#avatar-rigging

1 messages · Page 108 of 1

mental lynx
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It splits it from its armature and moves it away

mental lynx
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Oh... and I guess no matter what I do, it thinks the "center" of the avatar is way off to the left of it.

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So I cant even set up a view model

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View position, I mean,.

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What in the world

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Hmm, interesting. Not only that, it's acting like I have two active meshes in VRChat. Letting me "crouch" by looking up and down. The camera was also like 3 meters off from where it should be, which was expected.

naive tree
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@mental lynx could be origin issue? shift+S > cursor to center, i think there shouldnt be too many problems with moving it to center, but you can shift+S > selected to cursor, do for mesh and armature, then alt+shift+ctrl+C > origin to 3d cursor

mental lynx
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I've already attempted to set the origin again, but it still happens.

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I'll try again with the hotkeys, though

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Ah, hmm

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The armature takes the mesh with it when it moves

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Yet the mesh doesn't move the armature when it is moved to the center

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So it's a weird push/pull that only one side can initiate

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I'll try joining them here and see if separating them does the same

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This time it stayed together!

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I'll see if that fixed it

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Thank you so much.

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Well.

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I guess it didn't actually work.

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Because in Unity, it still reads it as waay over to the left

naive tree
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try ctrl+A > location, eventho i think it shouldnt matter as setting origin should apply it

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or send me the fbx, i can try to check it out

mental lynx
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Okay, one moment

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FBX or blender file?

naive tree
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fbx

fleet turtle
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Any reason why an avatar's right leg knee would twitch back and forth randomly? i dettached the toes, the hierarchy is normal, even the walk animations look fine.......i'm just testing right now in desktop mode that is

fading verge
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I remember someone mentioning how you keep your toes from being stuck in the ground without unmapping the toe bones, but I don't remember what they actually did. I'd prefer to keep my toe bones mapped from now on because being able to go on my tiptoes in VR adds a lot to a cute model when they're trying to reach things.

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Could anyone give me some pointers? I'd appreciate it.

naive tree
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try setting yourheight in system to your actual irl height

fading verge
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It's like the foot rotates into the floor rather than lifting the ankles upward.

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I have models without this issue though. I was just wondering if there was a blender or unity fix for this situation.

midnight pike
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What if the avatar im working on doesnt have a texture folder to put into unity and when i add the materials it causes them to overlay instead of being put inside the head

cosmic mica
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Ive seen an avatar with a working grappling hook, they shoot a chain forward and then it pulls them to whereever the spear landed. How is this possible? How do you force your character's center to launch in a dircetion like that?

neon quiver
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i don't understand. everything is normal looking and funtion proper in blender. and this happen when import to unity. The model was working before. the only thing i did was edit the texture. i really don't want to redo the entire rig again. all the vert group seem to appear find and the eye tracking and visems. https://i.imgur.com/weXhCfL.png

near kindle
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guys

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how to fix this

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the bones are oriented in wrong direction for whole animtion

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i want this as a dance emote in vrchat

molten field
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I have what is probably a really common problem

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do we have a faq/common probs list?

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i can't get the forearm to rotate with the wrist so i'm getting really weird pinching at the wrist/arm connection

acoustic bluff
fleet turtle
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Adjusting height on character in desktop mode has no effect on anything

coral plover
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So who is really good at rigging avatars and can help me with a elbow issue I am haveing?

violet patrol
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Hey, what is the joint orientation order you are supposed to use for getting everything working proper?

xyz, yzx, zxy, xzy, yxz, zyx ???

I am mainly asking because I am trying to get eyetracking to work without using Blender or CATS

fading verge
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hello

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can someone send me a prefab tongue with shape keys

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XD

serene urchin
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Does somebody know how i can make one material for every material i have ?

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so like one material that has everything the model needds

fading verge
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i think in blender

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with the CATS addon

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there is an option to combine every materials into one

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under "optimization" i believe

minor yew
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Would someone be able to help me out? I'm in need of a way to give a couple models finger bones that don't have them. The game I extracted these from didn't have any hand bones at all save for the wrist, because the hands have separate poses instead.

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Not only that, I wonder if it's possible to add the weapons as props to the models so that I can interact with them in-game.

ivory radish
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how to fix tiptoeing

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avatar stands on tiptoes

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when looking down

fading verge
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😄

ivory radish
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but not when looking up

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y

fading verge
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yaaaa

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i need to make a tongue

fading verge
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fufufuf

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😄

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once i make my tongue

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i can put it inside all my characters

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😄

ivory radish
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y not just use auto weight paint

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worked pretty well for most of my rig

fading verge
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no

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i need to make the tongue moveable

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so i can be lewd

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😃

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@ivory radish remove the toes in the rigging in unity

ivory radish
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but it works on the other avatars

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i wanna kno y its weird for this 1

fading verge
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because of toes bones and height problem

ivory radish
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nvm

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it was just bc of the avatar descriptor

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it bases IK and stuff based on where ur camera is supposed to be

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so when u look down and its too far ahead it will try to bend over

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but if it closer to center it wont do as much

fading verge
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😃

viral torrent
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hi everyone

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i'm trying to rig my first avatar and i'm having some issues in unity

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could someone help me out?

fading verge
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im getting an error on a stocking angel mmd model and its not expaining whats wrong with it. the right and left, uper and lower arms are highlighted red on the preview, but not in the inspector screen.

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help

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i need to put my own version of the mouth and tongue onto a model

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how do i do that

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am i do a facial expression transplant?

