#avatar-rigging
1 messages Β· Page 104 of 1
yeah and you can't rig anything in unity between hips and legs
but it's one bone although it's called hips
i never saw that and never saw someone talk about it or even try
why am I getting a warning about a pelvis being at 171.6 degrees then? is my hip bone too long?
i dont remember how to fix it exactly but it's an issue in blender
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.
@open hull just ignore it it's what i usually do.
but I get derpy dance moves, i was hoping that could fix it
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.
And yes, I've been using Third Person Locomotion to check it.
Sorry can't help you there Saigo π¦
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
Make a second account, and drop into the same room for testing?
Hmm, probably
how can I put a pic here? it's it a user privilege?
@open hull you gotta use https://gyazo.com/ to uplaod pictures here.
not really uploading pictures but yeaa....
oh....
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
or vice versa I forget
@robust python i have no idea never encountered anyone with your problem.
^
@fading verge Does Vrchat Humanoid even support a Third eye?
Kind of? Its like have you ever looked at a 3d movie without the glasses
It hurts peoples eyes
Ah
and its my two most recent models idk how to fix
@robust python you added some shader that is not vr compatible
@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.
It just breaks for me in VRC.
same one I use for everything else.
oh that is totally is π
@fading verge dang feelsbad. I hope you can actually find a work around that.
your description sounds like some borked grab pass effect, but cubed's should work fine so that's not it
If I could get it working with a third, I could get it working with a 4th or 15th etc.
It'd be nice.
Moving or still shaders will usually result of vr users not wanting to look at you
Bc of the double image effect
@fading verge LOW KEY that's sounds amazing tbh lol if you can actually make multiple eyes tarck something.
I could make the third eye a world particle, but then it'd shake.
I use a shader on mine, it's pretty, people like looking at the boobies
is there a way to calculate the best values for view position without trial and error?
at the moment mine are x 0 y 1.6 z 0.2 but I feel like I could be further back
that is different for each model and personal preference
how low should the foot bone be and the end of the ankle bone
I think I got it, thanks
https://gyazo.com/ea674a571c2edb12cd593e64f1793776 mine has heals on
does this look fine? https://i.imgur.com/HR1OzA8.png
im wondering things like should i curve the spine with the character's posture and how low should the ankle be
Or do i not need to worry about it now too much, that it can be fixed later?
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?
You kids know any secret sauce on how to optimize a rig for full body?
There's basically a tutorial for that in the latest #tutorials posts @fading verge
correct proportions for starters
Got that, just running into weird issues like everything being paired to the left leg.
Or hips rotating 180 degrees.
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.
Original model: https://imgur.com/a/LsgKO
New Model: https://imgur.com/MKCHOVF
NVM
i figured it out on my own
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
hello friend is having problems getting the model to get the pareting right we have tried vrcats alot and it seems to just seems to not parent because it cant find the arms
https://cdn.discordapp.com/attachments/347166166021832704/420380586272751626/18b293c7744590408aaea8fb9dab3dca.mp4
(repost because i didnt get any answers)
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
and how would i go about adding said bones?
i sadly can't mixamo rig him because it fucks up
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?
@tired stump the hair is stuposed to be on the head not moving on its own
well lets see the parenting thats setup on it
lets see the hairs a parenting
yes
ive got a question regarding using mixamo's auto rig
if i want to use mixamo to auto rig a model http://prntscr.com/invit7
will it let me keep his ear bones and still let me auto rig him properly?
@chrome pewter your screenshot does not display the hair-bone parenting
Parenting seems fine. Dynamic bones if applied may be the problem.
The hair is definitely following the head, just lagging behind from the dynamic bone entity.
Changing its settings to have less dampening, more elasticity and moderate stiffness may help. @chrome pewter
oh god thats a lot of bones
Yeah, having so many bones make working on it much harder then it should be.
hm if the hair is lagging behind there might be a bone thats parented to the entire back and/or fronthair
ive never had that problem but i think ive prevented it from happening
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
I don't know why but when I made an animation my fingers started stretching really bad
Before I did the animation on the model the fingers were fine
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
And this effects even the animations I did not change
For example when i do a fist the hole in the middle is huge and the fingers streached out of proportion
So, I got a model. On blender I did all the weight painting, no issues. But when itβs in unity, the hair is attached to the arm bones. Iβve spent hours trying to fix it, but Iβve had no fix yet.
If anyone can help, please @ me or message me
π
Oh boy, did I just pay 20 bucks for nothing
Because it seems that Dynamic Bones no longer work on any of my projects or models
Its happening across everything, is what I mean.
