#avatar-rigging

1 messages · Page 103 of 1

honest kettle
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technically you should be able to make something with that

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if you custom them?

mental cloud
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@gloomy loom congrats I also paid for mine you wanna be my friend now and we hang out together

gloomy loom
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Its just 20 dollars you can give up with commision work

honest kettle
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i dont belive any second that you bought it just weeb...

mental cloud
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good for you

gloomy loom
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Nah he's being a sarcastic dick implying everyone steals from creators

honest kettle
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people simply dont care or think about it, especially at younger age

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but once they do something on their own they try to sell
they complain about every single person pirating their work

mental cloud
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obviously they dont care they have no money

coarse halo
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Has anyone expeirienced an issue where a skeleton and everything is fine in blender, but after exporting and putting into Unity, one of the limbs is distorted

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Like its almost inverted and mangled

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Im still starting up Unity so ill have a pic of that in a few minutes

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Nvm I fixed it, looks like the issue was with the roll of hte bones

fading verge
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Could someone please help me?

frigid vale
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so i have an interesting question

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I have a USS kidd model with no bones and i want to rig it so that with custom animations i can make the guns rotate and elevate

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would i just rig 2 bones to each gun, one for traverse and one for elevation, or would i use a single bone and do some magic in unity's animator

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the model also is split into a ton of pieces

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right now the turrets rotate from the origin point of the model

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so this happens

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and here is an idea of how the model is split into pieces

honest kettle
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that'l take time, but should allow quite precice descimation 😄

frigid vale
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well

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figured out how to get the turrets to rotate

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so everythihgs good

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spelling.jpg

paper roost
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Sounds like a great project ^^ hope you'll succeed with it

pine harbor
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@finite forum Unity Cloth actually does work in VRChat, both from personal experience and according to the whitelisted avatar components. It's just a lot more finnicky to work with (and crash-prone -- I'd strongly recommend making a backup of your scene file before adding a Cloth component to anything, since trying to remove the Cloth component from anything is very likely to crash Unity)

https://docs.vrchat.com/docs/whitelisted-avatar-components

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@gloomy loom thanks for the info about the reference image approach! Someone was also kind enough to give me some very helpful insight into a sculpting approach -- now it's actually bunkering down and putting in the hard yards to learn on the fly 😛

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also a bit unsure exactly how intensive Unity cloth is on the memory/draw calls -- you can get some pretty snazzy cape physics with it, but the level of bending detail you can get with it concerns me a bit when compared to regular dynamic bones

finite forum
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Ah, never used cloth so I did not know if it worked, just heard from others that it did not

arctic osprey
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Does the cloth have builtin collision with the rest of the mesh?

pine harbor
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as of 5.6.3p1, it doesn't, no -- there was apparently a version of it with self-collision before, but not the one we can use right now

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you can manually assign colliders to bones, similar to how dynamic bones does it, but that's about it

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otherwise, best way of doing it is to deliberately limit the distance of each cloth particle such that they can't go past a certain point, to reduce the chances of clipping

frank bay
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Saw someone using cloth last night. Looked like it worked super well if done right

pine harbor
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it's quite neat, yeah -- i'd recommend also uploading a second version of your avatar without cloth though, so you can switch into it in case the room seems to lag

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i'm not sure exactly how much it contributes, but noticed at least some level of influence when a friend and i switched between avatars with and without cloth physics in a room

frank bay
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Seems more suited to full body tracking though. The finer detail on the colliders doesn’t really show unless you can lift your legs independently

pine harbor
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did you see someone get it working on a skirt? that'd be beyond me at the moment with figuring out how to reduce/stop clipping

frank bay
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Yeah, they had the mesh for the dress separated but still joined to the armature. Pinned it to the body mesh and it looked like magic compared to dynamic bones

pine harbor
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yeah, they can still add colliders to it to reduce the clipping -- it suffers the same problems as other types of colliders though

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namely, that overlapping leg colliders tend to turn you into a humanoid rocket >_>;

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if the legs weren't really going through the dress, they probably figured out a really good workaround for that problem

random lotus
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How do i match the bones from one mesh to the new mesh?

naive tree
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@random lotus did the glove had bones before u ported?

random lotus
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mmmmmm

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oh fuck

naive tree
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if yes, then u delete wrist + fingers + mesh from the human model

random lotus
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i still have the model pulled up thank god

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oh ok

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wait nope

naive tree
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then u copy paste the wrist + fingers + glove over

random lotus
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i dont have bones on it

naive tree
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the original model where the gloves came from

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boneless? 😏

random lotus
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i can pull it back up and nope

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its a mmd so it has bones

naive tree
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so it's a yes or no?

random lotus
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yes

naive tree
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ok, if the gloves had bone on original model, then what you do is

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have two blender windows open, 1 - main model, 2- gloves

random lotus
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does the hand bones count?

naive tree
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on 2. delete all bones and mesh except wrist+fingers and keep only gloves mesh

random lotus
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ok

naive tree
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on 1. delete wrist bones and finger bones, and mesh

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also from 2. delete all shape keys, then you press ctrl+C when bones and mesh selected

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and paste them in your main model window, position to where you want everything to be

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select glove mesh first, then main model mesh > press ctrl+J

random lotus
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gonna take some time to get all the parts off the model since he seperates into a shit ton of tiny parts

naive tree
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then select glove gones and shift select main armature > ctrl+J

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parent wrists to elbows

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done

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you can hide wrist mesh, then doubletap A and delete all @random lotus

random lotus
naive tree
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same for bones, enter edit mode > select wrist > shift+G > children

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hide them on both hands

random lotus
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minus the bones

naive tree
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then select all and delete

random lotus
naive tree
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u need just wrist + finger bones

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OR

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elbow too if it moves the gloves

random lotus
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ok i think the elbow does move em'

naive tree
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you need to move your wrist to see if there's any weight on elbow

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cuz elbow will move entire glove

random lotus
naive tree
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if wrist doesn't move entire glove, then there's weight on elbow

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yeah and then just copy over this to main model u want, where u delete wrist + fingers, but keep elbow

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you can then parent this elbow to main elbow and hit mix weight

random lotus
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so wait do i delete them off both the main model and then off the gloves?

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@naive tree only the armature gets pasted but i have both the gloves and armature visible

naive tree
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select them both when u copy

random lotus
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i did

naive tree
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exit edit mode

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and doubletap a

random lotus
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ok, it finally did it

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blender was being bitchy

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WTH

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BLENDER CRASHED

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NUUUU

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thank god the only thing i really lost was miku's hair on the mesh

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How do i parent the bones again?

naive tree
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select glove armature first, then main armature > ctrl+J (be sure to be out of edit mode on both armatures)

random lotus
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i got that part

naive tree
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go to bone tab

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parent left elbow 001 to left elbow then hit mix weight in cats

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parent wrist to elbow and it's all gone

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done*

random lotus
naive tree
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edit mode

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end ui have to have them joined

random lotus
naive tree
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yeah and now need to position

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delete old fingers too

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wait

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i think it migh tbe better to have wrist move entire glove

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make a save before you mix weight your elbow into main elbow

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and try it two ways: 1) mix elbow into elbow 2)mix glove elbow into glove wrist

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and see which one works better

random lotus
naive tree
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idk what u did, but seems fucked

random lotus
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i was able to undo it

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but i can't mix weights again

naive tree
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mix weight works like this:

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it transfers all weight to parent and deletes the bone

random lotus
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oh

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mmmmm maybe i should delete this bone xD

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because i removed the sword mesh anyway

naive tree
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you only mix weight for the glove elbow bone

random lotus
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i know

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but that bone is kinda useless to me