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just take the mouth from another blender file

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i just want to make it simple

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always smiling mouth

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XD

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askdhaskdhaskdas

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the mouth and eyes are linked 😐

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ugh

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this is a mess

sand frigate
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Does anyone here make high quality custom avatars??

sinful sundial
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Check VRCtraders for commissions from scratch @sand frigate

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I do Pokemon commissions personally

mental lynx
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Is there a hotkey to reset the facing of a bone?

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That would be super helpful right about now

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Ah I got it, no need anymore.

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So this model I am working with has one mesh for both shoes. How do you make so only one shoe is affected by each foot/bone?

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You ever ask a question and then walk away, only to realize you're stupid and forgot the obvious

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Because that keeps happening over and over here

mental lynx
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well... shit.

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So I think I could fill broken areas with ctrl+F and use the fill option

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But that creates a ton of vertexes without a texture.

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I have no clue how to fix that.

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Is there any way to connect faces that are close, but not attached?

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That would be a life saver.

fading verge
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try flip normals

mental lynx
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What does that do, exactly?

fading verge
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trying to get a plane with a mesh on it to stand up right in vrchat but rotating it doesnt help

coral plover
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Im assumeing it's a bone but. When you touch your chest in VRchat with a vrhead set. What is your avatar hand's colliding with?

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once I know what I need to bring foward then my rig will be fixed

mental lynx
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Ah, fantastic. Nothing I do fixes the fact the seems are broken on this model

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And putting physics on them only exacerbates it.

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I found how to select the troublemakers.

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Man this sucks that I can single out the issues, but I can't figure out what to do with them

pulsar rain
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so i know all models are not leg tracking support but anyway u can make it higher % on leg tracking support?

red gulch
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there's no way to add physics to a mesh, rather than a bone, is there?

pale hull
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You could use the unity cloth component, though it's a bit tricky to work with.

fading verge
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tricky as in near impossible to get right

gritty nest
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Yeah, just use dynamic bones and be done with it

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Rigging stuff like hair or tails isn't too difficult

bitter shuttle
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annyone that knows how to root bones in blender??

urban dagger
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How would I delete that orange dot on the crown? I feel like it's some sort of bone that isn't there but it's leaving this dotted line and I think it's causing some issues in the model

pine harbor
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the orange dot just indicates the origin of that object -- that's where its coordinates are being defined from

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the dotted line indicates the distance from that object to its parent, so it should be going to where the origin of your armature is

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they're just there to show you relations between some of the objects in the scene, they shouldn't actually be causing anything to happen on their own

urban dagger
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Ahhhh gotcha

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Thank you!

fading verge
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im trying to put a gif on a plane and put it into vrchat. i have the gif part down but when i import it into vrchat it keeps laying down.

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Has anyone transplanted the blender monkey head before

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Lol

weak notch
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possible to have an avatar with two meshes attached to the same armature in vrc?

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so i can switch between meshes with a gesture?

hushed anchor
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Yep

weak notch
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how?

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weighting both to the same armature makes a bit of a mess

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as in, stretches one model quite a lot

hushed anchor
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Never had that occur to me.

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A mouse with armor

weak notch
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that's not what i'm referring to

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two characters

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as in

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with their own armatures

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originally

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combined into one armature

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so i can switch avatars technically without actually having to load in

hushed anchor
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Ooh, too much work just to save 5 seconds.

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But yes, it's possible

weak notch
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how? ;p

hushed anchor
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Same approach as I did with the mouse armor.

weak notch
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manually weight it then?

hushed anchor
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Toggle the skinned mesh renderer

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Yep

weak notch
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both have different proportions

hushed anchor
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Then use 2 armatures

weak notch
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how would i bind both armatures to my movements in VR?

pine harbor
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if their armatures are of different proportions, you probably won't get it working very well as one avatar unless it's a generic rig

hushed anchor
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Or that

pine harbor
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their builds look similar, but if you want full body tracking, they'd probably need to be using the same armature

weak notch
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that was the idea yeah

pine harbor
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because the avatar descriptor can only target one armature at a time

weak notch
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weighting #1 to #2 results in #2 being very warped and weird

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vice versa too

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obviously haven't weighted the whole thing jsut the legs

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but it still looked very weird and out of place

pine harbor
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unless there's something in the animation clip that lets you completely switch the armature being targetted, it can't really track two different armatures to the VR movements

weak notch
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so that's a no to that really being a thing then? ;p

pine harbor
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as far as i know, yeah

weak notch
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damn

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ty tho ;3

pine harbor
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had you not been using full-body tracking, you could've just put both armatures into your hierarchy, and had the animation files move both armatures at once while only displaying one mesh at a time

weak notch
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?

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ah nvm i get you

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yeah i'm trying to use them in vr

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so

pine harbor
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you probably need to keep them as two separate avatars in that case

weak notch
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daaamn that kills my idea

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was planning on having some massive build up animation then the transformation ;p

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ty

fickle plover
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Anyone got much experience here with Rigging a Generic rig?

cosmic mica
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Drawing avatar marker question: my avatar can draw but when i take my finger off the draw button the drawing disappears. How do i make it so once ive drawn something it stays there whether or not my finger is on the drawing button?

naive tree
cosmic mica
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Thanks!

fading verge
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hey guys

mental lynx
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I had previous issues of the model not being at the origin, and was given some easy steps to fix this

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Well, now it doesn't work no matter what I do

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And the model acts like its at the origin even though its sitting 3 meters away

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What would cause this?

fading verge
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guys

mental lynx
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yes?

fading verge
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why did my atlas not work

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i seperated the eyes and hair from the body

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but it didnt work

mental lynx
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I have no idea how atlasing works, and it rarely ever did anything for me

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Welp. This is completely destroyed my model.

