#avatar-rigging

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rose shard
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How would I connect my rig and mesh together as one?

naive tree
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change parent of legs to hips

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@rose shard select mesh, then your rig > ctrl+P

rose shard
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Ok

slim violet
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@naive tree ok I have the meshes all joined

void tiger
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Question is there a way to animate an Avatars Hair, Skirt, Brest, Tail, and etc without buying the Dinamic Bone Unity Asset?

restive shale
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unity has a built in cloth component that could work for some of those

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@void tiger

void tiger
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๐Ÿ‘Œ Much appreciated thanks

restive shale
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np

fleet turtle
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will VR mode ignore hand movements if a specific finger is not mapped or if one hand is mapped and the other is missing?

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Keep redo'ing the left hand and it has a hook on the right hand with just a wrist bone

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but when in my oculus controller cannot move the left hand fingers at all

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@vocal quiver would you have any insight on hand movement issues? I tried learning at the common problems found.......all the bone names match similarly to an example MMD and I rolled the bones at the same angles for testing. The hand just stays in a partially cupped state

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Model hierarchy, vertex groups, and shape keys match very similar to an MMD

serene urchin
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does someone know how i can use two armatures and move two arms at the same time ?

rose shard
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So uh... this might be weird to ask, but could someone fix my model for me? I've been trying to make it work for over three hours by now and i'd appreciate it if some magic genius could somehow fix the rig of it.

lost shard
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@fleet turtle you NEED those fingers. If you don't want physical fingers thats fine just rig up 3 bones at the end of the hand not connected to any actual mesh.

fleet turtle
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Ty

neon quiver
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ok dumb questions because i can't seem to get google to show me results for the awsner. So i already have my avatar rig. i want to add a hat to it. how do i go about to add the hat to the already exsisting rig withought having to redo all the weight paint "automatic weight" and just have a new weight added just to the hat and continue. if that make any sense. I did it before but i can't remmber how i did it and can't seem to reproduce the same results.

fading verge
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check #tutorials i think there is something there that explain what you want

neon quiver
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thanks. i think i foundt he video

austere merlin
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how do i make an avatar that can fly

forest crane
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anyone here have full body tracking ?

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@austere merlin add box colider under your feet

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and add it to your hand

austere merlin
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why hand?

thick karma
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Probably so you can control when you fly upward. Ive only ever added it to my feet so i can spam jump

fading verge
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does anyone knows how to fix this?

random lotus
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if i move a bone somewhere else, do i have to reweight it?

fleet echo
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@restive shale big problem with cloth use alot CPU usage plus need to make it own mesh

restive shale
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you should mention @void tiger too

rose shard
lilac moss
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ctrl-p -> armature deform right? and the mesh has weights right? and you've exported to the right place and there is only 1 armature?

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those are the things i'd check

rose shard
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I've not done armature deform, I was never informed something like that was necessary.

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Thank you for the response by the way!

rose shard
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Um.. so I was trying to add a gun to my model.. and this happened:

fleet turtle
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Try applying your mesh into vertex groups named after the bones you want it attached to

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That way you can selectively pick specific polygons to flex with certain bones

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Also, weapons can be added in unity as an object and gesture override animation to make it appear

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Unless you want to permanently affix it to the model's hands

rose shard
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This was in unity,

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and uh

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I'm not exactly sure what you mean by applying it into vertex groups, could you help me understand?

fleet turtle
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oh sorry, in blender

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generally in the same place you find the shape keys

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there is a criteria called vertex groups

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basically you assign groups of polys to a vertex group that has the same name of the bone that is to move them

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that is another way to parent meshes to the bone

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i took existing un-rigged polys on a model's head once, like fox ears, i added 2 bones generally where i needed them to pivot, labeled them accordingly like Left Ear and Right Ear, parented those bones to the head

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then selected the group of polygons associated with the left ear, added a vertex group called left ear, assigned it to the polys selected

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and bam

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now you can pose the ears in both blender and unity

rose shard
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Hmm, okay.

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Thank you for the input.

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I think i'm going to just rig some of the parts on my own and such at another time.

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Once again, I REALLY appreciate it!

fleet turtle
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np

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i could use some help though

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Anyone know of the best method to rig an avatar with 4 arms to have the second set of arms follow the first two?

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i could imagine making them parents of each other, but uhm i could lose the pivot points at the base of the second arms by doing that

rose shard
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Uh.. no clue.

echo drift
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the white lines shown are just the bones connected to the parent but no white lines in the bones themselves

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it worked plenty of times before, and now it's not working for some weird reason ๐Ÿ˜ 

tired stump
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@echo drift Do your bones you wish to be dynamic have 'End Bones'?

echo drift
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@tired stump no...

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o.o

naive tree
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have u checked if they even have weight?

tired stump
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I may be wrong, but something similar has happened to me before. If i wanted a bone to be dynamic, i would have to extend one extra bone off of it as if it were an "end bone". naming is not important, just that a bone is on the end of it.

echo drift
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I don't think so @naive tree

naive tree
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if u move the bones, does the hair move with them?

echo drift
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@tired stump I haven't had this problem before... it's so weird

naive tree
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in unity or blender, doesnt matter

echo drift
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well I did test it, but I can describe it as balancing a plate with hair on it, unlike individual strands moving with the 3 hair bones

tired stump
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yes, its quite an odd problem. When i first learned how to use dynamic bones i didnt have such a problem either. As i found out, that was because for some odd reason 'End Bones' were being automatically created during some point in the import/export process. The auto 'end bone' eventually stopped making itself and i went on a hunt to find the issue.

echo drift
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@tired stump wow... so weird ๐Ÿ˜“

tired stump
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Have you tried adding end bones? and if so what is the result?

echo drift
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not yet, gonna try something real quick

tired stump
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๐Ÿ‘Œ

echo drift
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@tired stump well I deleted my old FBX files and recompiled it completely and now the dynamic bones work properly ๐Ÿ˜…

tired stump
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End bones didnt work for 'ya?

echo drift
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I appreciate the advice but it seemed like I was making it hard on myself if I did that

tired stump
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?

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its no challenge at all

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just put the model in blender, grab your skeleton, go into edit mode and select the tips of the hair then hit E to extrude. point them in any direction/w any size. export and done.

echo drift
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oh ok

tired stump
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what did you think was needed to be done to add bones? XD

obsidian orbit
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??

manic marsh
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Woh! what in the name of glab is happening there?

obsidian orbit
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That's what I wanna know

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Took me forever to figure out the weight painting problem and now unity is just spitting it back out

manic marsh
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Looks like the rig is smaller when Imported to unity or the mesh gets bigger

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That is very interesting, something like this happend to me once when I used auto weighting, and the mesh got way bigger than the armature for some reason, haven't tried to import it into unity tho so I can't help you there : /

silent sequoia
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@obsidian orbit did you join the meshes before importing to unity?

obsidian orbit
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Yeah, meshes are joined from awhile ago

silent sequoia
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Also did you add the armature to the vertex groups?

obsidian orbit
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She's fully posable inside Blender itself, so the armature is responding to everything correctly

silent sequoia
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Hmm this is something exotic

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Idk i hope some ran into this problem before

pale hull
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@obsidian orbit have you tried resetting the pose in the avatar configuration scene?

