#avatar-rigging

1 messages Β· Page 104 of 1

open hull
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chest>Spine>Hips>Left Leg/Right Leg

fading verge
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yeah and you can't rig anything in unity between hips and legs

open hull
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but it's one bone although it's called hips

fading verge
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i never saw that and never saw someone talk about it or even try

open hull
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why am I getting a warning about a pelvis being at 171.6 degrees then? is my hip bone too long?

fading verge
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i dont remember how to fix it exactly but it's an issue in blender

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Wishing VRC showed the same thing on my screen as everyone else's. On my screen, using rigidbodies and a fixed joint makes 2 of my 3 eyes disappear while all 3 are there for everyone else.

vapid osprey
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@open hull just ignore it it's what i usually do.

open hull
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but I get derpy dance moves, i was hoping that could fix it

fading verge
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So the eye tracking on the third eye works, but it's looking upwards all the time. But because of the fact that only someone other than myself can see it, its hard for me to try to fix it.

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And yes, I've been using Third Person Locomotion to check it.

vapid osprey
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Sorry can't help you there Saigo 😦

fading verge
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I could drop it into a pedestal in my world and have a friend pick it up. Just sucks to have to resort to that. ;P

granite dust
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Make a second account, and drop into the same room for testing?

fading verge
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If I do that, I could just log in through steam.

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No?

granite dust
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Hmm, probably

open hull
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how can I put a pic here? it's it a user privilege?

vapid osprey
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not really uploading pictures but yeaa....

fading verge
vapid osprey
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oh....

robust python
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Does anyone know why my model can be seen twice in vr users but normal for desktop users? Its like the left lens is working but the right isnt

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or vice versa I forget

vapid osprey
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@robust python i have no idea never encountered anyone with your problem.

fading verge
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^

vapid osprey
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@fading verge Does Vrchat Humanoid even support a Third eye?

fading verge
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So it's duplicated together of some sort?

robust python
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Kind of? Its like have you ever looked at a 3d movie without the glasses

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It hurts peoples eyes

fading verge
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Ah

robust python
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and its my two most recent models idk how to fix

fading verge
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@robust python you added some shader that is not vr compatible

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@vapid osprey It doesn't, so I'm getting clever and making a third eye inherit the rotation of one of the eyes it does use.

robust python
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cubed paradox @fading verge

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πŸ˜ƒ

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flat lit toon

fading verge
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It just breaks for me in VRC.

robust python
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same one I use for everything else.

fading verge
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oh that is totally is πŸ˜‰

vapid osprey
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@fading verge dang feelsbad. I hope you can actually find a work around that.

fading verge
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your description sounds like some borked grab pass effect, but cubed's should work fine so that's not it

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If I could get it working with a third, I could get it working with a 4th or 15th etc.

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It'd be nice.

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Moving or still shaders will usually result of vr users not wanting to look at you

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Bc of the double image effect

vapid osprey
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@fading verge LOW KEY that's sounds amazing tbh lol if you can actually make multiple eyes tarck something.

fading verge
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I could make the third eye a world particle, but then it'd shake.

open hull
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I use a shader on mine, it's pretty, people like looking at the boobies

fading verge
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πŸ€”

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my third eye is up here!

open hull
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is there a way to calculate the best values for view position without trial and error?

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at the moment mine are x 0 y 1.6 z 0.2 but I feel like I could be further back

honest kettle
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that is different for each model and personal preference

radiant blaze
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how low should the foot bone be and the end of the ankle bone

open hull
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I think I got it, thanks

radiant blaze
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im wondering things like should i curve the spine with the character's posture and how low should the ankle be

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Or do i not need to worry about it now too much, that it can be fixed later?

fading verge
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I need help. I have been trying to ask around on VR to see if anyone could remove a tail from one model and place it on another for me but due to my throat being missed up, I can barely speak, thus making it nearly impossible for me to ask. Would anyone be willing to help?

civic field
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You kids know any secret sauce on how to optimize a rig for full body?

low parrot
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There's basically a tutorial for that in the latest #tutorials posts @fading verge

radiant blaze
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correct proportions for starters

civic field
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Got that, just running into weird issues like everything being paired to the left leg.

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Or hips rotating 180 degrees.

tired stump
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I have a problem. I have a model with rigged breast, i put dynamic bones on them and it worked great. Eventually I decided to remake the bones to see if I could improve them and fix some errors with the rest of the model. My old model had 1 bone per breast, my new version has 2 per breast. It didnt work well for some odd reason so I deleted the second set of bones going back to only 1 per breast. Now the dynamic bones physics work around the 'spine_2' instead of the individual breast.

tired stump
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NVM

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i figured it out on my own

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In order for a bone to move around its own location you have to have an 'end' bone added to the end of your regular bone

random lotus
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can't tell if blenders being an idiot or if it's because of the bone names

chrome pewter
tired stump
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"get the parenting right", well whats it supposed to look like?

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@chrome pewter

random lotus
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We have a miracle here, this guy has invisible arms but his rig still gives him arm bones http://prntscr.com/inv688 but not a chest nor neck

Lightshot

Captured with Lightshot

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and how would i go about adding said bones?

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i sadly can't mixamo rig him because it fucks up

dusk pine
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Im trying to rig my avatar so only the head rotates at my look direction. it's non-humanoid and uses a custom rig and animations. How could I go about doing this?

chrome pewter
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@tired stump the hair is stuposed to be on the head not moving on its own

tired stump
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well lets see the parenting thats setup on it

tired stump
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lets see the hairs a parenting

random lotus
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ive got a question regarding using mixamo's auto rig

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will it let me keep his ear bones and still let me auto rig him properly?

tired stump
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@chrome pewter your screenshot does not display the hair-bone parenting

tired stump
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Parenting seems fine. Dynamic bones if applied may be the problem.

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The hair is definitely following the head, just lagging behind from the dynamic bone entity.

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Changing its settings to have less dampening, more elasticity and moderate stiffness may help. @chrome pewter

glad egret
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oh god thats a lot of bones

tired stump
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Yeah, having so many bones make working on it much harder then it should be.

glad egret
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hm if the hair is lagging behind there might be a bone thats parented to the entire back and/or fronthair

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ive never had that problem but i think ive prevented it from happening

errant bramble
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Sooo. For some reason various vericies on my character are just exploding and going all over the place. Like. I have no clue what caused this

humble leaf
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I don't know why but when I made an animation my fingers started stretching really bad

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Before I did the animation on the model the fingers were fine

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But then I made some facial animations applied them and now in game my fingers stretch out a lot when I do for example the grab function

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And this effects even the animations I did not change

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For example when i do a fist the hole in the middle is huge and the fingers streached out of proportion

real pasture
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So, I got a model. On blender I did all the weight painting, no issues. But when it’s in unity, the hair is attached to the arm bones. I’ve spent hours trying to fix it, but I’ve had no fix yet.

real pasture
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If anyone can help, please @ me or message me

humble leaf
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πŸ™

mental lynx
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Oh boy, did I just pay 20 bucks for nothing

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Because it seems that Dynamic Bones no longer work on any of my projects or models

subtle moth
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umm

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dynamic bones is definetly worth it

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but thats a compiler error

mental lynx
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Its happening across everything, is what I mean.

subtle moth
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Which means that unity may have fucked sth up

mental lynx
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All projects, all models

fading verge
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If you removed dynamic bones and readded it, it may have broked.

mental lynx
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I never did

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I'm trying to re-add it right now

fading verge
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I've exported and broke all my prefabs that way.

subtle moth
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a newer version of the script?