Which means that unity may have fucked sth up
All projects, all models
If you removed dynamic bones and readded it, it may have broked.
I've exported and broke all my prefabs that way.
Because its busted, I can't do anything with it
Even when adding a new component, it gives me that error
Unity is nothing but a constant bunch of errors, issues, and bugs.
your projects should be saved elsewhere though
i never have experience sth like this before
This isn't the only issue I have with Unity
unity's pretty calm for me
I also dislike how it only uses 12% GPU and a third of one core of my CPU
And then starts to lag because it wont use anything more
yeah, that actually sux
I have games from 2006 that use two cores
yeah...
i know
unity isnt perfect but its rather easy to use
could definetly be worse
Did you recently install any new assets, @mental lynx ?
Awhile ago I installed a new conversion component for animation
Sometimes assets aren't compatible with each other. It's stupid, but it happens.
I'll try removing it
I had a version of Ultimate VFX that broke my SDK.
I still had to make a new project to fix it.. Maybe you'll get lucky?
I wouldn't be so upset over this if Unity would make use of my equipment...
But having to jump through hoops and now deal with the third wipe of all my effort/content
Its not fun
Oh wow
It was the conversion component doing it.
conversion?
Removing it and launching has brought back Dynamic Bones.
Which means the animation conversion was probably sharing some assets that overrid Dynamic Bones
It basically took animation from other types of engines and converted it, frame by frame, to something I can use in Unity.
It barely worked, so at least I'm not upset with losing it.
None of them seem to work, anymore.
Or maybe it wasn't working because it was fighting with Dynamic Bones
I may have to make another project specifically for ripping animation
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?
@abstract breach not sure i understand to what you refer to.
oh sorry, i'll try to be more specific
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)?
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
yes i get it, but walking and running look so dumb without the custom animation though π
Can you show me a screenshot of what happens?
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
Well thats the issue with vr and custom walk animations
They conflict with eachother
So there isnt much else i can tell you
yes in a sens it could be cool to override the tracking when running/walking
even in idle
Personally i think custom overides are generally menlant for non vr users since they cant move freely as vr users can
Meant*
Besides whatever looks funny can bring some good laughs out of ya
yes true, but being force to actually run/walk IRL is silly too
l ol yeah
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)
i have both case, non humanoid and humanoid
a humanoid work well in generic as far as i'm concerned, but well the tracking go to the trashbin
Your character would stay in t pose in generic and any animation done in emotes would glitch it
Overall i personally just change the emotes and leave the walking/running alone
no it work as long as you have a proper custom controller with animation, at least for me
but no tracking anymore of course
Im sure tracking would still work fine since the game would just use default animations
Then again i dont own vr yet so i cant say much
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
tested
Thats interesting, makes me want to learn more about that lol
Yeah spent hours and hours on it, thinking i was doing something wrong, but hey...i'm sure now
Indeed. Anyways, hope you find a solution soon, its time for bed. Take care.
Spine hierarchy missing elements, make sure pelvis, spine, chest, neck and shoulders are mapped
I think the spine, chest, neck and shoulders are mapped but I'm not sure about the pelvis
pelvis is the hips
its cool I fixed it
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?
Did you change your bone structure or names in unity?
I started from scratch
can anyone tell me what the heck is going on here? https://i.gyazo.com/5436b79bf830f117011445b3f9ac7973.png
https://i.gyazo.com/d1b4f74af0a0f339245e24f4e4d478a8.png supposed to be like this
I have the arms mapped to the ears, so he can use them to emote and such
Is that the rig config menu in unity?
yes
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.
I see
its not possible to use an avatar without making it a humanoid rig is it?
I mean, one that can move its limbs and such
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
I see
There's nothing wrong with using humanoid for things like this though
well its a shame
Cinnamoroll is very expressive with his ears
-assuming you know the character-
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
I did, its as bad
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)
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.
ah?
Gimme a sec, I'll see if I can pull up some screenshots
Can you show the bone hierarchy?
Don't worry, most people struggle on this at first.
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
The names of mine are different too, but that shouldn't matter too much
is that Harley
Yes xD
okay lets see if this works
From arkham knight I believe
I've played around with it a bit
Unassign "upper chest" on the right by the way. VRchat doesn't use it.
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.