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Typically that is something you have to do when you mess with the armature if you already imported the model before to unity

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Afterwards you might have to enforce t pose again

obsidian orbit
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Yeah lemmie see

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oh that did the trick

pale hull
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Great

pine solar
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is there a bone naming structure picture i can look at so i can name my armatures correctly?

pine solar
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anybody?

obsidian orbit
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@pine solar make a new armature in blender and follow it if you need to

pine solar
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i guess i will have to remove the face and unnecessary bones from it and move the bones around

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oh i see

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you ment like make a armature than follow that naming structure for my armature

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also that rig has a bunch of spine bones i dont see in other references i find online

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ugh i dont understand which bones i need and which i dont

blissful onyx
low quartz
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hey guys I'm having problems with some armature merging in blender, when I merge the armatures, the mesh of the model changes scale but the armature does not follow, if I try to lower the scale of the mesh, the armature will shrink as-well.

fading verge
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Yo

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Do i just click remesh

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To reduce polys fast

lost shard
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No.

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You need to look into dedcimation

fading verge
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Is decimation a mod

lost shard
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no

fading verge
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oh man

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how long does it take to learn how to rig existing models and modify them

lost shard
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A day at most

fading verge
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can i learn how to do everything within a day of tutorials

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o

lost shard
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The only thing I'd say is don't justy google VRChat custom models on youtube

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99% of those guides are complete ass

fading verge
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is it easier to use MMD models

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@fading verge kinda, they are already rigged and weight painted, just need to decimate and import them

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oh

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do i need to rig the eyes and tongue if i want a gesture to make them do something

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usually they are also already rigged

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well the eyes are at least

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not always the case for the tongue

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i want the eyes to look upwards

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and the tongue to stick out

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with 1 gesture

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lewd

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lol

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well

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do i just add bones

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you have 2 ways of doing that

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and do the gesture mod in unity

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?

lost shard
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No

fading verge
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either you create a keyshape that does all that (eyes looking up, tongue sticks out, etc) or you combine multiple blendshape in an animation in unity

lost shard
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You're going to have to spend a day reading and watching some guides to get a grasp of the fundamentals before you start making a shopping list of what you do and don't want to do.

fading verge
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ok

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whats the easiest way

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keyshape or blendshape

lost shard
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You need to look up keyshapes, animation overrides, keyframing and how the VRChat SDK works

fading verge
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and that part is blender or unity

lost shard
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Keyshapes are blender, animation overrides, keyframing and the SDK are in unity

fading verge
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ok

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and keyshapes are part of the same model or a seperate file

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sigh why is this stuff so hard

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i can do IT stuff but i feel retarded af doing 3d modeling

fading verge
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I need tutorials that get straight to the point and dont have fillers can you guys link me some good ones? @lost shard @fading verge

lost shard
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lol WHAT

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Who added a y to my name

fading verge
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Head swapping is just cut and paste in blender right

lost shard
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You're going to want to knit the meshes together if you want them to move properly

fading verge
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Oh

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So much stuff to learn in order to mix clothing and heads sigh

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๐Ÿ˜ต๐Ÿ˜ต๐Ÿ˜ต๐Ÿ˜ต

fading verge
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I have a question, if anybody can help me out with it I'd be grateful. I have assembled parts from deviantart and made a model of my own. The hair, clothing (1 piece), earrings and body all their own armature. How do I go about setting that all up properly?

serene urchin
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Someone worked with these models and know which robe bones to parent to the legs to get realistic robe physics without clipping https://ibb.co/c3GzKn

imgbb.com

Image image hosted in imgbb.com

pine harbor
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if you're going with the "parent to legs" route, i would imagine that you'd have to parent each individual robe bone to the closest leg bone that's not below them in the model's T-pose

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that should get the robe moving relatively believably without any clipping, if that's what you're after -- you won't have any physics in the sense of wind swaying though

serene urchin
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@pine harbor i tried it but it doesnt really work perfect im still like a noob in blender

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but ive seen these models with perfectly working robes

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like the naruto kanna ones

pine harbor
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are you sure they weren't using dynamic bones or unity cloth?

serene urchin
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i dont know about unity cloth but it looks to good to be dynamic bones

pine harbor
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someone posted that tutorial on this discord after he found a way to overcome a bug that used to happen whenever you used that component in VRChat, it should be in the video itself

fading verge
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finally home.. now i have to learn stuff

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but first i need to take some cognitive enhancers because im retarded

brisk mesa
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nootropics like maca root only help focus and energy and getting it up

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otherwise there aren't realllllllllllly any enhancers

fading verge
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noopept, choline, caffeine

brisk mesa
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i guess other than cocaine or caffeine but those don't really count lmao

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idk, choline hasn't done shit for me

fading verge
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u have to stack it

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its mainly for preventing headaches/migraines

brisk mesa
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oh i've never gotten those

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unless in the rare cases i was a dummy and didn't drink enough water

fading verge
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i used to take adderal

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but it just caused too many side effects

brisk mesa
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preworkout for me before a test works well

fading verge
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i dont even know if i have MS or adderall simulated symptoms of MS

brisk mesa
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then i sit there like 'FUCK I WANNA WORK OUT'

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and then i blaze through the test

fading verge
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i ran out of c4

brisk mesa
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i got Curse when i ran out of c4

fading verge
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is that stuff good

brisk mesa
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it tastes good, i got ummm

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the blue one, the yellow lemon one, the pink tropical flavor one

fading verge
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i just need to retain information

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my memory is so bad

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lol

brisk mesa
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mine is too but really it just means i have to learn a little of something before i go to bed every day

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for max retent

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so really, math

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im kinda annoyed that all the adults in my life before told me that i was just 'bad at math' and that 'it was okay'

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it's not okay to tell a kid that

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everyone was just equally bad so they tell everyone that growing up so -they- dont have to feel retarded

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hmm i should also go watch tuts on how2gestures too cause i also wanted an ahegao one

fading verge
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yea

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i just want to do tongue stuff

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๐Ÿ˜›

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lol

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and shoot lasers

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explosions

serene urchin
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@pine harbor the constraint menu doesnt appear for me ?