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or why are you re-adding it

mental lynx
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Because its busted, I can't do anything with it

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Even when adding a new component, it gives me that error

subtle moth
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then its your unity

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i can only tell you to tr yreinstalling

mental lynx
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Unity is nothing but a constant bunch of errors, issues, and bugs.

subtle moth
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your projects should be saved elsewhere though

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i never have experience sth like this before

mental lynx
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This isn't the only issue I have with Unity

subtle moth
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unity's pretty calm for me

mental lynx
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I also dislike how it only uses 12% GPU and a third of one core of my CPU

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And then starts to lag because it wont use anything more

subtle moth
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yeah, that actually sux

mental lynx
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I have games from 2006 that use two cores

subtle moth
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yeah...

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i know

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unity isnt perfect but its rather easy to use

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could definetly be worse

fading verge
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Did you recently install any new assets, @mental lynx ?

mental lynx
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Awhile ago I installed a new conversion component for animation

fading verge
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Sometimes assets aren't compatible with each other. It's stupid, but it happens.

mental lynx
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I'll try removing it

fading verge
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I had a version of Ultimate VFX that broke my SDK.

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I still had to make a new project to fix it.. Maybe you'll get lucky?

mental lynx
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I wouldn't be so upset over this if Unity would make use of my equipment...

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But having to jump through hoops and now deal with the third wipe of all my effort/content

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Its not fun

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Oh wow

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It was the conversion component doing it.

subtle moth
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conversion?

mental lynx
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Removing it and launching has brought back Dynamic Bones.

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Which means the animation conversion was probably sharing some assets that overrid Dynamic Bones

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It basically took animation from other types of engines and converted it, frame by frame, to something I can use in Unity.

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It barely worked, so at least I'm not upset with losing it.

subtle moth
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but that sounds nice

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i want sth like that

mental lynx
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None of them seem to work, anymore.

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Or maybe it wasn't working because it was fighting with Dynamic Bones

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I may have to make another project specifically for ripping animation

fading verge
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At least I said something useful? πŸ˜ƒ

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It happens sometimes.

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xD

mental lynx
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Thank you for suggesting that

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I would have given up for the night

abstract breach
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hi, little question, when using VR HMD is a custom animator controller overwritten to default? (look like it is) if yes is there a way to enforce the custom one for idle/walk for example?

bronze elk
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@abstract breach not sure i understand to what you refer to.

abstract breach
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oh sorry, i'll try to be more specific

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i have a model with some custom controler, it work properly in non VR, but as soon as i use VR, everything is gone (normal in a sens since it's full IK), but is there a way to force the use of the custom controller for animation ( without using the override)?

bronze elk
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Well in VR mode, your hands and head are tracking your headset and handheld controllers therefore ignoring any custom animation for and idle or walk animation

abstract breach
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yes i get it, but walking and running look so dumb without the custom animation though πŸ˜›

bronze elk
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Can you show me a screenshot of what happens?

abstract breach
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hard to convey with a screenshot, when running/walking the hands don't move in a natural way since it's tracked, don't know if you know what i mean

bronze elk
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Well thats the issue with vr and custom walk animations

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They conflict with eachother

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So there isnt much else i can tell you

abstract breach
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yes in a sens it could be cool to override the tracking when running/walking

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even in idle

bronze elk
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Personally i think custom overides are generally menlant for non vr users since they cant move freely as vr users can

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Meant*

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Besides whatever looks funny can bring some good laughs out of ya

abstract breach
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yes true, but being force to actually run/walk IRL is silly too

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l ol yeah

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oh well i have to leave with it i guess or upload my model in generic instead of humanoid (not overwritten in that case, but not tracked anymore)

bronze elk
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Is it meant to be generic or is it built as a humanoid?

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Bone wise

abstract breach
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i have both case, non humanoid and humanoid

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a humanoid work well in generic as far as i'm concerned, but well the tracking go to the trashbin

bronze elk
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Your character would stay in t pose in generic and any animation done in emotes would glitch it

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Overall i personally just change the emotes and leave the walking/running alone

abstract breach
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no it work as long as you have a proper custom controller with animation, at least for me

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but no tracking anymore of course

bronze elk
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Im sure tracking would still work fine since the game would just use default animations

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Then again i dont own vr yet so i cant say much

abstract breach
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An example : 2 same models, 1 in generic, 1 in Humaoid, both have the custom controller generic -> no tracking - animation ok | humanoid ->tracking ok - animation gone

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tested

bronze elk
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Thats interesting, makes me want to learn more about that lol

abstract breach
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Yeah spent hours and hours on it, thinking i was doing something wrong, but hey...i'm sure now

bronze elk
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Indeed. Anyways, hope you find a solution soon, its time for bed. Take care.

abstract breach
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was just expecting someone had a magic formula to make it work

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see ya thanks

red gulch
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Spine hierarchy missing elements, make sure pelvis, spine, chest, neck and shoulders are mapped

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I think the spine, chest, neck and shoulders are mapped but I'm not sure about the pelvis

fading verge
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pelvis is the hips

red gulch
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its cool I fixed it

tropic flume
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is the error parent for 'spine' differs from one found in humanDescription the same as the Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped. error from the docs?

opal aurora
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Did you change your bone structure or names in unity?

tropic flume
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I started from scratch

subtle moth
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Try applying Uppercase to your S

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maybe its case sensitive

red gulch
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I have the arms mapped to the ears, so he can use them to emote and such

trim coral
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Is that the rig config menu in unity?

red gulch
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yes

trim coral
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I believe it's enforcing t-pose (it's supposed to do this).
It just seems like you've positioned the bones poorly. You have to be careful when using humanoid rigs with oddly proportioned characters.

red gulch
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I see

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its not possible to use an avatar without making it a humanoid rig is it?

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I mean, one that can move its limbs and such

trim coral
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It is but it's very time consuming since you have to do all the animations manually, and I don't think you can use IK with non-humanoids in vrchat

red gulch
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I see

trim coral
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There's nothing wrong with using humanoid for things like this though

red gulch
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well its a shame

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Cinnamoroll is very expressive with his ears

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-assuming you know the character-

trim coral
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You just have to keep messing with the bone positioning and weights until it works how you like.
Also it might be worth uploading it to vrchat like that and seeing how it looks ingame

red gulch
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I did, its as bad

trim coral
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Oh, I thought it looked familiar.

Any chance you could screenshot how the armature looks in blender? (or whatever program you're using to model it)

trim coral
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Also I just noticed the greyed out bone in your earlier screenshot (that means the bone hasn't been assigned to your humanoid rig).
VRchat uses Hips -> Spine -> Chest -> Neck -> Head, so that greyed out one should be the spine bone. This could actually be related to your problem.

red gulch
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ah?

trim coral
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Gimme a sec, I'll see if I can pull up some screenshots

red gulch
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ooh

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I'm never sure what to do with this menu#

trim coral
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Can you show the bone hierarchy?

red gulch
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I'm pretty clueless

trim coral
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Don't worry, most people struggle on this at first.

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https://i.imgur.com/cKk3N02.png

This is an unfinished model which is why the arms don't match the bones yet and the head bone isn't showing properly. But just to help you see how the bones should be assigned

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The names of mine are different too, but that shouldn't matter too much

winged zinc
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is that Harley

trim coral
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Yes xD

red gulch
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okay lets see if this works

trim coral
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From arkham knight I believe

red gulch
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I've played around with it a bit

trim coral
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Unassign "upper chest" on the right by the way. VRchat doesn't use it.

red gulch
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yeah I managed to break the rig

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care to have a go yourself?

trim coral
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https://i.imgur.com/0zHLaeV.png
Also this is why your legs are deforming the way they are. When t-pose is enforcing, these two bones get straightened out to be like human legs which is pulling parts of the model around.