I can try if you'd like
I'd appreciate it
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
can u show the the adjacent bones too
it hard to tell just by looking at this specific spot @random lotus
hmm
i think my friend figured it out]
apparently the model i used the base from
has a rig issue
u could just rotate it in edit mode
by just switching the 2 in unity
that works too
you have to do that alot with models from modelresource like neptunia models
well if that ever happens again just check the bones that are red and change them to match their name
ok
and if u ever have troubles with shader stuff try using the standard it a little more customizable like this one
one sec
oh well it aint working
there we go
@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
all his other bones work fine
Actually mapping the neck bone made it worse once i enforced t-pose http://prntscr.com/io7h33
ur missing a spine
thats ur problem add another bone and assign it to be a spine u should be fine
shit
lol
find another mmd on deviantart or something and look at the rigging on that they good examples
of the same character?
because if so thats where im fucked
there aren't any mmd models of him, thats why it took me so long to find a model of him
lol
https://prnt.sc/io85ll only when i import in untiy
https://prnt.sc/io86ef the weight paint doesn't even select the hair
okay so this is the first time i made hair for a model and i want to add physics to it
what are the ways i can do?
I remember there was a method using bones....?
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
azs
help
this has something to do with weight painting but i dont know anything else
i have no idea how to fix this
dont mind the wrong facing normals i know how to fix that
left is blender, right is unity
or i dont know the weight paint seems symmetrical, but the other side doesnt have the problem D:
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
Hey, anyone know the best Dynamic Bone settings for hair? mines is a little to stretchy looking when I strafe
@radiant blaze I'll take a wild guess and say that the skirt is weight painted to the right arm
@open hull Depends on the length
@limpid dirge I searched another file, thanks
np
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.
the object center (the axis/move controls are on its tip.
any ideas :l
not exactly working as planned π
anyone have a idea how to make the sword wiggle from a selected point than the objects origin? which is the tip?
@radiant blaze Check and make sure your shader isn't set to 'cut out' or anything weird
@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.
Told him to add bone to the sword, another solution
can anyone help me with uploading a different version of the same avatar?
I want the keep the original and upload an edited version
Detach the ID from the Pipeline Script that got added when you added an Avatar Descriptor
Worked my issue out.
O that worked but when i change the materials on the new one it also changes on my old duplicate
is their any way to fix that?
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
https://cdn.discordapp.com/attachments/407090704213475328/421152338213076994/unknown.png
for some reason
when i try to give empty weights
https://cdn.discordapp.com/attachments/407090704213475328/421157319355793410/unknown.png
he turns into a sea urchin
fixed it
Can i have some help please?
Im trying to apply eye bones to my model for eye tracking but when i went to go do the eye tracking i get this https://image.prntscr.com/image/VGbMiDldSBmcRMzhKGs6bA.png
and the bones despite being parented don't move his eyes at all
@bronze elk ummmmm i can't paste em?
from the original armature? i couldnt get the eyes manually positioned right
well i could always put new bones in and just scale em' to match
show me the eye tracking tab if you could
are the meshes joined together?
the error states your meshes might be separated
@random lotus That reminds me, there is a glitch when you create visemes. It'll glitch the eye tracking test at times.
i haven't done visemes yet
which i know will work
because he has mouth shapekeys
i actually tested the eye bones in pose mod and they don't move the eyes at all
having the same issues with the ears
dynamic bones doesn't make the ears move
does anyone know why my avatars lean forward when i stop walking? looking down fixes it until i walk again
@toxic swallow In game?
http://prntscr.com/iodlls wierd it lets me move them in unity
oh shi
his coat bones move the hat
wth
it was iirc
i might just readd the hat
because its had a ton of things going on with it
ugh fuck i forgot i gotta work tommorow
but i aint goin to bed till i get this bastard into vrchat fully functional
@bronze elk yes. https://imgur.com/w1fhc8h
what it looks like after walking
what it looks like after resetting
and is supposed to look like
@toxic swallow add me on vrchat i wanna see this in person
same username?
yes
im Avie
youre not seeing it pop back and forth?
alright
i think its client side then cuz i use other avatars from the various worlds and they dont do what im seeing
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
i recorded it and am trying to link it
welp. i feel dumb now. time to make a custom standing animation that doesn't do that
thanks for the help
you could download a premade animation from mixamo
alright well good luck to you
@toxic swallow you mean her hips jolting back and forth?
that can be fixed by aligning the spine with hips
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
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.
you worked so hard on thatttttttttt
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?
@limber knot Im pretty sure its easier to do three mouth poses instead of rigging the jaw
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.
