#avatar-rigging

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fading verge
paper roost
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Ahh, you deleted or added bones that are not in the imported model

fading verge
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oh

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umm, can i fix this on this end or only in unity

paper roost
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You shouls fix it in blender or similar

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So basically you need to fix your bones

fading verge
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oh, i was trying to pull them from another avatar of the same character

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had a case of one with a completely mangled boneset, but looks hell of a lot better, and one with good bones, that looks horrible

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if i could sort out the mangled bones on the first one, i'd just do that

paper roost
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Well I can't help like this, sounds very model specific problem :/ I'd like to though

fading verge
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might pm you

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is that alright?

paper roost
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Alrighty, that's fine ^^

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I'm just on my phone right now so I'll be slow to type

steel sphinx
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Hallo! Attempting to research new bone configuration for the new SDK. Something about the spine being unconnected?

crisp tendon
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Any way of duplicating a vertex to cut a mesh in half ?

calm needle
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not sure what you mean Ruubick

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i tend to select an edge and split it

crisp tendon
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I want to create the inside of the mouth for my crocodile avatar, but its lips are connected by a single line of vertices

calm needle
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edge split sounds like the easiest way then

fading verge
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@crisp tendon Select the vertices you want to split and press v to Rip the edge.

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it will make dupes of the verts like you said

crisp tendon
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Ah perfect, thanks guys

steel sphinx
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Also good for fixing Mixamo rigs. ๐Ÿ˜ƒ

warm nova
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@open hull no, just the armature. The root bone

gloomy loom
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you can then select the bottom lip verts, insert a face, then subdivide that face, and finally to some porpotional editting to give the bottom part of the mouth depth

open hull
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@warm nova I've probably done that, I started again on a fresh version, chances are I remembered to do it as a matter of course this time, we'll see.

empty hare
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Does anyone know how to transform a model into a T-Pose when it normally is at rest in blender or unity

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other than manually doing it

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oop nevermind

inland oriole
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Can I use code to rig my model instead of something like mixamo or blender? or can I rig my character with code inside a gui modeling editor?

compact quarry
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alright guys

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any advice for fixing my rig here

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I've not rigged before, only modelled and textured

stuck lava
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Uploading my avatar originally gives me the Ok โœ… (error not given) but after adding 3 dynamic bones and 1 collider sdk upload gives me this message.

I edited objects in the scene for about 20 minutes too, not attached to the avatar.
Can someone help me correct where my error is?
https://imgur.com/a/GDyzv

opal aurora
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Change the rig of the avatar to generic, apply, then back to humanoid, apply, check the configuration to make sure everything is alright, and then try again @stuck lava

wild canyon
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Hey does anyone know what IK bones you have to add to override VRChat's IK rig?

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I know vrchat's IK rig compares the shoulders to the hip bone or something like that

open hull
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when you're configuring the rig there's a 'pose' menu where you can 'enforce t pose', it might just be as simple as tapping that.

wild canyon
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No it's not

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Ehm so what I'm trying to do is reconfigure VRChat's full IK tracking that you get with having a vr headset, the reason I want to override is is because that system is solely responsible for small characters sitting incorrectly and tapping their feet

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the thing is, because the IK system overrides a lot of animations things like sitting animations don't work properly when you have a fully IK compatible rig

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that's why I need to make an IK rig from scratch and know what bones I need to add for VRChat to recognize it as a rig override. and not just post their own IK ontop of it

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Well I guess I'm back to e-mailing them

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I'll put up a tutorial on youtube if I figure it out o/

fast rover
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are mtl models usually prerigged?

wild canyon
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I'm pretty sure .mtl is just a material file for an OBJ model

fast rover
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oh

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welp, time to get to riggin

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does a low poly count inhibit rigging? I tried rigging a bahamut model from FFX and first the bones never auto painted their weight and the model turned out as an atrocity in game.

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strange

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must be because the thing was all just one giant mesh

wild canyon
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I had a problem similar to that AnotherOne

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and no it's not because it's all a giant mesh

fast rover
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I mean, it's only one mesh

wild canyon
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the thing is I had it happen to an avatar that worked fine with a different rig, but not with a new one

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same avatar

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different bones

fast rover
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hm.

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in blender, then, how do you set the bones to auto paint since they never did that for my first rigging

hexed marsh
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question, can you use lattices for eyes in unity? or does CATS blender plugin convert them into shape keys or something for unity to use..

fast rover
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wait a minute... can you import armatures?

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like can you download just a premade armature and import it into blender with a model and just fit it on?

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damn

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yet for me, bones magically don't auto paint when I set them to auto paint

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my experience told me that it only seems to happen on low poly models. I don't know much about the range bones have when looking for meshes to paint but I know it can get clunky with really old models

wild canyon
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Sometimes it happens anotherone

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if it happens you just gotta paint it manually

fast rover
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is there any formula for how heavy bones should be for surrounding meshes?

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since my first attempt at rigging was an all or nothing kind of deal

wild canyon
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not really, it's mostly "oh yeah about this much"

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like, the most important part is that you have everything painted onto the right things

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make sure to put your bones in pose mode so you can move them about while you're painting

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and if you end up in really wierd poses just select all and search for "reset pose transforms"

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good nightg

unreal flicker
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Yes

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Yes it is

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Ikr

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Normaly uses programs to autorig, so i have no idea how to anyways

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oh

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hmm...

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My biggest concern is how the head is below the chest...

spring plover
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got a bone called Right_elbow_Ik, do i need that?

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cause i already have a right elbow bone

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so i dont need any IK bones for Vrchat

ebon vigil
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@arctic grotto i been summoned

unreal flicker
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Really?

ebon vigil
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puppetry trick. seek kurokuro9696tv twitter on jan 30

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that or FinalIK which can do more and cost

unreal flicker
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I dont have money, so i will have to make this work

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Thank you so much though for the help!

west cliff
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https://imgur.com/a/8w8lQ so, whenever i click a single bone in weight paint mode(yes, i am in pose mode), it selects the whole armature. They're all colored properly, but they don't work when I try to move them.

lusty charm
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Hi guys, So I have downloaded a sweater and moved it onto my model in blender. It looks good, but how do I make the arms of the sweater move with my arms in vr? It looks like they are not joined or something? Any idea?

cyan adder
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"The angle between pelvis and thigh bones should be close to 180 degrees"
mine is 168

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as a result of this, my model barely works with full body tracking

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any help

spring plover
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Hey, im having a issue with my model and skeleton, how do i get it to connect the bones to the mesh, for example, when i move my hands, my sleeve doesnt move. im a noon to blender so any help would be much appreciated

surreal parrot
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ok

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so I had 2 seperate models in blender

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that were both (possibly?) mapped to the same skeleton

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so why does this happen?

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I even merged the 2 models together (all the armor pieces onto the frame which is the second model)

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I am not sure if it thinks that the actual armor itself has a skeleton of it's own or not because it looks like there is a duplicate armature that doesn't exist

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really have no clue right now

brisk mesa
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Well then it means the armor sleeves (or worse the whole armor) were never weightpainted to your one skeleton if you are super sure there isnt another armature @surreal parrot

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And you have to do that by starting over in Blender, like either manually entirely or trying to attempt autorigging and then doing little tweaks to make sure hard armor and joints bend in a realistic way for hard armor and not cloth, etc

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Merging doesnt do shiat for me except well, merge.

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It is a bit of a misnomer tbh

silver delta
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Anybody here have experience creating avatars from models with two sets of arms?

brisk mesa
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Somebody here did that by having rigidbodies in the other arms. Top normal arms had the usual rigging. I guess another way if you dont mind weird noodley deforming second pair of arms is weightpainting them to first arms

wild canyon
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@spring plover IK bones are litterally what makes avatars move properly in vr

spring plover
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ive discovered that now, i was given wrong info before

wild canyon
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@lusty charm You manually weight paint the sweater onto your model

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@west cliff if the bones where in pose mode they would be blue, not orange like the picture

lusty charm
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@wild canyon Is there a video on that?

wild canyon
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There's pleny on how to weight paint, but if you are in blender, right click the bones, press ctrl+tab so the bones turn light blue when you select them

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then you can select the mesh by right clicking and pressing ctrl+tab again and it should go into weight psint mode + pose mode

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then you just click the bones that are in the area of the sweater and paint them,

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and the closer to red you get the more that part will move with that specific bone

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then you can rotate the bones to see if the weight paint works

clever gull
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I literally just came in to ask for help in weight painting and there's a tutorial! Thank you! xD

wild canyon
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@spring plover I'm trying to figure out all the nessesary bones to override vrchats IK system hahah

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No problem!

