#avatar-rigging

1 messages Β· Page 107 of 1

subtle moth
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or was it fbx from the start

glass nebula
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Mmm.. I exported from blender, into unity

subtle moth
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was it like that in blender?

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if yes, probs some bones are fked in blender

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if not, no fkin idea xD

glass nebula
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Strangely enough, the bone structure seems fine in blender, and not having the same problem. It's so weird xD

subtle moth
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can you send a frontal screensshot zoomed at the neck area?

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head*

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head/necc

glass nebula
subtle moth
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hmm

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i am confused

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it should work...

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hit fix again and pray that it worked πŸ˜„

glass nebula
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Yep, tried it and still the same. Ah well, i'll figure it out, it has to be something simple that's wrong

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im just missing it xD

hazy knot
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show your head rig in unity?

sage cobalt
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What app is that..

glass nebula
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The one with the last couple pics?

sage cobalt
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What is the app??

subtle moth
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you mean blender?

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or Unity

sage cobalt
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I don't know what to thing you guys use for the avatar

subtle moth
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blender and unity

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are the programs used

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If youre talking about an "App" for mobile or sth, from what i know there isnt one

pine harbor
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i can't even imagine trying to set up an avatar from a mobile, with such a tiny screen space

sage cobalt
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I'm trying to get it on a computer

subtle moth
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Are you new?

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Then i would highly suggest watching Tuppers tutorial

sage cobalt
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Yes it this yes

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At*

subtle moth
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he guides you through installing and using blender

sage cobalt
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Ok thanks

subtle moth
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i will link you a tutorial

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1 sec

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dont be scared by the time

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it really is worth it

sage cobalt
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Thanks

ember basin
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Anyone know how to keep weightpaints and such when your character is seperate meshes but i need to combine them into one

hazy knot
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Make sure they have vertex groups assigned for each bone (named the same as each bone). It should keep weights if you do. @ember basin

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The problem with losing paints in a merge is usually caused by deleting bones or vert groups indiscriminately and also not retargeting the armature modifier.

ember basin
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is there a video since im bad with words πŸ˜…

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Sounded complicated

hazy knot
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The very last tutorial set in #tutorials has a good walkthrough. Follow that process and keep whatever bones have the weights painted already for each mesh. Once you combine them, double check to be sure the vertex groups show the weights still. Just click your single merged mesh afterward, change to weight paint mode, and then go to the vertex groups section on the right and click through each group to be sure paints stuck.

ember basin
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ok

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Join Mesh in cats plugin πŸ€”

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omg thats sooo easy!

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I never thought it was this easy to fix them

polar moat
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hey, so i tried to rig my first avatar a few days ago, and now i have a little issue, i can't upload it correctly because i keep getting a warning that the model isn't rigged as a humanoid, the only thing(as far as i know) that is causing this is an error that says that the parent of a bone differs from the one found in HumanDescription even though that isn't true. how do i solve this?

hazy knot
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@polar moat Double check your rig config, but you might end up needing to bring it back into blender to reparent the bones/mix weights on the unnecessary ones.

golden narwhal
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So I have been trying out looking at tutorials and everything and I still can't figure out how to allign the hips right on this model, anybody know how to do it? https://i.imgur.com/7588Szv.png

bleak condor
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describe problem?

hazy knot
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It looks like it's pretty well aligned, just the x-rotation is off on the legs and the hips

golden narwhal
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Well see it gives me an error that says "The angle between pelvis and thigh bones should be close to 180 degrees (this avatar's angle is 174.3). Your avatar may not work well with full-body IK and Tracking." and I am trying to fix this error

hazy knot
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That's fine. Don't worry about it.

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If it's more than 45 degrees it can cause problems, but 174 should be no issue.

golden narwhal
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Well it looks weird when I crouch down that's the problem

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Even when adjusting my height and using smaller models

bleak condor
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oh yeah, you can try making sure the hip bone is vertical

hazy knot
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You could try rotating the bones to be straight up and down

bleak condor
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^

hazy knot
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the legs look like they rotate forward also, might consider changing those too

golden narwhal
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How do I rotate the bones?

hazy knot
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It would also depend a bit on what you mean when you say it looks 'weird' when crouching.

bleak condor
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edit mode on the armature in blender

golden narwhal
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They invert and cross together when crouching

bleak condor
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for the legs I would suggest just moving the knee joint back a bit so the bones are vertical

hazy knot
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Easiest way is in blender, press N and select the bone in edit mode. Change either the base or the tail y/z coordinate to match up with the tail or base coord for the same bone.

golden narwhal
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So match the y and z and problem solved right?

hazy knot
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well... error solved. Problem might not be the rotation.

bleak condor
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but if your legs are crouching really oddly it's highly likely the case

ember basin
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Do you need all finger bones for doing custom overrides

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or is it enough with just thumb, middle and index

robust gull
ember basin
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bone rotaion

robust gull
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In blender or unity?

ember basin
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Blender

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I tihnk atleast

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also i like your chicken gerbil with roboarms,

robust gull
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lol thanks can't take much credit i just added the arms and armature for the gerbil and weightpaint

ember basin
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yee

robust gull
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I also think it's the roll in blender but i don't know what roll they should have

weak notch
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how easy is creating custom mecanim avatar controllers that are non humanoid?

naive tree
weak notch
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ty β™₯

sour valve
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so im having an issue where objects move around after uploading to VRC , in unity they are in the right place , bound to the head bone on my avatar but when im checking out the ulpoaded version its moved itself into my head. any suggestions on where to start troubleshooting ?

polar moat
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finally have it working after 3 days, thanks everyone 😁

restive marlin
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I'm hoping to get help with full body tracking. When I have the white balls for my hip and foot trackers the foot trackers are in my characters shins because the whole vrchat floor is lower than my real floor

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But when I use steamvr to change the floor offset it puts my feet in the right place but my face is in the tummy of my actual character

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I don't know how to rescale the character

fading verge
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Is there any videos on how to head swap in blender ?

naive tree
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@fading verge it's pretty simple, you have 2 windows open, in 1 window have head+hair bones + head+hair mesh, can have neck bone too, then in other u have model without those

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ctrl+c head+armature > ctrl+V in other window, select head mesh first then main model mesh > ctrl+J

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then change parent of head to Neck, or Neck parent to Chest

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done

spring crescent
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Has anyone here successfully rigged anything from scratch using 3D Studio? Did you use bones, dummies or biped? My rigs always end up with bad hips.

brisk mesa
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Is that 3ds max? And no, only blender here

gritty nest
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3D Studio Max? Well, once

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It was a horrible experience and you should use Blender instead

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Couldn't even find where to put shape keys in 3DS Max

brisk mesa
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I hear that a lot

gritty nest
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I had to use it to import some Ace Attorney models

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And I redid the rig because it was a mess

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In hindsight, I should have used Mixamo for the base instead

brisk mesa
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Well assuming mixamo worked for it

spring crescent
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@gritty nest I feel exactly the same, but reversed.

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Blender is cancerous for a lifetime 3DS Max user. The reason why you can't find 'shape keys' is because the rest of the 3D world calls them morph targets πŸ˜ƒ

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Sadly, maximo won't cut it for this model. It's too far from a normal biped shape.

gritty nest
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Then I guess bones are your best bet

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I used biped for my AA models but that tends to fall apart with non-humanoids

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I couldn't get dummies to export correctly

spring crescent
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It is a human, (same number of limbs) just... different shaped

gritty nest
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Differently shaped how?

