actual skin) stay put. It's like its not attached to the bone?

#

How do I link an object back to the bone so it moves again?

forest crane
#

you have 2 bones in legs @terse flicker

#

u need to reparent them

#

they are prob in same place

#

just rotate one and you will se other one

terse flicker
#

In Blender, right?

naive tree
#

yes, reparent to legs and mix weight

terse flicker
#

ohhh. ctrl+p

#

what the....both thighs are moving with the one leg, lol

forest crane
#

you parented both to 1 leg

#

prob

#

@terse flicker

terse flicker
#

Hmm..im not seeing where I can assign them individually, both thighs seem to just be one object

#

Been working on this silly avatar since 1am in the morning. It's 7am now lol

#

Debating on whether I should get sleep or coffee.

forest crane
#

you mean both thighs are on 1 bone ? @terse flicker

naive tree
#

which shader works best for blush? i heard unity chan transparent is invisible in game, cubeds fade is invisible too

forest crane
#

unity chan gives black

#

in vrc

#

i made my own fade

#

but i dont have it with me

terse flicker
#

@forest crane hm, maybe its a vertex group that differentiates between left or right.

forest crane
#

if you want i can look in the blend file

#

and fix it

#

jsut mesh no textures

#

and you might get some rest

#

after that

terse flicker
#

lol

#

ye, appreciate it mate. one sec, blender crashing on me now

forest crane
#

just pm me not here

crisp tendon
#

Has anyone here made 3D mouth tracking on a non humanoid model from scratch ? I have a few questions !

coarse flame
#

I know relative basics of unity but some things are above me right now.

#

getting gestures (draw sword etc) to work and maybe replace the walking animation.

#

if ya willing to teach would be cool :>

gloomy loom
#

@crisp tendon Ive done it by rerigging the model as a humanoid then creating the visemes

#

Its worth the hassle cause then you can add gesture animations to the model as well

crisp tendon
#

My problem is more about creating the mesh inside the mouth and editing the UV map

gloomy loom
#

most mmd models have like a dark red squished semisphere mesh and a teeth mesh inside of the head

#

I can imagine you can remove that mesh and teeth mesh from a pervious mmd model you have

#

and then join the mesh together

fading verge
#

@crisp tendon been there did that

crisp tendon
#

my avatar's a big anthropomorphic crocodile, so MMD wouldn't be much help ๐Ÿ˜„

#

@fading verge What did you start with on your model ?

fading verge
#

a vertex

#

^^

#

or what do you mean

#

i modelled 2 from scratch

crisp tendon
#

How did you create the mesh inside the mouth and then apply that onto an already existing UV map without breaking anything ?

#

Oh ok, so it was part of your process

fading verge
#

so the inside of the mouth is 3 or 4 meshes

#

tongue teeth up teeth lower and the mouth flesh

#

only the flesh needs to be connected

gloomy loom
#

as for the texture and material you have to assign a material to the meshes and then apply a texture to that material

#

the top teeth mesh and the bottom ones would work with the same material

fading verge
#

@crisp tendon can i see a picture?

crisp tendon
#

My problem isn't with all that, it's that i have an already existing avatar, but there's nothing inside the mouth, i already have a UV map and textures for that UV map, i'm just wondering if i have to make a UV map and textures just for the mouth interior

#

i don't even know if i should make mouth tracking tbh

coarse flame
#
  1. very nice!
crisp tendon
#

his mouth extends to the back of his head

fading verge
#

so the mouth doesn't even open?

pine harbor
#

did any of the textures with that model seem like a mouth interior?

crisp tendon
#

no, it's empty

coarse flame
#
  1. would be a quite a modification to the model.
fading verge
#

you would need to model and uv unwrap the mouth interior and texture it

gloomy loom
#

^

fading verge
#

but it would not break the rest

crisp tendon
#

Ok, easy enough, thanks

mental cloud
#

probably the hardest part is to get a proper crocodile mouth texture lol

crisp tendon
#

it's either going to be all black, or pink, or red, or a mix

fading verge
#

^^

#

com on

#

it's a quick job

#

if you want i ll make you the mouth

pine harbor
#

i'm more looking at how to edit the existing croc head, if it's a solid mesh with no defined split in the original vertex positions

crisp tendon
#

i'll send you the UV map if you want ๐Ÿ˜‰

#

@pine harbor i'll duplicate the vertex or create one in between the lips, and work with that, but his mouth shape terrifies me

gloomy loom
#

I mean if you can find an empty spot on the texture files when you uv unwrap you can throw in a dark redish colour box in there and use that

fading verge
#

@crisp tendon select verts press v

pine harbor
#

yeah, if there aren't vertexes along where his lip texture is right now, you might need to do a bit of knife work

fading verge
#

torip edges

mental cloud
#

add a youre banned to your throat, open ur mouth, walk up to people and snap

crisp tendon
pine harbor
#

ah -- yup, that'll simplify things if the mesh already lines up a bit for it ๐Ÿ˜›

crisp tendon
#

his mouth still extends behind where his ears would be, if he had any

gloomy loom
#

the shape keys will be interesting to make

pine harbor
#

laser firing croc would be downright terrifying

crisp tendon
#

i need to copy the visemes of something with a similar shape

#

i might borrow the one of our penguin avatar, it works well

coarse flame
#

know a good guide to gesture overrides?