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im gonna try it without the gloves elbow bone

naive tree
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why?

random lotus
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because

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im gonna try both dont worry

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ive got a .blend with the elbow bones

naive tree
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you just parent elbow to main armature elbow

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and hit mix weight

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or you parent the elbow to the wrist and mix weight so the wrist has 100% glove weight

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but u need to remove elbow parent from wrist

random lotus
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oh

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xD

naive tree
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considering how big the gloves are, I would assume that it's possiblt better to have wrist have 100% weight

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and no weight on the elbow

random lotus
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yeah....

naive tree
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so go with parenting elbow to wrist and mixing it in

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then parent the wrist to main armature elbow

random lotus
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so like this? for parenting

naive tree
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no

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you have 1 bone too much there

random lotus
naive tree
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just parent the glove elbow to wrist and hit mix weight

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then you change your wrist parent to main armature elbow

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and uncheck Connected

random lotus
naive tree
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don't look at that window at all

random lotus
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and connected is unchecked

naive tree
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it makes only harder

random lotus
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so to the wrists on the miku base?

naive tree
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ok, wrist is actually connected with elbow

random lotus
naive tree
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ok, you have elbow and wrist bone in your glove armature

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what you do is remove elbow from your wrist parent, then parent the glove elbow to wrist

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then hit mix weight in cats plugin, so only wrist + fingers are left

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then u move the wrist + fingers to where they have to be

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change parent of wrist to elbow and done

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seems that u have to have "connected" checked too

random lotus
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it only gives the option for the other models wrists

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oh

naive tree
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i just dont know how to explain it differently

random lotus
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sorry

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i figured out the part i was doing it wrong

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i frogot to remove the elbow from the wrist parent

naive tree
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anyway im off to store then i can't help with anything most likely, path of exile league starts in 30 minutes

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yes, you can't parent elbow to wrist if the wrist has elbow as parent

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have to remove first

random lotus
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and ok

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i think i can figure it out from here! Thanks 😄

naive tree
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like, if you have transplanted head, hair or whatever else - the idea is absolutely the same

random lotus
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ok

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thank christ for me none of the clothing had bones

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that the miku base doesn't already have

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well minus the zipper

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but ehhh

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that things physics sucked anyway

magic crow
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I could actually use a little help connecting parts on a model ive been trying to get working

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i have a base with a dress that i added in pmx editor

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and i want to add a head to it from another model

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whats the best way to attach the head to the body in blender?

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just delete everything but the head in blender

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but how do I merge the two armatures?

magic crow
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what ive done is crtl+J the two armatures in blender, and parent the head bone to the body's neck bone

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and CATS "fixes" it with no errors

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but when i import the fbx to unity, its like the armature and the mesh are no longer connected

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because when i add dynamic bones, the bones move but the mesh stays in t-pose

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could anybody help me with this? ive been struggling with this for almost a week

random lotus
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i would but im not to well versed on this myself so i honestly can't be much help

fading verge
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@magic crow did you check if the head bone is parented to the neck?

magic crow
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i did

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and actually, i found the problem

fading verge
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what was it

magic crow
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let me get a screenshot

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that box was empty after i merged the two armatures

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but you have to go to it and select 'armature' before you export it, or the mesh doesnt have any vertex groups assigned

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this fixed everything

vale swift
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'help' Can somone help me im a beginner and im uploading a charcter to VRchat it has working humonoid rig bones ect but im wanting to put a weapon with animation on one of the animation on the hand/ oculus controller rocknroal sign so when i do that hand sign it bring it out???

lime hill
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theres plenty of yt tutorials, try looking at them @vale swift

indigo loom
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is there a way to select a bone and delete all weight painting from it?

vivid quiver
edgy ginkgo
spiral spade
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i added different hair for my model and it shows this when i look in the mirror, it is normal for everyone else, can someone help http://prntscr.com/im5jo3

Lightshot

Captured with Lightshot

fading verge
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nice

spiral spade
brisk mesa
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if any of them are also named 'body' then shit disappears

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in the mirror

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also T H I C C

spiral spade
brisk mesa
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i don't think you should be deleting anything. i think maybe you should rename one of them

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or join all your meshes or something under one "body" name overall so there aren't two

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but you prob should go back to Blender for some of this

random lotus
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hmm thing is his arm bones are rigged to the front 2 legs and the legs to the back

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so i can't just let his ass flop down

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but technically quadrapeds have all the same bones as a humanoid

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right?

safe bluff
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Yeah but he most likely won’t have the correct posture

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He will most likely try to stand upright

random lotus
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well that was his default bind pose ^

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lets not talk about the t-pose xD

safe bluff
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No I mean in vrchat quadrupeds usually have issues while walking due to having a more nonconventional shape

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I have a horse that flaunts it’s butt up in the air

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I love that avatar

random lotus
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i think he also walks on 2 legs from time to time

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i have a klonoa model that semi-dabs

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well i can't get the long eared fucker to do it anymore

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but i can try

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crap i can't get him to semi-dab anymore

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he's sorta doing the motion on one arm but not really

safe bluff
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Why is he like this

random lotus
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it was the funniest shit ever when he actually did semi-dab

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its the model's rig

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and he's not properly rotated

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the model rip was turned 90 degrees in the wrong direction

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so it fucks his rig

spiral spade
safe bluff
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Should be an easy fix 🤔

random lotus
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but even if i do fix it it still fucks his dynamic bones

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because there's a bunch of shit with weights and stuff

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and his ears are t-posed

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so it makes it a bitch to apply dynamic bones

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and if i do apply it to the right ear and apply force

safe bluff
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Did you rig it yourself?

random lotus
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no

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it was a game rip, it came with the rig

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and there's no way to fix it without shit tons of wieght painting and mixing weights

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note he has 4-5 different outfits in the game itself

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and most of them don't have mmd models

fading verge
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edit mode | C | highlight vertexes | click arrow in vertext groups and remove from all | assign to proper bones | profit

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if its a floppy ear good luck. if its rigid to the head 5 minute fix

random lotus
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it should be rigged to his head

fading verge
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do as instructed XD

safe bluff
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I’d try to work on it but it’s sleeep time, if you’re still having issues tomorrow lmk and I’ll look at the rig

random lotus
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holy shit, he has no shirt under the jacket xD

fading verge
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lol

random lotus
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there were multiple models so i thought id just do them all xD

fading verge
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yeah you can skip the aids of vertex painting if you just select the vertices and use the assign button. Its a lot easier and super simple.