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remember different brushes are in the T menu under the tools section

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@cyan adder when they talk about that angle in vrchat it has to do with the head of the tailbones angle to the head of the thighbones angle, mess around with it a bit in blender and you'll see the degree value change

clever gull
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Sooooooo, is this a weight painting issue?

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Rip, can't send images. xD

wild canyon
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@unreal flicker technically speaking it doesn't matter where the head is located aslong as you have the proper hierarchy and rotation for the bones

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Well @clever gull can you describe the problem?

cyan adder
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@wild canyon I've fixed that so far but my issue now is my pelvis flipping upward

clever gull
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@wild canyon I just pm'd you

wild canyon
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flipping upwards.. Unfortunately I dont have what I'd need to check/test this stuff atm but make sure your pelvis isn't below the head of your thighbones

cyan adder
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i finally got an image if it helps

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orange is the hip bone

brisk mesa
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hmm that's p weird then cause i know that model has worked for others

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i think some of my models had too small of a hip bone for their area-of-actual-ass and it improved it somewhat when i scaled it a little bigger? cause i've also had this elvis pelvis shit

cyan adder
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ive moved the pelvis around

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ive scaled it small

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ive scaled it large

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only thing it seems to be effecting is the intensity of the angle its being thrown in my face at

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smaller = more into my face

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larger = first image

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way it came = avatar is in the floor

unreal flicker
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@wild canyon ah, thanks for telling me

wild canyon
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Yeah no problem

round abyss
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I usualy orient all of my joints before applying weight paointing

fast rover
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is there a diagram that shows the recommended proportions for the size of the bones in the spine?

opal aurora
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I think that depends on the model in question

fast rover
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king crimson for instance: slightly above average realistic human form

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and also, I just now noticed that theirs a strange pair of bones on my model that I didn't place and I can't select them at all. are they some sort of glitch?

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nvm. got rid of it

shell kraken
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how do i get a model look like its floating? like a ghost with invisible feet is it that simple?

fast rover
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I think you have to move it's body hierarchy up in unity. if I remember correctly, the mesh is what displays the bones' movements so moving that up won't likely inhibit any movement

fast rover
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ok so here's the problem. my head mesh somehow didn't get included when I applied the bones to the mesh. what should I do?

fading verge
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what to use for cloth physics if i cant afford dynamic bones?

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@shell kraken i made one like that that had no mesh from the hips and below. just make bones in that area like youd normally do

pine harbor
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just make sure you save a backup copy of your scene before applying it to anything, it can cause unity to crash if you try to remove it later

fading verge
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ok, thanks. Im just researching for the work I want to start tomorrow ( I finished the mesh and textures today, will do rigging tomorrow)

long fjord
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just curious

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im trying to use a garchomp mmd model for VR chat

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what rig should i use: humanoid, or something else?

shell kraken
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is there a tool that acts like a deformer that i can click and drag to bend a model part in or outwards? got a neck i gotta stuff into a suit

open hull
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you mean in blender?

long fjord
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@open hull nah

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in unity

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i think humanoid might give me some problems

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there isnt exactly a proper chest/spine bone

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its kinda one

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actually

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nvm

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i was just stupid

brisk mesa
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I stuffed a neck in a suit by using the selection circle C buttons and then i manually moved those altogether inward, @shell kraken

quaint adder
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I'm having some issues in blender in rigging with setting my bones to the mesh to be able to use the model in unity as an avatar, can anyone help with that?

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I've tried doing manual weight painting, but it didn't seem to work

shell kraken
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I have the texture in the albedo in unity like it would normally but the textures not applying

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opaque too

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maybe i should atlas in blender? isnt that to fix up the texture bit

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i also need to kill the 2nd armature bit

fervent tiger
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I got an avatar in A pose, but I need to put a t pose shirt mesh onto it, how do I pull this off? If I move the bones, the mesh stays where it is, even when its joined.

brisk mesa
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joined doesnt do shit, you need to weight paint the clothes too @fervent tiger

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joined is just joined, it doesn't mean all the work suddenly appears

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also i guess if i gotta move all the tshirt sleeves i'd probably select the sleeves as a buncha vertices and rotate them or some shit

fading verge
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Is there anyway i can make visemes by using the bones

fathom flint
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@fading verge there is a tutorial out there
Google "blender shape keys from pose"

light kindle
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โœจ

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"pose to shape key" usually does the trick

fading verge
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@light kindle @fathom flint thank you just a while before I used the vertex groups but I will def use that thanks

light kindle
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if you want to move the bones back to normal either stop pose mode and start it again (for all bones)

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if you want only to return one bone to its original position its usually 0,0,0 for location and 1,0,0,0 for rotation

neon quiver
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how would i go about rigging a character i. a wheechair. do i pose it first in blend then disable the leg bone in unity?

light kindle
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weight the bones to nothing

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keep the original bones (if you dont youll have the legs left where you spawn)

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make a new set of leg bones, that have to affect on anything and set them as the bones in unity

fading verge
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So I am not sure if I should ask this here or in animation, but I am doing some Ik-rigging so I can do animations in blender but in order to do that you have to unparent the hands and feet from the forewarms and shins, is there a work around for that so you can keep the ik bones doing what they are supposed to do while being able to configure the model for use in vrchat?

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Ive made this model over 15 times now and the eye tracking still doesnt work is there a list of requirements i need cause im sure i check everything off

serene urchin
calm needle
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check the bone roll, i know i had an issue with it befor where it caused some odd distortion

serene urchin
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@calm needle didnt do anything

calm needle
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hmm. does it bend find in blender?

serene urchin
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nope the upper part doenst move @calm needle

calm needle
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definitely sounds like weight pain then

fading verge
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it is weight painting

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i fixed that by painting the upper part of the sleeve to the wrist

serene urchin
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@fading verge how can i do that ?

fading verge
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do what ? weight painting ?

serene urchin
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@fading verge yeah weight painting

fading verge
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kinda hard to explain it to you like that

open hull
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anyone know how to fix a texture atlas without messing it up?

open hull
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Why does that white box appear and screw up my atlas?

calm needle
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might be the alpha channel doing funky things?

open hull
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yeah it's doing my head in

long fjord
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alright

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just got me dynamic bones

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now what the hell should i put it on for this model

surreal parrot
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Ok

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So I am converting a power armor from fallout 4 to vrchat and it didn't have a skeleton

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So I tried to attach it to a power armor frame which already had a full armature and it still doesn't work

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Are there any other steps besides adding a child of constraint and an armature modifier

open hull
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@long fjord I'll talk you through it if you like

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short answer is, the bones you want wobble about it a bit. you might also want to consider putting dynamic bone colliders on the hands too, you'll need to list them in the dynamic bones you want them to respond to

surreal parrot
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I am trying to attach the main armor pieces to the skeleton

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And in blender it all works nicely but it won't do anything in unity

fading verge
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I how I delete a single armature I don't need in Blender? It always ends up deleting the entire thing.

long fjord
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@open hull ye i checked out tupples tut

low parrot
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@fading verge Do you mean a single bone? If you have the armature selected hit tab to go into edit mode and select a single bone.

fading verge
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yes, I meant a single bone.. Thank you!

echo drift
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Hi, I imported shape keys from a vta file for a model made for Source Filmmaker. The shape keys were made from the vta file but now the flexes don't affect the face.

cosmic bison
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Anyone have any tips on fixing this?

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I've tried looking at every bone to see which one has weight painting and nothing has it there

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Fixed it. I checked the veritice and saw some vertex weights

echo drift
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Well the longest time i've been learning how weight painting works, what is it are you trying to do @cosmic bison ?

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'cause if it's the blue parts that rotate upwards, it could be that there are some painted vertices that have 0.010 values. particularly on that bone

lucid cave
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.

cosmic bison
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@echo drift I clicked on the bad verticies and saw in the toolbar that it had some vertex weights to the glasses. I just deleted that and everything is fine now.

echo drift
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@cosmic bison ah cool, glad you were able to figure out your problems. I have some inkling to my problem now.

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does anyone know of any good plugins that transfer weights better than the default one?

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or flex shapes I mean?