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I can try if you'd like

red gulch
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I'd appreciate it

winged zinc
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i got a lancealot albion model from code geass its good but the texture is a bitch to assign and create because i have to make the metallic look manually

random lotus
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Ok, why is his chest and spine bone in the same spot suddenly?

winged zinc
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can u show the the adjacent bones too

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it hard to tell just by looking at this specific spot @random lotus

random lotus
winged zinc
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hmm

random lotus
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i think my friend figured it out]

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apparently the model i used the base from

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has a rig issue

winged zinc
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u could just rotate it in edit mode

random lotus
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where his spine and chest are wierdly mapped

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and he got it to work

winged zinc
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re map it

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oh

random lotus
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by just switching the 2 in unity

winged zinc
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that works too

random lotus
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in the configuration menu

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yeah

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so HOPEFULLY it works for this one in unity

winged zinc
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you have to do that alot with models from modelresource like neptunia models

random lotus
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this one was a mmd

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a port for the model rip for mmd

winged zinc
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well if that ever happens again just check the bones that are red and change them to match their name

random lotus
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ok

winged zinc
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and if u ever have troubles with shader stuff try using the standard it a little more customizable like this one

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one sec

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oh well it aint working

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there we go

random lotus
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@winged zinc ok so i tried another model in unity but i had to add a few bones to him and when i did i got a message saying the chest bone has a value of zero but and when i force t-pose him this happens

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all his other bones work fine

winged zinc
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ur missing a spine

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thats ur problem add another bone and assign it to be a spine u should be fine

random lotus
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i did

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he has a spine

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unless i fucked up the parenting

winged zinc
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yeh

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chest supposed to go into spine

random lotus
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shit

winged zinc
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lol

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find another mmd on deviantart or something and look at the rigging on that they good examples

random lotus
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of the same character?

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because if so thats where im fucked

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there aren't any mmd models of him, thats why it took me so long to find a model of him

winged zinc
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one sec lemme send u an example

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give me like 10 mins

random lotus
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ok

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im messing with his uv's anyway

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because the most import texture is broke af

winged zinc
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lol

real pasture
proud heron
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okay so this is the first time i made hair for a model and i want to add physics to it

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what are the ways i can do?

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I remember there was a method using bones....?

toxic swallow
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Okay, every avatar i have ever converted from mmd on my own has had this problem where the character leans forward a little bit, but then resets when you look around. Moving makes it start leaning forward again. I have no idea how to fix this. I have tried raising the spine bone in unity, but that doesn't fix it, it only makes the avatar slightly taller and have a longer torso. https://imgur.com/w1fhc8h <--What it looks like https://imgur.com/6okFFv6 <--what it should look like

feral stone
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azs

radiant blaze
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help

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this has something to do with weight painting but i dont know anything else

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i have no idea how to fix this

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dont mind the wrong facing normals i know how to fix that

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left is blender, right is unity

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or i dont know the weight paint seems symmetrical, but the other side doesnt have the problem D:

kind sedge
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i don't know blender, but there might be a tool to make the skin paint symmetrical. In Maya it's often very difficult to see

open hull
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Hey, anyone know the best Dynamic Bone settings for hair? mines is a little to stretchy looking when I strafe

night spear
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@radiant blaze I'll take a wild guess and say that the skirt is weight painted to the right arm

acoustic garnet
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@open hull Depends on the length

limpid dirge
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is any1 on?

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herer?

lilac lodge
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Can someone help me with this? it happends when i try to open a pmx in blender

limpid dirge
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mabye the file is corruped?

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@lilac lodge

lilac lodge
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@limpid dirge I searched another file, thanks

limpid dirge
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np

coarse flame
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I am adding a weapon to my charater which is a sword, while not drawn I want it on the belt and I am trying to figure out how to make it appear attached yet be a dyna bone.

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the object center (the axis/move controls are on its tip.

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any ideas :l

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not exactly working as planned πŸ˜›

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anyone have a idea how to make the sword wiggle from a selected point than the objects origin? which is the tip?

spring crescent
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@radiant blaze Check and make sure your shader isn't set to 'cut out' or anything weird

stark reef
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@coarse flame you could try adding a small cube near the handle and place the sword below it in the armature. Than use the cube as the pivot point.

raven portal
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Told him to add bone to the sword, another solution

median bobcat
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can anyone help me with uploading a different version of the same avatar?
I want the keep the original and upload an edited version

low parrot
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Detach the ID from the Pipeline Script that got added when you added an Avatar Descriptor

median bobcat
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like this ?

low parrot
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yep

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It'll upload as a separate avatar

buoyant berry
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Worked my issue out.

median bobcat
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O that worked but when i change the materials on the new one it also changes on my old duplicate

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is their any way to fix that?

proud heron
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is there a way to make hair psychics using rigid bodies? i've been at this for hours already and i haven't got any progress. this is really frustrating and im ready to give up at this point hsfghat

cyan adder
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fixed it

random lotus
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Can i have some help please?

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and the bones despite being parented don't move his eyes at all

bronze elk
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are you manually doing the bones?

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@random lotus

random lotus
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@bronze elk ummmmm i can't paste em?

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from the original armature? i couldnt get the eyes manually positioned right

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well i could always put new bones in and just scale em' to match

bronze elk
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@random lotus Do you use cats blender tool?

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it does the eye tracking for you

random lotus
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@bronze elk yes

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thats when i got the error

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is when i tried to test it

bronze elk
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show me the eye tracking tab if you could

random lotus
bronze elk
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are the meshes joined together?

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the error states your meshes might be separated

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@random lotus That reminds me, there is a glitch when you create visemes. It'll glitch the eye tracking test at times.

random lotus
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i haven't done visemes yet

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which i know will work

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because he has mouth shapekeys

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i actually tested the eye bones in pose mod and they don't move the eyes at all

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having the same issues with the ears

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dynamic bones doesn't make the ears move

toxic swallow
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does anyone know why my avatars lean forward when i stop walking? looking down fixes it until i walk again

bronze elk
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@toxic swallow In game?

random lotus
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oh shi

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his coat bones move the hat

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wth

bronze elk
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is the hat parented to the chest or head?

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it should be parented to the head

random lotus
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it was iirc

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i might just readd the hat

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because its had a ton of things going on with it

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ugh fuck i forgot i gotta work tommorow

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but i aint goin to bed till i get this bastard into vrchat fully functional

toxic swallow
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what it looks like after walking

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what it looks like after resetting

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and is supposed to look like

bronze elk
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@toxic swallow add me on vrchat i wanna see this in person

toxic swallow
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same username?

bronze elk
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yes

toxic swallow
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im Avie

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youre not seeing it pop back and forth?

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alright

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i think its client side then cuz i use other avatars from the various worlds and they dont do what im seeing

bronze elk
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probably

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but im sure its not a problem

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ive seen many other people with that

toxic swallow
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the only part that makes me second guess myself is the fact that looking straight on its like my head shifts to the side a little bit

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i recorded it and am trying to link it

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welp. i feel dumb now. time to make a custom standing animation that doesn't do that

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thanks for the help

bronze elk
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you could download a premade animation from mixamo

toxic swallow
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righhtt

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but thats for tomorrow. got class in 8 hours. need sleep.

bronze elk
#

alright well good luck to you

glad egret
#

@toxic swallow you mean her hips jolting back and forth?