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Its even easier if its separated by material and the head / ears / hair is its own material.

random lotus
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this one just says "Fuck Shirts"

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^ this one has an mmd but it doesn't look as nice

fading verge
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you need to highlight all of the ears

random lotus
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i did

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but it would only highlight those parts

fading verge
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huh

random lotus
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no matter how hard i tried

fading verge
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click the xray button

random lotus
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i kinda already removed him outta blender

fading verge
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woops .-.

naive tree
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you need to remove doubles

fading verge
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^ Thats it

random lotus
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oh xD

pale hull
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Looks like some weight painting issues?

fading verge
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weight painting issue? mhhh what you mean exactly? 😮

forest crane
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see wight paint videos

pale hull
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Weight painting is the term for "weighting" parts of the mesh to a bone, or more specifically vertex group

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It tells the bone how it should deform the mesh when it moves

fading verge
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oh ye, that sounds logical. Is it already to late to fix that?

pale hull
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No, you just have to either redo or re-paint some parts

fading verge
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Oh ok, thanks. So there is a fix for my problem `:D im gonna watch that now ^^

pale hull
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Good luck

forest crane
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basicly rotate all bones

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to check where its wrong

fading verge
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alright thanks for the help

crude python
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I have a model that is rigged with everything but a spine, is there any easy fix?

dim yacht
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Yes

crude python
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could you add me so we can talk in a private chat?

crisp tendon
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Something's fucky with blender, i've fixed my finger weight paint 5 times, saved it in different places as different fbx every time, but whenever i import it back, the fingers are back to being shit, is there an export setting i'm missing ?

pine harbor
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it doesn't have anything to do with the bone roll settings in blender or the bone direction in unity, does it?

crisp tendon
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The roll is reset in blender whenever i change it, i apply rotation every time too, it's blender > fbx > blender

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I've said 5 times but it's more than that, i'm just not going to do it again if it's going to reset again, my fingers are fucked on every iteration of my model lol

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from the ones made a few months ago to the one i made two days ago

pine harbor
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can't say i've had any of my models get their fingers going to hell, but the one time i got some serious spaghetti arms, it was to do with the bone direction not being pointed correctly (the tails being misaligned by about 90 degrees)

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are we talking about the initial bind/import pose being messed up on the fingers, or weird deformations that only really appear when you try to pose them?

crisp tendon
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But i'm choosing the alignment, blender shouldn't just revert to whatever was

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Nono, i have a model, it has a skeleton, finger bones are awful, weight painting is awful, i fixed the bones (rotation, length, alignment) and the weight paint accordingly, i apply rotation, export as an fbx > i import back that fbx, and the bones are back to being fucked

pine harbor
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in the same way as they were before? that's definitely new to me, hmm

crisp tendon
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Could it be because of the leaf bones ?

pine harbor
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i have no idea what those do, but that's always a possibility if we're out of ideas -- i'm kind of inclined to say to try importing the .blend file directly rather than exporting to FBX, if people were correct about 5.6.3p1 being able to do that

crisp tendon
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I might do it again, export it in 10 different ways, save it everywhere i can, send it to friends, and check, because i've had to do it too many times for my own sanity

pine harbor
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i'd also try exporting it as something other than an fbx and reimporting to see what happens, before exporting that newly imported one as an fbx

crisp tendon
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it's an hour of work every time, such a pain in the ass, but i'll try blend file, thanks

pine harbor
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good luck -- that definitely sounds like a pain in the ass =_=

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oh -- one thing i'm fairly certain of is that blender has trouble importing FBX files where the skeleton's resting pose doesn't actually align with the mesh's base pose, if that makes sense

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blender's definitely got some difficulty with FBX files, but i'm not sure if that specific one may be related to what's going on with yours

crisp tendon
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Could be, it's initially a source model, but there's no bone constraint, crossing fingers

acoustic garnet
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So im adding this top to this model, what bone should I weight paint it on to?

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(forgets to post picture)

pine harbor
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depending on the size of it, at least part of it should probably be mapped to the chest bone...although in your case, you may need to do multiple parts of the spine, depending on how realistically you want it twisting

acoustic garnet
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so just do like 3 sections of on those 3 bones?

pine harbor
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thereabouts i'd say, yeah -- the whole thing will rotate a bit strangely if you only weight it to the chest bone

acoustic garnet
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Thanks for the advice!

pine harbor
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although it's not tucked in...bleh, you may want to try it both ways and see which one you like more

acoustic garnet
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we shall see

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thanks again

pine harbor
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on second thoughts, no, definitely the 3 bone one's better

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try twisting your body side to side and watch how your shirt moves -- the whole thing isn't following at your stomach

acoustic garnet
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Wait, could I merge the weight painting with the existing weight painting on the white shirt?

pine harbor
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hmm, i don't think there's a way of doing that automatically if they're not identical mesh shapes

acoustic garnet
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ah ok, ive done manual weight painting before so its not that much of a hassle, just wondering if there was a faster way

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one more quick question, should I just do the spine / chest? Or hips as well

pine harbor
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what are those three bones you have highlighted?

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chest/spine/hips?

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i think it'd look more natural if you do all three myself

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at full realism, i guess the bottom parts aren't 100% weighted to the hips with sideways twisting, but it'd be more weighted to the hips than anything for when you're bending your character forwards...

...yeaaaaah, i'd just go with how you'd normally weight paint the skin for that top across the three bones -- can't really capture literally every realistic detail

acoustic garnet
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thanks

pine harbor
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good luck, and pardon my rambling -- i just think aloud a lot 😛

acoustic garnet
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every time I weight paint I tell myself im never going to do this ever again

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and then I do

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and I regret it every time

pine harbor
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^do it until you regret it so much that you're numb to the suffering vrpill

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then you can call yourself a veteran 😛

feral moss
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question how to i make my leg bones only effect the leg they are in?

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using 3ds max

sick steppe
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Can anybody help me out with eye tracking? I've tried various tutorials and I've followed them exactly as they say, but I haven't managed to get it working.

somber tulip
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Does anyone know if unity can use blender bone constraints? I wanted to have a Sasuke model which can enable susanoo. My plan was to have susanoo's bones be linked to sasuke's bones via constraint and copy the bone rotation, but unity wont seem to pick up on those constraints. Any ideas besides changing the parenting of the bones? That tends to break it.

crisp tendon
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@somber tulip You can also try to weight paint Susano's limbs to sasuke's bones, i'm not sure how the users with Jojo avatars do it

somber tulip
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@crisp tendon Yeah I will have to play around with that. That was the first thing I tried, however after the arm moved away from the shoulder they started to seperate by huge margins. If there was a way to chagne the pivot point of the mesh and have the bone adjust based on that it would likely work.

final obsidian
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im trying to rig a tali zora model with a little light for the mouth using a blendshape that popps a little disc out of her head. is there any way to change the scale of the blend shape so that the disc is either all the way out or all the way hidden in her head and remove the movement between these positions?

somber tulip
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@crisp tendon I think I may have figured it out. If I set the weight on the original bone to full and the weight on the body's bone some something very small (like 1%) it follows the rotation, but wont seperate the meshes from each other.

crisp tendon
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Well done, glad you found a solution

spiral spade
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Is there a way to fix clipping through chair with small models?

crisp tendon
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Make a custom sitting animation

primal river
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does anyone know how to keep the bones on the same settings, but on a joined mesh?

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so i can apply it to another model

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kinda like this

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but if i join the mesh manually, the bones dont keep their settings and stuff

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like if i join the mesh where it is on the first screenshot, the bones dont move their corresponding mesh anymore

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ive seen cats be able to join meshes and still keep the way bones move the mesh, but how can i do it manually since i only need the head?

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or am i making this too hard...

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i think i am, dont i just delete the other meshes other than the head's. and delete the remaining bones?

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@crisp tendon what do you think?

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or.. what does anyone think lol

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ill try my second idea while waiting for a response

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yea fellas it looks like the second ideas gonna work better

calm needle
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@primal river what i tend to when mashing together models is to seperate the mesh i want to move, then seperate the armature as well so the head bones are a seperate object. Double check the parenting so the newly seperated head sticks to the newly seperated armature. I then position the armature where i want it, apply rotation,position, scale on both the armature and model. Join the armatures together, and fix the parenting

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its kinda a basic rundown of it at least

primal river
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actually uuh question

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@calm needle

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not sure if your still here i saw this late, but right now i got the whole thing down, but after i export it as fbx and put it into the other blender file the whole thing shows up black

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and the bones are wrong

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is it because im importing it as fbx in the first place? or is there a way to import a blend file to a blend file

calm needle
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odd an fbx would do that

primal river
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ill try again

calm needle
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you can litterally copy and paste between blend files though

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its how i tend to merge two seperate files 😛

primal river
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oh really??

calm needle
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yeah, open one blend file, copy the mesh, open other blend file, and paste

primal river
#

like copy the armature and the meshes and paste i

#

wow

#

LOL guess ill try

#

did it! he kept his bones and stuff this time

#

but hes still all black

#

he didnt have any textures applied in the first place, so im not to worried

#

but why doesnt it just have the default gray color?