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or just a way to get non functioning flex shapes to work?

fresh garnet
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I'm trying to make a 2d mouth using blendshapes. I have an image of a mouth for a bunch of phonemes in the head of my model. The mouth works in VRChat but it is very sluggish and doesn't show all the phonemes it should at times. In Unity the mouths only show up at around 50-55 under the blendshapes tab. Is there a way to make them just pop out instantly instead of having to go from 0-100 or do I just need to mess with the shape keys I started with in Blender some more?

urban dagger
echo drift
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@fresh garnet if this is a unity problem I have no idea, however it depends on the blend shapes if it's a blender issue

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do the flex shapes have visimes or lip corner positions?

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if... you know what I'm talking about. ๐Ÿ˜…

lucid cave
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oops someone should help me ;-; I just finished putting everything on unity on one of my models, also a couple of other things that got an extra 5k poly's, and then I realized I was past the limit. Is the only thing I can do is restart? ;-;

fresh garnet
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@echo drift oh haha, yeah Im a bit in over my head, My character has a square head and I just selected the front face of it, went "shift + d" put a mouth on the one square poly and pushed it into the head till you couldn't see it. Did that for 8 other mouths and used shapekeys to pull them out just enough to show up for the mouth animation using blendshapes in unity

echo drift
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@fresh garnet like... made from scratch square head or from a premade model?

fresh garnet
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made from scratch yeah haha

echo drift
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like a minecraft look or...?

fresh garnet
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its a piece of toast lul

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a lil toast man

echo drift
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ah, one sec, gonna grab a screen cap of something on blender

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can you tell me how many faces and tris you have? or do they come out even?

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or just a screencap of your project?

boreal rune
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Anyone know how to fix this it has a Spike sticking out of it

echo drift
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@boreal rune which spike? the purple one near the gauntlet?

boreal rune
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yes

echo drift
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well if this was rigged in blender, it could be a weight paint issue

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did you do any of the rigging yourself?

boreal rune
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i use cats in blender and did fix model

dusk pine
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Any pointers for adding a head rotation on a generic rig?

echo drift
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ah, I'd say you might need to watch some blender weight paint YouTube videos on how to fix that

boreal rune
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ok

echo drift
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if it's one vertices, then it should be an easy fix once you get a hold of how weight painting works

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@dusk pine What kind of rotation?

dusk pine
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A look rotation. Im aiming for something like the humanoid model automatically adds.

echo drift
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I'm trying to grasp how the VRChat and blender integrations work, but I feel like I got a hold of blender enough

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what exactly do you mean by a look rotation?

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'cause I would think non-vr and vr would have head rotation if it's properly rigged by mouse or vr-headset

stone sun
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Does anyone know how to make hair or any kind of clothing have water effects or the space effects I see all the time

dusk pine
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The space effect you're seeing is, I presume the Panosphere shader included with the sdk

echo drift
stone sun
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oh okie, but do you know how people do other effects or is that a whole thing?

lucid cave
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anyone able to help? I redid a model, tried to use the hand motion overrides (faces) and the regular eyes won't dissappear now? idk what I did, I cant even use blinking anims now, it has the normal eyes behind them and doesn't go away when they are activated

echo drift
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I really wish I could help @lucid cave , but I think we're all in the same boat in lack of help. I still haven't figured out some of my issues that I have been having. ๐Ÿ˜…

lucid cave
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ah, it's ok, I figured out that I accidentally decimated some stuff for the visemes and just had to run through blender real quick, if I can help with anything I'll try though

brisk mesa
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It is midterms time, my bruddahs

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Peeps be helping themselves to energy drinks instead

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I havent even worked on models in a whole month myself so i feel unfit to help beyond casual pointouts lol

urban dagger
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So I'm having a issue with my model where legs have multiple bones in blender like they should but only have one in unity?

dusk pine
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Have you tried parenting your feet to your hips?

urban dagger
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Yeah I did that before and the same issue happened

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I extruded from the hips and then it still happened

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Been scratching my head at this for hours now lol

light kindle
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wow that is not normal

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unsure about this but check bonerolls

brisk mesa
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What did you map your feet to in the greenman screen? @urban dagger

pine harbor
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that's looking more like a single root bone than multiple legs for some reason

light kindle
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ah yes i see it now

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spears right

pine harbor
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where that confuses me is that it'd mean that the unity model's got a different skeleton to what we were shown in blender though

light kindle
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head doesnt seem to exist either

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hmm, a lot of stuff is missing on their model

pine harbor
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the head might still exist, i need to double check how unity displays bones again in the humanoid rig window -- it's done differently to how we intuitively understand it in blender

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like, each triangle doesn't actually represent a bone and its direction, but instead the bone's base (at the wide end of the triangle) and then one of its children (the pointy end of the triangle)

light kindle
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its grey

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non assigned bones are grey/white

pine harbor
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got an example of a working model where you can't see a triangle of the head bone here, because the head bone doesn't have a child (no hair in the case of this model):

https://snag.gy/FTq69Q.jpg

light kindle
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however, the legs should have childeren

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children*

pine harbor
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what really confuses me with the megaman model though is that there isn't a lotus-style offsplit for the legs, yeah

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it's like the bones outright don't exist

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@urban dagger i'd recommend double checking whether the FBX you imported into unity is the same as the one you edited in blender, the bone structure seems significantly different between the two

light kindle
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yes, i agree

pine harbor
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like the blender one doesn't have a root bone between the legs, but the unity one does

light kindle
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id also recommend changing shaders

urban dagger
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I'm redoing the bones

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for like the hundreth time lol

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I'm really, really new to blender and bones like this is my first day doing this haha...but I've done it in 3ds max before but this seemed easier

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It could be just the model I'm working with too but I'll probably end up downloading another model and using that

light kindle
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just re export it as fbx (model with actual legs)

urban dagger
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I have been exporting them as fbx's

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I even went and added more bones like you would to a more complex model and it's sort of just picking and choosing what do do

light kindle
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are the bones weighted?

urban dagger
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Mhm

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So now it's doing this ๐Ÿ˜’

light kindle
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that, is good

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its the tpose

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i think it might be missing some bones but if what spear said before is right...

urban dagger
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I was kind of confused on what spear was saying

light kindle
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ah no he was saying some bones that have no children will be hidden

urban dagger
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ahhh

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Yeah there aren't many tutorials that were helpful lol so I've been sort of experimenting and figuring this out on my own

urban dagger
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Hm it's doing it even on other models, dunno what the issue is but I'm going to look into later after I finish some homework assignments and stuff.

cosmic venture
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you missing feet and hand bones

plush garnet
fading verge
#

the shoulders (clavicles) need to be parented to the chest and not the neck if you use a humanoid rig

plush garnet
#

Okay, that cleared that error, but now I get this error after dragging the Left and Right Shoulders onto the Spine2 (chest) to fix it: http://prntscr.com/is4d97

Lightshot

Captured with Lightshot

fading verge
#

...

#

did you change the bone hierarchy in unity?

plush garnet
#

Oh, I figured out the mistake I made after doing that, I have little experience with unity and no experience in blender

rugged vale
#

I'm trying to merge bones together as the limbs have to many. However Alt M to merge doesn't work nor does Dissolve which should work as well. Any ideas?

fading verge
#

what do you mean dissolve doesnt work ?

rugged vale
#

When i follow this and do what is suggested

#

the option just doesn't do anything dispite me doing the exact thing in the examples

#

so if i select between the joint of two bones and dissolve it should merge the bone and merge weights into one. But does nothing

#

same with Alt M nothing happens.

fading verge
#

no clue, just tried it and both works for me

rugged vale
#

did you make two fresh bones and attempt the merge or did you attempt it on an MMD model etc

#

oh shit i figured it out. They need to be set to connected.

fading verge
#

mmd model

#

well, that's good to know

rugged vale
#

if only there was a way to drag a cursor from one bone to the other to parent them faster

#

this model has all bones but they aren't parented :/

#

might just rerig this damn thing from scratch to be honest

#

but my level is only so good atm

echo drift
#

I'm still having problems with the model I've been working on

#

facial flexes derp on me

urban dagger
#

@cosmic venture I mean I added them and they're still not showing up

tight sleet
#

i need help T^T

#

i cant get legs 2 work

fading verge
#

So when I crouch my legs bend diagonally inward and cross looking practially satanic (the model is Satania. Ironically). How do I fix this? Just rotate the knee joint in Blender? Could I do it in Unity?

solemn inlet
#

why fix that, leave the irony XDD

#

but nah, you should be able to rotate them like you say, it should change where it pivots at

urban dagger
#

I think everything looks alright ๐Ÿค”

spiral delta
#

Anyone know why when i use CATS Fix Model it says it can't find the hips? I have the hips labeled in the bones..

restive shale
#

can you send a screenshot of your armature?