#

that can be fixed by aligning the spine with hips

opaque sierra
#

anyone able to walk me through what's happening? I'm trying to combine these hoppo pieces onto umaru and i'm having a lot of trouble
https://imgur.com/u7Vckdp

spring crescent
#

What is the Unity plugin everyone is using to speed up animating the fingers? It was mentioned in a few videos but I can't remember what it was called.

subtle moth
#

Muscle editor?

#

or muscle animator

#

sth like that

#

@spring crescent

brisk mesa
#

you worked so hard on thatttttttttt

limber knot
#

Anyone know how to rig jaws?

#

i only want a simple open and close mouth when talking

#

i dont want to take much time doing visemes

#

or is this much more complex?

subtle moth
#

@limber knot Im pretty sure its easier to do three mouth poses instead of rigging the jaw

keen sigil
#

anyone know what settings I need to have the bones show as wireframe, but the model show normally? can't seem to figure out which checkboxes are needed.

#

nevermind.

#

Dropdown in Armature Tab: Maximum Draw Type : Wire

#

Look for settings for ages, ask someone, immediately see the answer. Every time.

cloud kiln
#

How come my camera is like, at my chest on one of my avatars? Never happened before πŸ€”

#

Is it the "scale IDP"?

subtle moth
#

Its the viewpoint

#

Have you only done small avatars before?

#

If yes that may be the case

#

Adjust the viewpoint height in the vrc_avatar_descriptor

#

@cloud kiln

cloud kiln
#

My dude

#

The ball is in his eyes pre much

#

It isn't that

#

And no, I always done avatars that are neutral height

#

I only done small avatars for other people, due to that I make complex animations

#

3 years of experience with 3d modelling

#

I'mma try turning off Scale IDP

#

Nop, did the same thing

#

sigh

#

Whyyyy, it never happened to my other 40 avatars

#

I see

#

Apparently my avatar is floating

#

He's rigged perfectly by myself in Blender, no idea why VRChat is doing this

#

I guess I have to go into further investigation

opal aurora
#

It could be a hip angle issue bending the character and positioning the viewpoint lower due to such, if it's trully floating, you can bring it down in unity's rig config

#

Via dragging the hipbone down

floral willow
#

anyone can help me with dynamic bones to hair?

opal aurora
#

Unity's standard 3d view window won't show those changes though, so apply a controller, hit play, reposition the viewpoints' Y axis (only) and then copy the value to paste after leaving playmode @cloud kiln

open hull
#

@floral willow did you find some help with your hair?

serene urchin
floral willow
#

@open hull nah i gave up its too difficult

fading verge
#

Can someone help me with eyetracking on an XPS model?

#

and or visemes

acoustic garnet
empty hare
#

does anyone know how to make something on a character hang like a necklace?

outer oriole
#

@cyan adder Give me that proto suit dick

acoustic garnet
#

anyone got any ideas? I'm stumped

shell kraken
#

when your model in unity dosnt wanna use visemes (-none-) and even when you dont set a mouth movement it stays open ingame how do you fix that? eyes donna wanna move either and they are mapped on the rig

#

@empty hare id say a dynamic bone?

fading verge
#

remove the jaw bone from the rig in unity

worldly palm
#

For some reason my mouth move when I walk and viseme no longer work

worldly palm
#

I fixed the viseme but the mouth still opens, it seem to be affected by the eye tracking :/

errant bramble
#

Would anyone know what random verticies on my characters model just start freakingout in game?

cyan adder
#

yeah its the verticies that are weight painted wrong

#

aka blender work

sleek magnet
#

Hell is finding a model you like and then spending hours fixing its awful weighting 😦

fading verge
#

So my eye tracking doesn’t work in game

#

I have no clue why

wraith moss
#

@fading verge It works in Unity I assume?

#

Do you know how to test it?

fading verge
#

Well not really I just know the eyes so move with the bobes

#

Bone*

wraith moss
#

What bone did you set the eyes too?

#

You can also check the movement by the eyes (if using unity) is to go to it's muscles and bones in the mapping and test it from there.

fading verge
#

They are on eye_l and eye_r and they move

#

@wraith moss

wraith moss
#

Do you use CAT'S in blender at all?

#

@fading verge

fading verge
#

yw

#

YEA

#

i found the visemes as well but they are in a diff language so idk how to transfrer those either

wraith moss
#

In CAT'S there is a translate box that will accurately translate it!

#

If you translate and make eye tracking all in cats (you can also test it) everything should work!

fading verge
#

thats the thing i did and it doesnt want to work

acoustic garnet
#

So, I have a bunch of hair bones but the parent is the head. So if I add dynamic bones onto the hair and use the head as a root the eyes and mouth and everything go crazy.

So basically what I'm asking is how I would create a parent bone and but all the hair inside of that parent bone.

wraith moss
#

What I do is make a bone to add all the hair bones too and use that!

#

So I literally dup a hair bone, delete things attached to it, and then add all hair bones to it..

pine harbor
#

you could also select the head bone in edit mode, and hit "W" to subdivide it into two bones -- rename the second split (likely named as head.001 or something similar) as "hair root", reposition a bit if you'd like, and you should be good to go

acoustic garnet
#

Thats what I was looking for @pine harbor. For some reason if I tried making a dup of the head bone it would dupe it inside of a whole nother armature

#

but the subdivide works great

#

even carrys over weightpainting

pine harbor
#

yeah, i don't think you can copy-paste individual bones with the Ctrl+C Ctrl+V method -- there might be another way of doing it from within blender, but i've gotten used to subdividing for how i like to do things

#

just make sure you don't rename the wrong bone, but the numbering should make it obvious

acoustic garnet
#

yeah, thanks alot man

#

appreciate it

#

thanks again

acoustic garnet
#

No matter what I do, in regards to weight painting or moving the bone or making it bigger or smaller, the mesh always creases here, what would cause this? https://i.imgur.com/9jyPekz.gifv

fading verge
#

Check your vertex groups

acoustic garnet
#

what would I be looking for?

fading verge
#

The upside down triangle icon when you go into editmode

#

Find the bone for that group and check it

#

Look around on the other bones to see if they cause the issue

acoustic garnet
#

if I click the vertex group, this is the only part that has weight on it

brisk mesa
#

Idk maybe if it is painted fine then if it is too low poly in that region it looks like shit when bending too

#

Luckily you can try subdividing just a few spots there to test and then revert if not

acoustic garnet
#

doesnt look that low polly

brisk mesa
#

You also have to check if some other hand bone or finger bone is pulling on it

acoustic garnet
#

fuuuck, I never though of that

#

This is the only thing ive found so far

#

and only the thumbs

fading verge
#

is there a way i can make an in visable skeleton?

brisk mesa
#

Umm like the rigging or the mesh of one?

#

Cause i mean all of our skeletons are invisible. Just meshes are shown so i dont really know what you mean, @fading verge

acoustic garnet
#

@brisk mesa You were defiantly right about something pulling on the thumbs and I figured that out. Now im wanting to repaint the thumbs because I just slapped some paint on it as a quick fix. Now when I de-paint the thumbs it wants to shoot polys around https://i.imgur.com/I3LSsp0.gifv

#

does that mean something is still attached?

brisk mesa
#

They look like one of the pinky or ring finger bones are pulling on it, not sure

#

Its like... Going over there in a weird way

#

If nothing was attached and the model was fine then it shouldnt have moved is my logic

acoustic garnet
#

Yeah, thats what I mean

#

hmm

#

I really appreciate the help. I see you're here helping people all the time and I appreciate that

#

your a good man

#

I diffidently try and return the favor if I see people needing help in the stuff I do know

#

it actually turned out to be alot of the wrist and elbow pulling on certain vertices

brisk mesa
#

Yea i remember something like this happening but to my face lol like my boobs were yanking on my face lmao

forest crane
#

@acoustic garnet check palm bone if it has no thumb in it

forest nova
#

Anyone know how i can completely bone a model

#

theres a model i want to put in but it hasnt been rigged at all

#

pm me if u can help

subtle moth
#

the word is Rig

#

not bone

floral willow
#

i added dynamic bone to hair,but when i move backwards the hair goes through chest

#

anyone knows how to fix it?

low parrot
#

There's quite a few models I'd want to completely bone if you know what I mean

fading verge
#

@floral willow better settings?