#

@calm needle

calm needle
#

probalby because you are in material view?

primal river
#

..right

#

yea

#

hes all black on that mode

#

but that shouldnt matter, unity usually just adds a default shader

#

wait now that i think about it i coold just parent the pichu's neck to the head and keep the original bone layout the man has

calm needle
#

mmmhmm

primal river
#

lets a seee

#

HAHAH

#

THANKS @calm needle

calm needle
#

once you get used to it, mashing up models becomes more entertaining than it should be 😛

primal river
#

yea im looking foward to too many ideas

fading verge
#

im making a meme avatar and i tested it and it has a LOUD gun playing ghostbusters (anti-knuckles thing) and it keeps crashing dont know whats going on.

primal river
#

.. do YOU crash?

#

or does everybody else crash?

fading verge
#

I crash is what i got

#

i have not used it in any publix worlds

#

public*

primal river
#

ah thats good

#

hmm

#

do you think its in some sort of loop? like is it palying the same sound effect or particle every frame or somehting?

#

@calm needle actually another question

#

does it matter if theres two armatures?

#

one is the head and the other is the man

calm needle
#

you need to join the armatuers

primal river
#

oh

#

how do that?

calm needle
#

same way you join meshes

primal river
#

...the numpad + and enter? @calm needle

calm needle
#

select source armature, select destination armature, control + J

primal river
#

aa!

#

aight les do it

calm needle
#

you will have to tell the model what to be parented to again

primal river
#

a fok

#

shouldnt be too bad

calm needle
#

nope. once the armatures are merged, dont forget to parent the head bone bone to the neck bone or however you split the two

primal river
#

ah aight

fading verge
#

@primal river its looped yea and has partical effects

ripe kiln
#

can someone help I can't change the rig type I'm being an idiot but I cant find the avatar import settings

primal river
#

so this

#

happens when i join them

calm needle
#

undo, apply rotation,scale, and location before merging

primal river
#

..? on what?

#

@calm needle ?

#

im confused

calm needle
#

on all 4 parts

#

just to be safe

primal river
#

?? what parts?

#

im sorry lol

calm needle
#

both armatures, both models

primal river
#

but what do you mean apply?

#

like make them all have the same values?

calm needle
#

control + A

echo drift
#

hey do I need to have certain bone names for my model?

#

I'm using the cats blender plugin for VR chat to help rig my model, there's no hand bone but only a wrist bone

primal river
#

sorry for late reply im back, had to eat something

#

@calm needle im still really unsure on what your tryna tell me..

calm needle
#

when you hit control + a, it bring up the apply menu

#

you want to apply the rotation, position, and scale

#

to both armatures and the models

primal river
#

AAAH

#

i got it!

primal river
#

@calm needle so joining them made the man's bones not move his meshes anymoe..

#

and i noticed it

#

WAAAY too late

#

cant ctrl z back

calm needle
#

oh riht, i for got a steup

#

you just need to go to the mesh settings are reset the armature

#

when you join the armatures, the mesh doesnt know what armature to use for movement anymore

#

so you just need to go to its modifiers tab and tell it to use the correct armature again

primal river
#

a

#

oke leme see

calm needle
primal river
#

i cant see a wrench

#

oh wait thats a mesh

#

im dumb

#

yEP

#

now it works!

#

thank you

primal river
#

today i have sinned.

#

@calm needle thank you for all your help, im deffinetly more comfortable now

calm needle
#

it gets easier as you do it more

primal river
#

yes yes, thank you!

#

on hindsight i think i shoulda added his tail too..

calm needle
#

that one is just an easy attach to butt and weight paint if you dont plan on having dynamics

brisk mesa
#

yea i think you just weightpaint a tail to the hips or whatnot

#

and can make it dynamic bones sway

#

so base to hips and then the rest to the other tail bone(s)

grand dagger
#

anyone on that can help with rigging

pearl cargo
#

mixamo can help u

grand dagger
#

done it already i still dont have fingers

#

i have all my bones done im just trying to be able to do gestures for animations

pearl cargo
#

ummmm

#

so

#

import your rigged avatar

#

then delete the body, not the bone

grand dagger
#

to mixamo ? or blender ?

pearl cargo
#

Blender

grand dagger
#

my models mesh is getting pulled

pearl cargo
#

😐

#

what

brisk mesa
#

Well look at alll your vertex groups and figure out what looks weirdly weighted

#

So if my body mesh is being pulled on id go up n down that list and look at all the rainbow colors

#

If my face mesh is being pulled on id look at immediate culprits like neckbone first and then everything else

muted beacon
#

how to rotate a rig bone in unity?

crisp tendon
#

ctrl + r

keen ravine
#

I have a question about viseme

#

Does it require any specific bone for whatever is about to be animated, or all it does is move vertexes around?

fading verge
#

as far as i know it's only moving vertexes

summer light
#

Vertexes are linked to bones via weight paint and will move with said bones

keen ravine
#

so it requires bones for the face area?

hazy knot
#

bones or shape keys

summer light
#

Visemes use shape keys instead of bones

#

"generally"

#

Shape keys are also witchcraft

hazy knot
#

^

#

The people that make them on MMDs must be saints

tropic flume
#

oh sweet

#

time to get into animations

#

and poses I guess

left hound
naive tree
#

@left hound extrude bones from chest..? shoulder, arm, elbow and 3 fingers

fading verge
naive tree
#

or mirror, yep

fading verge
#

go in blender for that

naive tree
#

but since u wont need them to be moving, u can just extrude quickly

left hound
#

what if i use empty objects?

fading verge
#

empty objects are not bones

summer light
#

Empty objects are effectively single vertexes used for containing scripts

#

If you want your left arm to not move just dont weight paint it

#

Unity doesnt know

#

It just says "Yep, looks like arm bones to me"

velvet prawn
#

anyone ever had a models weight map read differently once imported to unity?

#

i had an issue with my models hair physics-bones catching the collar of the shirt and since fixed it, but in unity it still does it

fading verge
#

either you missed some weightpaint or you need to reimport the model

velvet prawn
#

tried reimporting, even as a new model entirely it still has the issue. may i post some pictures to better explain?

summer light
#

You'll have to upload them through an imaging site like imgur/postimg

velvet prawn
#

no problem

#

i need to decimate and optimize the model a bit but for now im trying to get the rig working right

summer light
#

This is a very weird problem

#

@calm needle Any ideas?

velvet prawn
#

any helps greatly appreciated, ive been throwing myself at this all day to no avail so far

left hound
#

i did mirror the bones but they dont show up in unity hmm?

calm needle
#

you said the model had no weight at all there right?