pine harbor
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is it the whole button that's not appearing, or just the sub-window with the constraint settings?

serene urchin
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sub window

pine harbor
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hmm, it appears for me the same way as it does in the video

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the cloth component has been added to the mesh you want to behave with cloth physics, right?

serene urchin
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yup

pine harbor
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hmmm...that's a built-in unity component, so i'm not too sure what's going on there

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pretty sure i've seen your name around for a while on this discord as well, so it's quite unlikely that you're somehow using the wrong version of unity

serene urchin
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nah im using normal version never had any proble,s

pine harbor
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hm -- did you add the cloth component to the mesh specifically? i don't think it works on non-mesh components

serene urchin
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yeah on the mesh

pine harbor
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bleh, i'm drawing a complete blank on this one -- someone chime in please if they know what's going on OTL

fading verge
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Hue

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I figured out how to make my models eyes roll backwards

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๐Ÿ‘…

hot leaf
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I found a fantastic humanoid-ish model online that I really want to use. The model has feet, but not really legs. Just kinda feet on a plump body. The feet aren't behaving how I want for obvious reasons, but even though it doesn't have legs, it has fully rigged leg bones. Would somebody be able to teach me how to properly fix it in such a way where it would work with the humanoid rig properly if I gave them the file?

sinful sundial
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If it's got fully rigged leg bones, then whats the problem?

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I'm assuming the character is some sort of Kirby type body

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If the character has leg bones but doesn't have any legs, that means they aren't weighted to anything

pine solar
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is there a reason Mixamo gives my model a 1 finger rig?

dusky whale
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Hey I'm having a frustrating issue with the bones I'm trying to get rigged, I'm hoping someone here can help me

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Essentially, I want to make the Hip bone a parent of the Hip.R bone. Only when I parent Hip.R to Hip and connect it (Because I need to connect it for it to work proporly, right? Correct me if I'm wrong) it does this

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What I want it to do is hook Hip.R onto Hip's bottom joint, but I've had absolutely no luck in trying to figure out how to do that. Google searches and youtube videos didn't help either ๐Ÿ˜ฆ

pine solar
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i can only think

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that flipping the bone would work

dusky whale
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But the problem with that is the Spine will then be bound to the join on the opposite end of it's parent, so I'll just be stuck with the same problem on the Spine :/

pine solar
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why the fuck does mixamo make the rigs go the wrong way around in object mode

frigid vale
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so i have an odd model i'm attempting to rig

pine solar
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i dont think anyone ever answers questions here

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just more questions pile up

frigid vale
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mine is esspecially odd

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guess ill take stuff with a grain of salt

pine solar
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god FUCKING DAMN IT

frigid vale
pine solar
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oh hey

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i have seen that in vrchat before

frigid vale
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i want it to actually raise the launcher

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but i cant do that without a bone in place

pine solar
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it did in the one i found

sinful sundial
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You can use shape keys

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Its not humanoid so why bother with bones

pine solar
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foxrally do u know alot about rigging?

frigid vale
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hmmmmmmmmmmm

pine solar
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i need help too

sinful sundial
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Eh, I'm decent

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What do you need help with?

pine solar
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i have this rig from mixamo

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and the rig faces the opposite direction in the edit mode than the object mode

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and even when i rotate it in edit mode

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it rotates the object and they are both STILL

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rotated away from eachother

sinful sundial
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Did you rotate it in Mixamo too?

pine solar
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i made sure the model was facing me when i did it

sinful sundial
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Oh wait, wait

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I get what you mean

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It's super easy

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In object mode, select the Mesh

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And rotate it to align with the armature

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Don't rotate the armature

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The armature controls the mesh, but the mesh doesn't

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So if you move the armature, it will move the mesh as well (and not fix anything)

pine solar
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they arent parented to the mesh

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lemme show some pics

sinful sundial
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Okay

pine solar
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shit

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i need to upload the image 1 sec

sinful sundial
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Okay

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Right click on the MESH

pine solar
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why would it matter??? the mesh is not attached to the armature

sinful sundial
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Isnt it from Mixamo?

pine solar
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yes but i took it off of the model

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to fix some bugs with the rigging

sinful sundial
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What do you want it to do

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Do you want the mesh and armature to face the same way?

pine solar
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what im saying is

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when im in object mode

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the armature faces a different direction

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than in edit mode

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when i rotate it in edit mode

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it rotates it in object mode too

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look at the pictures modes

sinful sundial
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Hmm

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This could be a problem with the pose, then

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Edit mode shows the "default" or T-pose

nova flicker
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anyone help me with my model? my hands are stuck to my hip bone and i can't figure out why

pine solar
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weight paint

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?

nova flicker
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no. it works fine standing still in vr but when i move or use desktop mode my arms collapse in

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trying to add a screenshot

pine solar
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you cant post images without using links

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gg

nova flicker
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bones are in the right spots. weight paint checks out. only messes up when i get it in game

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i enforced tpose in unity and that didn't work either

pine solar
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are you sure this is only your model?

nova flicker
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?

pine solar
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im wondering if this is because of the vr controllers being used

nova flicker
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it was messesd up before i ever tried it in vr

pine solar
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ah

nova flicker
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i just wanted to see if the arms would move normally if i had vr on, which they do

pine solar
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the animation possibly

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that would make sense for the idle being fine but the moving broken

nova flicker
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just using plain old mecanim

frigid vale
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so animating the shape keys in unity and then adding particles sounds

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i got the shape key how i want

nova flicker
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idle and moving broke outside of vr

pine solar
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it could be a problem with your rig not working right with animation

nova flicker
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my rig is done the same way as my other avatars and they all work fine

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rigged them myself manually

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troubleshooted (troubleshot?) with CATS

pine solar
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ah, than maybe you could help me also? i dont really know how to fix your problem or what it really is

nova flicker
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what with?

pine solar
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well i made my own rig for a avatar but im not sure what i should be naming all the bones, i see tons of references with different bone names and i cant find one clear definition of what i should be calling everything

nova flicker
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whatever you can remember

pine solar
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does it not matter what i name it?

nova flicker
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personally i name mine like 'arml' for left arm and 'legl' for left leg so if i mirror them i only need to change one character off the end

fringe river
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Does anyone happen to know where I can find a video tutorial on doing a basic bone set up in blender? I have only been able to find videos on dynamic bones, and the written instructions I was given for creating bones didn't work :\

nova flicker
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i don't know any video tutorials but you press shift-a>armature>single bone to make the first bone (hip) and when it is in position you extrude (e) it to make the other bones.

fringe river
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Ah, yeah. I tried that. For some reason (e) didn't work

nova flicker
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odd

fringe river
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Do I need to have the MMD tool and Cat's blender plugin deactiviated? :0

nova flicker
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make sure you are in edit mode on the first bone, then select the little ball on the end of the bone and ten try extruding