#

also you can try to use the "distrib", so the further away from the root the less movement you have

coarse halo
#

How can I go about getting rid of the pinching that occurs on limbs when they are rotated?

#

Such as when I rotate my arm, it pinches it off at the shoulder

#

I was suggested taht this is likely a weight painting issue, but I am unsure of how to go about fixing it

fading verge
#

basically, the bone is turning the meshes (skin) too much at the shoulder

#

so you should put less weight paint on that part so the bones have less control over it and wont "pinch" it as much

coarse halo
#

It seems that whenever I end up changing the weight just changes where it will pinch

acoustic bluff
fading verge
#

yes ? just parent them

hasty wing
#

how does one connect two armatures without losing weights to the other one?

naive tree
#

you join both of them, select the main armature last

#

ctrl+J

earnest rivet
#

What do you guys think would look best to make something look jiggly? Trying to make a slime and deciding how to create armatures / weight paint to make it jiggle a bit with dynamic bone

fading verge
#

Bassicaly just make a humaoid rig with no wight painting then make a tail bone that connects the slime together with weight painting then in unity make the taild Dynamic

opal aurora
#

No direct way to do so i think... dynamic bones do have a lock function but that's just for them... maybe there is though, good luck

#

Yeah... scripts are blocked by the sdk

#

It's whitelisted

#

I'm unaware of how exactly it is whitelisted, just know that it is

lofty thunder
#

You could try adding a bone to the middle of the string and making your hand pull on it

#

so that way if it twists it doesnt twist the whole string

#

Hope it works

limber knot
#

My avatar has shrinking fingers when I move the bones

#

help please?

lofty thunder
#

Shrinking fingers?

naive tree
#

@limber knot remove weight from other bone, "shrinking" means there's weight on multiple bones

limber knot
#

weird

#

I made sure there arent weights on multiple bones

#

here's my hand's setup

#

some places wont get painted unless i purposely go over the area

arctic osprey
#

Why's unity rig inspector not showing the last bones in each bone chain?

#

I feel like I have a few bones pointing in the wrong direction but because the end bones are invisible in Unity, I can't tell for certain

#

If I add new bones in Blender, do I have to do some strange rotation changes to get them to point in the right direction in Unity?

open hull
#

Is there no bar to allow you to scroll right in the hierarchy?

arctic osprey
#

I found the bone that I thought was missing, it was just inside another bone with completely wrong rotation ...

arctic osprey
#

The bones I add in Blender don't have the same location or rotation after I export to Unity. Any idea how to 'apply' the location or something?

timber pendant
#

Would anyone know why my feet are facing backwards

#

It says before i upload my avatar that the pelvis and thigh bones need to be rotated but i have no clue on how to do that

austere blade
#

is there a way to tell dynamic bones in unity to not follow subsequent bones ?

fading verge
#

you mean the child of the root bone that you used ? by putting it in the exclusion

austere blade
#

yeah,found the option and excluded some of the child bones,since those were attach to some leafs that went in to my legs regardless of the colliders

serene urchin
#

how can i parent my obj to an armature

maiden vale
#

is anyone here an expert at pmx editor?
I would like you to do somethimg for me please

fading verge
#

I have an issue with weight painting. I'm trying to blend the weight paint of the hips and the spine, but when I rotate it, the area more controlled by the spine always contorts terribly at the seam of the two weight paints, and everything I do only moves the location the contortion happens at πŸ€”

#

So far the best case scenario leads to the contortion mostly happening inside the pants, so it's not as terrible looking, but I was wondering what I'm doing wrong

#

oh I think I figured it out, I switched to regular weight painting mode and started to splatter a bit of weight paint here and there and it started to go away πŸ˜„

#

But not entirely, it seems. Annoying as fug πŸ€”

#

I'm contorting the body into humanly possible shapes, but for some reason it contorts a lot more than it should at the seams, but only in the torso πŸ€”

barren loom
#

Hey @vocal quiver I am totally lost so you are my last straw, I apologize for bothering you. Just a quick yes/no question: Do you know if it is possible to have a custom walk override animation animate OTHER bones than the two rigged legs while wakling? (in this example a humanoid avatar with the bottom of a spider, so that the animation moves all the legs when walking).

#

There is a custom made animation for the walk cycle. It just refuses to play at all.

serene urchin
#

my mesh doesnt move when i move the bones how can i fix that ?

barren loom
#

You have to weightpaint it

#

which means, telling the bones what part of the mesh they attach to

#

I'd suggest you look up some weight paint tutorials on youtube, there might also be another way, let me check

fading verge
#

@barren loom In unity, when you want to rig it, instead of humanoid, you can choose generic

#

@barren loom quoting someone else :
"if you don't need head tracking, you could set your model's rigging type to "generic" and it'll play the walking animations as expected from the overrides -- you'll have to manually make all the idle and emote animations as well though (which probably would've needed to be done anyway if you wanted them, since i can't see any of the humanoid animations matching up for a spider-shaped avatar)"

barren loom
#

@fading verge yeah, that is not solving the problem sadly. A custom walking animation still refuses to move any bones that are not attached

#

eh i mean, any bones that are not part of the original rig for some reason

#

so say, you have an avatar with weight legs in this case

#

to quote someone else "anything not mapped to the humanoid rig just doesn't want to move"

#

and under generic you seem to lose any sort of head tracking

#

I am mostly trying to help a friend here. She has a drider avatar (Human torso with spider lower half) so we are trying to find out if there is ANY way to make the legs move when the avatar moves. The animations for that are all created but unity seems to refuse to move any of it, it just defaults to the weird bunnyhop pose

fading verge
#

"Flayvynne" asjed the same thing in the "animation" channel

barren loom
#

she's the friend

#

I was just hoping that someone was around now who might have seen it

#

Ah well it's a shot in the dark

hollow thunder
#

Hey, I think the arms of my avatars are too long (or something like that). When I put them down they are always bent and also it's very hard to get them completely stretched upwards or sideways. What can I do about that?

feral moss
#

I'm a modeling noob. Trying to model a pacman. I did the arms and legs but I'm not sure about the face. any good videos out there for modeling the face?

clear tulip
#

can someone rig an avatar for me or is tht gonna take more than asking?

feral moss
#

i think you can commission people to do it on VRCTraders discord. Some people do it for free just to learn or they are bored

clear tulip
#

vrctraders? ok

feral moss
#

i got the link on reddit

clear tulip
#

can i see it? :3

feral moss
#

wont let me link it

#

google vrctraders and reddit

clear tulip
#

mk

#

ooh i see it

#

thanks x3

cosmic mica
#

Is it possible to rig in unity an object that follows you but kinda lags behind? Or perhaps a bone you could designate to slowly follow you at a certain pace? (Context: avatar addon pets that follow you)

fading verge
#

@barren loom You could try rigidbodies and configurable joints. You'd have to make the excess torso a mesh world particle though. The only other idea I have us Final IK. But that's 90 bucks and I have no personal experience with it.

cosmic mica
#

Ill research into that. Im still new to rigidbodies

barren loom
#

Hm

fading verge
#

@cosmic mica Try mesh world particles. Difficult to get right though.

cosmic mica
#

Btw in regards of rigidbones and fixed joints how do i make the slave bone move in the opposite direction of the master bone?