gloomy loom
#

Id recommend making the shape keys yourself

#

Itll look better ๐Ÿ˜‰

crisp tendon
#

I would, if i knew what an aligator speaking english looked like

gloomy loom
#

Fair enough

fading verge
#

@crisp tendon taking a shape key from another mesh should not work

#

should be a chart of compatible shapes for vrchat somewhere too I guess

crisp tendon
#

@fading verge I meant it as an inspiration, the penguin avatar's mouth is fairly similar in shape and size

gloomy loom
#

I mean it shouldnt but I havent tried it so I didnt want to say anything

pine harbor
gloomy loom
#

that what I used when I learned ^

pine harbor
#

i'm still having trouble picturing a croc doing a duck face

fading verge
#

oh that one is pretty good

#

verts have a number in the mesh from 1 to ... and a shape key takes the number and adds local position to it@gloomy loom

gloomy loom
#

Im aware but I thought maybe ther was some blender plugin trickery being done that I wasnt aware of or something

fading verge
#

if you ever find something like that tell me

#

i want that

#

๐Ÿ˜„

gloomy loom
#

we can only dream

fading verge
#

shapekeys โค

gloomy loom
#

shape key animations are the best

#

making wings and then customizing the flapping motion is cathartic

pine harbor
#

if there's a way to do it between two meshes with different vertex counts, i've got no idea how that's supposed to work

fading verge
#

the picture above is done by join shapes with the same mesh with the same vert count i just deleted one vert and rebuilt it in one mesh

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clean work is very key to shape keys

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xD

gloomy loom
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Im not good at python but ID imagine it would require the program to place its own reference points on the first mesh then apply those movement of the reference points to the second meshand then translate the movement as a shape key

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if thats even possible

fading verge
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that would be so cool you select mouth corner eye corners and stuff on both meshes and it interprets it for you

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but sounds like some srs coding

gloomy loom
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maybe like create refernce points where there is overlapping vertexes which the user has to choose

pine harbor
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probably like a mesh/vertex concept of what the humanoid rig in unity is -- maps and interprets transforms

fading verge
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but bones are few

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verts are many

pine harbor
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yup...hence, much more easily said than done >_>;

gloomy loom
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^

pine harbor
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i imagine the technology might exist though, in order for motion/facial capture to work

gloomy loom
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theres probably a program out there with a similar concept with facial recognition

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exactly

fading verge
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and what do you get

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mass effect andromeda

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xD

gloomy loom
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you get ants

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this is how you get ants

pine harbor
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just for kicks though, imagine if facial capture could work in reverse -- pull the mesh, and watch the real life human's face get distorted

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distorted into a troll face

gloomy loom
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some black mirror shit

fading verge
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another gory shape key miss hap

gloomy loom
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LMFAO

pine harbor
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^shape keys >_>;

honest kettle
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kill it before it lays eggs

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๐Ÿ˜ฒ

fading verge
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xD

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it's e me Moriararooooo

gloomy loom
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but on a serious note I feel like people in vrchat dont full recognize how amazing shape key animations are

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feels like everyone relies on bones

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plus shape keys translates so nicely into unity

fading verge
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mehg

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shapekeys will look better if you are good at modelling

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but you can also make an amazing rig with a clean mesh and some time consuming weight painting

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once you got a great rig animating becomes a blast

gloomy loom
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I guess its cause im not the best weight painter that I prefer shape keys more

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Idk it just looks more real to me

fading verge
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they are good for faces i think

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to make i good face rig takes longer then making the basic shape keys

gloomy loom
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you never used shape keys for closing the fists or pointing the fingers

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?

fading verge
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no

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only for transforms

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the ass and stomach

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usally suffer from my rigs

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so they need some shape key adjusts

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^^

gloomy loom
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try it, it looked way more natural than using bones. Oh yea I kareeda use shape keys for breathing

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Idk I needa learn the compliexities of weightpainting

fading verge
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it's not hard

gloomy loom
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but Im busy getting ready for playmaker and learning shader code

fading verge
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but requires a very clean mesh to work perfectly

gloomy loom
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my meshes are generally clean and mirrored

fading verge
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no decimating allowed

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^^

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let's see some beautiful quads

gloomy loom
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atm my desktop is fucked because of the power source giving out