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I'm so tired of the origin moving for no goddamn reason

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My shapekeys are most likely done for.

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And like that matters, I wont even be able to use a camera because nothing will let me move mesh' origin to match the armature's

fading verge
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holy shit

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i did it

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i just atlased the body

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and just leave the eyes and hair alone

mental lynx
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Nice

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Nice

light kindle
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the origin should only move if you tell it to go somewhere else

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or you move the object in object mode

mental lynx
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I may have rigged it correctly by hand

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Because I was merging multiple assets into one file

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And it flipped out after finalizing and merging the armatures

opal rover
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Does anyone have an idea how I would go about rigging the chain of a chainsaw so I can animate the movement?

mental lynx
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I could suggest having it be three different items that swap visibility rapidly

mental lynx
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Uh oh. Origin of the model is like, halfway up the model, itself.

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I'm guessing this means my model will always be halfway into the ground?

pine harbor
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hmm, not necessarily if it's a humanoid rig -- although shifting the origin to a more natural spot between the feet sounds like a good idea

mental lynx
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It did fuck with the camera bad

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VRChat also outright ignored the position of the toes and wont load some weightpainting

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And placed the camera below the origin on the model, which is at its waist

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Yet its set eye-level from where origin is in the first place.

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That makes no sense.

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Second day in a row where this completely killed my spirits and I dont want to continue

fading verge
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I used to atlas everything to one texture, but now I’m fine with 3-5 materials 🤔

mental lynx
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I feel like Im racing the clock beacuse Im running out of free time to actually work on it anymore

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And I'll come out of this with nothing finished and all this time wasted

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And that's the worst feeling

subtle moth
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i never atlas because its too much work for me tororo

pine harbor
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i find it easier to manually "tile map" your textures into one graphic, if that counts as atlassing

subtle moth
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not sure if that belongs here but... is it possible to apply gravity to an object attached to the hand?

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like a mace or sth

mental lynx
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With dynamic bones, it is. Not sure of any other way.

pine harbor
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should also be possible using joints

subtle moth
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In a way of me being able to swing it

fading verge
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I only atlas if there’s half a dozen or more materials, and the resulting atlas won’t be too large 🤔

pine harbor
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but if you just shove a rigidbody on the mace, it'd probably just fall to the ground or through the map

subtle moth
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hmm

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and if i put a rigidbody on it and use joints to hold it where it is

mental lynx
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My first issue is that I need to find a way to move the origin of this model...

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I think I could manage it if I could move both the mesh and bones at the same time

pine harbor
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if we're actually talking about a mace, then the whole thing will probably dangle

if we're talking about something more like a spiked ball attached to a stick on a chain though, you might be able to get the ball to swing around like that

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@mental lynx do you have the model in blender?

mental lynx
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Yes

subtle moth
fading verge
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you need dynamic bones then

pine harbor
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right -- do both the armature and the mesh appear to be at the origin (as in, coordinates 0,0,0), even if their actual origin points aren't?

fading verge
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with either force or gravity applied to it

subtle moth
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and if i swing my arm will it swing as well?

fading verge
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@mental lynx press the space bar, type in cursor, set cursor to center, then press space bar again this time type set origin and then set origin to cursor

mental lynx
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It is at center

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My issue is that the model is also at the center

pine harbor
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so it's halfway through the ground?

mental lynx
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Yes

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Which VRChat has a stroke when trying to deal with camera placement, and ends up somehow making the value a negative

pine harbor
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does the model's armature have a root bone, or does it just start at the hips?

mental lynx
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So if I had set my camera 1.48, it renders -1.48 in VRChat.

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Uh, let me see

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How does one check a root bone

pine harbor
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look in your armature's hierarchy, and see what the first bone is

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if it's just "Hip" or "Pelvis", then that's probably not it

mental lynx
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Hips

pine harbor
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okay, so we can't use that method -- still workable

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do you know how to select vertices on your mesh?

mental lynx
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Should I join meshes then, Im guessing?

fading verge
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Press N and under Location make sure Z is at 0

mental lynx
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It is

pine harbor
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i guess joining your meshes will lower the number of steps for what i'm about to suggest, but you can technically do it without joining the meshes as well

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just that you'll have to repeat it however many times for however many different objects you have

mental lynx
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Okay

pine harbor
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hmm...actually, maybe not -- you might only need to do it for the armature itself as long as the meshes are parented to it, but anyway...

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go to the bottom of your feet/shoes, and select a couple of symmetrical vertices

mental lynx
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Okay

pine harbor
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something like the vertices from the front and back of your shoes

mental lynx
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Well

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I can kinda do that all in one go

pine harbor
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is the circular cursor now in the middle of the bottom of your shoes?

mental lynx
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Yes

pine harbor
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you don't need all the vertices -- you're just using them as a selection point

mental lynx
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It was easy to just grab them all at once

pine harbor
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okay, if that looks like a good spot to set your origin: press Shift +S, and then choose "cursor to selected"

mental lynx
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Oooh

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I see now

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And then I move origin

pine harbor
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not of your mesh, no

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well, i suppose you can, but it's really the armature's origin you want to move

mental lynx
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This is a lifesaver.

pine harbor
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choose your armature, and then under tools:

set origin > origin to 3D cursor

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and then just reset the armature's new coordinates to 0,0,0

mental lynx
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Ive done that now, thank you

pine harbor
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hope that helps, good luck 😛

mental lynx
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Thank god, thank you so much

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Now to figure out why VRChat is ignoring some of the weightpainting

pine harbor
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hmm, i might also warn you to save a backup copy of your current file, with the corrected origin coordinates

mental lynx
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Oh uh

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separating materials

pine harbor
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because i'm not sure if the meshes will do some crazy movements if you de-parent them from the armature

mental lynx
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It did not go well

pine harbor
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hang on...that's the mesh you've got selected, right?