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You might be able to get away with biped in that case, but you might need a custom animation set in Unity too

spring crescent
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I could use the biped system in 3DS Max, but last time I did, I wound up with broken hips that wrecked IK

brisk mesa
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Sorry why do other people try 3ds max at all

spring crescent
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3DS rotates bones in a way that doesn't quite agree with blender/Unity

brisk mesa
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Cause they seem to have trouble with it and less resources to learn

gritty nest
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Some people are just more experienced with 3DS Max

brisk mesa
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Esp for importing here

gritty nest
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It's still an enterprise-level tool, you know

spring crescent
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There are quite a few more resources, I'd say. It has been around since MSDOSS

brisk mesa
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Yea but for importing it seems to give more peeps trouble

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Just this specific task

spring crescent
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When people say 'industry standard,' it and Maya are -the- 3d programs. But it is NOT intuitive if you are used to Blender

gritty nest
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I remember working on UT2004 models with 3DS Studio Max, way back in the day. They recommended Maya

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Even came with a trial version of Maya

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3DS worked fine for me back then, but it doesn't seem to work well with Unity. Lots of scale issues, for one.

spring crescent
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My problem isn't trouble using 3DS, it's trouble getting Blender/Unity to accept my work, as they've set things up differently.

brisk mesa
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Man i walked into a class of more advanced highschoolers the other day while waiting for something else and they all had full maya

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Goddamn pricy

spring crescent
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It's free for students though ^_^

brisk mesa
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Yay

spring crescent
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The idea is, if you go into 'the industry,' your work will already have a license for it.

brisk mesa
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They were just doing some simple things like texturing minecraft blocks or whatever

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Learnins

hard zenith
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so how can i make a tank turret as a head for humanoid rig

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πŸ€”

brisk mesa
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You could do a full head swap meaning mesh qnd bones transplanting like a surgeon

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Or you can delete the old head mesh, keep old head bones, import in tank turret mesh, place on there, repaint it to old bones

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Theres some diff ways to do it

hard zenith
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things is i only know how to use cat plugin on blender

brisk mesa
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Depends on your comfort level

hard zenith
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xD

brisk mesa
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Yea you need more basics down like

hard zenith
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there is already lot of bones on the tank

brisk mesa
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How to actually use blender

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lel

sage stirrup
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Worst case I manually animate this guy, he’s just an NPC for a world but animating is not my strong suit.

brisk mesa
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i guess somebody else was messing with rigidbodies and joints for back legs like that before but for a centaur chick

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and it seemed to be just okay

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only diff would be that you ignore any front legs

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but the back legs would be 'following' the front legs i guess, which are still there as bones?

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just no mesh for it

burnt escarp
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what's the largest amount of child bones a coat could have without hampering too much of the CPU load?

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with dynamic bones

brisk mesa
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you shouldn't ask that because you need to be lessening the bones

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tbh

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to idk like even 6 is better than 100 of those

burnt escarp
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I have, just wanted to make sure how much I should lessen them to

brisk mesa
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usually cause it'll give somebody else problems

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how many you got now?

burnt escarp
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they're 4 bones long, but there's 6 parents on the whole coat

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should I make them 2 bones long?

gritty nest
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Uh

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That isn't too bad

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It should be fine

brisk mesa
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well that's better than i thought but i think some people even get away with 6 in total

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lol

gritty nest
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I've seen models with literally 200+ bones in the hair. That shit is not acceptable

brisk mesa
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yea

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just dont have hundreds

gritty nest
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That's only 24 bones in the coat total. It'll be fine

burnt escarp
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yeah I can imagine that destroys CPUs, just wasn't sure when the amount is acceptable

gritty nest
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Remember, mixing weights or merging bones will make the end result look worse

sage stirrup
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@brisk mesa ah yes, I should try that. I rigged it with bone constraints in Blender that way before I learned those don’t transfer to unity.

burnt escarp
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alright, thanks guys

brisk mesa
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yea i was bummed about the no constraints thing

acoustic garnet
cyan adder
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is there any good way to do shapekeys for mouth / eye movement?

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nothing i can do by hand seems as close to as good that MMD models have

feral oracle
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@acoustic garnet you could probably go the the rig configuration in unity and raise the armature until it is no longer under the ground ingame

acoustic garnet
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I've raised it a couple of times, I read online that you could raise it up on the y / z axis and nothing worked

spring crescent
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@cyan adder CATS only expects three mouth-shapes. Make those three and let it extrapolate for the rest.

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I think they are something like 'Ah, Ooh and Ss' but are named something different in most MMDs

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@acoustic garnet Double check your view position.

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The IK needs that to be correct or a lot of things break. Sometimes you set it and it re-sets.

acoustic garnet
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@spring crescent The avatar descriptor? Looks fine to me

bright atlas
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For some reason when I go to publish my avatar, I get an error saying that since the upper chest is mapped, it will cause problems with the IK. I didn't specify any IK, and trying to remove the upper chest leads to further errors. I'm not sure what to do here

light kindle
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Deselect it in rigging

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(the green mode in unity)

bright atlas
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I did that as well, but it gives the same error as removing the upper chest entirely

light kindle
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?

bright atlas
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It will say that parts of the rig are missing and will not allow me to publish

light kindle
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Elaborate on the error

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It shouldn't

bright atlas
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That's really the extent of it. It says that parts of the spine hierarchy are missing and to make sure all parts are selected, which they are

light kindle
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Dunno if there's an easier solution but if it's the sdk telling you that id go to blender and move the upper chest weights to chest and then delete upper chest

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Hopefully you haven't done any animations

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Making upper chest be a child with no children might work though

bright atlas
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It seems like this problem ultimately came up after I changed how the custom override controller worked. It never seemed to do this before I tried that

swift storm
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im havin a weird issue, for some reason when i get my avatar booted into the game his head moves around randomly even if im not doing anything
any idea what to do lol

fading verge
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Hm

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If i do my cloaking effect and get teleported into the floor or ceiling and then drop down no1 will know where i went right

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And then i can appear out of nowhere

light kindle
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tweens will be visible

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theyll be reduced it you change the settings but

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theyll still be visible

subtle moth
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is it even possible to teleport?

light kindle
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i think them meant move down

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or up

subtle moth
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okay

fading verge
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i guess you could disable the mesh renderer when you use a hand gesture so your model get invisible and then put a cube under you that will lift you

gritty nest
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I never got colliders to work reliably

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You can use something like stencils to make yourself gradually disappear

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What I did was disable my own mesh renderer, then enable a clone of my model which then played a "jump into portal" animation

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Just keep in mind that if you do that, you need to rename your clone's armature and body

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Otherwise other people won't see you reappear when you mess with your mesh renderer

fading verge
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does anyone know how to mirror weights onto the opposite bone in pmx editor? weight painting is soul crushing

fading verge
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Hm

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Could i tie a mesh mod to my walking animation

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Where my guys shrouds and disappears until she stands still

gritty nest
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Yes

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That should be pretty easy

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The way I'd do it is by putting a new GameObject on my avatar, which is disabled by default. Then in the walking animation, disable the model's Skinned Mesh Renderer and enable the GameObject.