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and no

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CATS and mmd tools shouldn't interfere with much

fading verge
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help

nova flicker
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with?

fading verge
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i want to select and rotate a vertex group

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how do i do that

nova flicker
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as in physically rotate the vertices? or the weight?

fading verge
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i want to create a shape key without using pose mode

nova flicker
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first you need to add a 'basis' shape key if you haven't already

fading verge
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it has it

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i made a new shape key with basis at the top

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but it will only let me change vertex groups in pose mode and then it will create a new key that applies to the entire model

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which is not ideal

nova flicker
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on the shape keys themselves there is a drop menu that lets you limit a shape key's effect to a specific vertex group

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the menu with the 6-dot vertex group icon

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may have to be in edit mode to see it

fading verge
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assign

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?

nova flicker
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right beneath the word "Blend:" below the shape key menu

fading verge
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hm

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im trying to rotate the eyes

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it doesnt rotate them the same way as in pose mode

fading verge
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fk it.. screw optimization

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ill just use pose to shape key for every pose then

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i have no idea how to do it any other way

lucid cave
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k

pine solar
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weight painting is being weird, im trying to get the wrists of this basic avatar i made to move with the bone but it is moving slower than where the bone is https://imgur.com/lMEbWBg

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anybody help?

sinful sundial
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I think thats what happens when weight painting isnt strong enough

pine solar
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its full red

sinful sundial
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hmm

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is the bone in the right place too?

pine solar
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?

sinful sundial
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actually nvm

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it is

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I have no idea why its broken then ๐Ÿ˜ฆ

pine solar
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sigh

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another odd thing i notice

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sometimes

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when i dont have somthing weight painted

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it still effects that spot

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i started it with auto weight painted

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if that matters

sinful sundial
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imo if its such a basic model

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just rig it with mixamo

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export the mesh as an obj

pine solar
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it breaks the fingers

sinful sundial
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so then just repaint the fingers

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its what I did

pine solar
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i tried but

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that bug

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where the armature is facing the wrong way

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was happening

sinful sundial
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if the armature is facing the wrong way

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but the mesh is parented to it

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all you have to do is rotate the mesh

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then rotate the armature (which will take the mesh with it)

pine solar
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but which one fox???

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fox

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were you not the person

sinful sundial
#

yes I was lmao

pine solar
#

who i talked about this before?

sinful sundial
#

but you said it wasnt parented

pine solar
#

why dont you understand

#

if i change the armature

#

it rotates the object of the armature too

sinful sundial
#

that's what I mean

#

rotate the MESH

#

the mesh is the skin

pine solar
#

yeah but if i do that it wont change the fact the edit mode is facing the wrong way for the armature

craggy grotto
#

Hey guys, I'm having big troubles with Unity right now... I have set up a model and the bone structure is all correctly configured, but yet Unity still bitches about the neck and the shoulders... Could someone maybe help me?

sinful sundial
#

can you send me your model

craggy grotto
sinful sundial
#

Plushtrap, make sure your neck bone is correct

#

it might be a tiny tiny bone

craggy grotto
#

it is correct

pine solar
#

in neck under spine, and is spine under hips?

sinful sundial
#

look in the armature list on the left

#

the direct child of the chest must be the neck

craggy grotto
#

it is

#

UpperBody2 is the chest

#

and Neck the Neck

#

yet Unity still complains

low parrot
#

What about the shoulders?

craggy grotto
#

I have ShoulderP_L and ShoulderP_R which are direct childs of UpperBody2 (Chest), though those are not mapped, the Child of each sub-bone(I'm new to this, don't hate me) is then called Shoulder_L and Shoulder_R....those are mapped

low parrot
#

Well there you go. You need either Shoulder_L/R to be child of UpperBody2 or map ShoulderP_L/R to the shoulders instead.

craggy grotto
#

hmm..... I will try that and update you in a moment...

#

alright, I have done that but now the actual shoulder bones are greyed out

#

should I still try?

low parrot
#

I mean, you could hit apply and try rotating the bone in an animation

craggy grotto
#

care to explain me how?

low parrot
#

It'd actually be easier in Blender, I'm assuming you have CATS?

craggy grotto
#

yes

#

so should I import it back into blender?

low parrot
#

No no if you exported it from there then the mesh and armature should be the same, we're just testing what the difference between ShoulderP_L/R and ShoulderL/R are

#

So just open the .blend file of your latest export

craggy grotto
#

uh...

#

alright

#

then?

#

and ignore the face, I had to put the materials on it in unity -.-

low parrot
#

Once you have it open, in the CATS menu hit Start Pose Mode, find ShoulderP_L, and rotate it. Don't worry, it's not permanent. If the shoulder moves like it should, then it's fine. If not, stop pose mode and start it again to reset rotations, and this time find Shoulder_L and rotate that.

#

I might be unintentionally making you do more work than I need to. Apologies. You can just mix weights (basically merge the bones together) of the two bones and you'd be able to rig that bone.

craggy grotto
#

wait, how can I find those bones?

#

I used blender even less than unity

#

oh nvm

low parrot
#

Your armature is on the right side of Blender, it works the same way as in Unity.

craggy grotto
#

found it, silly me

sinful sundial
#

Plushtrap

#

don't worry about it

#

you're doing way too much work

low parrot
#

geez, I'm sorry

sinful sundial
#

you can just do all that in Unity dude

craggy grotto
#

I cannot even move the P bone

#

it does not let me do that

sinful sundial
#

in blender?

craggy grotto
#

yes

sinful sundial
#

thats what I said

#

go back to unity

craggy grotto
#

alright

sinful sundial
#

select the bone and shake it around to see if it works

craggy grotto
#

how?

sinful sundial
#

go to the configure armature mode

craggy grotto
#

while I am in the mode where I can map the bones

sinful sundial
#

with all the green bones

#

yeah, go to that

#

now click on your shoulder bone

#

then, at the top of the screen you should see a button that looks like its rotating

#

click on that

#

and then just rotate the bone around

craggy grotto
#

uh

#

I only have those arrows pointing XYZ

sinful sundial
#

yeah thats what I mean

craggy grotto
#

oh

sinful sundial
#

top of the screen

#

under Assets

craggy grotto
#

I can move both bones then

sinful sundial
#

you can change if you want to move or rotate

craggy grotto
#

oooh

sinful sundial
#

yeah sure, test both bones

#

click on the shoulderP

#

and just test it

#

very unlikely that it doesn't work

craggy grotto
#

both work

sinful sundial
#

๐Ÿ‘Œ

craggy grotto
#

Shoulder_P and Shoulder

#

I can twist both

sinful sundial
#

yeah but do shoulderP

#

because that's the one parented to the chest

#

shoulder is just an extra bone

craggy grotto
#

gosh I should send the .jpg /png links instead of doing it like that

#

everything is blurry

sinful sundial
#

see? it works

#

so now just enforce T-pose and you're done

craggy grotto
#

@low parrot still thank you for trying to help me

low parrot
#

apologies for any confusion I caused

craggy grotto
#

you didn't

#

I was confused the whole time

#

xP

#

alright, pressed done

sinful sundial
#

it's the thought that counts ArtsyThumbs

#

@craggy grotto make sure you enforce T-pose though, don't leave it like that

craggy grotto
#

I get other errors now

#

I did that

sinful sundial
#

what errors?

craggy grotto
sinful sundial
#

oh, those are fine

#

everyone gets those

craggy grotto
#

ah

sinful sundial
#

you can upload anyway

craggy grotto
#

alright I'll try

#

uh...