#

or its just moving despite the weight?

pine harbor
velvet prawn
#

ill give that a shot, one moment

pine harbor
#

although with that level of influence, i guess you should probably be able to notice if the painting's off just from the regular heat map

velvet prawn
#

nope, no weightage anywhere but the chest

#

and the upper collar has no weight at all

#

it appears to be the bones in the hair that move it, despite once again having no weight

fading verge
#

honestly that really looks a weight painting issue...

pine harbor
#

it looks like you've got a couple of those vertices at the top of the collar bones behaving like they're all weighted to different bones, somehow -- the corners of the collar don't seem synced when you look back at the first unity picture you posted where she's just looking up

#

yeah, it does look like a weight painting issue, though if blender's properties panel isn't showing anything for those individual vertices in the properties bar, not sure what's going on...though from memory, you're allowed to 100% weight to more than one group at a time for each vertex

#

which is why i suggested looking at the number data rather than the weight paint colour, but not sure what it might be if that's showing nothing either

velvet prawn
#

that actually gives me an idea

#

fixed it! i repainted the weight map so that it had a higher amount on the chest than it did before, making that 100% fixed the issue

#

im still not sure what caused it, but i find it strange that despite it having weight for the chest and nothing else it still obeyed another bone

pine harbor
#

magic vrpill

velvet prawn
#

thank you so much for the help, thats been driving me absolutely crazy

pine harbor
#

welp, glad you got it fixed, even if we're unsure how it happened and why it was resolved 😛

velvet prawn
#

hopefully that will help someone else if they ever have the issue

fading verge
#

fuck weight painting, that's why

velvet prawn
#

yeah honestly thats the quick way to summarize it

#

the only thing i have to figure out now is why my characters mouth pops open sometimes when their eyes move but i feel like that's just weight paint shenanigans once again

fading verge
#

it's necessary, but goddamn it's a pain in the ass

#

yes it is

velvet prawn
#

as problematic as it is, it's funny as hell because their jaw just swings open and shut while running

fading verge
#

question then

#

in unity, did you remove the jaw bone in the rig mapping ?

velvet prawn
#

yup, it's even stranger because theres no real jaw bone, all mouth movement is done via shapekey and viseme

#

unity wanted to make the bangs the jaw

pine harbor
#

as unlikely as it is, there aren't any close similarities between how the chest, jaw, eye and/or head bones are named, right?

velvet prawn
#

there might actually be now you mention it, ill upload this bench in a few and test a possible solution

#

when i attached the hair i did it in a dumb way that resulted in an extra bone named head.001

#

should probably dissolve that and see what it does

pine harbor
#

okay -- because i don't remember this being a thing with FBX files on export, but with certain filetypes on import into blender...

#

blender seriously messes up the interpretation if some of the property names are named in a certain way -- usually if there's a whitespace in the name (e.g. "Eye Left" vs. "Eye_Left")

fading verge
#

i have a issue, in the rig mapping in unity, i mapped every finger but when i hit "apply" unity will just remove them

pine harbor
#

so something like "Bone Head" may potentially get confused with "Bone Chest" under certain circumstances, though i don't think it should happen most of the time

#

@fading verge so the finger bones aren't assigned anymore when you go back into the humanoid rig window? or do they just get removed right in front of your eyes before you even exit it?

fading verge
#

when i click "apply" to confirm they just get removed in front of me

#

never had issue with rigging before

#

it's not that much of a problem, fingers are not needed to upload but i cant do any hand gestures so no animations possible

pine harbor
#

can't seem to figure out what's going on there...that's definitely damned annoying, with how many sub-windows and individual things you need to keep clicking =_=

fading verge
#

im so sad about these hands tho, fucking hell

summer light
#

On my Marina model the headphones are the jawbone

#

I have no intention of changing this, my word is my phat beatsies

pine harbor
#

it's kind of making me think about whether you can directly edit the meta file yourself to manually assign those bones, although that sounds like an extremely volatile idea

velvet prawn
#

working in unity at all is seeming like a volatile idea at this point lol

pine harbor
#

oh, it's pretty volatile in general -- except some options are more nuclear than others, especially if it runs the risk of crashing a lot of work you've already put into that specific project

velvet prawn
#

true

pine harbor
#

@summer light that actually sounds like a wicked idea, if you edited your visemes such that the ears of your headphones vibrated with how you talked

summer light
#

It does that by default, apparently theres a headphone bone and its great

fading verge
#

@pine harbor just to rant a bit more about unity.
If i map the fingers and then press apply, Unity will remove them.
If a map the fingers and then press Done, Unity will not remove them.
I will not even try to understand what's happening her.

velvet prawn
#

@pine harbor changing the name of the hair root did fix the mouth problem, thanks dude i wouldn't have thought of that

inner yacht
#

xpost #development-advanced: figured out how to prevent cloth colliders from sending your avatar into space!

#

tldr set the collider to a trigger

summer light
#

I need this video

subtle plover
#

when i import my model into unity, just the bones in the legs disappear therefore not having a complete armature. In blender the bones are all there and weight painted am i missing anything

velvet prawn
#

this sounds redundant but have you tried moving the legs about in pose mode in blender? i had that issue once and it was because of a long series of issues with the feet that i discovered from messing about with posing

subtle plover
#

so if i pose the leg bones like an inch, it should work?

velvet prawn
#

no no, what i mean is just flail about a leg and make sure everything moves like it should

#

one time my avatars feet wouldnt show up, turned out both shoes were connected to a leg and the feet bones had nothing to them

subtle plover
#

oh well in that case, they are fine they move how they are supposed to, just that the bones disappear in unity :/

velvet prawn
#

that's bizarre, sorry for that it's just a matter of ruling out potential problems

subtle plover
#

yea, thanks anyways

low parrot
#

Disappear in Unity how? Did you rig them when setting your avatar as humanoid?

subtle plover
#

like the bones and everything are there in blender and they are weight painted, but when i export it and then import it i not unity i set it to humanoid and click configure and the leg bones go missing

#

the bones appear in the hierarchy but when i configure i don't see them?

grand dagger
#

can you take off weight painting on a model so it wont affect mesh

#

or will it effect finger movements

subtle plover
#

it will make that part not movable by the bone it was assigned to

grand dagger
#

oh ok would animations still work?

subtle plover
#

the animations moves the bones so therefore if the mesh part was unassigned from the bone, it wouldn't move with the bone anymore

grand dagger
#

darn ok

#

everytime i hit fix model with CATS it takes the finger bones away and im doing these right?

naive tree
#

@inner yacht how heavy on cpu is it vs dyna bones?

#

the colliding and just physics

inner yacht
#

I tried creating 20 instances

#

and moving them around

#

was about 5-8% more cpu usage than no dynamics at all

#

20 instances of the neo avatar

naive tree
#

I'd imagine with dynamic bones it'd be much much worse

#
  • colliders suck ass for dynamic bones
inner yacht
#

yeah I'm not sure exactly what the implementation is for unity cloth

#

apparently they have a cuda implementation but I don't think it's out at the moment

#

my guess is that it's parallel C++

naive tree
#

@fading verge there's extra bones inbetween, gotta mix weight them to main bones

fading verge
#

I weightet all I've been able to physically see in blender tho 🤔
Guess I gotta look again

naive tree
#

could be a bone holding a sleeve or smth

fading verge
naive tree
#

parent it to right arm, then hit mix weight in cats meny

fading verge
#

it was parented, but apparently the wrong layer was selected and hence it wasn't "usable" or whatever

#

anyway now it's fixed, so thanks :D

pine harbor
#

@inner yacht have you considered asking a mod to post that to the #tutorials channel? that's definitely handy knowledge, especially for people who prefer using cloth or don't have dynamic bones

#

thanks as well from me, the rocket antics were giving me motion sickness 😛

inner yacht
#

haha, yeah I was using cloth for a bit too without the fix, and it was nuts

pine harbor
#

i basically gave up on using it for skirts, and only used it in a really roundabout way on capes

inner yacht
#

I've been talking a little bit with Tupper, maybe he'll post it there 😃

pine harbor
#

ah yup, nice -- thanks again, i'm gonna have to go back and try getting my longer trench coats working now 😛

inner yacht
#

I'm looking forward to what people come up with!