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check what its coordinates are -- it looks like the origin is now at the bottom of the feet

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which might mean you can just correct its position relative to the mesh by setting it back to 0,0,0

mental lynx
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Its all 0,0,0

pine harbor
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if not, then what you just did with changing the armature's origin will work again here

mental lynx
pine harbor
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it's just going to be a bit of a hassle doing it for all the separate materials

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just try to move the shoes last, since that's what you were using as your reference point to set the cursor

mental lynx
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Could I just lock its location? Would that carry over to the separated version

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I have found the answer, and it is "no"

pine harbor
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locking the coordinates just prevents you from manually changing the numbers, i think

mental lynx
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I dont understand why its doing this

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What happens if I join them afterwards...

pine harbor
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joining them without editing their positions probably won't change where their origin is, though yeah -- i'm not entirely sure why it does that either, just that it does sometimes

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i suggest repeating the origin-changing thing you did on the armature a bit earlier with all your meshes -- or you can try joining them all together first, then doing the origin thing before adjusting its position and splitting again

mental lynx
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I tried, nothing moves with it

pine harbor
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you can't adjust the origin of the mesh like you did with the armature? hmm, that's odd

mental lynx
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When I set the origin, no matter what I do

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The mesh stays in its own spot.

pine harbor
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is the origin going between the feet though?

mental lynx
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Yes

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Well, no.

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Because where the mesh drops to is its center mass

pine harbor
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because from the last screenshot you sent, the origin looks like it's in the middle of the mesh's waist

mental lynx
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Even if the origin is moved.

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Separating materials completely redoes the origin, which is fucking ridiculous

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While joined, I have the origin set to the same location for the mesh and armature.

pine harbor
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i'm not sure if the origin was redone so much as the mesh and the armature having different origins

mental lynx
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Ive mapped them to the same location here

pine harbor
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as far as i can tell, the origin of the armature right now is between the feet bones, as you wanted them
from the screenshot you last sent, judging from how it's the mesh that's highlighted, the origin's in the waist at the moment

pine harbor
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hmm, that does look correct, yes...weird...

mental lynx
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Now when I separate

pine harbor
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i wonder if it's detecting some kind of leftover data from the PMD file, which seems really odd

mental lynx
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You can watch it reset

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There wasnt really any previous PMD file

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This was a new file that was then used to combine multiple different materials from other blender files

pine harbor
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wait a second -- what are the mesh coordinates right now?

mental lynx
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But If I put those back to 0,0,0, they're nowhere where they should be

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Should I try setting all of the Z access to 0 for each mesh?

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That looks like it'd work

pine harbor
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i'd say it's worth a shot just to see what happens, because it doesn't seem to be correct right now

mental lynx
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From what I'm seeing

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A ton of these still have their origin where the model moves to afterwards

pine harbor
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if there aren't any shape keys on the face (big "if" there), you could also try exporting it and reimporting it back through various file formats to see if that cancels out the weird separate material behaviour there...although now that i think of it, if this wasn't an MMD file to begin with, CATS may react quite unpredictably to it

mental lynx
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but not every mesh

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There are tons of shapekeys I wouldnt be able to remake

pine harbor
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then that's not a favourable option, yup

mental lynx
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I have a save I can revert to

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Im gonna try this Z-location thing

pine harbor
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give it a shot, yeah -- worst case scenario, just keep in mind how you were doing the "cursor to selected" thing

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as long as you're able to pick a clearly defined reference point, you can move the meshes around at will if needed

mental lynx
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I have no fucking idea why every separated mesh's origin is still underneath the map

pine harbor
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i don't think we really know why stuff happens half the time -- we just remember that it does and try to avoid or work around it >_>;

mental lynx
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Moving everything to 0 worked

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I just dont understand this program

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Oof

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Weight painting broke at some point too for some items

fading verge
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for the first time i had the feet under the ground problem
is there a good solution for this ?

mental lynx
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There is a tedious one that I dont exactly know how to walk you through

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Beyond just reading what I just went through

thorn willow
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@fading verge just go to Blender and move your root bone or whatever it is

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and make sure the feet are on the ground

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edit mode

fading verge
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that's it ?

light kindle
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yeah

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just move it up

fading verge
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it's weird, cause in blender the feet are perfectly aligned with the ground

light kindle
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vrchat doesnt care about that

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it says hips are supposed to go here, and the rest follows

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if the hips are higher then they should be its not gonna change anything

fading verge
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let me just confirm something

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is thr whole model supposed to got up or just the hip bone ?

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which is my root bone

light kindle
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just move only the hip bone up in edit mode

fading verge
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okay done

light kindle
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if the feet look an inch in the ground move the bone up an inch

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if your model is on their tippy toes ingame now move it down

fading verge
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Oh, that’s the fix? I’ll have to try that 🤔

light kindle
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if the hips are jutting shorten the hips (legs sticking out, not legs bending when looking down)

mental lynx
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Are there places that I can just commission someone to fix a model for me?

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I think I just hit my absolute breaking point

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And Ive pretty much run out of free time to work on this for awhile

subtle moth
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yes @mental lynx

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you could probably open a commission over on the vrctraders discord

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i will pm you an invite

pulsar rain
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I wish I could get this 1 avatar fixed with the leg trackers

proud dome
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how do i connect the hips in blender

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help

forest nova
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ur hips

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isnt it the same as anything else

stoic urchin
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Is there a way to adjust the mouth bone rest position?