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In this game object, you could put a particle system or something

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You could even apply a subtle sound effect which triggers on wakeup

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But personally, I'd do that with gestures instead so it doesn't become annoying. But you could do it with walking animations if you like.

valid hemlock
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Anyone know a good tutorial for adding a weapon that you can toggle on and off? Preferably one where the weapon is already part of the model.

gritty nest
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If the weapon is already part of the model, you need a way to enable/disable the weapon itself. Blend shapes is one way

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Most people tend to separate the weapon into its own model in something like Blender, then they put it back on the model separately

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That way, you can enable/disable it

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For example, if you have a sword on your back, you could have an enabled sword on your back, and a disabled one in your hand. Then you make a gesture to disable/enable the two

valid hemlock
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huh, okay. I'll try that

fading verge
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Can someonr link me a simple rigid body

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Or send me 1

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I dont know how to sculpt 1

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I madr a cube

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But when i click rigify

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It doesnt work

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I cant rigify a cube for w.e reason

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Frustrating why is there no blender addons to generate a simple model/rig

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I must have been the first person to think of it since it doesnt exist

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I would create the addon if i knew how

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almost every time i see you, you are bitching about blender xD

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Yea

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Well

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Tutorials dont help

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Unity is easier to use

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unity is not a 3d modeling software tho

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Why doesnt a simple model gen + rig addon exist yet

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How long had this program been out

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No1 has ever thought of it

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0 results on google

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Wow

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Well once i figure it out i will create the addon and monetize it

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😈

lean solar
subtle moth
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umm

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im trying to rig sth rn

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is there a way to have the bones be moved / created Symmetrically

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?

terse pivot
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Curious question, is there a tutorial, or reference online for properly rigging hands? I've been trying to rig a particular model's hands for a while, but the fatty part of the thumb just keeps looking wrong, and sort of collapsing on itself.

brisk mesa
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@subtle moth you turn x axis on, checkbox on the left aide options somewhere in there

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I always have to hunt for it

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And then i hit E on some bones and itll make two

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On different sides

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Then if the bones are named properly, i think it is SUPPOSED to help you mirror move both

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However it doesnt always work............

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-_-

sturdy palm
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would anybody be willing to make me a model?

marsh geode
stark spade
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Stupid question, if I have a model that is only a mask, but I want to use gestures for animations and props, do I have to have a full body armature. If so, do I need a mesh for the armature?

naive tree
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i think you can use gestures only with humanoid rig

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don't take my word for it tho

fading verge
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humanoid rig + fingers to actually do the hand gestures

naive tree
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ye, you must have 3 fingers on ech hand*, don't need to be weight painted

stark spade
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@naive tree when you say "dont need to be weight painted, does that still mean I need a mesh? I'm half thinking about doing gloves now even though I've seen other avatars that were masks + gloves

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I wanted to be different

fading verge
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Hey, anyone knows a good website that I can get some Dance Animations?

rose shard
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mixamo

brisk mesa
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@stark spade i dont think you need a mesh to every bone, no

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unity just cares if you have these bones

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invisiblez

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cause i know i can definitely just make a floating ass.

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all i gotta -actually- weightpaint is the ass lol (specifically i think most of it would be painted to hips but any little thigh portions would be painted to upper thigh bones obv, and then ass cheeks to ass bones)

stark spade
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BAHAHA thanks, I copied a body from another avatar and deleted all of the mesh except the hands. I'll see if that works in a pit, right now i'm working on shapekeys for lipsync

acoustic garnet
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Before combining a mesh my eye tracking works perfectly fine. After combining the eye tracks does not work.

All other visemes and shape keys work with no problems, any ideas?

stark spade
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Bone weights causing issues after combining? Not sure

golden whale
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Hello everyone. I have been trying to get a model of Bowser Jr. into VRChat for 2 days now but due to the nature of the model, it does not have a chest, neck or shoulders which I found out is required for VRChat (the model still animates great without these bones). I can send pictures as to what I mean in if youd like. As far as I know, this means the bone structure needs to be reworked. If anyone is willing to do this, name a price and ill pay you for it. I have tried the Mixamo method and it does not work with this model.

hushed brook
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Hey

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anyone here know how to fix theweight painting on a model

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if you do dm me

brisk mesa
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@golden whale fam, you just go to blender and you extrude those bones from existing bones using E, in edit mode

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and then you make sure they're parented correctly, all anatomically and placed right

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and then you just weight it auto, and tweak if it's weird, done

subtle moth
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autoweighing has never ever worked for me

brisk mesa
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it can work partially.

subtle moth
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always had to do it manually

brisk mesa
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manually is fine

subtle moth
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also, what to do if all bones point upwards? πŸ˜„

golden whale
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I appreciate the explanation but I havent a clue on how to tell if the are parented correctly. Like I said, ive been all over the internet these past two days trying to figure out what to do to the point where id rather just pay someone to do it. Name a price lad.

brisk mesa
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you suck in the bitterness of that situation and then you get to work on reorienting all bones.

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it's actually p easy and shouldn't take you more than half an hour max

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not even that

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cause you shouldn't have too many bones either. if your model has way too many in hair, it's time to get rid of many.

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or clothes

subtle moth
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ye but can you do it symmetrically

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or sth

brisk mesa
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well you know how the human skeleton is like

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hips to spine to chest to neck to head?

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it's the same here

subtle moth
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it looks shitty if i do each side separately

brisk mesa
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parenting for that looks the same where it'll follow a tree hierarchy where hips are the beginning in this case

brisk mesa
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both legs need to be same level under hips, blahblahblah rest of the legs follow those thigh bones

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ya that

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the shoulder bones will be coming out of the top of your chest bone. the neck will ALSO be coming out of that same area.

golden whale
brisk mesa
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β€œSomeday...when I'm bigger... I wanna fight that Mario again!”
β€”Bowser Jr., Super Mario Sunshine
Bowser Jr., known as Koopa Jr. (クッパοΌͺο½’οΌŽKuppa Junia) in Japan, or sometimes simply "Jr." is a secondary antagonist in Nintendo's Mari...

golden whale
brisk mesa
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i would help you do it but i'm currently drunk

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and then i would feel bad for being paid like that lmao

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going out soon too

golden whale
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Ah, no worries. I don't need it now, if you are up for it perhaps you can do it some other time?

brisk mesa
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we will see, sure

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do you have the file??

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DM

golden whale
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Yeah, can do.

brisk mesa
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i assume you didn't care about eyetracking though?

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cause he has beady little black eyes?

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lol

subtle moth
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rage

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u angry? :3

brisk mesa
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no

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not very

subtle moth
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i have lots of separated meshes on my avatars and 20+ materials

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fek didnt work

golden whale
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No, dont need eye tracking. Though, I know it must be possible for him to blink, since there are image files for it.

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Thats just the thing though, they are images.

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None of the tutorials ive seen go over how to use images..

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Does anyone here know if its possible to use pngs with shape keys?

light kindle
golden whale
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Much appreciated, I guess I just wasnt using the right search term in google because I have tried finding a video like that before.

vale charm
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Wait, why do all the bones on those models points upward?

golden whale
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I was wondering the same thing.

light kindle
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didnt import with cats

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i think its common with imported game characters

subtle moth
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but does it matter?