How come my camera is like, at my chest on one of my avatars? Never happened before π€
Is it the "scale IDP"?
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
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
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
anyone can help me with dynamic bones to hair?
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
@floral willow did you find some help with your hair?
https://ibb.co/huydnn has enough bones like every normal mmd but still this error ?
@open hull nah i gave up its too difficult
I fixed some weight painting on the model i'm working on, the first version had end bones to the hair etc (see picture)
https://i.imgur.com/s2AkHmr.png
But after fixing the weight painting the end bones disappeared, why is this?
https://i.imgur.com/sC7u4jM.png
does anyone know how to make something on a character hang like a necklace?
@cyan adder Give me that proto suit dick
anyone got any ideas? I'm stumped
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?
remove the jaw bone from the rig in unity
Anyone know why this is happening?
https://media.discordapp.net/attachments/404059627165057025/421440284568715265/Sem_titulo.png?width=1248&height=676
He is well positioned on unity, but in game he is crooked
For some reason my mouth move when I walk and viseme no longer work
I fixed the viseme but the mouth still opens, it seem to be affected by the eye tracking :/
Would anyone know what random verticies on my characters model just start freakingout in game?
Hell is finding a model you like and then spending hours fixing its awful weighting π¦
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.
yw
YEA
i found the visemes as well but they are in a diff language so idk how to transfrer those either
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!
thats the thing i did and it doesnt want to work
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.
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..
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
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
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
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
Check your vertex groups
what would I be looking for?
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
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
You also have to check if some other hand bone or finger bone is pulling on it
fuuuck, I never though of that
This is the only thing ive found so far
But its only on the right arm, the left is fine. The really confusing part is that it happens to both thumbs https://i.imgur.com/hi8sZDx.png
and only the thumbs
is there a way i can make an in visable skeleton?
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
@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?
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
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
Yea i remember something like this happening but to my face lol like my boobs were yanking on my face lmao
@acoustic garnet check palm bone if it has no thumb in it
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
i added dynamic bone to hair,but when i move backwards the hair goes through chest
anyone knows how to fix it?
There's quite a few models I'd want to completely bone if you know what I mean
@floral willow better settings?
also you can try to use the "distrib", so the further away from the root the less movement you have
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
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
It seems that whenever I end up changing the weight just changes where it will pinch
https://imgur.com/Shm3RPK is it possible to connect these to bones?
yes ? just parent them
how does one connect two armatures without losing weights to the other one?
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
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
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
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
Shrinking fingers?
@limber knot remove weight from other bone, "shrinking" means there's weight on multiple bones
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
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?
Is there no bar to allow you to scroll right in the hierarchy?
I found the bone that I thought was missing, it was just inside another bone with completely wrong rotation ...
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?
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
is there a way to tell dynamic bones in unity to not follow subsequent bones ?
you mean the child of the root bone that you used ? by putting it in the exclusion
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
how can i parent my obj to an armature
is anyone here an expert at pmx editor?
I would like you to do somethimg for me please
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 π€
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 π
But not entirely, it seems. Annoying as fug π€
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 π€
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.
my mesh doesnt move when i move the bones how can i fix that ?
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
@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)"
@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
"Flayvynne" asjed the same thing in the "animation" channel
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
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?
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?
can someone rig an avatar for me or is tht gonna take more than asking?
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
vrctraders? ok
i got the link on reddit
can i see it? :3
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)
@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.
Ill research into that. Im still new to rigidbodies
Hm
@cosmic mica Try mesh world particles. Difficult to get right though.
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
Thank you for the suggestions, I'll look into this!
looking for someone to add dynamicbones, eye tracking, lip sync and basic face emotes to avatar. willing to pay. pm me.
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
@sour lily If you weight paint it to the just the hips itll move with you and you can use gestures
eyyy... 2 questions:
- How tall is the vrchat tutorial model in feets/inches or cm?
- 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
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
If i understand your question then yes. All you need to do it build the skeleton on the cube model with something like blender.
alright thanks Slider
Np my dude
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
How do I fix "The avatar measures too long" error?
anyone know how to make cloaks droop down and not float in the air?
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.
can anyone help me with eye tracking I get an error: eye_L has no vertex groups and such
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
to many bones from the face why is there bone in the face? should just have a head bone.
because it's for motion and gesture
ahh i just assumed that you were using shape keys for those
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)
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?