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I have an issue where the mouth is just open when the model is loaded in game

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and stretches even further when talking

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Derp I just found it

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Was something off in the Muscle settings

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Well I though adjusting that helped

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but I guess not

fading verge
brisk mesa
#

you can 'merge' bones but

#

it's not called merge sometimes? there is regular merge for bones but the other one is Dissolve

#

two bones into one

#

as for the weight painting though i can't tell you what's gonna happen if you do actually do that.

#

also i dont know why there's two ways to do it, but maybe make two savefiles and see which one keeps the weights :S

mental lynx
#

Man. I'm trying to remove all polygons of something under clothes, but I keep accidentally selecting other parts of the bodies

#

Just tedious.

subtle moth
#

brandon

#

@mental lynx

mental lynx
#

yes?

subtle moth
#

if you have separated by materials already

#

why dont you just hide everything except what youre trying to delete

mental lynx
#

I need to line it up

#

And I keep accidentally selecting parts of the arms and legs

#

But I need to see the outfit to know where I can remove

subtle moth
#

then separate em

#

select what youre editing

#

like select both arms

#

then hit l

#

and split it to a new mesh

#

so you cant edit anything else anymore

mental lynx
#

Oh dang

#

Thanks for the help

subtle moth
#

np

mental lynx
#

Do I have to apply this to actually have it active?

#

Any model I ever see has it sitting in the object modifiers without being applied.

#

Or at least doesnt seem like it

restive shale
#

I think you can just leave it sitting

mental lynx
#

So I was doing a bunch of work and

#

this happened.

#

Where did these come from

restive shale
#

Are they hand extra bones or just hand bones?

mental lynx
#

They seem to be extras

#

But with the same matching names?

#

Ive removed them, lets see if posing still works

#

Well, everything still works...

#

So I guess I will move forward cautiously.

#

Huh, weird.

#

A ton of bones duplicated like this

#

My eyes stopped tracking...

#

uh oohhh

#

uuuhhh ohohh

fading verge
#

wait

#

did you delete those bones?

mental lynx
#

I did not

#

And they're still weight painted

#

AND the bones still move

#

So I'm trying to figure out what could have happened

#

Ugh, even the bones are moving weird and away from where they were

#

I am at a loss. I guess I should stop for the night

blissful onyx
#

How do I make an Avatar with 3 Eyes? (or cameras)

mental lynx
#

I guess you could tie two to the same bone?

blissful onyx
#

I want to have the main eye on the hatch to be used by the head animator and the cameras on top to be used by the eye animators

#

but when I put the camera bones as children of the head bone they move out of position whenever the head bone moves

#

how can I change the rig to stop them from moving from their positions and just rotate when the animator needs them to?

mental lynx
#

I dont know

#

I cant even get my own eyeballs ... to do... eyeball stuff right

fading verge
#

they are too forward on the head

#

put them inside a little

#

also you can try to limit the movement of the eye bones so it doesnt go too far up

mental lynx
#

Oof.

#

Blender crashed.

#

After random bones duplicated, everything went bad for a bit...

#

Anyone know how I combine these?

#

Oh, for whatever reason, these are separated from my armature... And I dont know how to correct it with shape keys

light kindle
#

oh god

#

yeah thatll happen often

#

save beforehand

#

a lot

#

youll probably have to move the original bones in editmode

#

itll only crash when you tell cats to do its thing so save before that

mental lynx
#

I had to just give up

#

Turns out the model was just badly made, and was a mess if you tried to lower the polycount

#

And with said polycount starting at 200k...

#

It's not worth trying to figure out anymore

light kindle
#

that looks like it should be less than that though

mental lynx
#

This is two models in a row where I put in a ton of work and had to give up

#

I got it down to 50k

#

It busted the model bad.

#

Its my own fault for not testing it after

#

I went back, got it down to 150k as a test

#

Still broke it

#

Reverted, reduced it to only 190k. Still broke.

light kindle
#

still, that shouldnt break eyes

mental lynx
#

Gave up

light kindle
#

thats cats being stupid

mental lynx
#

Ah

#

Well, either way, I'll just do a new project instead

light kindle
#

cats can be

#

interesting sometimes

hot flame
#

Hi, im having this problem for a while now, is there anyway to make it so that SFM .qc models get imported the correct orientation?

#

and Edit mode and Object mode have different orientations

calm needle
#

try changing the up axis option when importing

#

hmm

#

by looking at that, it might be importing a pose

#

disable the import animation option and see if that helps. if not, then try going into pose mode and resetting the pose?

hot flame
#

That worked!

#

You are a life saver

#

ty !

calm needle
#

np. I had something similar happen to me before 😛

hot flame
#

hmmm another issue now, both times itshappened when i imported to Unity

pine harbor
#

that's most likely the bone roll being off -- try setting them all to 0 in blender before exporting?

#

check the bones around the right leg in particular

calm needle
#

yeah. i remember i had really exploded knees due to the roll before. Should be Alt+R in blender to rest the roll of a selected bone

hot flame
#

it fixed woohoo

hot flame
#

Im guessing not, but is there way to sayyyyy, change the rig look?, so its not those sticks and balls that valve rigs have?. or is that just what they come with

#

Since they are entirely different kind of bones i;d asume not

calm needle
#

in blender, you can change the way the bones looks

gritty nest
#

I find it easier to remember to press space and type "Clear pose transforms"

gritty nest
#

Are there any tutorials on rigging fingers?