#

it might help

spiral delta
#

It's a model I ripped from a game so maybe that's the issue?

#

Also the body isn't under the right thing.. but i dont know how to fix that either

#

I'm using a modifier to attach the body to the armature

restive shale
#

Is it weight painted properly?

spiral delta
#

Yes everything is

restive shale
#

it looks alright too me, im not sure why it wont recognize the hips

#

:/

spiral delta
#

when i put it into unity the body is under Hips

#

for some reason

solemn inlet
#

have you manually changed what is set as the hips?

#

inside of unity that is

spiral delta
#

it says hips in unity

#

like it was auto set to that

#

but the body mesh is underneath the hips

#

instead of outside like it normally is

#

like normally its Model>Armature and Body

#

in unity

#

But for this its model> Hips>Body

solemn inlet
#

That's weird af... I wish I could help more but it's just not my specialization....... only thing I can think of is did you use the "Fix Bones" and/or recombine the mesh?

spiral delta
#

I think actually visually see the issue

#

but I don't know how to fix it

#

when i go to edit, none of th bones are set as children?? to the Hips

#

like the Hips doesnt have the long list of bones next to it

#

but when i go to the parent box it doesnt let me choose anything

#

wait nevermind

#

parent is set to Hips.... why...

solemn inlet
#

hmmmmmmm that is really weird, I am sorry but idk how to help ya more

brisk mesa
#

@fading verge sorry didnt see message till now, but have you perhaps checked all the Bone Roll values for your hips, legs, feet, everything?

#

they need to be 0 is why

#

even 1 degree can throw it off and make for janky legs

#

cause legs will inherit that angle from the hips or whatever

fading verge
#

I will double check, thanks!

#

I did not rig it, nor have I used bones in Blender @brisk mesa

shell kraken
#

how do i combine 2 uvmaps

spiral delta
#

I imported an fbx but it has a bunch of lines instead of bones.. any way to fix that?

#

they're where the bones should be though

shell kraken
#

they ar fine

urban dagger
#

Does anyone know how to fixed curved fingers?

fading verge
inland oriole
#

how do you view the armature inside the avatar model in unity?

urban dagger
#

@inland oriole like the bones?

inland oriole
#

yes

urban dagger
#

Click the model in assets and then where it says inspector and stuff it should say rig

#

When my model is done processing I'll get a screenshot to show you what I mean

inland oriole
#

Alright but where are the bones?

urban dagger
#

See how I clicked "hework1" in the assets folder go to rig > humanoid > then configure

#

It will bring you to a menu like this

inland oriole
#

Did I just f my avatar? I didn't save when it asked if I wanted to save

urban dagger
#

You should be fine

inland oriole
#

how do I get back to regular view?

#

I pressed "Done" in the little window on the right, hope that's how. looks like it's back to regular view.

#

Thanks for showing me how to do that @urban dagger

urban dagger
#

No problem dude!

#

I've been experimenting with this stuff all day today haha

brisk mesa
#

@urban dagger if your fingers are prerigged and still messed up and curling, i'm guessing the weightpainting/weight assignments from those specific end finger bones to the end of the finger mesh bits are done wrong or missing

#

if they do have seemingly normally assigned weights and you see the nice properly done rainbow on the finger tips, then some -other bone- in your body's armature must be pulling on those finger mesh vertices, causing the weird curling

urban dagger
#

I'll check the weights later

#

I think they're fine now... I don't really have a vrheadset to test it so I'm going to just put it off for now

brisk mesa
#

i'd try to use the emotes to test it on pc

#

cause i know i did it wrong if everything looks fine, and then upon a backflip, my hips are fucked

#

or if backflipping and then my head freakishly stays where it is during the flip, like some spooky monster

pine harbor
#

^that seems to happen a lot with some of the humanoid pokemon in one of the pokemon stadium avatar worlds

#

i've got no idea why...

brisk mesa
#

lol

#

cause they didn't weight it correctly

#

i think it happens when one of your other bones are pulling on shit too hard or if something just had 0 weight AND that

pine harbor
#

hmm...ah right, if the head's set to the neck instead of the actual head, that'd do it
aaaactually, no, that wouldn't...

brisk mesa
#

i suppose somebody here with a vive could also help you test fingers too

#

if i get vr gloves in the future i hope it works with this game as long as it works with steamvr i suppose

crude jackal
#

Head staying in one place is because your model lacks either thumb, index, or middle finger bones

#

Basically whenever it says no fullbody ik when you upload it

fading verge
#

So why are my bones sometimes grey and not transparent, and other times they're just transparent with the edges black?

#

How can i fix this issue

#

oh i cant post a picture

#

My avatars pupils are gone ingame

#

Do they show in Unity?

#

yes

#

Also if anyone has that leg problem all I had to do was set the VRC descriptor to female!

spiral delta
#

Does anyone know why my model moves normally in blender but the skeleton isn't attached to the body in Unity?

#

I dont have any modifier on the body so I was thinking maybe that was why, but if I add an armature modifier then when I move the bones it gets all out of sync

spiral delta
#

oh, never mind i fixed it

charred iris
#

can anyone with UVmapping experience help me out in screen share
im in despair

somber kernel
#

Anyone know how to over ride head rotation when doing walking animations?
Pretty much, i want to turn off all of the IK rigging when doing an animation
just like how when you emote, the head rotations and position aren't tied to where your mouse is

austere blade
#

how do i put bones from another object in the current armature of a character?

austere blade
#

nvm i figured it out

fading verge
#

my avatar in games eyes are like googly eyes and bounce all around, but i am the only one who sees this, theyre normal to everyone else, is their a way to fix it on my end, it's a little distracting, would this be an issue with rigging, or bones?

#

mind where you place dynamic bones

#

if the script is on the head, it'll count eye bones too

#

No dynamic bones

#

Tested with and without

#

hmm, dunno then

feral moss
rugged vale
#

Anywhere that has good information on rigging for Full Body? Some times hips turn backwards, legs twist around etc. http://prntscr.com/islkhz

naive tree
#

@fading verge if u still ahve the problem, recreate eye stuff in cats, select the vrc.lowerlid, set it to 100 and enter edit mode > move 1 vertex by 1 pixel, then change to 0

#

do the same for both lowerlids so they move at least 1 vertex by 1 pixel in place u cant see

#

then export and check in unity if your first 4 shapekeys are 2xblink and 2xlowerlid

warped basin
#

What should I do if my model is missing shoulder bones? It has Arm, Elbow and Wrist but when I hook those up to try and import it the long arm bones refuse to bend.

south violet
#

hey um i was wondering if i could get some help with somthing

#

my arms in my model keep going up behind me

#

im not sure how to fix it

warped basin
#

Is there any easy fix to missing shoulder bones? The mesh has no problems if I just don't assign shoulder bones but VRChat requires them, and subdividing the arm bones causes problems.

naive tree
#

@warped basin extrude from arms then parent shoulders to chest, arms to shoulders

solar ravine
#

hmm I did it somewhat differently, I used Subdivide and then renamed UpperArmL to ShoulderL and UpperArmL.001 to UpperArmL and moved the weights

#

the only thing that really bothered me was having to move the weights

#

also yesterday: having to move around UV maps on a model where the original author had overlapped some of them for some stupid reason ๐Ÿ˜

crimson mauve
solemn inlet
#

Just on a glance it's almost as if the specific bone was added as an afterthought, idk how to fix it though

naive tree
#

@crimson mauve parent the sleeve bone to arm and hit mix weight in cats

#

there's another bone where the arm is

crimson mauve
#

Reparenting fixed it, thanks so much

cosmic bison
#

Hi guys. I'm trying to replace my hands on one of my avatars and I'm having some issues

#

My first issue is that my new hands seem to be mirrored. Whenever I click on one it also selects the other side.

#

What makes one object move along with others? A verticy group?

lucid cave
#

.

mint mural
#

would someone be able to help me rig a model? Thank youuu โค โค โค

high stream
#

rocket i like to rig pm me

mint mural
#

โค

north imp
#

Could someone tell me what I'm doing wrong in this picture?