#

this doesn't look right

#

the feet are in the legs

#

I'll upload anyways

sinful sundial
#

that's the animation pose

#

did you try to create an animation or something

craggy grotto
#

no

#

I was trying to add the animations from the same model (without the ears and such though) but removed those again because they weren't working anyways

#

the only animation this model has is the eye blinking

#

alright it's uploaded

#

let's see if it is working

#

.....kinda

#

not really

#

@sinful sundial

#

I mean, I at least have walking animations now... the last time I uploaded the animation it was in a constat T-pose

#

I have "LowerBody" greyed out in the mapping, maybe that's the issue

#

but as soon as I change that, I get a shitton of errors

#

Please, someone help?

sinful sundial
#

can you send me the model?

#

I'll upload it for you

#

it's too difficult finding out what the problem is on discord and then finding a way to fix it

swift storm
#

hey so uh

#

i attatched the chest bone to chest and this happened

#

what do lol

pine solar
#

wat do you mean

#

you attached chest bone to chest

craggy grotto
#

looks great

#

at least everything is still attached to your body

#

my body is floating in the air

pine solar
#

my weight painted arm wont move with the bone completely

#

it lags behind

hidden bloom
#

What could be causing the rigging of a model to separate from it when adding a new mesh to the model. It is at the point not even existing bones that were working fine can affect the mesh in anyway anymore when in pose mode

#

Most times I fixed it my joining, separating meshes, saving them reverting the blender file but for this part that is not even working

neon quiver
#

maybe because i merg two different bone but a different rig but i fallowed the video tutorial. to swap out part etc

hybrid thunder
#

Is it ok to ask a question here? Before I go writing up a commission request, how difficult is it to add extra eyes to a model and give them all tracking?

I don't want to lowball my posted budget

lilac moss
#

go try it right now

#

the extra eyes are going to have to rotate based on the location of the LeftEye or RightEye bones so options would be limited

#

i'm not very familiar with unity constraints but there may be a copy rotation constraint setup that would make this both doable and easy

modern karma
#

How would rigging a police car avatar work?

#

Any advice would be much appreciated

sinful sundial
#

no rigging

#

just a generic avatar

#

add a descriptor and you're done lmao

modern karma
#

So I go to blender and first import the car model

sinful sundial
#

what file type is the model?

modern karma
#

XPS

sinful sundial
#

yeah, so go into blender, import it, then export it as a FBX

#

and pop the FBX into unity

#

get textures on that bad boy

#

add an avatar descriptor

#

and bam you're done

slim violet
modern karma
#

Ok thank you Foxrally

sinful sundial
#

np my dude

#

@slim violet what the actual fuck is that

#

and what do you need help with

slim violet
#

@sinful sundial it's the Tormentor from Dead Space 2

#

I'm the absolute worst at rigging anything that isn't humanoid

sinful sundial
#

if it's not humanoid, rigging doesn't matter

modern karma
#

Fox

sinful sundial
#

unless you're gonna make custom walking animations

modern karma
#

Would I do the same thing for a helicopter avatar as well?

sinful sundial
#

yep

modern karma
#

ok

slim violet
#

yeah. I have no animations whatsoever. I don't know how to do any of that

fading verge
#

You could rig it, if you want detailed animations.

sinful sundial
#

^ what he said

fading verge
#

It's generally like rigging any other model, you'd have to set up a hierarchy that makes sense for a vehicle, is all.

sinful sundial
#

you could also make it humanoid since it does appear to have legs, a head and arms

#

but it would be really fucked up

fading verge
#

Generally it'd work to have one root bone for the overall car, four bones for the wheels, and you can even add bones to the doors and police light reflectors (if the model happens to have them).

#

But again, that's if you were to bother making some spicy custom animations

modern karma
#

Would I add it in unity?

#

Like the animations?

sinful sundial
#

imo if you're a beginner don't think about that

fading verge
#

You can set up the rig in Blender, I'm not entirely sure if you can pre-animate on a dopesheet within Blender and then just import the data over to Unity and plug it into the necessary fields, tbh.

modern karma
#

ok

sinful sundial
#

because it involves creating bones, weight painting them, then creating the animation

fading verge
#

Though, as you mentioned, you don't care for the animations, so don't worry about that yet.

modern karma
#

I'm still a noob at avatar stuff

#

lol

fading verge
#

We all have to start somewhere ยฏ_(ใƒ„)_/ยฏ

modern karma
#

I want to try that out, but I think I might just rage before I can complete it lol

midnight pike
#

what is the best way to lose Tris
because for some reason i cant lower my tris to the 20k recommendation

fading verge
#

Best way is to do it manually by editing the mesh and hand-merging redundant or unnecessary vertices.

modern karma
#

I want it to be straight.

#

oh wait

#

I found it.

#

It's like under the armature thing

midnight pike
#

i did that and i can only get it down to 40k

lilac moss
#

split pieces off and decimate them by different amounts

#

feet and shoes and such

#

and i assume you deleted any under-body invisible mesh stuff

modern karma
#

wAIT NVM

fading verge
#

You'd also have to consider avoiding the face, if there are any blendshapes that were made for it. Another thing to mention is to make sure that in your blendshapes for the mesh, you have Basis selected so that you're not accidentally altering a blendshape for the mesh instead of the actual basis. And as the person above me mentioned, make sure to get rid of any mesh that is underneath other mesh and won't be visible.

modern karma
#

I don't know how I can move the tires.