#

My model came in like this

#

Ignore the weirdly placed bones, it's a game rip and it does that

#

I've seen tutorials that deal with rigging fingers when they're spread out, but these are slightly bent

calm needle
#

i just tend to place bones inside the fingers, auto weight paint, and then fix errors manually

gritty nest
#

Wait, auto weight paint is a thing? Cool

#

I've seen Mixamo successfully rig the fingers on this model before

#

Wish there was a Mixamo alternative that would be able to do small parts, like just the hands

fading verge
#

@gritty nest

#

I cant find the guide on fixing the blushing shape key

#

How do i fix it?

gritty nest
#

No idea

#

Alright, so the bones are pointing upwards in this rig for some reason, and rotating them causes weirdness. Is there any way to still rig the hand? I can't attach the new bone to the arm without also moving the arm bone in the process, since it's connected

#

How do I extrude a new bone without necessarily having the new bone be touching its parent?

gritty nest
#

Alright nvm, rigging hands is far too difficult, just not gonna bother for now

#

Even with automatic weights

#

Model is also a bit too low poly for it to look good anyway

#

Fingers themselves were fine, but the thumb created holes when moved

cosmic mica
#

i was in vrchat and my lipsynching was working but it suddenly stopped - is this a bug?

cosmic mica
#

actually now lipsynching for all my avatars isnt working anymore

gritty nest
#

So I persisted and actually successfully rigged 1 hand

#

Problem is, the thumb doesn't rotate far enough to give a proper thumbs up

#

The yellow dots is what the Muscle Animation Editor tries to get the fingers to do

#

I only have two thumb bones created, but another model works fine with that

#

Ah, it seems like it doesn't work correctly in Blender either. How do I get the thumb to follow the actual bone more closely?

#

Yeah, seems like only my thumb is acting up this way

#

Ignore the mesh tearing for a sec

#

The mesh tearing was fixed by removing doubles, but the thumb still doesn't move enough with the bone.

#

Even if I were to weight paint the whole thing red, it still doesn't move. Here's how the weight paint currently looks. Yes, it might be sloppy

cosmic mica
#

sometimes the mesh is weighted to multiple bones check witht he surrounding bones

#

check the index finger first

woeful sonnet
#

how does one get gestures on a non humanoid model?

light kindle
#

yeah can you check where the bones are in cats

#

the ones cats made

#

since cats can be problematic with that ahaha

tame skiff
#

@woeful sonnet You can't, sorry. Emotes are possible, but bugged

fading verge
#

How do I rig some none-human object?

subtle moth
#

eh

#

put bones in

#

weight paint

#

done

gritty nest
#

@cosmic mica thanks, I had totally forgotten that

#

Thumb was also weighted to the hand itself

#

Other fingers were fine

cosmic mica
#

Yeah, it does that. Hate it when it does that. XD

gritty nest
#

Nah, that was the original bone, not something it did by itself

fading verge
#

I need some help

#

please

subtle moth
#

sure

#

wussup

fading verge
#

wait a sec

#

Im trying to get this as a avatar

subtle moth
#

o.o

#

neat

fading verge
#

but

#

not working

#

rig failure

subtle moth
#

define failure xD

#

i need a pic of the bones in blender

fading verge
#

It says it does not has enough bones

#

hold up

#

here

subtle moth
#

that is pretty nicely rigged

#

well which bones is it missing

#

imma guess

#

a "head"

#

and a necc

fading verge
#

uhh

#

that what should I do

subtle moth
#

can you hit fix model

fading verge
#

?

subtle moth
#

eh

#

dats gud

#

but which bones is it missing

#

thats what i need 2 know

fading verge
#

probably, as you said- neck and head

subtle moth
#

then go to the highest bone

#

press tab

#

select the highest bone of the two inside cockpit

#

then drag the new bone upwards

fading verge
#

ok

subtle moth
#

and do it again

fading verge
#

uhh

#

how do I do that

subtle moth
#

then you need to parent them so it looks like this

fading verge
#

Im totally new at blender

fading verge
#

😮

subtle moth
#

so when you have chest open

#

there should be shoulders and neck inside

#

and inside neck the head

#

pretty much

#

not gonna guarantee anything but that might work

fading verge
#

umm

#

I mean how do I add bones

subtle moth
#

okay

#

press tab

fading verge
#

yes

subtle moth
#

now your cursor is two lines that intersect

#

right click on the top bone of the two in the cockpit

#

so its yellow

fading verge
#

yes

subtle moth
#

press e

#

e = extend / extract

fading verge
#

yes

#

I added two bones, and what?

subtle moth
#

now rename

#

bottom one is Neck

#

top one is Head

fading verge
#

umm

#

how do I rename it

subtle moth
#

umm in the right upper corner

#

find the respective one and double click on it

fading verge
#

sorry but can you upload some pictures?

#

o nvm

#

I renamed those

subtle moth
#

😄

#

okay now for parenting

fading verge
#

yeah

subtle moth
#

i dont know if it works but try if you can drag the neck on the chest

#

and if it goes under that ones hierarchy

fading verge
#

uh

#

drag the neck on the chest?

subtle moth
#

yes

fading verge
#

its not working

#

so I click that middle of the neck bone and drag it to the chest?

#

like this?

subtle moth
#

no inside the hierarchy

#

upper right

#

^^

fading verge
#

uhh

#

like this

subtle moth
#

eh

#

can you send me the hierarchy?

#

o.o

fading verge
#

this confuses me

#

ughhh

subtle moth
#

uhm

#

the ting where theres armature

#

and pose

fading verge
#

this?