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or can the bones stay like that

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@light kindle

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because ive actually got a tom nook model (animal crossing: pocket camp) which has the bones like that and im worried it'll break

light kindle
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i import mine with cats so idk

golden whale
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I have imported a character with bones pointing up and it worked fine.

subtle moth
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i do as well

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but cats breaks it

light kindle
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doing so because i figured rigging in unity would stuff it

subtle moth
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when i hit fix, textures get destroyed

opal aurora
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It doesn't matter what you import with, CATS imports with the same functions blender uses regardless

light kindle
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so bone rotation doesnt matter?

opal aurora
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Bone rotation can matter quite a bit and is simple to fix at times

subtle moth
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thing is that i cant import with cats

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as it is a .dae file

light kindle
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import as dae export as fbx

opal aurora
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Cats was made to fix mmd models and has partial support with xnalara models, trying to fix anything else is just like playing a slot machine

subtle moth
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but the bones are still broken af

light kindle
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i just use it to rotate the bones

subtle moth
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so i reimport fbx and hit fix?

light kindle
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Β―_(ツ)_/Β―

opal aurora
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Hitting fix won't fix it

light kindle
#

dunno if fixing fixes bones

opal aurora
#

If you want the bones fixed, you have to fix ehm yerself

subtle moth
#

i kno

#

but can i do it symmetrically somehow

light kindle
#

or importing with cats will work if youre lucky

subtle moth
#

if not theyll be different on each side

opal aurora
#

There is a way i found out that makes the job alot easier...

subtle moth
#

which just doesnt look good

#

Teach meh

opal aurora
#

Supposedly all of the bones are already in the right place, they just have the tips at the wrong position (which barely matters at times)

#

You have to take note of the bone's position values and hit connected under the bone options

#

By doing such, the bone that it's connected to will now move with it

light kindle
#

^wont work with all models though

subtle moth
#

o^o

opal aurora
#

By re-inserting the values onto the bone, it will drag the bone back into place, and you can disconnect it again

#

Repeat with all of the bones you can find a "child" for and you'll get most of them aligned

#

The last standing ones (if there are any) will need actual manual work

#

If your model is completely symmetrical, you can just swap values between sides

#

Say
x 5.67
y 10.500
z 0
Would be
x -5.67
y 10.500
z 0
(For most cases)

brisk mesa
#

yo, if i use mouth visemes do i ignore mapping the jaw bone?

gritty nest
#

Unmap the jaw bone if you use visemes

#

Otherwise your mouth will hang open

brisk mesa
#

kk thought so

gritty nest
#

Jaw flap looks weird in general. If your model has a jaw bone, you might as well open it up in Blender and give it some shape keys. Even if it's just an up/down motion.

brisk mesa
#

do you always need THREE finger sections to be mapped?

#

for idk, future finger vr?

#

i have three fingers in general, sure, but does there need to be three sections to each?

subtle moth
#

@brisk mesa i dont think so

#

2 should be enough

brisk mesa
#

what was required for the three main fingers though?

#

thumb, index, middle?

#

ignore ring and pinky?

#

this ava has less fingers is all

subtle moth
#

the first 2

#

ooh i thought the sections

#

not sure but id guess that yeah

brisk mesa
#

aight

fading verge
#

you need thumb, index and middle finger i believe

ember basin
#

Can you still use gestures with only 3 fingers?

#

Since ingame it appears my hands arent moving so dunno if i can use custom overrides for it

fading verge
#

And since I'm at it. Does anyone know of a good tutorial or resource for adding collisions to say my legs and outfit so it doesn't clip, or being able to move my outfit (a dress) with my hands?

gritty nest
#

Dynamic bone colliders is one way, but it's not too reliable

#

You can also weight paint the dress to the legs

fading verge
#

Weight paint?
I've heard about bone colliders and apparently while it does work, if you are moving too much doing things like running still makes it clip

sinful sundial
#

I like using .5 for damping and .9 for inert in my dress dynamic bones, usually keeps most leg clipping out

#

or yeah, you could do what Rokk said albeit a bit harder

fading verge
#

I'll try your solution first then, and then try the other 2. Thank you!

fair basin
#

nevermind, found the problem

weak notch
#

is it possible to rig two meshes to the same armature so that in unity they are both rigged and follow my actions?

fading verge
#

So, I tried doing as you said with the dampness and whatnot, and didn't like it. So I tried to undo it, now all of the scripts are broken
http://i66.tinypic.com/jp7tpy.png

gritty nest
#

@weak notch yes

#

You'll just have to weight paint them both to the same vertex groups

#

I've also seen people use joints to make other meshes follow your movements

weak notch
#

which results in the pivot point of the larger being the same as the smaller, or vice versa

#

doesn't look natural

gritty nest
#

Oh yeah, true

#

I guess joints might be your best bet

weak notch
#

:o?

fading verge
#

I'd like to do that, or try adding bones, but now the dress is broken all together

gritty nest
#

I've seen a guy use joints to make a dummy model follow his movements

#

It's like a marionette setup

fading verge
#

So, any idea on how to fix the scripts?

gritty nest
#

Well, first of all, your "femalelocomotionpackage" thing is causing errors

#

In scripts

#

Check the console tab for more info

hushed brook
#

Hey anyone know how to fix weight painting?

gritty nest
#

Yeah, by using the weight paint brush

fading verge
#

Hrm, well, I'm getting alot of errors, I'll likely just make a new project, cubic shaders is the case of several problems and the female locomotion package is missing "an assembly" reference. Also alot of textures couldn't be created/read for my model. I'll maker a new project and do one thing at a time to get it all working. Thank you for the help!
Also, would bone colliders in the legs be enough to stop most of the leg clipping? I'd like to keep the flowy dress and don't want it extremely rigid or anything. Just not have it clip through the legs as much is all

brisk mesa
#

none of know how to fix anything for certain, everything is kinda trial and error and 'oh shit how did i fix that? oh well!"

gritty nest
#

Colliders in legs can stop clipping, but usually there's no way to fix it permanently unless you weight paint the skirt/dress to the legs

brisk mesa
#

and like 30 savefiles.

gritty nest
#

To make colliders more reliable, you can increase the radius on the dynamic bones themselves. The bones will get white spheres.

hollow smelt
#

anyone here happen to know why both my thigh bones rotate 90 degrees in opposite directions when I'm using full body tracking but look perfectly fine without. just spent hours trying all kinds of different stuff and re-rigging everything but I can't get it to work

brisk mesa
#

check bone roll to be 0

#

for all of those leg bones, hips

fading verge
#

Hmm, would you happen to have a tutorial on weight painting? I'm pretty new to all of this

brisk mesa
#

also if you're female, you need female animations in the default thing

#

not male

hollow smelt
#

already did. they're all on 0

fading verge
#

Yeah, I figured that out but couldn't find the female animations

#

So I ended up downloading some random ones

hollow smelt
#

wouldn't that affect legs even without using full body tracking?

fading verge
#

Would you know where I could get the female animations?