#

Can someone tell me on how I can rotate the tire to be straight

midnight pike
#

wouldit help if i told you the avatar im working with?

modern karma
#

Are you asking me Zero? .3.

midnight pike
#

lol no was to juiced haha

fading verge
#

Feel free to mention it, I'll try my best to contribute help

midnight pike
#

it is tohru from dragon maid

#

should have mention still fairly new to all of this

fading verge
#

Be right back, I'll check some stuff out and get back to you in a few mins

midnight pike
#

alright no problem

fading verge
#

Alright, so I'm seeing a pretty big skirt

#

Judging from that, there are likely a few polygons underneath that are making up her body that are never going to be visible, and for the most part shouldn't be. Before you continue to lower the poly count, I would recommend saving the model you have made progress on before this point and continuing on, but saving whatever you do after this as a separate model.

midnight pike
#

she also has wings but the wings arent visable

fading verge
#

Are they hidden in any way?

#

Check the outliner in the top right and open up the hierarchies to check if the little eye icon next to any meshes or objects is turned off

autumn parrot
#

I'm trying to rig my character manually (since Mixamo is not rigging all of his finger), and when I go to armatue deform>with automatic weights the thing on the second image happens.

The mesh of my character becomes much bigger and I get the error on the top of the screen. Anyone know what this might be?

https://media.discordapp.net/attachments/404059627165057025/427218824434286592/unknown.png?width=1202&height=677

https://media.discordapp.net/attachments/404059627165057025/427219022518419456/unknown.png?width=1202&height=677

modern karma
#

YAY

#

I was able to upload my police car avatar

#

Thank you everyone

#

๐Ÿ˜ƒ

sinful sundial
#

glad we could help!

modern karma
#

Ugh

#

I have an issue where I uploaded my avatar and it doesn't appear in game or unity

#

Like in the list of uploaded avatars.

#

Is anyone else having the issue of where after uploading your avatar from unity it doesn't show up that it's uploaded?

#

Or is it just server side issue?

fading verge
#

It might be a server-side delay

#

I'd say give it an hour, maybe?

#

After that, you might want to try checking your manager in Unity and try re-uploading the avatar in the event that it still isn't there.

modern karma
#

Ok

swift storm
#

i posted this yesterday but then fell asleep so im gonna repost lol

#

anyone know like,,,,, what to do lol

autumn parrot
#

Nobody know about my issue? ;_;

swift storm
#

no idea sorry man : <

#

u could try rigging it in unity tho?

#

(also assigning chest to the chest bone doesnt work)

#

(it looks exactly the same but says its not in a t pose lol)

autumn parrot
#

This part on unity is just to assign the bones of an already rigged character on each limb so it can work on unity

Since my character is boneless this would not work :/

swift storm
#

oooh rip

lime rock
#

Hello i needed some help with my avatar see whenever i go in-game and i look down my legs bend is that a rigging problem or a height problem?

dire maple
#

@lime rock Try adjusting your height in-game. That always fixes that issue for me.

swift storm
#

hey hey can someone help me with placing colliders for hair, this hair keeps clipping thru my avatar's face lol

hot knot
#

Anyone have any ideas on why my avatar's mouth just hangs at the open position when in vr-chat, (I know it's open because the default pose of the skeleton is closed mouth, rather than an open mouth posed to be closed)

swift storm
#

wait was that edit meaning you dont need help now

sinful sundial
#

@hot knot From what I've been able to tell, it's a bug with the jaw flap bone on some avatars. It works on some, it keeps the mouth open for others

#

Just delete jaw flap bone and the avatar should have a closed mouth

#

You won't be having any mouth tracking tho

#

Ennvi, you need to assign a chest to your avatar

#

Maybe the bone isn't called "chest"

swift storm
#

i clicked on the bone in the chest area and its not that rip

sinful sundial
#

But whatever the bone that is the DIRECT parent of your neck and shoulders is, put that as the chest

swift storm
#

ah okay

#

ill try that tyty

sinful sundial
#

Look in the armature list on the side

#

And to enforce T pose, go to the pose tab under the humanoid bone list and select "Enforce T-pose"

swift storm
#

also do u know how to fix my hair, it glitches around into my head lol
i tried putting a collider and it didnt work

#

ill try that ty : D

sinful sundial
#

Idk, I'm not good with colliders

#

I just give hair enough inert/damping so that it never reaches to that point

swift storm
#

ah alright, can i ask what settings you use for hair ?

#

oh also last question, im trying to put glasses on this avi and they wont stay in place lol
ive tried using skinned mesh render to keep it in place but it didnt work

swift storm
#

update the glasses work now but my fingers are curled LOL

valid halo
#

With eyes, can they be rigged using the pointer in 3DS Max to work in VRchat or do I have to rig eyes a different way?

pale hull
#

I don't know how the pointer in 3DS Max works, but when rigging eyes you need to make a separate bone for the right and left eye and place the head of the bone right where the pivot point should be

#

The tail of the eyebones should be perfectly straight up above the head. There should be no roll on the eyebones (and headbone) aswell

valid halo
#

I see. Thanks.

swift storm
#

does anyone know how to fix the issue where the fingers get bent
theyre stuck curled and i cant figure out how to fix it

valid halo
#

Are the dynamic bones from the unity store the only way to get a physics based tail on my VRchat avatar?

tired stump
#

pretty much yeah

valid halo
#

Dang

#

$20 isn't much but I don't want to buy something for one thing I make

tired stump
#

Im broke so I "torrented" it.

#

"pirated"?

#

idk

#

i stole da ting

valid halo
#

DM me a link to it?

tired stump
#

-if i can find it

valid halo
#

k

tired stump
#

damn, thought i bookmarked it

swift storm
#

does anyone know how to fix my fingerssss

#

im dying

tired stump
#

umm, have you checked the bone weights?

#

@swift storm

swift storm
#

dont exactly know how ๐Ÿ˜ฎ

tired stump
#

looks like someones new to models

swift storm
#

yes lol

#

thats why im askin for help :, )

tired stump
#

Got blender?

swift storm
#

ye

tired stump
#

that guy doeas a good job explaining how to use weights and weight painting

#

but in short, you need to display the finger bones

swift storm
#

oh i know how to weight paint ๐Ÿ˜ฎ

#

well ive done it like once

tired stump
#

Well same concept, just that you look at the fingers specifically to make sure one bone isnt holding all fingers

#

~or to check that you even have finger bones

swift storm
#

lol yes i do have finger bones ๐Ÿ˜‚ and okay one sec lemme get this

#

i already tried making those big ones smaller and lined up and it screwed it up more

tired stump
#

clicks link, sees nothing.

swift storm
#

D:

#

lemme...retry

#

i cant upload it can i dm it lol

tired stump
#

๐Ÿ‘Œ

valid halo
#

Can the keyframe animations for avatar mouth movement be done in 3DS Max, or does it have to be Blender?