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
There's 3 ways
But there are def custom anims for this stuff
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
And some people do all of the above together
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
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
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?
https://www.dropbox.com/s/gzhkjp7i5iec9ct/T-Rex_syndrome.jpg?dl=0 Welp, that's bad. Can I somehow try and get this fixed?
that's either a fucked up bone or really shitty weight painting
Yeah, it's a really old model a friend wanted to have, they probably just did not do a very good job somewhere
@fast rain at a glance from the gif, it looks like not enough weight has been given to the vertices on the arm
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
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 
@opal aurora Oh, you're right. The original model does not do that, so "fixing" the model with Cats broke something
is this somewhere i can ask about unity rigging issues too?
ye
Thanks for the info
Whenever i try to change the rig of this animation to humanoid it breaks the model somehow
like his entire left leg armature dissapears http://prntscr.com/iprn39
rendering me unable to use the animation
unless its a generic rig
@random lotus try deleting armature in blender, and export as fbx, rig via mixamo
.......id have to rerig the ears though
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.
i'm holding my hands straight an vertical like this https://gyazo.com/5b519f82596754f50a55d5c0f42fa582
but the model holds its hands like this https://gyazo.com/13612769366b282a0e64b43177c15bab
anyone know what the issue is? and hopefully, how to fix it?
Does anyone know any good guide on how to set up lip sync on the model?
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?
my pelvic area keeps pointing forward, any good fix for this?
@warm nova the second you find out let me know
that one's been pissing me off for weeks
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
@warm nova bone origin?
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.
welp. my armature's disappeared π’
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?
so my eye tracking doesnt work for some reason everyhting is named correctly and it moves in unity what do i do?
panic
GG
@open hull the root bone
where all the bones come off of
usually called origin or armature
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
@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
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
I named them all correctly I tried all of them and it doesnβt work
Yeah you add shoulders
In blender tbh
Actually i can see you already have shoulders
they are also the arm tho
So you have to just adjust the textfields
Well no because your shoulders are the collarbone looking things and then your upper arm is upper arm and then the forearm is forearm
Do you have all of those?
If not then you have to go back to blender and add them and parent correctly
the shoulders are mapped with the upperchest those collarbone looking ones
spine upper has the shoulders included
k lemme try that
I cant tell on phone v well sorry
But yeah the upper chest's top hinge needs to have both shoulders and the neck coming out of it
So you definitely have shoulder bones? Lemme see the expanded arm bone list
Because your 'shoulder bones' seem to be the name for the upper arm which is confusing
I think you might be missing something then for both arms cause um
Basically has to be like shoulder bones coming out below the neck bone, upper arm bones, forearm bones, then the hand bone itself
That is four bones ignoring fingers
You have three
so yeah like I thought it's missing shoulders
Uhhh well maybe have to go look up weightpainting your shoulder if it is all fucked there
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
Idk you'll have to look it up tbh
How to add bones and how to weightpaint a body part like a shoulder and how to understand the vertex list on the right
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.
ill just find a working model lol
Mixamo is considered scrub tier cause it works only like 3 out of 10 models you ever throw in there
So in this situation you basically have no choice but to learn how to animate or rig it yourself sorry
In that case, any good tutorials for blender rigging you could suggest?
check out tuppers tutorials on youtube, he'll see you right
@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.
That's the one i'm watching atm lol. thanks though.
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?
I'd watch it all the way through
where should i start if im rigging a new model? Im a noob to blender, and would appreciate the help.
hip? head?
Well theres addons that give you a whole skeleton
And then we just drag bones into the right spot or edit the proportion a tiny bit
Like Rigify or BlenRig or something
And then in the future you can just save your old skeleton for further use
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
Hi, can anyone help with a warning I get 'The Angle between the pelvis and the thigh...'
@open hull its just a warning
as long as it isnt 0 and at least over 150 Β° its fine
uh
Umm
Try removing the ones on the clothing part
You have duplicate arm bones
Can you reset the whole thing into t-pose
Then you need to weight paint the clothing to the bones of the arm
That should do the trick
Looks better but not sure if you need to wp it
Yay 
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?
this is the hardest thing i've ever done in Unity
well
with hand and finger motions
you need to add each finger animator bone....one by one
there is no way to add more than one at a time that i currently know of
also it over rides
you can copy the finger bone from the animation override
it will take 5 seconds if you know how to use a mouse and ctrl+c/v
ok, i'll try that
@fading verge https://i.imgur.com/wG5uIm3.png
you can find all the finger bones like this and copy the first keyframe to get them
alright, thanks
@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
So I've played around some more with this IA model from yesterday... Arm movement looks okay in Blender now, but when moving to Unity, it immediately gets to this when in T-Pose. I suspect it might have to do with the weight painting, but I really don't know how to work with this... Anyone able to help? https://www.dropbox.com/s/h75csxyvlr4lp3v/T-Rex_syndrome3.jpg?dl=0
there's additional arm bones, need to mix weight those in@fast rain
also did you use cats "Fix Model"?