gritty nest
#

Yeah, the animations used ingame aren't available for some reason

#

Even the male ones are different slightly

#

Very irritating

#

Mixamo has a few though

fading verge
#

I have the female locomotion pack, which has several but I only have certain degrees of strafing, not all of them. In game there is left and right strafing in both walking and running speeds at 45 and 140 degrees. I have strafing left and right at both running and walking speeds, but not at different degrees. I'm not sure if I should just use them anyway or if it would look bad in game

fading verge
#

Alright, I have the animations imported and working, but for some reason now the animations aren't showing in game. The running walking idle etc. animations that is, the emotes work fine

sinful sundial
#

Did you drag it onto the correct thing in the controller

#

I've got plenty of custom walking anims

fading verge
#

I have, they are there, and when I try say clicking on the animation and drag my avatar over to it it plays normally, but they don't play in game

sinful sundial
#

Hmm...

fading verge
sinful sundial
#

I've never seen that happen, strange

fading verge
#

I'm guessing it has something to do with my model, for some reason the rig was set to generic and not humanoid, so that might be why

#

I've uploaded it and am going to try it again now

#

And nope

#

I still don't even get the default female animations

fading verge
#

Hey

#

@fading verge @sinful sundial @fading verge do i just press f and j to seal and it automatically applies the colours

#

yep

#

Ok looks like i have a lot of work to do

#

Is it better to overdecimate

#

?

#

with the decimation modifier?

#

Yes

#

Decimate parts then repair them

#

dunno, i don't use it that much
i do manual decimation

#

i use it for hair mostly

#

What button do you press for manual decimation

#

How long does it take

brisk mesa
#

all of them

#

days, weeks

#

depends

fading verge
#

^

brisk mesa
#

you literally manually move everything yourself

#

C for circle select, b for box select

#

blahblah

#

k for knife tool if you're trying to cut something a little better

fading verge
#

If you are doing a 100000+ poly model

#

alt-x, alt-t, alt-m, f

brisk mesa
#

merging vertices is also good

fading verge
#

What do

#

and so on

brisk mesa
#

even different types of merging vertices like a-----b will become -----c------

fading verge
#

i manually decimated a 180k model

brisk mesa
#

or all on a, or all on b

fading verge
#

never again

#

How long would it take to manually decimate 100000 polys

brisk mesa
#

depends on you

fading verge
#

Is there a way to just take a huge chunk out

brisk mesa
#

can't give a time frame on that

#

well i mean

#

if you have clothes over your body then just delete a lot of the body.

#

that's first

fading verge
#

For example thr garbage they hide inside the head and body

brisk mesa
#

feet and legs are good to decimate and touch up

#

face is usually last cause people just dont want that to fuck up, but you can be brave and like very slightly use auto-decimate and then just touch up

fading verge
#

Internals you just select everything inside and delete

brisk mesa
#

ya internals delete if you really dont want them

fading verge
#

Whats the easiest way to delete internals

#

@fading verge the "garbage" they hide inside the head is usually the facial expression

brisk mesa
#

sometimes the tongue has more poly than it should for weird reasons so just make that simpler too

#

lol

fading verge
#

Ok

brisk mesa
#

i like decimating a nose sometimes cause they make it too complex but you can edit/touch up to look the same if you're very very careful with it

fading verge
#

If i decimate everything except the head and hands can i just manually seal everything after

brisk mesa
#

any ribbons, sometimes too much. any high heels, sometimes also too much poly

#

you can always auto-decimate and then manually do stuff sure

fading verge
#

Yea

#

Why dont you do that

#

Decimate modifier everything except head and heads then seal everythinf

#

?

brisk mesa
#

i have a morrigan model that's pretty and she's only like 17k max by default or something, so i kinda use her as a guide

fading verge
#

because lazyness

brisk mesa
#

so if i see titties on another one with too many poly i'm like RAGE

fading verge
#

What

#

@fading verge doesnt it take longer to manually decimate

knotty lake
#

does anyone know what stuff would cause eye tracking to work and then break?

#

Whenever I go into VRChat my pupils disappear

fading verge
#

i don't know
i'm used to it so im pretty fast
if i decimate with the modifier i need to fix most of the stuff so in the end it takes more time

brisk mesa
#

when did it work??

fading verge
#

Oh

brisk mesa
#

only blender?

knotty lake
#

It worked in VRChat on an earlier iteration of the model

brisk mesa
#

auto-decimating does indeed fuck shit up sometimes on many mmds in particular

fading verge
#

Looks like i should watch a manual decimation tutorial any suggestions?

brisk mesa
#

like say their skirt had a few layers

#

decimating skews them.

#

then you gotta spend some time to fix that shit

#

kinda up to the user

fading verge
#

watch Shonzo's stream

#

he manually decimate

#

and he is pretty good at it

#

Does he have recordings

#

that's how i learned

#

yes he does

#

tons of VOD

#

and he put everything on his youtube channel

#

Does he have high poly models he does

#

yes

#

low poly

#

and high poly

#

depend on what he is working

#

Whats the most

#

he is doing commission most of the time

#

Highest decimated to under 15k?

#

i dont remember

#

i know he manually decimated multiple 80k+ poly model to under 20k

#

Damn

#

Well i need around 15k

#

Because i need a buffer for particles

#

I like my lights and stuff

brisk mesa
#

i think just also follow the theory that you should keep a few more polys at bending places or they'll look shit

fading verge
#

Ok

brisk mesa
#

but straight things like shins, thighs, they can have a little less

#

you just round it out nicer

fading verge
#

How many polys should be allocates for particles

brisk mesa
#

i noticed some people also totally erase the ears hahahhaa

fading verge
#

particles?

#

For heavy particle/animation use

brisk mesa
#

cause might as well if thick hair

fading verge
#

what ? they don't take any poly count as far as i know

#

Yea they do

#

do you use mesh renderer?

#

are they always on ?

#

?

#

?

#

Dont know

#

But my particles affect poly count

#

so it's turned on permanently?

#

What do you mean

#

exactly what i wrote

#

your particles system i constantly emitting particles

#

My particles activate on gesture

#

so it's turned off until that hand gesture?

#

Yea

#

then it doesnt take any poly count

#

O

#

Well

#

everything turned off doesnt take any poly count

#

I have some linked to movement and idle

#

you can put a 5 millions poly sword model in your avatar

#

and turn it off

#

Oh what

#

and it will not count toward the limit

#

Damn

#

Wow

#

Ok

#

I can do the gilgamesh wall of swords thing then

#

πŸ‘Œ

#

πŸ‘Œ

brisk mesa
#

i want gilgamesh to wall of hearts me

fading verge
#

I've got so far that my animations appear when I'm in the build section but still not in game

#

Ah hell, I give up. I'll find a different model or something, I've not made any progress in 3 days

brisk mesa
#

hey when your feet are too close together in unity, you mess with the muscles to make it split more naturally right? when you go in game does it stay that way?

#

or does it get overwritten by the default idle animations and whatever?

#

this is in the context of when in tpose the feet are fine, the arms are fine but the default idle makes him stand like a weirdo

golden whale
#

Was just about to ask but looks like you got it handled.

brisk mesa
#

xD

sand frigate
#

Are you able to animate hair inside unity, if so how?

golden whale
#

There is an asset package called dynamic bones you can use.