#

It give me error when I try to upload it

#

Error ( Make you sure that the parent of both Shoulders and the Nick is the chest )

#

any help ?

high stream
#

ok so in blender your parenting might be wrong if not you can force parenting on the LEFT side just drag shoulders under chest and neck under chest as well. but doing this you will have to work on the model again as to save this you need to hit ctl-s and do over what you might have already done

void tiger
#

Does anyone know how to rig a Dinosaur (something like a Raptor or T-rex like pose)
Im trying to rig a ZOID which is the Berserk Fury

sinful sundial
#

Rig them normally

#

But don't put them in a T-pose

#

Put them in the pose that you'd like

#

In the bone assignment view thing in Unity

hot knot
#

I swear that there was a place to download the rig that vr-chat uses, cuz right now I need to find a skeleton to apply to a model I have, so I can begin to weight it

sinful sundial
#

Use mixamo

#

It's a good basis for a start

brisk mesa
#

vrchat uses whatever rig you throw in it

#

just try rigify, fam

#

it makes one for you and then just delete the face ones if you don't want em

#

then move bones into the anatomy

hot knot
#

rigify is a plugin for blender, I assume?

#

oh wait it's unity, well sorry but I'd rather make my own weight paintings

#

@sinful sundial how do I get the skeleton from mixamo?

sinful sundial
#

Upload your model, put the dots wherever the ankles/elbows/etc are

#

And you get a basic skeleton with basic weight painting, which you can edit further

#

The weighting is usually not that good, but it's decent for am automatic system

#

And the skeleton given by Mixamo is perfect for VRchat, just need to remove upper chest when uploading to unity

brisk mesa
#

well.

#

the thing is, mixamo is picky and doesn't seem to work for who-knows-why about 7 times out of 10.

#

when that happens you basically say to yourself, 'fuck i have to learn blender'

#

'fuck'

sinful sundial
#

Mixamo works if your character doesn't have bones

#

And if it's a FBX, DAE or OBJ

hot knot
#

Hm, so vrchat's animations adjust to the proportions of the characters, right?

sinful sundial
#

yep

hot knot
#

alright, cool

hot knot
#

The power of relative animations rather than absolute, lol

fading verge
high stream
fading verge
#

Alright thanks ill give it a try

#

Im guessing the skirt and base model have to be merged in the Armature

#

Just gotta figure out how...

naive tree
#

select skirt armature, then your main armature, press ctrl+J

#

then select all skirt bones and hips last, ctrl+P > keep offset @fading verge

fading verge
#

Okay ill try again

#

This is what it looks like if i dont touch anything, all ive done is moved the bones (as well as the skirt) down to where i want it to sit but it won't let me merge the skirt and main armature

#

@naive tree not sure how to fix this

naive tree
#

select skirt mesh, then your main mesh, press ctrl+J

#

you dont join skirt and armature, you join mesh withmesh, armature with armature

#

armature = bones

fading verge
#

ok that worked

#

uhh so CTRL+J isn't working, this is what it looks like but when i press CTRL+J nothing happens

#

@naive tree nothing happens, pretty sure i broke it lmao

naive tree
#

select skirt mesh, then body mesh when holding shift, hit ctrl+J

#

if u have cats addon, press join meshes

fading verge
#

They joined but i can't connect bones

#

and do that keep offset thing

#

@naive tree ya there my dude?

naive tree
#

kinda

fading verge
#

got a problem that i never had before in blender

#

let me show you

#

weight painting doesnt solve this

naive tree
#

check other leg

#

it could have weight on this

fading verge
#

nope and they have the same problem

naive tree
#

or send me the pmx/fbx ill take a look

fading verge
#

oh wait

#

there are some tiny almost invisible fucking bones in the leg with weight paint on them

#

is there a way to transfer weight painting?

naive tree
#

parent > mix weight

#

move the bone in pose mode, then change parent to bone the mesh should be moving instead, and hit mix weight, it'll delete the tiny bone and transfer all weight to parent

fading verge
#

okay, that fixed it
thank you

hardy iris
#

so trying to import a garrys mod addon folder, but get missing faces

#

model I mean

#

blender does not seem to like any of my source models, does the same thing with another addon

naive tree
#

if thats flipped normals then you shouldnt worry, use 2sided shader and it's all good

fleet turtle
#

I'm trying to add eye tracking to a model that did not have shape keys

#

i converted a Gmod file to an FBX, fixed the rigging, added some basic shape keys

#

but for some reason the cats blender tool eye rigging tool rotates the eyes along the wrong axis

#

like up and down works, but the left to right just rotates it along the Y-axis

#

Any suggestions to fix this? i would just like the eyes to track in vrchat

#

heck even blend shapes would be great

#

visemes that is

naive tree
#

eye tracking is shit imo, ho wto make your avatar creepy

#

i know you can limit it with bone constraints in unity

#

haven't done that tho

solar ravine
#

bone constraints get ignored by vrchat

#

I tried to use that to stop other unrealistic movements from occurring

#

this was after wondering why the blender workflows for importing MMD models were throwing away that information

naive tree
#

i know a person that limited bone rotation in unity to have his eye tracking working properly

solar ravine
#

they might have found another way to do it

#

imagine if it worked - we could finally put an end to legs bending past the breaking point

#

once all the import tools were fixed to copy the info across, anyway

grim bramble
#

: Hello to anyone who might see this -- I have a very simple issue (or so I'd think) -- I'm trying to shorten arms and legs for certain models so I can use Full Body Tracking without recalibrating constantly. Would anyone be willing to walk me through how to do this in blender??!

fleet turtle
#

@naive tree , CATS blender tools was making the pivot bones tiny and pointed in the wrong direction, even adjusting the range screwed them all over the place

#

i managed to re-size and orient the LeftEye and RightEye bones and got it working

#

now to test in vrchat

fleet turtle
#

well poop

#

none of it moves

#

despite previewing muscle settings

inner tree
#

how do i add bones to hair so i can have dynamic bones in it?

#

becuase i have the bones but its not attached to the hair

fleet turtle
#

add all the hair polys into vector, name the vector exactly like the bone and thats one easy way to do it

inner tree
#

vector?

fleet turtle
#

a group of polys to be affected by bone transforms i think

#

i was doing quite a bit of testing and working in blender today while trying to convert gmod source files into vrchat avatars

#

i added bones to a part of the body, grabbed all the polys in that part, made them a vector group

#

and then named it after the bones

#

now the polys bend to that of the bones that i made custom

inner tree
#

how do i make them a vector group?

#

thats what i dont get?

fleet turtle
#

if you can isolate the hair polys by right clicking in edit mode, hit ctrl + L, that should select all the polys of that specific part

#

but there may be some unconnected pieces so pay attention to that

#

then while highlighting the body or mesh of the model in the hierarchy list, look down in the object pane

#

hit the add button in vertex groups

#

and then rename, apply and de-select

inner tree
#

the hair is already in the vertex groups tho

fleet turtle
#

note that long sections of hair are broken into several groups and have several bones to match each group

#

you can remove it from the vertex groups

inner tree
#

uhm, im really confused xD

fleet turtle
#

sorry

#

i'm not that great of an instructor, more a visual guy

#

but i found youtube videos on it

inner tree
#

okey the hair itself is something ive added

naive tree
#

it would be easier if your hair already had the bones beforehand

#

then it's just joining armatures and parenting the bones to head

fleet turtle
#

yeah..

naive tree
#

otherwise you need to play with autoweight + adjust manually

fleet turtle
#

i partially got my eye tracking working, it looks up, tends to occasionally look higher and then come back to rest, and blinks

inner tree
#

yeah but the problem is that the hair didnt have bones

fleet turtle
#

but still no mouth movements though

inner tree
#

how do i parent the hair to the head?

#

as soon as i add the hair "imports it" it breaks the avatars armature

lucid cave
#

I'd like to have 2 models, (I want 2 different heights) How do I duplicate an entire project so I can have 2 models just diff heights?

echo drift
#

any recommended video tutorials for texture rigging?

#

i mean texture atlasing?

ember basin
#

@lucid cave In Unity? Then just duplicate it in the hierarchy, remove pipeline ID (Detach ID) and change scale to whatever you want

#

Then upload that one and it should be another

lucid cave
#

ok

ember basin
#

Anyone know how to get weighted bones as blendshapes imported?