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I cant show anything ๐Ÿ˜ฆ

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I bought a 700 watt power source that should be coming by saturday or sunday

fading verge
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dmn

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my animu basemesh

gloomy loom
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noice, I think I saw you post that in the 3d modeling room

fading verge
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y finished it yesterday

gloomy loom
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I hate fingers the most

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they always are a pain in my ass

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.... hmm

fading verge
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take a cylinder with 8 edges

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thats the trick

gloomy loom
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I realized how bad that sounds

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its the lacing of them into the palms tahts the issue

fading verge
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i love hands

gloomy loom
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that looks amazing

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Im jealous man

fading verge
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the trick is steal from other people

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especially topology

gloomy loom
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THATS WHAT I DO

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Lol And I get shit for it

fading verge
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there are some smart solutions out there

gloomy loom
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I pull up another model's hands then try to replicate it, then if I fail I copy paste the hands ;^)

fading verge
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xD

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don't copy it just look at what they did

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and then copy it

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^^

pine harbor
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holy crap -- what base shape did you start from to make all that?

fading verge
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you have to study as a classic sculptor for 5 years

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and then get into 3d moddeling

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and then ?

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last profit

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๐Ÿ˜„

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it was actually a vertex modelling job

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so i started with a single vert

pine harbor
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....i can't even begin to imagine how that's meant to be possible

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where there's a will, there's a way, i suppose -- but i guess even if i started trying to model something based on a favourite anime character, i won't be done until a good 2-3 years later >_>

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not that it's gonna stop me, but i don't think a couple of months is enough somehow ๐Ÿ˜›

fading verge
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life is not fair when it comes to modelling

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some people understand 3D space very easy

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others have it harder

pine harbor
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^i am not one of those people who understand human topology well -- probably gonna need to use outline references to match it up

fading verge
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get familiar with anatomy that will help you alot

pine harbor
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will do -- i might pick up some art books for both realistic and anime style anatomy in that case

fading verge
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topology is a mixture of anatomy and animation needs there are rules you can find

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if you get how a normal human's anatomy looks

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anime is just a dumbed down version

pine harbor
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exaggerated a bit too, particularly around the face

bright grail
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Would anyone be willing to help me re-weight some hair to their bones? Was shifting hairs between two models last night and in the process the hair meshes were no longer skinned to the proper bones, and im not to savvy with weight painting in blender.

naive tree
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@bright grail you can just copy the hair with bones and parent them to head on other model

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delete everything but the hair and bones, then on 2nd delete hair + bones, select hair mesh first, then body mesh > ctrl+J, then do the same with armature, but be sure to select main armature last

foggy iris
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hey i have a character with cat ears, how do you make it so that when someone touches them they move?

naive tree
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you can't interact with other people in that way

foggy iris
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i saw it before

bright grail
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Alright @naive tree Ill give that a shot, cause both of them were in different armatures so Clicking both of them wasnt working when I tried last night

naive tree
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maybe person just has override that moves the bones

foggy iris
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or how do you yourself move your own cat ears?

naive tree
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you use colliders

foggy iris
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i see it with breast phisi ohhhhhhhhhh

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i see

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does that work with anything? breasts, ears?

atomic gull
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Yes

naive tree
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yes

atomic gull
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Others cannot interact with parts of your avatar in that way however, colliders or no. Only you.

foggy iris
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perfect thanks! i just didnt know what to look for

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i see

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ohhh i get it so i apply dynamic bone to the ears and then colliders to the fingures and link them

hazy tusk
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Does mixamo keep shape keys?

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Like if I'm adding a non rigged outfit to an mmd model

long geode
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anyone know how to parent bones to a mesh? when i hit ctrl+p and parent nothing happens in pose mode the head stays the same

gloomy loom
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@pine harbor with blender modeling you actually use a reference image you place behind the model to extrude faces

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first you gotta 2d map the mouth nose and the eyes

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so the facial animations work

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then you go about the rest

arctic osprey
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My character's feet are level with ground in Unity but inside ground in VRChat. Any idea how to fix it?

fading verge
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is there a way to get free dynamic bones?

honest kettle
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this is not the right place to ask, nor is that the right thing to do

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its not like it costs a fortune

mental cloud
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yea like i bet you paid for that

honest kettle
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so in your assumption everyone pirates stuff?

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ยฏ_(ใƒ„)_/ยฏ

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yes people actually buy stuff

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and you should to

mental cloud
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yea sure

honest kettle
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sigh

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if you ever produce something and try to sell it, i wish you high piracy rates

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so you dont earn a penny

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ยฏ_(ใƒ„)_/ยฏ

scarlet depot
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You should buy them but most people obtain it through other means on accident and just keep using them

finite forum
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the closest thing to free dynamic bones is cloth and unfortunately VRchat does not support that

honest kettle
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*yet

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but yeah currently there isnt much options ๐Ÿ˜ฆ

gloomy loom
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@mental cloud I paid for mine

honest kettle
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i mean ther are the walk forward and backward animations