#

You do have to pay for it though.

sand frigate
#

Does it just automatically set everything up with hair?

fading verge
#

Use default tpose for your animation model so he doesnt fall through the floor

brisk mesa
#

@sand frigate no, nothing is auto setup πŸ˜›

#

if you want those bones you need to add at least 1 hair bone and 1 hair ROOT bone in blender and then you must weightpaint the hair mesh to that 1 hair bone(s) before importing to unity

#

same with dresses, coats, etc

sand frigate
#

The hair is set up by bones

viral stag
#

Can someone PM me and walk me through how to rig bones to an accessory connected to the model, I plan on applying dynamic bones to it but I still don't understand how Vertex groups work, I have the bones where I want them and I understand weight painting, I don't understand how to add the vertex groups manually.

brisk mesa
#

yeah i'll DM a guide jn before i gtg

ember basin
#

Does anyone have an idea as to why my armature is uneven in Unity, as in bone positions are wrong but correct elsewhere

#

The skeleton is in correct positions in Blender and such but in Unity its all messed up

#

Wtf, my rig is fine in game πŸ€”

#

What do you mean stretched Sugar

#

πŸ€”

#

wtf

fickle plover
#

Ah yes, what a beautifully organized mess

brisk mesa
#

i like hiding things in layers too if you must work on something on the inside

#

or outside only

weak notch
#

so this avatar is really annoying me, every time i parent a mesh to its armature in unity the rotation point for that bone is no longer where the bone actually is but instead where the mesh is instead

brisk mesa
#

yea i saw somebody elsee's blender setup related to that issue too and like

#

they made their 3D cursor the fucking scale/rotation thing!

#

i still dont know how to enable that

#

cause that was really useful

void tiger
#

I have a 3D model that doesnt have a Neck how do you make a fake bone should i just add a Empty Gameobject as a child

brisk mesa
#

uh

#

it sounds like you're in unity so go back to blender....

#

and just add a neck

#

edit mode on armature, you move the head bone up a bit, you disconnect it from the chest bone (cause no neck, right?), you make a neck right there by selecting top of chest bone and extruding with E button

#

parent your head bone to this new neck bone

#

and then reconnect everything in bone tab or whatever

#

you don't have to weightpaint it if you had a model like mine where it doesn't even really have a neck, like visually a head straight to chest like a chubbystubby

weak notch
#

rotates around the newly added mesh rather than the actual bone position

#

and i don't know why

weak notch
#

any ideas?

mental lynx
#

Weight painting is the worst thing in the world and possibly a demon

#

Ive been trying to weight paint new shoulders for the last 4 hours and wasted most of my study time doing so

#

And I just cant figure it out

sinful sundial
#

agreed, weight painting is hell

timber lion
#

just since i've still not figured this out- i have an item (or more, a creature) attached to my avatar in unity as a child object, is there a way for it to stay still when i turn my head to look at it? right now even though it's not attached to anything armature wise it shoves itself behind me and i cant look at it

bronze elk
#

If it follows your character as you walk around then its attached one way or the other @timber lion

#

As for having it stay still, i suggest having it move slightly in front of you, like to the side of your peripheral vision, with a hand gesture animation.

#

To keep it still would mean having it as its own character meaning not attached to you main model

#

Hope you figure it out, good luck @timber lion

mental lynx
#

I'm seconds away from finding someone to do this for me and just pay them

#

"Weightpaint some shoulders and I'll throw 20 bucks at you"

brisk mesa
#

hi

#

the thing about shoulders is that a lot of the more pro ones will also have some extra bone or blendshape or rigidbody thing to kinda uh...

#

make sure the shoulder doesn't look weird af when you do bend it

#

now for us i guess the main thing is perhaps not use so much of the red color on those shoulders!

#

it'll probably warp too much

mental lynx
#

Hmm, I see

#

My biggest issue is clipping.

#

I wish I could merge the upper chest with the main body so they wouldn't have to be two separate meshes

#

That way the clipping wouldnt be an issue

brisk mesa
#

i look at my own shoulder to help sometimes, and it's kinda like how i explained i guess?

#

the top of the meat never moves as much cause there's bone there, the most active part is armpit

#

and lightly, the collarbone area if i lift my arm or w/e

mental lynx
#

I understand that, and have done it before. But the new piece I inserted in just isn't playing nice because of it being lower-poly than before

#

So it's so easily clipped when the arm moves a lot

brisk mesa
#

oh, do you have room to give it more poly?

mental lynx
#

I have no idea how to do something like that

brisk mesa
#

is it like a worn accessory?

#

cause you could probably copy the weights from your body mesh to the thing mesh exactly using the data transfer modifier??

mental lynx
brisk mesa
#

and then it shouldn't clip so hard?

mental lynx
#

Its more like this

#

I dont want it to clip from under the shirt, but the ends do it no matter what

brisk mesa
#

oh yeah then they need to match

mental lynx
#

But due to the layout of the sweater the character wears, I need the top piece visible

#

I have no idea how I would make them match

#

Hm

brisk mesa
#

i like copying body weights to clothing

#

if they are two separate meshes

#

at first

#

i did this with a formfitting legslit dress

#

cause uh

mental lynx
#

Is there a way to copy weightpaint?

brisk mesa
#

ya

#

cause i dont think it's easy to get it to match

#

by yourself

mental lynx
#

This did help some, thank you very much

#

But there are still some problematic areas

#

Guess that could be solved by trimming the underside

naive tree
#

i dont like data trasnfer cuz it can fuck up parts that are too close

#

@mental lynx if u dont want something to c lip - delete the clipping part or adjust weights from chest and shoulders

fading verge
#

Yuumi

naive tree
#

after deleting skin u can merge verts

mental lynx
#

How do you merge verts?

naive tree
#

to have no tearing when the joint moves

mental lynx
#

I've been wanting to know that for so long, and google never helped

naive tree
#

alt+M is default keybind

mental lynx
#

Can this work between meshes?

naive tree
#

shift+R is repeat last

#

@fading verge yes?

#

oh hey lol, not used to meet ppl from friends list here too often πŸ˜„

fading verge
#

Yeah me either

reef verge
#

Is there a way to quickly re-assign the dynamic bone settings to an other Avatar? It's super annoying that I have to re-assign them all the time I put my avatar back in blender. 😦

fading verge
#

if you don't change the bones hierarchy you can directly export the fixed .fbx to the old .fbx in the asset folder

reef verge
#

The bone hierarchy means their name? Even if I move them in blender does that still count? or If I switch something with the weight painting?

fading verge
#

if you move them or rename them, it shouldnt matter

#

but if you actually change the hierarchy then it will fuck up

limpid flare
#

How do I go about applying clothes to an avatar, when the clothes are made for a completely different model/ different body proportions (I tried shrinkwrapping and the results were less than hopeful.)

reef verge
#

@fading verge Thx u ill test it out

spark nova
#

in blender hierarchy how do i move them around? i want the spine to be displayed above the legs?

#

the first one is my model im working on

#

and the other is an older one i have

#

does it matter is the leg is above the spine?