#

Ive got no idea what Im doing right now

#

ughhhhhhh

subtle moth
#

thats alrite

#

yeah

fading verge
#

😮

subtle moth
#

open armature

#

then open the person

fading verge
#

double click?

subtle moth
#

there should be a little plus on the left

fading verge
#

plus?

#

oops

subtle moth
#

uhm

#

sir

#

wtf is wrong with your blender XD

fading verge
#

uh

#

what do I do now

subtle moth
#

its supposed to look like this

#

no idea how to fix that

fading verge
#

uhhh

#

how

subtle moth
#

no idea

#

i hate blenders user interface

#

its confusing as hecc

fading verge
#

:/

#

you mean Im doomed right

#

owwww

subtle moth
#

eh maybe

#

if you can fix ui i could continue

fading verge
#

🤔

light kindle
#

dunno whats the problem here

fading verge
#

help

subtle moth
#

jay

#

youre trolling right

#

it is open ;- ;

#

you have le +

fading verge
#

?

subtle moth
#

u kno wot

#

ill be home in about 2 hours

fading verge
#

ph

#

ohh

subtle moth
#

send me the model via pm

fading verge
#

there it is

#

thx

subtle moth
#

ill try to send it to u if it works

fading verge
#

it will be 2 am for me.

subtle moth
#

oh rip

#

lmao

#

its 3 pm for me :3

fading verge
#

:(((

#

what do I do now

#

welp

#

this really is damn pain in the ass

light kindle
#

whats wrong with the model

fading verge
#

not enough bones

subtle moth
#

@light kindle its missing necc and head XD

fading verge
#

=cancer

light kindle
#

just make dummys

subtle moth
#

thats what i tried

#

but i don have teh time to explain

#

he has the bones created

light kindle
#

select the chest

subtle moth
#

would you mind taking over?

fading verge
#

what do I do now

light kindle
#

thats all

#

isnt it?

fading verge
#

uh

#

what

subtle moth
#

they need to be parented correctly

fading verge
#

Im totally new at this

subtle moth
#

dont know if they are

light kindle
#

dont thin the model has a "head"

#

ok open the properties view

#

choose the first bone you made

fading verge
#

yes?

light kindle
#

in edit mode btw

#

hit the lil bone

fading verge
#

uhh

#

little help?

fading verge
#

uhh

light kindle
#

can you change one of the hierarchies on the right

fading verge
#

I dont see it?

light kindle
#

the lower one

#

then scroll

fading verge
#

where is iot

#

:/

light kindle
#

hit the bone icon

fading verge
#

yeah

light kindle
#

then scroll down to relations

fading verge
#

yes

#

I found it

light kindle
#

check names there

fading verge
#

yes

light kindle
#

they good

fading verge
#

?

light kindle
#

chest.001 should have chest as the parent

fading verge
#

so I set it as head in parent blank

#

ok

light kindle
#

chest.002 should have chest.001 as its parent

#

.002 should he Head

#

be*

fading verge
#

chest.002?

light kindle
#

chest.001 should be neck

fading verge
#

yes

#

ohh

#

whats next?

light kindle
#

er if the parents and names are fine i think thats all

fading verge
#

umm

#

ok

light kindle
#

he doesnt have a head or eyes or anything

fading verge
#

ye

#

all I have to do now is just export it as obj

#

right

light kindle
#

no

#

fbx

fading verge
#

wot

#

oh

light kindle
#

objs have no bones

fading verge
#

OHHH

#

THATS THE REASON THAT THERE WERE NO BONES

light kindle
#

kinda makes what you were doing useless ahaha

#

obj(ect)

fading verge
#

oh yeah

#

what I did was totally autistic

light kindle
#

fbx and daes do

#

dae

subtle moth
#

oh

#

didnt know that

#

sorry jay

light kindle
#

3ds models do as well but blender is problematic with em

fading verge
#

excuse me what the fuck

light kindle
#

enforce tpose

subtle moth
#

lmfao

#

sick moves

fading verge
#

how to change its pose?

light kindle
#

^^

#

uh its near apply

#

at the left

#

theres enforce tpose

#

sample tpose

#

and the one youve got it on

fading verge
#

uh

#

apply?

light kindle
#

after all the bones and stuff

#

under that section

fading verge
#

wth

#

suddenly something went wrong I guess

light kindle
#

?

#

bone rolls for the spine and hips at 0

#

and head

#

everything supposed to be facing straight down

cosmic mica
#

my lip synch visemes were working, but suddenly are not in vrchat. I have changed nothing so i dont know why it stopped. They work in blender and they are properly applied, they just stopped working all together. what do i do?

gritty nest
#

They work in Unity, right?

#

Make sure you're not touching any of your lipsync shape keys inside animations, such as gesture overrides.

hollow goblet
#

hey guys, can i get a little help?, i downloaded an avatar and everything worked well, except that his left hand is pointing up, because hes holding a ball, but i deleted the ball, and now the hand is stuck like that

pine harbor
#

check your bone rolls on the left hand, particularly around the affected bones (in blender)

#

you want all the bone rolls to be 0 usually

hollow goblet
#

sorry i am pretty new to unity, how do i go to blender?

pine harbor
#

ah, you downloaded a .unitypackage rather than importing something through blender? that may be a bit trickier to deal with

#

blender's an entirely separate 3D modelling program that people usually import models into, in order to fix up models and then export them into a format that can be read by unity -- it sounds like you sent a file directly to unity instead

hollow goblet
#

well i downloaded unity 5.6.3.p1 and got the model from model resource, and did it on mixamo