#

Blender is very uncomfortable to use

#

for me at least

tired stump
#

get used to blender like i did. When you do, you can do shit like a pro

fading verge
#

there's gotta be an easier way to add the hand gestures back to custom animation overrides

#

20 minutes to individually add hand animators in unity zzzzz

#

dont understand why theres an option to select multiple of them but you cannot add multiple

fading verge
light kindle
#

new bones for the skirt

#

and weight paint em'

#

and use dyna bone in unity

glad egret
#

tfw i spend half an hour weight painting a chest and then realize i was painting on the spine emoji ๐Ÿ”ซ

light kindle
#

i think having them a child of the upper leg(s) would work, but you can have it a child of hips and use colliders

#

least youre not doing asymmetric hands

swift storm
#

why he thrust

glad egret
#

i think thats the best hip thrust ive seen

#

move his spine back a bit in blender

#

if you need any more explanation @ me because ill be tabbed out

swift storm
#

LOL RIGHT hes real excited

#

@glad egret how far back should i move it ๐Ÿ˜ฎ

#

and should i move back chest to match it or na

light kindle
#

no, make the hips shorter

#

you should be able to tell how much you need to shorten it by the picture

#

i cant see how long the hips are but id half the size @swift storm

#

i think youre supposed to move the upper tip of the bone down, but i am unsure

#

if you shorten it on one side, the model may be on its tippy toes i believe

swift storm
#

tyty ill try that !!

swift storm
light kindle
#

half the bone length again

#

or remove a 3rd of the length of the bone

swift storm
#

just keep making it smaller til he stands right?

light kindle
#

pretty much

tropic flume
#

good god bone kinematics are weird

sleek magnet
#

I am contemplating violence after spending so many hours just trying to get eye tracking working on a model

#

Such a glitchy system ๐Ÿ˜ฆ

winter veldt
#

agreed

gritty nest
#

Yeah, it's messy. Hope they fix it

#

There's a very specific set of rules attached to eye tracking, and even then it sometimes just rolls the eyes wherever

fading verge
#

Does anyone know how to add an object to the head hierarchy and make it remain visible to the player? Or how to make a user interface element for a VRC avatar? PLEASE this would be SO HELPFULL is someone had ANY info. Please @ me. THANKS! ๐Ÿ™‚

brisk mesa
#

so like an SAO healthbar?

#

cause like for instance if i wanted a healthbar i would parent it to some root ground bone so that it doesn't do a flip when i do a flip, it'll just be position-following but not tilting all over the place

#

if it's a hat, you just parent that to your head like normal

#

if it's some user interface element thing you're gonna just have to photoshop that yourself for texture and add it to some flat mesh in front of you, maybe pull it out with an animation

#

idk the options for double-sided texturing

fading verge
#

19000 POLYS ๐Ÿ˜„

ivory radish
#

anybody know how to fix the materials going blank when joining meshes with CATS

hot leaf
#

Hey I've got a problem with a humanoid-ish model if someone could PM me and help me out, that'd be great

pale hull
#

Personally I think if you described the issue from the start you'd have a higher chance of it getting fixed

hot leaf
#

I tend to post extensive explanations in these chatrooms and then get ignored so I didn't feel like it lol

#

I have a model with a body type similar to Kirby where it has a plump body with feet but no legs. When I try to use it, the feet point with toes straight down instead of the correct orientation and I've tried a lot but nothing is fixing it.

brisk mesa
#

Yea i kinda feel lately there are less people who actually help >_>

#

Ive been getting like 12 different DMs as a result lmao

pale hull
#

Have you tried using floor fix in OpenVR advanced settings and adjusting your player height in settings?

#

Assuming you're not using seated mode

hot leaf
#

I don't have a VR set lmao

#

I'm using Desktop

pale hull
#

Then try unassign the toes in the avatar config scene

hot leaf
#

That's not what I mean, I mean the entire foot is oriented with the toes pointed straight down. Like the whole foot is pointed straight down like he's walking on his tip toes lol

brisk mesa
#

Are the bones set correctly?

#

Cause i mean it shouldnt be any diff than a regular human

pale hull
#

Foot might be angled like that in the avatar config scene aswell

#

Check if it's the case, and adjust it so it's proper looking and apply

burnt tundra
#

Hi there, I'm very new to rigging within Blender (and in general) and I'm having an issue with shape keys. I have two models, I would like to take shape keys from the one rigged model and copy them over to the other. Could anyone walk me through this?

pale hull
#

Are the two models identical?

burnt tundra
#

Same model yes- the reason why I'm doing this is because the designer I hired to rig the model originally made some errors on the model and it's at the point where I can't fix it. I was given advice to try to salvage the shape keys and I might be able to rig the model myself. So I'm starting fresh with the file and using CATS to try to get it to recognize the shape keys.

hushed anchor
#

Wot, bad product

ivory radish
#

what the hell happened to my rig

hushed anchor
#

Vertex count got to be the same

burnt tundra
#

Okay. This might be way over my head then.

hushed anchor
#

Bone mapping

#

I remember coming across an issue like that.

ivory radish
#

looks fine in unity

hushed anchor
#

T pose, a pose.

ivory radish
#

ik

#

its in tpose

#

the hip is bugged for some reason

#

for some reason re-upload fixes it

#

nice job ๐Ÿ‘Œ

stone garden
#

Trying to figure out if it's resolvable in Unity or Blender.

grizzled brook
#

I know it was fixable in PMX Editor with a MMD model I once had. I'm guessing it can be done in Blender too, though I wouldn't know how

#

It's a matter of assigning vertices to bones

pale hull
#

@stone garden It's a blender fix. The sleeve bones doesn't seem to be parented to the arms.

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Since it's obviously a MMD model, I believe the CATS plugin for blender might help you out. I personally never used it so I can't help further with that

stone garden
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I see, I did use the CATS plugin for importing. I will see if importing it again resolve the issue.

If not, I will watch a few tutorials

grizzled brook
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Usually the "Fix model" button after importing takes care of it

brisk mesa
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@stone garden weightpainting done wrong

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go fix in blender

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you have to copy the weights from the arms to the sleeves exactly, you can't paint those yourself cause it's not reallllllllllllly humanly possible

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so i would look up the data transfer modifier in blender

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for weights

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and i hope your clothes or at least the sleeves mesh is separated from your arms/body mesh at the time so you can actually pull it off

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either that or do what zarniwoop said

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i suppose there's two ways about it

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my way is if you didn't have any sleeve bones

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his way works cause if there -are- sleeve bones, then the sleeve should follow sleeve bones, which follow the rotations of everything else

stone garden
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But it is different from the other models I have imported.

brisk mesa
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if that's all your bones right there then you have 0 sleeve bones

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i just see arm ones

stone garden
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sorry I see sleeve_L as a bone

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it's on the forearm

brisk mesa
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ah

stone garden
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basically I should do another import attempt.