fading verge
#

Can anyone help me with custom animations?

low parrot
edgy ginkgo
#

can someone help me? for some reason the animations in VRchat are messed up badly like misshapen, but they look fine in unity and blender

open hull
#

is there a way to do a little tweak to my rigging in unity so I can make the thigh/spine angle a little more useable? it's at 171.9 and it should be at 180

#

I'm trying to avoid bringing it back to blender

high stream
night spear
#

Rename all of the UV maps to the same name

cloud kiln
#

Searching for a Vertex Group, anyone knows how?

autumn parrot
#

VRChat's sdk doesn't want to upload my model because of the error of some missing elements on the mapping of his bones. I think this is happening because he doesn't have a neck. Can I upload him even without a neck?

cloud kiln
#

Can't find RightArm Nor LeftArm nor LeftElbow etc etc

#

Only Right Shoulder, Right Wrist

violet patrol
#

Fuck. Anyone know if there is a quick way to fix an avatar's feet being below the floor in unity?
I don't want to fix it in maya and have to export a new one and redo everything in unity....

random lotus
#

@violet patrol

#

you got lucky

#

i just started doing that with one of my models

violet patrol
#

pming

night spear
#

Pretty sure you just need to have all your bones below ground level

cloud kiln
#

^Yes

#

Also, I solved my issue myself no

#

np*

#

But, you can also save yourself the trouble and just make an animation for your character while he's a wee bit above the ground ya

high token
#

Hey cuties, Friend has been working on an avatar for the last 2 days. In game using the leg trackers for the vive the feet balls align at the knees-ish and dont align to the foot bones. Anyone know how to fix this or have a work around?

#

We tried changing the bones but it didnt seem to have an effect

cloud kiln
#

What you mean?

#

You mean when he moves his feet they stay on the ground ooor?

#

The move together with the Knee?

#

If that's the case, then you need to re-rig the verticles in Blender

high token
#

No, It tracks from the knee and twists them around

cloud kiln
#

Re-rig verticles.

#

I'm sad to tell you, but that seems to be the issue if you ask me

high token
#

thats fine, im working on it now

fading verge
#

Every time my avatar's move the moth opens? what do I do?

honest kettle
#

do you have a jaw bone and have that mapped?

frigid flower
#

Says theres an error with the neck and shoulders, not sure what to do

high stream
#

@night spear can you tell me how to rename the uv maps i cant seam to find a way to do it

night spear
#

Double clicking on them?

#

They're on the same tab as the shapekeys

high stream
#

thank you. i got it to work messing around following your instructions much thanksiris

night spear
fading verge
#

Is there a known issue of avatars that are more than one mesh having broken eye tracking?

#

I have a model that's two meshes and I have the visemes working now and the eye tracking is fine when created and tested in blender. I export it to Unity and make sure the left eye is LeftEye and the right eye is RightEye, but when I get it into VRC, the eyes aren't working.

#

It sucks because the model has a third eye that I was going to rig with a rigidbody and a fixed joint so all 3 eyes would have tracking, but I can't even get its natural eyes to work.

granite dust
#

@fading verge Is the mesh with the appropriate blendshapes named Body? Is the bone path to LeftEye and RightEye correct?

fading verge
#

The bone paths are proper, but the mesh must be named "Body" as well? I hope it's so simple! I should've thought of that! I'll have to try that once uploads are working again.

#

Thanks for the idea, @granite dust .

granite dust
#

Yes, the one assigned to the visimes needs to be named Body. It'll pull the first 4 for the eye-related scripts so make sure they're the proper ones

fading verge
#

I really should've thought of that with how picky Unity is about naming.

#

Unity/VRC.

granite dust
#

Nya~ Feel free to ask me anything else if things come up.

fading verge
#

@granite dust Awesome. It was that simple. Thank you again!

granite dust
#

No problem~

twilit aurora
#

thumb index and middle finger bones are not mapped this the right section i am mention this on

fathom flint
#

Are those finger bones in your avatars hierarchy ?
If so just add them manually by dragging them into the box.

twilit aurora
#

how i check if fingers in avatar hierarchy

fathom flint
#

When you configure your avatars bones.

twilit aurora
#

bone in hands dont appear green

fading verge
#

that means you need to rig the bones

#

for the fingers

twilit aurora
#

how do i do that

#

is their a guide

fading verge
twilit aurora
#

hmmm this may sound stupid their like like 3 index thumb midel finger when i look at both hands

fathom flint
#

One for each bone in your hand.

formal cargo
#

Might seem like a stupid question but why is it that my vision area is allll the way out here but when I upload it, all I can see is inside the hood and down into the body

fading verge
#

hi so I have a model that seems to have an issue with her chest bone, any way i can fix this on unity or do i have to make a new bone in blender? (and i have cats, tried doing the fix model thing, then i tried just not fixing the model but it didnt work) @ me if you know what to do >.< http://prntscr.com/in3l1g

Lightshot

Captured with Lightshot

#

i'll take a quick look

#

oh my god 😂

#

when i imported her into unity, she didnt have a chest set, just spine in the humanoid thing

#

so i guess its that

#

yeah thanks

#

i see the problem now

#

oh what was the hotkey for resizing bones again?

#

ah yes

#

it should be like up to her cross?

#

or above it

silent vault
fading verge
#

go to your rig, and delete upperchest

#

click that and your delete key

#

hm ok yeah its strange

#

when i move her some parts just stay

#

i should go check the original weight painting actually

#

yeah everything moves

#

now i'll try with the edited bone

#

if i move the spine it bends her over normally

#

but if i move the chest it cuts it off yeah

#

i actually met someone who had a working version of this model so i gotta find them if i cant figure anything out

#

oof well i'll import the non-cats fixed model

#

and see if its the same problem

#

hm when i move the chest bone it doesnt do anything to the model

#

ah ok ok i see the issue

#

shes the type of model that has the 'upper body'

#

welp i had a few models like this

#

and i didnt have issues as long as i picked them correctly in the humanoid rig thing

#

so i'll give that a try first

#

this might become an abomination but i'll try it anyway

#

its not complaining anymore

#

you know what, this model is a total mess, i think i'll go find the friend that has the working model and ask them if they did anything cus oh god its all over the place

#

im surprised cus all of the creator's other models are fine

#

i would have to reparents everything

fading verge
#

@arctic grotto yoo i was able to get it to work somehow, all i did was rename the bones to spine, hips and whatever then i clicked on fix model and it put everything in correctly lmao

neon quiver
#

ok so trying to make blinking eyes. it work before but making a different avatar now. when i go to make the vertext group then test for the ey to blink it des nothing. even though i moved the verts to a new place. i wonder if there something wrong with the rig. I don't know how to explain this better. moving the weight slider does nothing.

leaden vault
#

So im having this problem in blender with the eyes I have like cat ears on my model and they move along with the Right eye. as well The right eye literally pops out of the socket. I know I can weight paint the ears though the right eye is what I am having problems with.

https://gyazo.com/ab06514c8e178265db5e013d15879a48

autumn parrot
#

Anyone have a tutorial on how to set a generic rig avatar on VRChat? I was able to import my model's animations into unity (but I made one .fbx for each single animation because the .nif plugin on blender didn't let me put all the animations on one single model), but I have no idea on how to set the animations for them to work on VRChat.

fast rain
#

Blender: I've attached a weapon that comes as seperate file to a model's hand no problem. Where should I move the weapon in the Hierarchy so I can put a shape key on the main model to hide/unhide it?

fading verge
#

the hands?
you are suppsoed to merge everything at the end, so every keyshape will be on the "body"

fading verge
#

'Body' or eyetracking and a bunch of other things can mess up

open hull
#

hello riggers 😃

#

can anyone help me with a little problem I'm getting warning on?