#

yup i guess i did

#

fuck

pine harbor
#

i can't comment too much about mixamo having never used it, but you saw a preview of the model while configuring it in mixamo, right? were the hands pointed correctly back then?

hollow goblet
#

the hands normally are directed up

#

i just want to bring it down

#

for some reason rotating it down doesnt work

#

in the rigging aswell

#

hand* just the left one

pine harbor
#

hmm -- i'm just making guesses here, but if the model doesn't follow a bone properly when you rotate it, it normally means the weight painting is off (i.e. the auto-rigging failed to properly influence parts of the 3D mesh with the bones)

#

it might be because of the ball, that might be confusing mixamo

hollow goblet
#

in the rigging when i direct it down, it just says its not in tpose

pine harbor
#

if rotating the bone around your left hand isn't working though, that means the file you got back from mixamo probably isn't weighted correctly

hollow goblet
#

thats how the hand normally is

#

i dont think it has anything to do with mixamo

#

because in the website where i got the model, the hand was like that

pine harbor
#

what format was the file in where you first got it, before putting it into mixamo?

hollow goblet
#

i think fbx

pine harbor
#

try importing that directly into unity -- you might not even need to put it through mixamo

#

FBX files normally already come with an armature/skeleton for the model

hollow goblet
#

oh crap

#

i think mixamo was the problem

pine harbor
#

people only really go through mixamo when they have something like an OBJ file, which is basically a 3D model that doesn't come with a skeleton (i.e. you've got nothing to actually pose it with)

hollow goblet
#

i just checked the model its normal

#

what the fuck

#

but its zip

#

does it still work?

pine harbor
#

unzip it and use the .fbx file inside the archive, if there's one?

hollow goblet
#

dont think there is one

#

theres an obj tho

#

huh

#

i just did it

#

hand still up

#

i guess the person who published it placed it down or something

#

fukin hell

#

welp gonna do more digging, thanks for the help mate

hollow smelt
#

anyone know a fix yet to get rid of the thigh bones rotating 90 degrees to the side which only seems to happen with full body tracking? Snep's tutorial doesn't really fix that

main sage
#

is this the channel to ask for help about adding shapekeys / visemes to stuff? cuz this model has 0 shapekeys besides replacing a hair accessory

shell kraken
#

anyone know the good dynamic bone settings for nanachi?

fading verge
#

Just shapekey it in blender then activate the shape key in unity

main sage
#

cept idk how to tho

digital willow
#

anyone here good with bones in Blender? please dm or at me

main sage
#

@digital willow decent-ish. ik how to make dummy skeletons and what not

digital willow
#

@main sage Im wondering about the position of bones on an MMD

#

rolls and the x y z thing

#

what is normal and not

#

could u have a look?

main sage
#

mhmm

fading verge
#

gosh

#

Rigging non human avatar is actually pain in the ass

sleek jetty
#

Is anyone willing to do the mouth visemes ah, your, there for me?

#

it's super frustrating because the lips of the model overlap.

fading verge
#

How would I paint the shoulderpad

fading verge
#

should i activate dynamic bones on my skirt

#

my legs go through my skirt

#

if i enable dynamic bones it will fix it right

#

as there are bones in the skirt

fickle plover
#

It wont immediately fix anything

#

dynamic bones are really only a method to have bones act based on movement and gravity

#

it can be used to solve some problems with the use of colliders,

#

but there's always going to be the chance that you move too quickly for the dynamics/colliders to react

cobalt fiber
#

hey how do u intensify the jaw flap bone

#

like the jaw moves alot more

subtle moth
#

@fading verge heh thats gonna be a bit challenging

#

depending on what you want to move it with

#

but id personally just paint it in sections aligned to the bones below it

fading verge
#

how do I set model's pose as t-pose in blender?

#

nvm

subtle moth
#

does it work now

fading verge
#

uh

#

no

#

help.

sinful sundial
#

Lol just reassign your bones

fading verge
#

hoe

#

how

sinful sundial
#

In the green "configure bones" mode in unity

#

Go through the list on the right

#

And see if the bones are assigned correctly

#

In your case, it looks like the mech's arm is set as it's leg

#

Fix rhat

fading verge
#

rlly

near tree
#

I need some advices about the avatar rigging. I saw my head move too far away from the body while running in the VRC. How can I fix it?

sinful sundial
#

Any screenshots?

fading verge
#

how do I change my cam position?

near tree
#

@sinful sundial Think about a chicken is running and its head leaning backward/forward.

sinful sundial
#

hmm thats hard to visualize

#

@fading verge change the position of the avatar descriptor

fading verge
#

uhh

#

descriptor?

fickle plover
#

Facial expressions are fun

fading verge
#

what do I do now @subtle moth

subtle moth
#

where is your fake head?

#

the 2 at the bottom?

fading verge
#

uh

#

probably

#

I dunno.

#

I added it but its just gone

subtle moth
#

...

#

dats bad

#

if you dont have one

#

it will a. not export on humanoid

#

b. not animate as a humanoid

fading verge
#

:d

#

what do I do

#

hmm

#

than how do I set that windbreak shield into glass

subtle moth
#

? o.o

fading verge
#

uh

#

sorry for my bad english

#

I mean this

#

how do I switch material

subtle moth
#

so its transparent?

fading verge
#

?

subtle moth
#

what do you want it to look like

fading verge
#

ye

subtle moth
#

so you can see inside?

fading verge
#

transparent

#

exactly

subtle moth
#

find the material in the browser

#

in your material folder

fading verge
#

uhh

#

where is browser

subtle moth
#

where the files are

fading verge
#

ok

#

folder?

#

sorry but can you show some picture