#

they dont import for me

#

only blendshapes made by moving the polygons manually

fleet turtle
#

Make sure your export settings are correct in blender

#

I typically only use Tupper's vrchat presets for fbx files

gritty nest
#

Same, but I also export the files and stuff

#

But that's not really necessary

fleet turtle
#

EUREKA, the jaw is moving now

#

Freaking duplicate hips vertex group

#

Now to fix the eyes

fresh isle
#

is there a way to make a new t position? the chest bone of my model stretches my upper body really high upwards because it gets forced in t position

fleet turtle
#

Probably will need to redo the bones if your chest is like that

#

How many bones does it have between the hips, spine, and chest?

fresh isle
#

2, the breast bones

fleet turtle
#

Breast bones should be a parent of the chest

fresh isle
#

aight i will try to change hierachy

fleet turtle
#

Hips, spine, chest is all that is needed

fresh isle
#

still stretchign out when enforcing into t posiiton

north imp
#

how I can fix this ?

low parrot
#

Gonna have to reparent in Blender

north imp
#

why ?

low parrot
#

Because you can't edit bone hierarchy in Unity

north imp
low parrot
#

Did you put all the bones in their correct places in the rigging control panel?

north imp
#

yes

fleet turtle
#

Then its probably the placement of the vines

#

Bones*

north imp
#

I just change the Shoulder and now I can upload it but it's not full IK

#

is there away to upload my fbx avatar to blender and edit then move it back to unity ?

fresh isle
#

you can import fbx files in blender

naive tree
#

@north imp always hit Fix model in cats tool to avoid most hierarchy issues

signal verge
#

Hi, does anyone know if there's a way to hide something from your view camera without parenting it to the head?

calm needle
#

is it a giant shoulderpad blocking your view? You could always try searching for a closeup fade shader and basicly set it to point blank range

#

a friend of mine had to do that for his shoulder pads. You had to be a few inches away from them before they faded out. Worked well for his viewpoint

signal verge
#

That's a really good idea, thanks! I'll try that, it's a part of the clothes so I'm pretty sure that it will work

north imp
#

I just finish my last issue and now I have this new one :S

#

@arctic grotto and how I can put it in T pose ?

inner tree
#

i need some help, i cant seem to join armature

#

joining the mesh was no problem but the armature i have no idea how

cosmic mica
#

even though my character is in tpose, when i go into vrchat the fingers are a bit twisting in one direction - i cant figure out why its doing this and how to correct the problem, please help

little forge
#

guysssssss

#

do u need humanoid form for visemes

sinful sundial
#

@cosmic mica care to post a screenshot?

rugged vale
#

Anyone familiar with Full Body rigging?

vale folio
#

I need a lot of help with a model im working on

#

if anyone would care to understand i would really appreciate it

opaque charm
#

Hey can anybody help me with the angle between pelvis and thigh bones? Since it has to be 180 degrees and my avatar angle is just 8.1, i don't know what i should do. :/

austere merlin
#

visemes wont work, everythings set up correctly

sinful sundial
#

@opaque charm don't worry about that error

#

it doesn't mean anything and it won't stop you from uploading

#

only red errors stop you from uploading

opaque charm
#

@sinful sundial well, i uploaded my model but its all fucked up.

sinful sundial
#

any screenshots?

viscid lantern
#

helloo

#

i have a question about mixamo

#

can i trust mixamo rig system?

#

God help me so

fading verge
#

you can use it to get a base rigging and weight painting tho

viscid lantern
#

what you mean with "base rigging?"

fading verge
#

it will create a basic humanoid rig with some weight painting that you can probably then fix yourself to be better

#

instead of starting from literally nothing

viscid lantern
#

so i can fix this with blender?

fading verge
#

yes

viscid lantern
#

i have no idea how to do this;-;

fading verge
#

well, time to learn weight painting in blender

viscid lantern
#

yay

fading verge
#

good luck my dude, there are tons of tutorials on youtube for that shit

viscid lantern
#

God help me

#

thx dude

fleet turtle
#

I have a properly rigged hand, a thumb and 3 fingers set to Thumb, index, middle and little finger. Unity says the hand checks out and it animates properly...... but in game the hand is stuck in a weird position and will not animate with the oculus controls..... what could be going on?

#

I already get enough weird turnouts with this model in game, but no problems in unity

#

Even one of my uploads reversed the feet on the model.....

high stream
#

ok so do you only have a total of 4 fingers?

#

if so set your little finger to your ring finger in unity and make sure each finger has at leas 2 bones each/

austere merlin
#

only the f mouth viseme plays in vrchat for me

#

HELP

#

someone seriously help me

crisp tendon
#

make sure to include a bit more info on your settings to avoid the back and forth questioning

hot knot
crisp tendon
#

There's a specific order they have to be in afaik

#

Not quite sure how that works since i haven't made mine yet, but i've been told about that many times

#

What tutorial are you following btw ?

hot knot
#

No as in when I try to select it in cat's plugin, so it will make all the other visemes

#

and doesn't let me select any shape keys

naive tree
#

have u joined your meshes

hot knot
#

I'm selecting the right mesh

#

But to answer your question, no not yet

gritty nest
#

Well, do that first

#

There's a pretty solid chance that your visemes aren't just applied on whatever the "Mouth Open" mesh is.

hot knot
#

But they are

low parrot
#

vrc.v_aa and the like aren't viseme shape keys

#

Well, they are but CATS can't use them to create more visemes because those are the ones it created

#

You need to find shape keys that make the mouth move as if it was making that sound

#

You can expand that menu to the right a bit to see that it says something like "Viseme AH" "Viseme CH" and "Viseme TH" or something of the sort

hot knot
#

Oh I need to make them not named vrc.v_aa?

#

because I just named them that

low parrot
#

oh

#

well yeah you shouldn't have named them that

#

CATS just disregards them

hot knot
#

that's stupid, kindof, tbh

low parrot
#

???

#

It's a prevention to use shape keys that the program already created so it doesn't try creating more shape keys that already exist

#

If you use CATS translation tool for shape keys it'll usually name them this, and these are the best (?) ones to use for each one

hot knot
#

Okay, so also it says I can't apply my mirror modifier when it has shape keys, should I worry about this or is leaving a mirror modifier while making shape keys fine?

low parrot
#

Hmm, I'm not too sure what the mirror modifier does, but I know that the decimation modifier on a mesh with shape keys will remove the shape keys from it once the meshes are all joined together, so that might be the case for mirror as well.

hot knot
#

Okay, I renamed the shape keys but cats is still ignoring them

low parrot
#

Have you joined your meshes yet? It makes everything a lot easier since there's only one mesh

#

Although I don't know why it'd be ignoring them still if you selected the right mesh

hot knot
#

I mean making it all one mesh would be.. interesting to say the least. Is that really a cause of some magical phenominah that makes the shape keys not appear?

low parrot
#

You really should make it one mesh. More than one mesh eats up everyone's processors and can cause lag

#

It'll also make it so all the shape keys are in one place so you'd see if CATS is actually ignoring them

hot knot
#

well joining the mesh deletes the other half of the mouth mesh

#

and I can't apply the mirror modifier if it has shape keys

low parrot
#

ohh

#

That's a nice predicament there

hot knot
#

but making shape keys is easiest with a mirror modifyer, yes? so you only have to worry about half the mouth

low parrot
#

I've never made a shape key, generally I use MMDs that have shape keys already

#

Although you could mirror the mesh some other way without the mirror modifier

#

I just don't know how

#

I know it's possible though

cosmic mica
#

i need some advice - my character has a robot hand with 2 thumbs one on the opposite side of the hand. i will configure its rigging to be the pinkie, so all i have to do is turn it that extra 45 degrees to give it that second thumb look - however when i assign it as a real finger in the configuration it forces the finger to face forward like a natural finger should, and when i use a trick to make it the sideways finger it should be it again force corrects it to face forward. In order to have a functioning side finger without having to use animations, what should i do?

low parrot
#

Is it possible for you to rotate the mesh but not the bones? I've never done that but if you can it shouldn't try correcting it

hot knot
#

The model I'm turning into an avatar came with a bunch of mouth meshes

#

so, I had to choose one mouth and turn it into one mesh with a bunch of shape keys

#

and therefore, I used a mirror modifier so I don't have to do twice as much work

#

Okay, for posterity, here is the method:

#

Take the object with shape keys and a mirror modifier, delete the mirror modifier, then cntrl-d and right click to keep the position of the duplicate, then mirror it using the m key and press x, y, or z depending on what axis you want to mirror, then join the meshes and fix the normals going weird, and boom.

cosmic mica
#

the mesh is still part of the hand but thats not a bad idea ill give it a shot

cosmic mica
#

no luck, the finger is still freaking out

#

does anyone know how i can do a sideways finger without the configuration forcing ti to face forward like the other fingers?

hot knot
#

Hm.. how many figers does your rig have on each hand?