#

it's saying the angle between the thigh and the pelvis is 171.6 and it should be 180 so tracking works properly, I think it's causing problem with dance animations, my character has an hourglass figure and I don't want her to stand like a docker but if I need to fix it can I do it in unity or do I need to take her back to blender to edit the armature?

fading verge
#

blender issue

open hull
#

bah, I suppose I'll have to bite the bullet

#

@fading verge have you ever made a 3d cell shaded avatar?

fading verge
#

nope never, sorry

open hull
#

I'm thinking of making 'beep beep I'm a sheep' world in the style of minus8, but I guess I need to use 3d cell shading to get the outlines to look right at all angles

fading verge
#

cubed toon shader outline are not good ?

#

I would use environment map cell shading for that look instead of the toonshader, you have more control over the edge outlines

#

not sure you can get it to look that cartoony easily though

open hull
#

it's all new to me, I'll look into it

fading verge
#

Toon Shader reinvented, for free. Check out
Toon Shader Mobile and Toon Shader Desktop for more fun !

-16 shader variants easily accessible from a unified interface
-Source code included
-Works well with low poly meshes.
-Emits shadows
-Supports outlines with variable thickness, color, that work in Editor, Ortho and Perspective cameras.
-Supports Matcaps as shading textures
-Many thanks to Mixamo for the Mascot and samba animation

open hull
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nice thanks

twilit aurora
#

thumb index and middle finger bones are not mapped full body ik will be disabled is their ill be able understand how to do this

dim snow
#

guys
quick question
I have a model
but all of its bones are "Jnt 1 Jnt 2"
do I need to name them for it to work fine in unity rig?

feral plaza
#

I need help if anyones willing to asist in modeling mmd avatars

fading verge
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@dim snow the name doesnt change anything, but it's easier to find bones if they are named correctly

normal blaze
#

does the neck bone move much or it is mainly just the head?

restive shale
#

@normal blaze if you have vr it moves about as much as a regular neck

velvet path
#

So, having a bit of an issue, and was wondering if anyone could assist, I'd greatly appreciate it <3

#

So here, I have shape keys set up, they function properly in the blender window

#

But won't show up in the shape key selection for the visemes?

naive tree
#

@velvet path join your meshes

acoustic garnet
#

Does anyone know some good hair dynamic bone values?

#

I usually use .4 damping and .9 inert

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I dont touch elasticity or stiffness usually. But I want something that looks a little different then what I usually use

fading verge
#

length of the hair ?

acoustic garnet
#

just past sholders

fading verge
#

.88
.27
.3
.88

0.96
0.314
0.181
.9

acoustic garnet
#

thanks

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Damn, those are really nice settings. Thanks alot @fading verge

fading verge
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i worked a lot of these setting

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i have a file for different stuff

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like breast, butt, thighs, clothing, tails, different hair length

acoustic garnet
#

ooo

chrome pewter
#

hello friend is having problems getting the model to get the pareting right we have tried vrcats alot and it seems to just seems to not parent because it cant find the arms

weak nacelle
#

is there a way to make a mmd dance after i us cat blender plugin with out being completely frozen t pose

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and i made it dance with out cat plugin but use the mmd tool the after had so much spine and neck issue in unity

opaque sierra
#

https://imgur.com/8cSM1zP
so im trying to weight paint these pieces onto umaru but i cant test it since the armature won't move the body (neck wont rotate head). not sure what is happening

fading verge
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see the arrow with the 3 dots on it at the bottom left ? just right of "pose mode" ?

#

@opaque sierra

opaque sierra
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im looking

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yes

fading verge
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click on that button and you should be able to rotate the bone

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if nothing moves, then nothing is weight painted to it

opaque sierra
#

should i just paint the whole thing in weight painting?

fading verge
#

you mean the scarf thing ?

opaque sierra
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well nothing is moving when i rotate in pose mode

fading verge
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because nothing is painted on that bone

opaque sierra
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i painted the whole thing and nothing happens im kinda confused

raven portal
#

@fading verge I think @opaque sierra haven't parent the mesh with the armature yet

onyx matrix
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What was the steps to parent two armatures and there bones together? I forgot the process

random lotus
#

and its not weights, the parts im tryna move should already be painted minus the coat '

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he has arms underneath the coat

tired stump
#

Hey, so im trying to add talking to my avatar. Ive got it working but I have one little problem. The non-talking keyframe looks like the "th" sound keyframe instead of the base one. Anybody know how to fix this?

night spear
#

The non-talking keyframe is vrc.v_sil

#

So basically create it from the basis and move a vert just a bit to pretend there's a change

tired stump
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Could i set sil to 'none'?

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@night spear

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~and it work just fine?

night spear
#

Hmm, I don't know... Never tried that

#

But I don't think it would work

#

Setting it to none would probably keep the last position the mouth took and freeze it

tired stump
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well i tried it, and even more interesting was that it just broke the talking completely. its stays in basis key and doesnt move.

night spear
#

Hmm

heady hedge
#

Can anyone tell me what is making my feet do this? the toes are unmapped and I have never seen this before, when ever the body turns, the tip of the shoes turn too

#

nvm

fading verge
#

any of you know how to fix Xlegs when looking up

spring crescent
#

"Create Eye Tracking" in CATS generates new eye bones and places them in the wrong location/rotation. Anyone have a clue what might cause that?

light kindle
#

ahahaha

#

i dunno but move the eyebones in edit mode

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@spring crescent

spring crescent
#

Yeah, I've been trying. Blender is the most convoluted, confusing and unintuitive 3D package I've ever used. But I'm old and set in my ways I guess. Once I get a bone close to the right spot, it's somehow rotated wrong and causes more problems. Tis a mess!

light kindle
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as in the original eye bones

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not LeftEye

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i moved mine one at a time because otherwise the cat eyes both took the same co ords

spring crescent
#

So I'm trying to move the original bones up so that the new ones get generated at the proper location?

light kindle
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yup!

spring crescent
#

Weird! Worth a try I guess. At least I can do that in 3DS where I'm not totally lost

light kindle
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dont bother moving cats bones, itll make it worse

#

no dont do that

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its a problem with cats itself

spring crescent
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Ok, so move my eye bones in Blender before generating the new ones with CATS

light kindle
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and you cant compare how high the bones are

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yes move one bone up/down etc

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create eye tracking

spring crescent
#

Ok. I'll give it a shot.

light kindle
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test rotation

#

and continue until good

#

make sure you move the orginal bones in edit mode

errant bramble
#

Anyone here know how to make it so that the wrist does not pinch so badly in blender? My avatars wrists squish into a pancake when i rotate my hands.

pine harbor
#

that might be a polygon/weight painting thing -- if the weight transition between your wrist and arm bone is too sharp, the deformation from the twisting will be a lot more obvious

raven portal
#

Red = more solid/sharp
Green = between
Blue = weightless, so stretchy~

pine harbor
#

more polygons along the bending area gives you more points to smooth out the weight painting

errant bramble
#

I know about weight painting. It still pinches pretty badly. I tried adding helper bones but it didnt go well

pine harbor
#

hmm...that might be something unity/VRChat isn't well-equipped to handle, in that case -- the way the wrist moves is anatomically different when twisting it, when compared to bending it up and down

#

i'm not sure the humanoid rig is designed for using a twist bone between the arm and wrist

raven portal
#

Or check if other bones had weight applied to it, I got those issues a lot whenever I weight paint, accidentally painted on another surface and never noticed it

#

Especially even a slightest weight on one body, it still get anchored to the other bones x.x

errant bramble
#

Yea in game the only thing that moves when you use the controlers is the hand bone so that leads to really wonky rotations.