#

its still in the right hierarcy under the hips

brisk mesa
#

Hm well i was told it matters but maybe itll be fine

#

Considering it still comes out the hip

spark nova
#

okay

reef verge
hushed anchor
#

Unity had to split mesh

raven reef
#

I Think because it has a lot of verts

hushed anchor
#

Usually when model is over 65k

fading verge
#

hey guys

#

what do you think of decimating hair down to under 100 polys and just reconnecting the vertices

#

or just get it down until it gets holes

#

meh

#

flip normals!

#

meh

lilac moss
#

w-> remove doubles, then decimate modifier, then edge split modifier

fading verge
#

when i set the root for a dynamic bone it has no effect
ples send help

naive tree
#

it needs to be at least 2 bones, root bone does not move @fading verge

fading verge
#

uh

#

wat

low quartz
restive marlin
#

^ I'm curious how does one make my feet correspond to 0 x 0 y 0 z

#

I try to put a 0 in location but it makes the mesh go upwards and the skeleton doesn't move

#

It seems that orange dot that is at the origin 0,0,0 is offset to the feet with no way I can find to close the distance

open hull
#

@low quartz you need to look into weight painting

hushed anchor
#

Root bone can move

lilac moss
#

@restive marlin 1 move skeleton so feet are at floor 2 ctrl+a -> apply location

rough sedge
#

I'm having trouble with the tips of fingers, even though it shows to be weight painted in Blender.

pine harbor
#

i don't think the weight painting's the problem, it looks more like a problem with the bone direction

#

try tilting the fingertip bones 90 degrees in blender, such that they align with the fingertips properly -- it looks like unity's trying to point the bones in what it thinks is the right direction, thus causing the weird claw pose

#

there might be a solution involving unmapping/remapping the bones in unity, but i'm not too familiar with that if it's a thing -- best wait for someone who knows it to jump in if you'd rather try that

rough sedge
#

Yeah, I'll try with one of the fingers to see if it works or has some resulting change.

#

This is what I get when I rotate the bone, but moving it higher doesn't help making the finger straight.

low quartz
#

@open hull hey I got it to following 1 leg how do I get the other half of the pants to follow the other bone

sharp nymph
#

I have a problem with mapping the chest, when i do it messes up the avatar greatly but when i dont its perfectly fine i just cant upload it.

open hull
#

erm...more weight painting?

#

well tree, you need to make sure your avatar follows the hierarchy, it's not just a matter of looking pretty

#

see the pinned messages for a high tech diagrammatic breakdown of how your model needs to be rigged

sharp nymph
#

mk

open hull
#

in some cases models have an 'upper chest' and this bone should be ignored for vrchat

#

as in, not even mapped

sharp nymph
#

this one doesnt have an upper chest

#

this happens when i map the chest tho

#

and the error goes away but in game the avatar is messed up

open hull
#

hmm, those two sticky-outy bones, that's not your chest, they're boob bones

sharp nymph
#

hecc

open hull
#

I'd need a better look at it, that spine doesn't look right, but tbh it's gone 2:15am here and I'm not even drunk

#

i think you've got the bones you need, probably, you just need to check they're assigned properly

sharp nymph
#

ok

open hull
#

my tip would be to start where you're sure it's right, double click stuff, see what it's children and parents are in the hierarchy

#

are they named in english?

sharp nymph
#

yeah

open hull
#

you should be able to figure it out, remember to leave the upper chest blank even if you find something that would fit

sharp nymph
#

ok thanks

light perch
#

hi there, quick question, if i wanted an avatar to have tracking arms but no legs, how whould i do that?

lilac moss
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just add leg bones that aren't weighted to the mesh

brisk mesa
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@low quartz to get any clothing to follow the bone

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you need to weightpaint the mesh to your bone

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if you go into weightpaint mode, 0 influence is that dark blue, fully influence is "1" value and also bright red. anything in between is just rainbow of colors inbetween

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warmer is more, cooler colors is less influenced

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so if something isn't following, it had 0 influence whatsoever

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to like any bone

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the vertex group list on the right is essentially a list of bones that you wish your mesh to respond to. they will have (or are supposed to have) the same names as your bones.

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and then you click on any of them and edit weights like that

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so if you auto-rigged in blender, this is considered a shortcut that gets most of it done but you still have to check your weights sometimes and touch up, or even add whole influence groups

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also yes it's a bitch

dense latch
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Everything except for the head of my avatar spins around when I walk left or right, and functions normally for every other circumstance (running left or right works for some reason). Is there a fix for this?

low quartz
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Does auto rigging equal cats "fix model"? cut I've been painting for hours when I could do it in less time if there's an shortcut πŸ˜‚ @brisk mesa

clever haven
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how come, unity wont pick up the ends of the ankles sometimes?

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is it because they are too close to the ground?

lunar vine
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Anyone able to help me? Having the spine hierarchy incorrect issue. I'm currently porting the nightborne female child from WoW into the game and this is my first time.

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my files aren't so neat either since Blizzard didn't name everything well, it's all numbers instead of things like "neck" or "shoulder"

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There is only one bone for the fingers which I'm not worried about right now because I don't have a VR set

spiral delta
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ugh

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shouldnt have clicked on that

lunar vine
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Me too

plush onyx
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someone tell me!

lunar vine
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Don’t click on that

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It’s a screamer

hushed brook
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Hey

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dose anyone know how to fix the spine on a model?

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its just rigged shitely

lunar vine
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Don’t click that

hushed brook
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chief you almost beaned me

plush onyx
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biotic plez stop

lunar vine
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Stop spamming

plush onyx
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its funny

lunar vine
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He’s putting in a screamer

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It’s not when you send it to the wrong person

plush onyx
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some kid broke his monitor

spiral delta
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Anyone have any idea why when i do the left - right thing for my eyes it rotates them like this?

brisk mesa
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@low quartz that button, fix model, does a lot of stuff. i can't tell you everything it does idk

pine harbor
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it's black magic vrpill

spiral delta
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still cant figure out this eye problem.. so confused lol. I compared it to other models and i dont see anything different but for some reason its rotating the Y axis and not the Z

solemn kelp
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how do you make two sets of arms move at the same time?

sinful sundial
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Lmao I'm trying to do the same thing with a model

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Maybe have the 2 arms weighted to the same bone?

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But then the rotations would be off

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I would've sworn someone gave a solution a while ago here

pine harbor
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something about joints?

steady bridge
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@solemn kelp rig both arms and hands with bones and parent to the second set

fading verge
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hey is rigify good?

steady bridge
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sometimes

fading verge
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better than miximo

steady bridge
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yes indeed

fading verge
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ok

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Cause im trying to rig my tron model

steady bridge
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dont want to do it manually?

fading verge
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Im not good at manually rigging

steady bridge
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lol okay

fading verge
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plus weight paintings a bitch

steady bridge
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well once you play with the programs long enough it isnt to bad

fading verge
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fair enough

steady bridge
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like using pmx editor

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its all in japanese i cant read it but i can use xD

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you will get it to work dont worry ^-^

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enjoy the rest of the day/night

brisk mesa
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??