#

I assume it's thumb, 3 fingers, and then the "other thumb" being the pinky?

hot knot
#

I joined my meshes together and it's still not recognizing any visemes in the list to select them with

cosmic mica
#

4 fingers, the other thumb is indeed the pinkie

#

i dont know how to share pictures on here cause this discord uses a dumb way of doing it

#

ive tried mirror bones, ive tried an extra bone the pinkie is connected to to force angle it, ive tried a seperate mirrored mesh

#

in unity i configure the extra [thumb] to be the pinky, but when i do that no matter what angle i make the finger at it bends the wrong way as shown in the picture in "wrong way", it SHOULD be bending inward like a second thumb. Im trying to avoid doing manual animations for the gestures cause i dont want that finger activating when i close my fist on my other hand.

#

im out of ideas i dont know what to do

hot knot
#

Oh. that's because unity is applying relative location to the parent bone, which works for straight fingers, assume the z-axis is pointing out the tip of the normal fingers, it bends the fingers mostly on the relative x-axis, so you probably can't make the animation work for it to bend the wrong way

#

I would say you've possibly hit the edge of vrchat's default animation capabilities

cosmic mica
#

ugh

#

adds a tally mark to the programming limits of vrchat

hot knot
#

hey I'm in the same boat, I'm trying to make basic eye-tracking work and it's not working for me, and visemes are one hell of a jerk

cosmic mica
#

i tried doing a mirrored bone trick but i cant make ti mirror on its own axis, it takes on the angle of the base master bone

hot knot
#

I think I'm just gonna give up on my avatar's eyetracking and visemes

cosmic mica
#

i gave up on mine too

hot knot
#

-pat pat-

#

we should just be able to say "this is the left eye bone, this is the right eye bone" and "this is the blink blend shapes" but we can't

#

we have to coax and prod vr-chat into finding it on it's own

cosmic mica
#

ive moved my focus to the hands of an avatar, as that is what the user sees the most. you can have an avatar with an amazing face, but if you have stick hands then whats the fun of it?

#

all of my avatars have wierd hands, makes the game more entertaining. Blob hands, 4 hands, wierd finger proportion hands, and this was supposed to be the 2 thumbs hands

echo drift
#

I fixed the opaque texture problem I had but now I have a texture atlasing problem

#

the arms are correct but the rest is not. is this a blender problem or unity?

fresh karma
#

So I have an fbx of a model, when imported into unity works fine. But there's a vert that's missing weight painting, and when I fix it, export the fbx from blender, and import to unity, the eye tracking & blinking breaks. Any ideas?

hot knot
#

^ prime example of vr-chat's "compatibility"

low parrot
#

That has nothing to do with VRChat, but modelling and Unity as well as user error

#

How exactly does eye tracking and blinking break @regal timber ?

jagged badger
#

does a character have to have five fingers rigged in order to have full body motion tracking?

#

some models i have come across have less than five fingers

hot knot
#

No they do not, but they can't have more than five fingers unless you weight paint more than one to one finger bone set

jagged badger
#

so in the rig editor would i have to bind a finger to a different one or could i leave that slot empty

hot knot
#

Oh wait, full body? I have no idea about full body with pucks and such, but for the default animations they work just fine, as far as I can tell

jagged badger
#

this is my conundrum lol

hot knot
#

In unity when you import you can leave finger bones empty and it will be fine

jagged badger
#

oh i have it imported it's for the rigging

#

i don't know what they need for full body tracking when i get to the build pannel i'll know

low parrot
#

I mean worst case scenario you can just create a fake finger bone with no weight

hot knot
#

Yeah, I'm not sure I can confirm or deny about full body tracking, but the default animations work with less than five fingers, I can say that

jagged badger
#

also the fingers wern't rigged to the right places anyways but i fixed that easily

#

even though i'm a nub at rigging unity made it easy with bone drag and drop

low parrot
#

yeah, you might have to go into Blender though and create a fake bone in the event that full body tracking needs all 5 fingers for some reason

jagged badger
#

unity likes to break the ends of fingers for some reason too

low parrot
#

how do you mean?

jagged badger
#

have to surgically twist the ends of fingers back straight

#

when rigging the characters to a humanoid skeleton every model i've ported has had the ends of their fingers bent at nasty angles

low parrot
#

That sounds like something wrong with the models then

#

What kind of models do you use?

jagged badger
#

its easy to fix though

#

been porting models from gmod

low parrot
#

Ah, I see

jagged badger
#

like the rest of the pro nub porters

low parrot
#

source models are a pain

#

so many bones for spine and such

jagged badger
#

i am just supprised by how high poly count models get in the workshop

#

the renamon 2016 model in the workshop has over 60k+ polygons

#

decimating them makes them look so much uglier

low parrot
#

There's tons of MMDs that are similar, I had a 200k one once

#

I got it down to 30k and couldn't figure out what else to remove other than manually deleting vertices

jagged badger
#

well now i can't scale the model

#

ogh

#

fixed it, wondering if vr chat is gonna be picky at a sholder child now

fresh karma
#

@low parrot Whenever the model blinks, it causes the glasses shapekey to activate (so you see some glasses appear for a split second before sinking back into the model's head).

low parrot
#

Weird - have you tried deleting the CATS-created shapekeys and bones for blinking and eye-tracking and remaking them after fixing the weight paint?

fresh karma
#

Not sure why this happens considering I don't touch the shapekeys at all, I've done several tests where I simply import -> export the model from blender without even fixing the weight painting issue

#

And it still breaks

#

I haven't tried recreating the shapekeys, I'll try that next

fresh karma
#

@low parrot You absolute legend, looks re-creating eye tracking fixed it.

low parrot
#

Neat

#

Yeah, generally when eye tracking breaks that's always my solution

#

I don't use CATS blinking though so thankfully the blink problem doesn't happen

thorn willow
#

how the fuck does one fix the hip bone angle issue again

#

because wew

#

I'm so done at trying to fix it

#

need assistance

#

and searching an answer to google yielded no results

subtle moth
#

i would try to help but i have no idea

thorn willow
#

finally got it to 174.1

#

but I think that's enough

#

just gotta love how Unity loves to fuck up the fingers in Valvebiped

naive tree
#

@thorn willow that's way more than enough

neon quiver
#

never got this error before. in unity trying ti upload my avatar. "This avatar measure to large on at least one axis. etc- but bound are 151515560000 etc)

gritty nest
#

Your avatar is too large

naive tree
#

no

#

her avata ris not too big

#

trust me

#

@neon quiver you need to go in blender, seperate by materials, hide everything that is head except hair, then join hair+rest of body materials > delete all keyshapes, then join everything back and check if your mesh gets destroyed, if it does - then u need to copy-paste face from original avatar

#

adjusting your bounding box in unity will just cause local problems, if there is no mesh destruction

#

so you want to fix the root

neon quiver
#

thanks. i will try that

naive tree
#

or you could just seperate by materials, join just the face (eyes/mouth/face) and check your keyshapes

#

if they destroy mesh - u need to copy-paste face from original avatar, but also not forgetting deleting the keyshapes from the body

neon quiver
#

it might be the key shape

naive tree
#

it is keyshapes

#

to copy-paste face, you open 2nd blender window, fix model> delete armature> delete all meshes except face (face/teeth/mouth/eyes)>translate all shapekeys > join together > select face and ctrl+C > ctrl+V in other window and then select face mesh first and shift select body mesh > ctrl+J

#

your bones for hair and head will work, as that's the same data

fading verge
#

hello. Would someone be willing to help me with a custom 3D model?

neon quiver
#

it works ๐Ÿ˜„ Thanks!

fading verge
#

I am rather new to this and would like help rigging a semi-complex 3d model

austere merlin
#

So my model has specific mouth visemes, the mesh is named Body, but only one mouth viseme is working.

vestal dirge
#

@austere merlin have you tried out the blendshapes in Unity (set them one-by-one to 100) to make sure they are working?