#

I'll keep trying. maybe give it a bit more edge loops and another paint over and hope it at least lessens the problem

#

Thanks guys! ❤

pine harbor
#

if you're not against adding accessories or clothing to your model, you could try to mask the wrist distortion by adding a sleeve or a more solid accessory to cover the rotation area

fathom bronze
#

I've got a question.

#

I've got a Ghastly model that I've imported already as an avatar using generic animations. That is to say, it doesn't move all. But is there a way for me to, say, make the Ghastly body the 'head' of a humanoid bone armature with no mesh? Because I want to be able to 'look' up/down/left/right as well as change elevation.

#

And I want to be able to take advantage of the gesture animation overrides to do various expressions.

#

But Unity won't let me if it's not a Humanoid.

subtle moth
#

yeah, no animator if not humanoid

fading verge
fading verge
#

@fading verge You might try switching it to Female in the Avatar Descriptor. That'd be the easy way. Otherwise you'll just end up messing with your bones for who knows how long. You'll sit a little danty though.

#

Could anyone give me an idea of how I would have a child bone inherit rotation of the parent bone without the parent bone's rotation causing it to get ripped out of location?

#

Ideally, the third eye rotates with the right eye, creating the illusion of eye tracking with all 3 eyes.

quartz trench
#

does eye tracking only effect two eyes? Or can you specify any number of eyes to track?

fading verge
#

I assumed it could only use LeftEye and RightEye.

#

it works on bones called LeftEye and RightEye in a mesh called Body @quartz trench

#

But duplicate bones are forced to have the .001 name. Unless I should try making an eye parent for this third eye child, @fading verge

#

oh yeah, I don't know how to have it control a third tbh

#

That's actually a neat idea. I should try the eye parent idea.

#

See if VRC lets me have multiple LeftEye and RightEye under the tracking script.

#

Thinking it'll still rename duplicates though.

#

Nevermind. It renames them, no matter what you do. That's why I was trying to make a bone mimic another bone's rotation.

#

But I can't figure it out.

trim coral
#

Hey guys. If you're making a model of a humanoid standing on something (in my case it's a segway), do I need to make a new bone at the bottom of my model or something. When I use the avatar at the moment, the model is placed so his feet are on the ground, making the segway sink into the ground.

I'm assuming VRChat always sets it so the lowest bone on the model sits on the ground or something.

fading verge
#

If you configure the rig and drag the model up by it's hips, it might raise it up when you upload it to VRC. That's how you fix feet sinking into the ground, so that may be what you're looking for. @trim coral

trim coral
#

@fading verge Oh shit. I just looked in the rig configure setup and it had it automatically placed with the feet on the ground instead of the wheels. Gonna lift it up and try it. Thanks man.

fading verge
#

@trim coral drag the ankle bone down to the ground in blender, that's where vrc thinks the ground should be

#

and unassign the toes

#

in unity

#

@fading verge I used to never assign the toes because they'd be in the ground, but dragging the model up in configure lets me keep my toesies.

trim coral
#

The model I've made has no toe bones. I can never be bothered with them

fading verge
#

that sometimes didn't seem to work for me 😐 the ankle thing is a lifesaver for models in high heels though

#

I'll give it a try on my Moth upload to see.

#

Aaron is trying to get his avi to "float" on top of their object.

trim coral
#

Okay. Moving the model to where it should be in rig configure has had no effect. Damn.

#

And yeah, the avatar is standing on a segway

#

but VRchat is positioning him so his feet are on the ground, meaning the segway he's standing on sinks under the ground. So I'm figuring it's something to do with VRchat using the feet bones to decide where to place the model

fading verge
#

yes, the ankle bone

trim coral
#

Whoops, forgot to tag @fading verge

fading verge
#

yeah that fooled vrc for me on occasion, try it

#

even lower, where the tire starts

#

bottom of segway should rest on the 0 plane

trim coral
#

The first picture is how it already is at the moment, with the bottom of the wheel resting on the 0 plane.

fading verge
#

vrc ignores that and looks at the ankle bone

trim coral
#

Hmmm. Okay I just moved the entire armature down to be like the second picture and tried it like that but there's no change.

I heard there's something you can do with colliders or something. Like placing a collider under your feet to push the avatar up.

shell kraken
#

how do i add jiggle physics for breasts or floppy hoods and cloths

low parrot
#

Using the Dynamic Bones asset in Unity

shell kraken
#

im looking for free ways to edit

safe bluff
#

Use the cloth asset then

#

But be aware that it’s miles harder than Dynamic Bones especially for breast physics

high stream
#

i thought vrchat did not support cloth asset

safe bluff
#

Vrchat supports cloth

#

It’s whitelisted

high stream
#

ahh

humble leaf
#

hey if i want to move my hair with my arms do i need coliders just in the arms or both in arms and the hair?

open hull
#

You put colliders in the things doing the pushing and you reference them in the things being pushed

#

are you using dynamic bones @humble leaf ?

humble leaf
#

Yeah

#

i have colliders on my arms

#

and dynamic bone on hair

open hull
#

it's pretty easy, you just have to go to dynamic bones settings, find the number of colliders (can't remember what it's exactly called) when you set that number to 2 you get two boxes you can populate with your colliders

#

you set the number of colliders to the number of colliders you want it to respond to then you list them

humble leaf
#

oh

#

gotcha

open hull
#

did that make sense?

fading verge
open hull
#

yeah, that

#

hey @fading verge I'm using a WMR headset so although my virtual boobs are massive I can't quite reach them without my controllers punching through my real life chest, do you have any stratergies to resolve this?

fading verge
#

changing the viewpoint of the avatar ?

#

bigger colliders?

open hull
#

it might be a viewpoint thing, but if I set it too far back I'd be seeing the inside of the avatart head, right?

fading verge
#

nah, it's not rendered in first person

#

so you can safely place the viewball exactly between the eyes behind the skin/nose

open hull
#

hmm, I'm not sure about that, my avatar has a replacement head

fading verge
#

feels a lot better in vr too if it's in the right place and IPD corrections also feel more natural

#

(stretching your arms etc)

open hull
#

yeah i do walk around with trex arms most of the time

fading verge
#

ah, seated play

#

😄

radiant blaze
#

Rigging from scratch, should i make a upper chest bone?

#

or just hips spine chest

open hull
#

upper chest is useless in vrc

fading verge
#

upper chest bone is not used in vrchat

open hull
#

you can make it

#

but it will be ignored

fading verge
#

@open hull replacement head, yeah not sure how it handles that

#

but try it

#

even in desktop it felt a lot better when I started putting them inside the heads

open hull
#

well I've used a shader on the main body and the head seems not to react to it in the same way although cats has done it's thing to it

radiant blaze
#

how about shoulder bones? christ i dont know what im doing

fading verge
#

yeah first person head rendering is strange in vrc because of that head hiding

open hull
#

@radiant blaze it's a pretty simple mod...yeah what @fading verge says lol

radiant blaze
#

oh neat thanks

open hull
#

@fading verge tha actually raises an interesting point to me, my model doesn't have a set of pelvis bones as far as i can see, it's just a spine and a gap before the thighs, will I get better leg articulation if I add a couple of bones?

fading verge
#

you dont have hips?

open hull
#

yeah I have a single hip bone at the bottom of the spine

fading verge
#

you cant add more then

#

because from the hips you have directly the upper leg, then lower leg and foot