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since the model has the sleeve bones.

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I take it.

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thanks everyone for your input

swift storm
hushed anchor
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Chicken fingers

pale hull
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Unassign the tips of each finger on both hands, reset pose, enforce t pose

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You can paypal me later

swift storm
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and if that doesnt work ?

pale hull
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You can still send me money :D

swift storm
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LOL

pale hull
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No, but that means something is really messed up in that case

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Did it work?

swift storm
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oh hey it worked on this one
i have another model that has the same problem tho and it didnt work on that one

swift storm
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now it says it's not imported as a humanoid rig even tho it is lol

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update it was because i forgot to set the animator to my avatar

sinful sundial
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Hey guys

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so here's a theoretical situation

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I want my avatar to switch between 2 or more forms

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and each form has a different walking/running animation

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is that even possible?

hushed anchor
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Yep

sinful sundial
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I've got all the animations ready

hushed anchor
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Some crazy controller switcher

sinful sundial
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You can DM me the deets if it's too complicated

hushed anchor
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Involving a legacy animation controller

sinful sundial
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ooh, fun

hushed anchor
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I don't know details

sinful sundial
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do you know anyone who's done something similar

hushed anchor
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Just some dude saying it in avatar testing

sinful sundial
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ahh, I see

hushed anchor
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To add hundreds of emotes into an avatar

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Or something

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It's just a ridiculous setup overall

sinful sundial
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I'll see if I can find a tutorial for "more than 6 emotes" online

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and base my stuff on that

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hmm, no luck

swift storm
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hey @sinful sundial foxrally mind if i dm you about gestures and animations ?

sinful sundial
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sure thing!

balmy goblet
light kindle
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make dummy arms

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weighted to nothing

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and set those in unity

balmy goblet
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the arms are on the peach

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and those are supposed to move

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they work fine

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i didnt set any bones in those arms that are fucked up

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they also arent moving so i ddint weight paint wrong

fading verge
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I dislike weight painting

light kindle
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try painting hands.

fading verge
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I've done that

light kindle
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the arms are either to be on peach all the time or free

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how many times

balmy goblet
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uh i dont get it

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peach arms move fine

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cpts are static

light kindle
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oh i see

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you want peaches arms moving

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i mean they are but i get it

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in blender, select the arms that shouldnt be moving

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in edit mode select all the verts that shouldnt be moving

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and in vertex groups (found near key shapes)

balmy goblet
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ok

light kindle
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choose the darkened down arrow

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and remove from all groups

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nothing should have weight on them now

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presuming theyre in the correct pose you want them to be in while walking

balmy goblet
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ok that seems helpfuil

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ill try

light kindle
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find the last bone not on peach

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and assaign the weights to that bone

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assign*

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you might need to weigh paint the arms but i dont think you would need to

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try moving hips and if the arms just stay in position they need to be weighted

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if they move with its all g

balmy goblet
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it should be yea

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thank you

light kindle
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no worries

balmy goblet
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is there a fast way to remove all weight from one bone?

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im sorry if i did not understand at first

light kindle
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select the bone in the vertex groups thing

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eg. hips

balmy goblet
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oh yea

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got it now

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now i understood I think ^^;

light kindle
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deleting the vert. group usually works

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all g!

neon quiver
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so if i want the edge of the hoody near the leg to fallow the legs when bending. would i need to do a dynamic bone with collison on it? I can't seem to get the results i want with weight paint.

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is there a way to tell the bone i have on the shirt to fallow the bone on the hip?

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still learning how advance rig works

simple kite
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Welp, time to jump in I suppose xD Thanks ๐Ÿ˜ƒ

buoyant flax
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hey guys I have a quick question:
Is there a way to add bones to a model?
like I have a tail but it has no bones and that's pissing me off because then it looks stiff asf

brisk mesa
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Yea you use blender.

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You can hit e from the top of the hip bone and it will "extrude" a tail bone out

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And just do that for all the tail bones, e over and over on tail bones

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Then you must weightpaint it.

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You're lucky cause painting a tail is easy

buoyant flax
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never done that before. weightpaint, how does this work?

gritty nest
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Just google tutorials

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Basically, you're making new bones and telling the tail to move with the bones. A tail is pretty easy.

buoyant flax
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So I made all my bones of the tail what do I do now?

steady spruce
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hi

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i have a question

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i attatched these toes to the models feet

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and when i rotate the foot the toes dont move with it

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they stay put and stretch out

hot leaf
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Is there a way to perfectly align a bone with an axis in Blender? Like to make a bone perfectly horizontal or perfectly vertical?

surreal parrot
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Is there a way to fix the "hand is not a child of lowerarm" error?

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Even though the hand is a child of it

fading verge
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and when i am ingame my standing animation does this

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its not standing/idling the right way its just standing oddly

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help please

light kindle
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have the same issue here

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would say its bone length but not willing to test on the model

fading verge
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il test it

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made backups

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would u happen to know what bone it is ?

light kindle
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id just shorten the legs (edit mode, blender) and pose the shoulders lower in unity (normal view)

fading verge
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you mean the bones not the mesh right xD

light kindle
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yes

fading verge
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i hate this problem tho

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its odd bc if i am standing still it dosent do it

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but when i look down it starts to like take a shit or something xd and there is no extra bones in the model so idk wtf ๐Ÿ˜„

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lmao it was that the leg bones were too long now its correct

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THank you~!

glass nebula
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Hmm... The avatar ive been working on is kinda having a hella bit of a neck cramp when I go into configure. It's affects it in game as well. Can anyone help me with this?

https://puu.sh/zQvbW/d9b9adef45.png

light kindle
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if the necks too short, just move the tip up

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i think you need to rotate the bone in blender (editmode) though

glass nebula
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Yeah that neck bone becomes tiny in configure, ill try out what you said right now, thanks a bunch for the input!

light kindle
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rotate it if the head is looking up

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instead of to the front

glass nebula
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Hmm how odd. No matter how much I rotate it in edit mode in blender, it just remains the same. I must be doing something wrong

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I have noticed the neck bone becomes extremely tiny in unity, barely noticeable, and the head tilts... Also the spine gets really screwed up overall, not straight whatsoever in unity

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^That small thing selected is the neck

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Then the spine overall is..

subtle moth
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umm

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wtf

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wtf is her head

glass nebula
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basically im trying to get it to look like thishttps://puu.sh/zQwJv/cf2d76d2db.jpg

subtle moth
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yes

glass nebula
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but whenever I go configure the armature her head just looks straight to the sky

subtle moth
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why is the neck so far backwards

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does it stay like that when you drag the model into the hierarchy

glass nebula
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Yeah, and enforcing T-pose does nothing for it either xD

subtle moth
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did you drag it through blender