austere merlin
#

yes

vestal dirge
#

And they are all assigned properly in the VRC_AvatarDescriptor?

serene urchin
austere merlin
#

yes

#

they are all assigned properly

fading verge
#

( I would rather model 10 characters than rig 1 of them...๐Ÿ˜ฉ )

austere merlin
#

Wow

wise wagon
#

i got a item model off of vr chat mods, and when i went to curve the fingers so my character holds it, it automatically got into position, do i have to do anything extra or

fading verge
#

getting the mesh and textures done took me roughly 2 days. +2 days for corrections and final improvements

#

and soon it will be 7 days since I started rigging it

#

and I barely started

fading verge
#

Is there some way to Mirror a vertex group from one side to the other? I used Edit Mode to weight paint i.e. a finger on left hand. Is there a way to copy the weight paint to the same finger but on the right hand? All bones are named f.e. Thumb2.L Thumb2.R

#

I find that "Mirror" does "cut and paste" instead of "copy and paste"

#

after clicking "Mirror" the weight paint appears on the right hand but all assigned vertices on the left hand are no longer assigned to the original bone, meaning that it's basically useless, I'm still left with 1 bone to manually weight paint, it's just the hand I did in the first place

fading verge
#

^ Nvm got around it

austere merlin
#

Can I get any help past what I have told?

#

( scroll up to see )

vestal dirge
#

@austere merlin are any visemes blank in the descriptor? You will get errors if they are not all assigned.

#

Also make sure Face mesh points to the Body mesh in the scene, not a copy or a prefab in the project.

austere merlin
#

fixed it

#

the visemes were animated in custom animations

hot knot
#

@cosmic mica honestly, if you just make the hand rigging how you want, don't assign the bones of the extra thumb when importing as a humanoid rig, and just use the animation overrides for closing fist and such, it shouldn't be too hard to animate the fist for it, although I guess that would do both hands at once? (Just make sure to duplicate your avatar before making animations on it, and make animations using the duplicate cuz unity will move the skeleton to a "default" pose for some reason)

bleak pelican
#

I dunno if this is the right section to ask this in, but I'm way better in unity than blender so I need some help here. This is kind of vague, but how do I fix this? https://puu.sh/zM5J4/c322b4d0f6.png
I'm appending objects from one blender file to another, think I got everything right, but this part of the mesh I brought over is stuck in rest position, I think? It won't move with the rest of the armature

still ivy
#

anyone know how to stop the glow from Rainbow 2 shader?
dm me or @ me would be nice if you know it โค

hot knot
#

@bleak pelican sounds like it's a weight painting problem, so basically select the armature, (this works best with right-click input mode, the default of blender), and then select the mesh you want to weight paint, then press the "object mode" button to bring up the list of modes to view in (like edit or object mode) and click weight paint. Do you know how to use weight paint mode?

bleak pelican
#

I haven't used weight painting yet, no

hot knot
#

@bleak pelican Okay, well basically you paint each vertex (each point that faces or edges connect to) and you "paint" it with the mouse (you can set brush size, strength, and other stuff). Basically, select the bone, and then paint the entire foot so it's the same color (it ranges from dark blue as zero, to full red as absolute influence) (pink means "no vertex group for this bone"))

random flare
#

I have a job for a builder here if interested please dm me.

hot knot
#

the mouse can affect vertexes on the other side of the mesh, it's not just the face facing the camera, unless you de-select the option to do so (it's the little cube on the bar that's transparent). The easiest method is just to just select like .5 strength and 35 brush size, make sure you're painting through the mesh as well, and just wave the mouse over the foot without letting go of the click until the entire foot is the same color (you can set it to add or subtract weight from the vertexes)

bleak pelican
#

alright I'll give that a shot, thanks

hot knot
#

welcome, if you need more help look up "weight painting tutorial"

pale hull
#

Oh hey, that's Very cool dude

#

What kind of evangelion is that?

#

Sometimes I find that sort of soothing

#

Easy, but timeconsuming things

subtle moth
#

looks awesome tho @arctic grotto

subtle moth
#

@arctic grotto Would you mind sharing where you found that model? o.o

fathom flint
#

Talking about ripping is a no no?
Good to know that ahead of time lol

#

Haha yeah. Maybe I should read the rules. Been here since Nov but haven't done that yet lolz

fading verge
#

basically dont be an asshole and dont talk about illegal things

fathom flint
#

What if I talk about an illegal asshole?

fading verge
#

rules 5 - No politics or religious discussions
so no

#

only talk about how great vrchat is

subtle moth
#

Why cant i use nitro emoji

#

; -;

fading verge
#

nitro is capitalist propaganda โœŠ๐Ÿผ

#

decadent animations and unlimited bandwidth, those fools

subtle moth
#

but i have a communism emoji

balmy goblet
#

Hi i rigged a "tail" and now it wont work as a dynimc bone in unity. What do I need to do?

subtle moth
#

@balmy goblet define not working

deft edge
echo drift
#

These were my only errors and I had the assumption that these could be ignored

#

I signed in to VRChat and not Steam and still nothing

#

The manage uploaded content tab says 0 avatars

fading verge
#

Help me pls

#

I want to shoot lasers from my index finger

#

How do i do that

#

Is that in unity or blender or both

#

unity

#

also ask in "animation" not in "rigging"

#

Huh

#

Arent they the same

#

no

inland oriole
mint mural
#

i have a question

#

anyone put a drawing feature on their model

#

im stuck on a step

serene urchin
opal ingot
#

so i am pretty curious does anyone know exactly what programs i need to make avatars since i really wanna get into that and make a God of war avatar and all kind of funny onces. ? someone who can reply in short what programs and if god of war already is out in vr ?

sour lily
#

i need to make a blend shape to create mouth movement on my model anyone have a suggestion for a video i could use to learn

echo drift
#

@sour lily is there any blend shapes already on the model you're working on?

#

Good news, my model is uploaded on VRChat, but now the lower eyelids eat Mettatons eyeballs when I tilt my head

#

is this a fix it in blender thing or unity?

slim violet
#

ok. I've got a problem

#

got the bones set in place. got the weights added

#

but then this happens

#

what do I do oh guru of computer wisdom

echo drift
#

I think unity needs the t-pose position, you should do some symmetrical repositioning of the model in blender (I think)

slim violet
#

that IS the t-pose position

echo drift
#

well yeah but not in blender

slim violet
#

oh my god...nevermind

#

I just looked, it undid ALL of the weights T_T

echo drift
#

ah... that can be an issue ๐Ÿ˜…

slim violet
#

that was 2 DAYS of work T_T wasted

echo drift
#

it would help to play with the model in pose mode to see if it moves. even when you think you have it rigged and weight painted

serene urchin
#

how can i delete a vertic and connect them to another one so theres no hole

sour lily
#

@echo drift no there is no blendshapes so far im using a gumball machine and i want the flap to open when i speak

#

it seems i found a good guide to go by

void tiger
#

Does anyone here have any Walk, Idle, or Run Animation for a Dinosaur like Avatar
Im trying to animate a Sturm Furer https://ibb.co/nxHEXx

imgbb.com
aa

Image aa hosted in imgbb.com

slim violet
#

oh wow. the berserk fury. that takes me back

void tiger
#

Yah but the Death Saurer is the only one that can handle a T pose compared to the other Dino like Zoids

slim violet
#

ok question #2

#

how do I merge all of those armatures on the right into 1?

naive tree
#

@slim violet ctrl+J, selecting the main armature last

#

then u gotta change parent as well

slim violet
#

what do you mean by change "parents"?

#

also, I did ctrl+J, there was no notifications or anything happening

#

oh wait, it says "No mesh data to join"

#

so, do I do ctrl+j on the screen? or on one of the menus? this program is confusing to me

#

@naive tree hello?

naive tree
#

you select armature, then shift select other armature, then press ctrl+J in 3d view window

#

it joins both bone armatures

#

then u have to change parent to the first bone of the armature to main armature bone where it should be attached to

#

your model ios pretty odd of having so many armatures

slim violet
#

alriht, I don't have one that says armature. I haven't done the "fix model" thing on cats yet

#

that's because each one of those is a part of the body.

#

that's why I want to put all those together into one

naive tree
#

i would start from like middle, have the hips-chest to be main, then u select leg bones first and then hips-chest 2nd, then ctrl+J