#

Also i will look into world particles

barren loom
#

Thank you for the suggestions, I'll look into this!

last knoll
#

looking for someone to add dynamicbones, eye tracking, lip sync and basic face emotes to avatar. willing to pay. pm me.

sour lily
#

i need to rig a basic cube as humanoid that will be used to parent the rest of the avatar. what is the simplest way to rig it if i dont need to even see the cube move with the bones. I just need it to be huminoid to be able to access gestures

restive shale
#

@sour lily If you weight paint it to the just the hips itll move with you and you can use gestures

proud heron
#

eyyy... 2 questions:

#
  1. How tall is the vrchat tutorial model in feets/inches or cm?
#
  1. rigid bodies don't work and there are no physics. is there something im doing wrong? i made sure there was no 0 air resistance
#

im confusing myself

sour lily
#

the cube will be invisible so that wont matter in terms of weight painting im just using the gestures to make objects appear like a mug or wine glass so i just need to find the easiest way to put a skeleton on the cube right?@restive shale

restive shale
#

If i understand your question then yes. All you need to do it build the skeleton on the cube model with something like blender.

sour lily
#

alright thanks Slider

restive shale
#

Np my dude

bleak condor
#

Has anyone gotten extra auxillary bones to work with mechanim for wings and stuff for the idle/walk animations

#

it seems to ignore all bones not part of the humanoid rig for idle and walk/run etc

#

I wanted to position the wings differently for each direction

fallen snow
#

How do I fix "The avatar measures too long" error?

heavy otter
#

anyone know how to make cloaks droop down and not float in the air?

brisk mesa
#

Well you can try two ways, 1. Try to mess with the gravity and force thing in dynamic bones, 2. Manually pose the cloak yourself by editing it downward or manually pose the cloak by rigging it with bones if it had none and then posing the bones downward, then copy that new pose from pose mode to rest pose to ensure that your downward cloak is actually the default. @heavy otter

#

That second way is how i posed tentacles that were all tposing outward because that is obv not natural. So i yanked on its rigged bones until it looked squiggly.

#

Then i can just make it have dynamic bones settings for the natural sway. A cloak would basically be the same.

#

Imo i dont even wanna mess with the gravity and force shit in DB cause everyone i meet has no idea what good settings for it are. Id rather just manually pose things in Blender first.

muted beacon
#

can anyone help me with eye tracking I get an error: eye_L has no vertex groups and such

fading verge
#

okay quick rigging/merging question

#

i've deleted too many bones from the face, but i have an backup of before all of that.
however that was way earlier in the model build

#

is there a quick fix i can do? like merge or something

high stream
#

to many bones from the face why is there bone in the face? should just have a head bone.

fading verge
#

because it's for motion and gesture

high stream
#

ahh i just assumed that you were using shape keys for those

fading verge
#

it's the model

#

has a lot of inticate peices a guess, but removing them pretty much made the face all weird and effected the weight painting that worked prior

#

right now i have the 2 sets side by side, and trying to take the parts below the knee from the newer one

#

and kinda flailing

#

left: model
mid: modified boneset (need to keep below the knee due to feet adjustments)
right: the original boneset/rigging (need to re-attatch to the model and new feet rig)

neon quiver
#

how does one rig 4 leg animal? does the walk animation jsut work or do i have to make custome animation walk to work in vr?

brisk mesa
#

Rigging 4legged creatures is a bit of a complex voodoo thing and a lot of people have no idea

#

Sorry but ive never seen a good answer for that one and the guy who made the pony one or the other guy who made a scoobydoo basically are the only ones who made it work well

#

The scoobydoo one i kinda understand though, they put a human skeleton in front and the back legs are basically useless

opal aurora
#

There's 3 ways

brisk mesa
#

But there are def custom anims for this stuff

opal aurora
#

One of them is simply rigging a humanoid skeleton to the front legs and leaving the back ones as is without movement

#

Another is custom animations, which would be your go-to for actual success

#

The last way that i know of, is all about luck, bone positioning and front/back leg distances

brisk mesa
#

And some people do all of the above together

opal aurora
#

If the front/back legs are too far appart it won't work whatsoever, as the legs can't be locked on an axis to keep movement consistent and end up stretching too much

brisk mesa
#

I guess now that we know that JoJo stands being controllable is possible with rigidbodies or joints or whatnot, then i guess an animal could walk clumsily like that if you lock a leg to a leg but idk

#

Highly experimental

open hull
#

can someone help me with my hierachy?

#

I seem to have the same problem on all my animations when it comes to spinal rotation, the spine twists but the hips dont follow, what am I missing?

fast rain
fast rain
fading verge
#

that's either a fucked up bone or really shitty weight painting

fast rain
#

Yeah, it's a really old model a friend wanted to have, they probably just did not do a very good job somewhere

pine harbor
#

@fast rain at a glance from the gif, it looks like not enough weight has been given to the vertices on the arm

opal aurora
#

Looks like the wrong arm bones were assigned, those are probably childs of the actual main bones

#

Or, something went horribly wrong with weight painting

#

Worst case scenario; bones were deleted

fast rain
#

The bone hierarchy seems pretty okay to me. I've never done weight painting before, just playing around a bit right now but it's making things even worse matsix

#

@opal aurora Oh, you're right. The original model does not do that, so "fixing" the model with Cats broke something

sudden flame
#

is this somewhere i can ask about unity rigging issues too?

gloomy loom
#

ye

neon quiver
#

Thanks for the info

random lotus
#

Whenever i try to change the rig of this animation to humanoid it breaks the model somehow

#

rendering me unable to use the animation

#

unless its a generic rig

velvet cradle
#

@random lotus try deleting armature in blender, and export as fbx, rig via mixamo

random lotus
#

.......id have to rerig the ears though

velvet cradle
#

you can add bones in blender and resize them,

#

i dont kno how fluid it will work

#

once you get into unity that is

#

of course make sure its under correct parent. im not familiar with hierarchy, havent learned all the rigging technique.

#

should be easy to setup the right hierarchy thou

#

someone showed me b4, its sort of easy.

random lotus
#

yeah ive done it before

#

but they never worked

#

because they have to be weighted

little plaza
#

anyone know what the issue is? and hopefully, how to fix it?

fading verge
#

Does anyone know any good guide on how to set up lip sync on the model?

sour lily
#

I think this might be a rigging question. Im having a problem with a model because when i use it in vrchat my hud dissappears and i can only walk around and jump. I think the issue is that i binded the skeleton to a cube and the shrank the cube to .001 scaling for x,and y. Does anyone know of this issue or is there another possible cause?

warm nova
#

my pelvic area keeps pointing forward, any good fix for this?

open hull
#

@warm nova the second you find out let me know

#

that one's been pissing me off for weeks

warm nova
#

I figured it out @open hull

#

so you know the bone origin

#

set that to your hips

errant bramble
#

Is it possible to have a rigged mesh animated as as part of an guesture animation overide? for example like a rigged turret that moves left and right on a loop or something like that

open hull
#

@warm nova bone origin?

warm nova
#

or Armture

#

basically

#

armature*

#

@open hull

open hull
#

thanks, I'll figure it out, I just loaded up my project file and all the models were removed from the 3d space, still in assets but damn, that sucks.

warm nova
#

also i just learned that cats will just fix it

#

and translate it if mmd

open hull
#

welp. my armature's disappeared 😒

#

oh, it's back tfft

#

@warm nova I saw origin a minute ago but I didn't have an armature at the time... where am I looking again?

fading verge
#

so my eye tracking doesnt work for some reason everyhting is named correctly and it moves in unity what do i do?

open hull
#

panic

fading verge
#

GG

warm nova
#

@open hull the root bone

#

where all the bones come off of

#

usually called origin or armature

open hull
#

is that in the 'Skinned Mesh Renderer' when you select body in the hierarchy window?