Fix Model with CATS actually makes the same problem appear in Blender as well
you need to make sur ethat there's only main bones for arms left shoulder>arm>elbow>wrist
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
don't "remove" them by deleting, as you do not trasnfer any weight that way that the bones could have held
send me the fbx or pmx of your faulty model and ill check it
I'm almost 100% sure I know which bones are the problem
dont need any textures
I'd need to remove them and keep the weight
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?
For example, most of my models pinch at the shoulder when i rotate my arms
I have been suggested its a weight painting issue, but I am unsure of how to actually go about fixing it
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
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
Could you link me one of those videos?
Did you paint it redder or more toward the blue though?
Cause i imagine it would pinch more if it was more red
Cause less would make it less influenced but you have to be super artsy with the gradient too
I was having an issue where when I tried to select to paint it "less" it wouldnt actually paint it
all the other brush options worked, but the less did not
I may just need to do a weight painting tutorial first to get the understanding of it first
You have to press on where there is a vertex if that was the issue
M shows you
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
Based also on numerical selected value
Thanks, I will look into it over the next few days when I have time
I just know this is an issue that affects most of my avatars
Its not anything that makes them unusable, but would be nice to know how to fix
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?
i know this is not a rigging thing but how do i put words above my avater
can someone help me
someone helped me, I had my VRC descriptor on the avatar instead of the main person thingy.
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.
damn
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
lol
@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
I just got my BS in CS in december
Ive been using my learning of Blender and Unity for VRChat in my job interviews
to show that I can self-teach myself
Even talked about going to Void Club to dance using full body tracking
^how i wish that worked for me, that wasn't quite doing the charm with the interviews i had
you have to do a lot of self-learning with these 3D model/animation projects
but that is an important skill in itself
how many people here are just like "how do i make an avatar"
and you point them to the tutroials
and they are like "no its too hard nvm"
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
My first couple of avatars were total monstrosities
That was before CATS
I would argue is so much easier nowadays to make them because of that plugin
and Tupper's great all-in-one tutorial
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 π
but yeah, both the ability and initative shown with self-learning is valuable as all hell
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 π
I have a second interview with a company in a week
its my first major interview so im a bit nervous
I think the first interview went well, since they are brining me onsite in another city for the second interview
if they called you in for a second round interview, you caught their eye -- good start π
how many interview rounds are there?
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
Not really sure
I would assume they will make the decision after this one
its a whole day of interviews
with a coding challenge and whatnot
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
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
Yeah im doing research this week into behavioral interview questions and trying to have examples ready for those
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
^then you can pretty much commission all your models instead of doing them yourself, rich person π
hell no
when you make your own avatar, its so much more satisfying to be it
I put so many hours of blood sweat and tears into my Felix avatar
I have to give him the love he deserves
truuuuuue that -- nothing quite like appreciating and using your own handiwork
nothing wrong with appreciating and using other peoples avatars either
But your mains need to be your own creation
well
your own conversion
Well unless you derive more pleasure from looking at a super complex unrigged complicated thing that needs manual decimation
And then throwing money at it to fix it
Cause then at least some talented poor college student can get some ramen money and i can get a model lmao
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
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
so like, with that image here. that little bit in the armpit, dynamic bones should fix that?
Hmmm
it does have a bone there, but i didn't try to make it dynamic
What is the weightpaint on your cloak part
Cause to make it follow your shoulders and arms exactly it needs the -same- values in those regions
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
And also if those two meshes are separate at first to do that
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.
Ah, gotcha. I'll look into that and give it a go.
Do you think, possibly, merging the cloak bones into their parent could work?
@proud bone i typed in the wrong discord lmao
Ohhh lmao
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
uh yeah you join the meshes using cats
if you do it yourself youre in for a bad time
a very bad time
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"?
If theres a guide for that i wanna read it too, so i can pick up trash and throw it at people
I guess judging from how others do animations with weapons, the most basic ones make it appear in their hand
You would have to mix mesh particles and basic animations together.
you will need 2 hand gestures
one to "take" the object in your hand and one to throw the object
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
Thanks ^u^
Check your Console for errors