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i have the english pmx editor

steady bridge
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yeah its like half and half

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for me any whos

fading verge
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Yo

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if im putting a model from blender to unity

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what format should it be

steady bridge
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fbx

fading verge
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Ok

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Now riddle me this

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This thing is completely broken if I try to import it

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Any reason to why

steady bridge
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you import it from steam? or you rig your self?

fading verge
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from steam

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its a SFM file

steady bridge
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k thought so

fading verge
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Why so?

steady bridge
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have the same issue some times when i do sfm stuff to blender

fading verge
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do you have a fix?

steady bridge
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you have cats plugin?

fading verge
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no

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what is it?

steady bridge
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it fixes bones and material wheighting for models in blender

fading verge
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Ok You mind talking in dms and helping me out

fading verge
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When eye tracking is created the mesh is ripped off the armature please help

coarse pulsar
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Hey does anyone know how to rig a four legged models? Cause I am going to work on Teostra.

neon quiver
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Silly questions.once i have eye tracking set up. If i go back and fix anything in the avatar blender i dont need to set it up again in blender? Sometime

sinful sundial
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@coarse pulsar same as you would a two legged model, but get a custom walking anim

calm needle
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@neon quiver in theory, no

gritty nest
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I got a slot machine model in Blender, and it works as it should. I can rotate the slots in pose mode. But in Unity, the bone rotation is misaligned. If I rotate it on the X axis, it goes wonky and wobbly

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I might be in the wrong channel for this one, but I thought I'd ask

calm needle
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set it to local, not global?

gritty nest
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Oh, the bones are actually rotated diagonally for some reason in Blender, but the grab handles for rotation are aligned perfectly

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Can I get the same to happen in Unity?

raven reef
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I'd use two different models, just make sure you set the origin of the handle correctly

calm needle
gritty nest
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Ahh, there we go. Thanks!

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That's it

final cave
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So when i went from blender to unity it says that the character is not t posed when you can see it is how would i fix that?

calm needle
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click the enforce tpose option

warm coral
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@coarse pulsar Wait, are you still looking for a way to rig a four legged model? If so, what you can do is use rigid bodies and fixed joints in Unity to have the back legs follow the front legs. That's what a friend of mine did for his four legged models.

final cave
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@calm needle is it in unity?

calm needle
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yeah

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in the humanoid configureation

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bah i cant spell well and eat at the same time P:

silk plover
gritty nest
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Scroll down in the rig window and make sure you have the feet mapped

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Oh wait, that's weird

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Have you tried restarting Unity?

silk plover
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would having her in pose mode when i exported be the cause?

dense latch
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does the left eye and right eye bones have to be "LeftEye" and "RightEye" or can they have different names?

final cave
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im not sure why This avatar is not imported as a humanoid rig and will not play VRChat's provided animation set is coming up its a humaniod model

silk plover
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think i may have figured out my issue

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loose bones had to be re-parented and then have automatic weight painting then cleaned up the weight painting a little bit re-uploading now since i no longer have that error message i will report back my results

final cave
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anyone know when i get into game why my ares are going through my body

rose shard
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Send a screenshot @final cave

final cave
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give me a sec

final cave
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@rose shard

rose shard
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Take a screenshot of your arm rigs in unity

raven reef
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if you're using vr then maybe the controllers just randomly switched, happens to me quite often. Or you have your hands mapped incorrectly

reef verge
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Is it possible to combine the weight painting of a mesh into an other bone in blender?

final cave
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is theer a way to have it where when you sit down the dress curves to your legs?

final cave
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Anyone know why its saying this avatar uses visemes but the face mesh is not specified

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nvm

silk plover
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Mesh 'Body' has 41 (out of 20835) vertices with no weight and bone assigned unity error after importing from blender how do i fix this without having to mess with the weight painting cause the body already has all the correct weight painting

gritty nest
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I have a model with a forward hips issue, pretty badly

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The bones have roll, do I have to set that to 0?

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If so, what's the quickest way to do that?

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Like, they have roll values of 83 and stuff

solemn kelp
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@steady bridge That all you need to do? rig both arms and hands with bones and parent to the second set

restive marlin
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I'm trying to make my characters arms/legs smaller/shorter in scale/length than my avatar body just ever so slightly in order for full body tracking to not be so far off when it comes to my feet being a foot under my actual floor. But I'm having trouble having the scaling save.

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I'm not sure how to keep the mesh scaled to the bone like in example 3 when I exit to object/edit mode

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If anyone has any suggestions on how to scale arm/leg length with a much easier method, I'm all ears πŸ˜„

gritty nest
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Alright, so my rig was unsalvageable and I just decided to put it through Mixamo after I made all the shape keys

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It's good enough for easy humanoid models

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Tends to fall apart for more complex models or accessories though

steady bridge
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@solemn kelp yeah should ba as simple as that or if that dosnt work can ad an axtra bone from the hands to the second set

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think thats what i did for my 6 armed model

solemn kelp
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wow 6 arms?

steady bridge
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sorry 3

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3 on each side

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x3

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spider

solemn kelp
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neat

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doing one with two sets

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so 4 total

restive marlin
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I can't get my object mode and my edit mode to both coincide with each other, edit mode has transformations (makes arms/feet longer etc) that I -DO NOT- want. Any help would be much appreciated: here are the Object vs Edit mode.

simple kite
rigid stratus
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How do you set up dynamic bones for hair that doesn't have weight and the person doesn't want it to have weight? How does gravity work in the dynamic bone setting?

restive marlin
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I made the bones in unity 30% shorter in the legs to make a really short felix to test how tall the model has to be for full body vr

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But as soon as I return to unity after hitting apply and done the length of the legs returns to what it was before (aka they arn't short now)

brisk mesa
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@rigid stratus anything like that, you must add root bone and regular bone and weight the hair to the regular hair bone yourself in blender first.

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Well, if it is like a ponytail then keep the head part of the hair weighted to the head bone and the ponytail swinging part weighted to the new hair bone(s)

random lotus
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for the legs do i only need the left legs and the left knee's? do i need to have the upper legs too? because this custom avatar didn't have any upper leg bones at all

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They're aren't to many physics i want on her

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espically not the skirt because it's already super short

brisk mesa
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We dont use knee bones though

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We just need shins and thighs for that part

random lotus
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ok

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i'm redoing the bitches rig

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because sega's is a complete cluster fuck to deal with

random lotus
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well its just since they're all seperate parts ( i just wish the base models for the custom hero's could have been one model alone

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so i didn't have to convert the model rips to fbx one piece at a time indiviudally

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.........

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xD

midnight pike
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What causes models to lose some features after atasing?

bronze elk
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Thats pretty much why i just dont do atlasing

mental lynx
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Would anyone know why a neck bone would stop accepting location/posing from the chest?

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Ah, when I set the parent, it never stays.

brisk mesa
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look at the bone tab for this neck bone and make sure it inherits rotations and other things from the chest bone

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they're checkboxes

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cause neck bone should always be parented to chest bone

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and head to neck, hair to head, w/e

mental lynx
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What was happening was it wouldnt apply the changes made

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Restarting fixed it

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Well, I have a new problem. Eye rigging is all crazy

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This may be something completely out of my ability to fix, too.

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This is the closest I can get it without the eyes moving out of the head and take off

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Any ideas on how to stop the clipping?

brisk mesa
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i feel like the bones need to be further

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from what i've seen cat's plugin do

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uh, further from each other in the head a bit

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idk about the size tho

mental lynx
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One last question for the night

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Why does this happen when I separate materials?