#

or do i need to look somewhere else?@warm nova

brisk mesa
#

@fading verge did you ever test your eyetracking in blender? Did it move there?

#

Cause idk sometimes even tho i dont have a mmd i can still test the eyetracking lol

fading verge
#

It moves in blender as well

#

@brisk mesa

brisk mesa
#

You mapped the correct eyebones in unity then?

#

Cause if you used cats plugin or followed a guide to prevent buggy crooked eyes, it usually makes you make fake eyebones and real eyebones and you have to map the correct pair.

#

Also eyetracking is very anal in vrchat where things have to be all named correctly so i recommend looking that up

fading verge
#

I named them all correctly I tried all of them and it doesn’t work

ripe kiln
#

the character wont upload properly due to not having shoulders

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can anyone help here

brisk mesa
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Yeah you add shoulders

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In blender tbh

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Actually i can see you already have shoulders

ripe kiln
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they are also the arm tho

brisk mesa
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So you have to just adjust the textfields

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Well no because your shoulders are the collarbone looking things and then your upper arm is upper arm and then the forearm is forearm

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Do you have all of those?

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If not then you have to go back to blender and add them and parent correctly

ripe kiln
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the shoulders are mapped with the upperchest those collarbone looking ones

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spine upper has the shoulders included

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k lemme try that

brisk mesa
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I cant tell on phone v well sorry

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But yeah the upper chest's top hinge needs to have both shoulders and the neck coming out of it

ripe kiln
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it does

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it goes chest shoulders neck

brisk mesa
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So you definitely have shoulder bones? Lemme see the expanded arm bone list

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Because your 'shoulder bones' seem to be the name for the upper arm which is confusing

ripe kiln
brisk mesa
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I think you might be missing something then for both arms cause um

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Basically has to be like shoulder bones coming out below the neck bone, upper arm bones, forearm bones, then the hand bone itself

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That is four bones ignoring fingers

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You have three

ripe kiln
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so yeah like I thought it's missing shoulders

brisk mesa
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For both sides

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Yea id add that in Blender

ripe kiln
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it's a xps port

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I have no idea how to lol

brisk mesa
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Uhhh well maybe have to go look up weightpainting your shoulder if it is all fucked there

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And to add a bone on both sides i kinda just click a joint on one side with the left option checkbox turned on that says x-axis mirror, and i hit e on a joint to get two bones to symmetrically come out

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Idk you'll have to look it up tbh

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How to add bones and how to weightpaint a body part like a shoulder and how to understand the vertex list on the right

cerulean zealot
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So anybody able to help with rigging a model? When I upload in Mixamo it doesn't give the options for addint in the elbows/wrists, ect.

ripe kiln
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ill just find a working model lol

brisk mesa
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Mixamo is considered scrub tier cause it works only like 3 out of 10 models you ever throw in there

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So in this situation you basically have no choice but to learn how to animate or rig it yourself sorry

cerulean zealot
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In that case, any good tutorials for blender rigging you could suggest?

open hull
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check out tuppers tutorials on youtube, he'll see you right

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@cerulean zealot check the tutorial that tupper pinned here, ^^, it's a lot to follow in one go but get your self a coffee and watch it through, then follow along as you try it.

cerulean zealot
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That's the one i'm watching atm lol. thanks though.

weak canyon
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I am using the tutorial, but I don't own an actual VR set. I am just a keyboard and mouse user. How in-depth should my rigging go? All of the way through the video itself, or is there a point of cutoff that I should keep in mind?

little plaza
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I'd watch it all the way through

spring plover
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where should i start if im rigging a new model? Im a noob to blender, and would appreciate the help.

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hip? head?

brisk mesa
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Well theres addons that give you a whole skeleton

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And then we just drag bones into the right spot or edit the proportion a tiny bit

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Like Rigify or BlenRig or something

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And then in the future you can just save your old skeleton for further use

spring plover
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Auto-rig Pro?

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nvm, thats a paid addon

opal aurora
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I personally rig from bottom up, ankles, knees, legs, hip, spine, chest, neck, head and then i go on with the shoulders all the way to the fingers

open hull
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Hi, can anyone help with a warning I get 'The Angle between the pelvis and the thigh...'

subtle moth
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@open hull its just a warning

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as long as it isnt 0 and at least over 150 Β° its fine

whole garden
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uh

subtle moth
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?

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@whole garden

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Can i help you with sth

whole garden
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i got problem with bones actually

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@subtle moth

subtle moth
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Sure go ahead and tell me :D

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Ill try my best to help :P

whole garden
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i tried something but it become a mess

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lol

subtle moth
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Umm

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Try removing the ones on the clothing part

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You have duplicate arm bones

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Can you reset the whole thing into t-pose

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Then you need to weight paint the clothing to the bones of the arm

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That should do the trick

subtle moth
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Looks better but not sure if you need to wp it

whole garden
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i need to resize and move it?

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ah yes it work!

subtle moth
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Yay tororo

fading verge
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Anyone know an easy way to get the hand symbol you want for animations in Unity? Like for example I'm trying to make the handgun symbol for my angry animation, so I can still have a handgun while being angry?

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this is the hardest thing i've ever done in Unity

jagged torrent
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well

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with hand and finger motions

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you need to add each finger animator bone....one by one

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there is no way to add more than one at a time that i currently know of

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also it over rides

fading verge
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you can copy the finger bone from the animation override

jagged torrent
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true

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but it will take time

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depending on what you want

fading verge
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it will take 5 seconds if you know how to use a mouse and ctrl+c/v

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ok, i'll try that

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alright, thanks

naive tree
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@whole garden you shouldn't ever weight paint that stuff, as that issue most of the time is caused by bones holding the mesh, so all you have to do is parent the bone to the respective main bone and mix weight

whole garden
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yes, i have it working now

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thank you for your respond

fast rain
naive tree
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there's additional arm bones, need to mix weight those in@fast rain

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also did you use cats "Fix Model"?

fast rain
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Fix Model with CATS actually makes the same problem appear in Blender as well

naive tree
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you need to make sur ethat there's only main bones for arms left shoulder>arm>elbow>wrist

fast rain
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That's why I'm trying to do it without that right now, but I'm too unexperienced it seems. I've tried removing some of the unneccessary bones myself, but it makes the problem appear in Blender, too

naive tree
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don't "remove" them by deleting, as you do not trasnfer any weight that way that the bones could have held

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send me the fbx or pmx of your faulty model and ill check it

fast rain
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I'm almost 100% sure I know which bones are the problem

naive tree
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dont need any textures

fast rain
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I'd need to remove them and keep the weight

coarse halo
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Could somebody give me a suggestion as to how to fix the pinching that happens on shoulders and other parts of the body when a bone is rotated?

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For example, most of my models pinch at the shoulder when i rotate my arms

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I have been suggested its a weight painting issue, but I am unsure of how to actually go about fixing it

fading verge
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you need to repaint the shoulder area to the bones
you can find some tutorials on that or open a working model in blender to check how it's supposed to look

coarse halo
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I tried messing with teh painting myself but all that did was make the part that pinches move furhter down the shoulder, so I must not have done it right

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Could you link me one of those videos?

brisk mesa
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Did you paint it redder or more toward the blue though?

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Cause i imagine it would pinch more if it was more red

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Cause less would make it less influenced but you have to be super artsy with the gradient too

coarse halo
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I was having an issue where when I tried to select to paint it "less" it wouldnt actually paint it

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all the other brush options worked, but the less did not

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I may just need to do a weight painting tutorial first to get the understanding of it first

brisk mesa
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You have to press on where there is a vertex if that was the issue

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M shows you

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And if youre using Mix it gradually goes to your selected numerical weight value for the paint. If it is add it adds, if it is subtract it subtracts

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Based also on numerical selected value

coarse halo
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Thanks, I will look into it over the next few days when I have time

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I just know this is an issue that affects most of my avatars

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Its not anything that makes them unusable, but would be nice to know how to fix

fading verge
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What does, "This avatar does not contain an animator, and will not animate in VRChat" mean? I tried ignoring it and uploading it to VRChat and I got an invisible character and even my name tag is invisible?

coarse halo
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post a picture of your inspector

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when you have your avatar selected

inland pollen
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i know this is not a rigging thing but how do i put words above my avater

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can someone help me

fading verge
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someone helped me, I had my VRC descriptor on the avatar instead of the main person thingy.

jagged torrent
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"instead of the main person thingy." that doesnt really help. :T

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Sorry.

fading verge
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yeah

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I gave up anyway

jagged torrent
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ok.

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πŸ€”

fading verge
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Just completely deleted my Unity Project and I'm going to start fresh again, even though I spent like 7 hours on it.. It hurts, but it's for the best.

jagged torrent
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damn

fading verge
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I bet i'll have enough knowledge to be able to get a computer science degree just from VRChat by the end of the year XD

jagged torrent
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lol

pine harbor
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@fading verge if only -- i'm technically part way through a comp sci degree, and some stuff with VRChat still has me scratching my brain

coarse halo
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I just got my BS in CS in december

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Ive been using my learning of Blender and Unity for VRChat in my job interviews

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to show that I can self-teach myself

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Even talked about going to Void Club to dance using full body tracking

pine harbor
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^how i wish that worked for me, that wasn't quite doing the charm with the interviews i had

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you have to do a lot of self-learning with these 3D model/animation projects

coarse halo
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but that is an important skill in itself

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how many people here are just like "how do i make an avatar"

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and you point them to the tutroials

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and they are like "no its too hard nvm"

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Being able to push yourself to learn something you dont know or understand at first, even if it doesnt seem like you are making progress is an important life skill

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My first couple of avatars were total monstrosities

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That was before CATS

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I would argue is so much easier nowadays to make them because of that plugin

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and Tupper's great all-in-one tutorial

pine harbor
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oh, don't you worry, i completely get the importance of actually having the initiative to learn things by searching for info yourself or going hands on yourself -- it's more that i just have a hard time selling myself compared to whatever other interview applicants i'm up against πŸ˜›

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but yeah, both the ability and initative shown with self-learning is valuable as all hell

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CATS...that does simplify things a lot more, but i usually like to do things manually if it's not to do with the visemes πŸ˜›

coarse halo
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I have a second interview with a company in a week

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its my first major interview so im a bit nervous

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I think the first interview went well, since they are brining me onsite in another city for the second interview

pine harbor
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if they called you in for a second round interview, you caught their eye -- good start πŸ˜›

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how many interview rounds are there?

coarse halo
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i figure that i know that i would be a good asset to the compnay, and its just a matter of me proving that to them

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Not really sure

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I would assume they will make the decision after this one

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its a whole day of interviews

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with a coding challenge and whatnot

pine harbor
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hmm, right -- i'm personally guessing there may be one more interview afterwards, but definitely take this as a chance to show them how you'd benefit them as well

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not just in terms of the technical skills you have, but also being personable to show you can interact well with people -- that's usually what they're looking for in the later rounds, when they're deciding who they'd like to work with

coarse halo
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Yeah im doing research this week into behavioral interview questions and trying to have examples ready for those

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If i get the job then Ill get to finally move out of home and move to a new city, as well as start off at like $60k which is way more money than i have ever made

pine harbor
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^then you can pretty much commission all your models instead of doing them yourself, rich person πŸ˜›

coarse halo
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hell no

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when you make your own avatar, its so much more satisfying to be it

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I put so many hours of blood sweat and tears into my Felix avatar

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I have to give him the love he deserves

pine harbor
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truuuuuue that -- nothing quite like appreciating and using your own handiwork

coarse halo
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nothing wrong with appreciating and using other peoples avatars either

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But your mains need to be your own creation

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well

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your own conversion

brisk mesa
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Well unless you derive more pleasure from looking at a super complex unrigged complicated thing that needs manual decimation

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And then throwing money at it to fix it

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Cause then at least some talented poor college student can get some ramen money and i can get a model lmao

fading verge
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So im assuming there is nothing i can do

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@proud bone i got up at like 9:30

proud bone
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Nice

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What do I have to do with this btw

cerulean zealot
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Anybody got advice for clipping? I got a model where it has a cloak over the shoulders but part of that cloak is fixed and doesn't move, so certain arm movements cause them to clip through the cloak

brisk mesa
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I would usually use dynamic bones for the rest of the hanging part of the cloak and the cloak's shoulders part i usually weightpaint it to shoulders bones/upperarms or something so it follows the arms

cerulean zealot
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so like, with that image here. that little bit in the armpit, dynamic bones should fix that?

brisk mesa
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Hmmm

cerulean zealot
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it does have a bone there, but i didn't try to make it dynamic

brisk mesa
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What is the weightpaint on your cloak part

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Cause to make it follow your shoulders and arms exactly it needs the -same- values in those regions

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Which can only be done if you go find the data transfer modifier in blender and copy weight values from the body mesh to the cloak mesh tbh

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And also if those two meshes are separate at first to do that

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Cause i think your problem is the same as when i have a model with legs and pants, and the legs go through the pants.

cerulean zealot
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Ah, gotcha. I'll look into that and give it a go.

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Do you think, possibly, merging the cloak bones into their parent could work?

fading verge
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@proud bone i typed in the wrong discord lmao

proud bone
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Ohhh lmao

fading verge
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is it possible to make a humanoid character float?

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/hover

lofty thunder
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Is there any really good way to weight a multi mesh model? The model I am wanting to use is in multiple parts, such as the tattoos being a different mesh than the actual arms and so on

light kindle
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uh yeah you join the meshes using cats

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if you do it yourself youre in for a bad time

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a very bad time

solar ravine
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I did it myself and can confirm. I had a bad time

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In fact I did it without blender

drifting sluice
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hey guys quick question, maybe i could get a little help? does anyone know if theres a guide on how to make an animation where i could "pick up" an object attached on my model and "throw it"?

brisk mesa
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If theres a guide for that i wanna read it too, so i can pick up trash and throw it at people

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I guess judging from how others do animations with weapons, the most basic ones make it appear in their hand

fathom flint
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You would have to mix mesh particles and basic animations together.

fading verge
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you will need 2 hand gestures

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one to "take" the object in your hand and one to throw the object

fringe river
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Does anyone happen to know how to add bones in Blender? I need to learn how, but I have no idea where to start. All I know is that I will likely have to do it manually, as the model that I am working with is different from the standard humanoid model

fringe river
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Thanks ^u^

fading verge
paper roost
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Check your Console for errors