#avatar-rigging

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fading verge
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hello

subtle moth
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i cant

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im at work

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sry

fading verge
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sorry

coarse flame
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this keeps happening watching youtube tutorials but none speak how to fix that from happening

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no idea what I am doing wrong

coarse flame
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Got that problem solved but got another... if anyone willing to help.

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the mesh is not linked

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but eye tracking works, but when I join mesh the eye tracking breaks

thorn willow
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I need an expert here

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so this is the default pose of the SWAT Medic I'm currently doing

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I want this shit to be on T-pose but this is apparently its "T-pose"

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it even floats since the feet werent touching the ground but eh I can fix that

fading verge
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Hey

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My avatar has a skirt how do i fix it so my legs dont clip through

woeful sonnet
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@fading verge are you using dynamic bones?

gritty nest
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For some avatars, it's as easy as reparenting the end bones to the leg bones

thorn willow
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but it'll look totally weird

gritty nest
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Not always

vestal dirge
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@thorn willow you can reset the base pose of a character in Blender, thusly:

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Use pose mode and animate the pose you want, then Apply the armature modifier, then set the new pose as the rest pose, then reattach the armature

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It will use your existing skin weights

fading verge
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Ill try parenting and usin dynamic bones

coarse flame
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I been following this tutorial but I cant get eye tracking working with cat tools

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Getting this error

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No existing vertex group or verticles assigned to it.

glad egret
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rigging eyes is easy

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just paint the correct eye to the correct bone with full weights

cosmic trout
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Can anyone help me with making a model have a skeleton

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Ive use mixamo and I have sdk on unity

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But when I use mixamo all the color leaves the model and its just grey

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The model and textures are In a zip file

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I got it from this site

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^ they have alot of models there so use that

fading verge
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you dont need texture when you use mixamo

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it's just used for rigging the model

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you don't need colors to rig something

cosmic trout
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So how do I put the textures back on it

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Becuase if I put it in vr chat its just gonna be grey

fading verge
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you have the texture in a folder right ?

cosmic trout
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yes

fading verge
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when you import the whole folder of your model

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inside unity

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you can just apply the texture to your model

cosmic trout
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?

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hold on

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ok Im going to try that

fading verge
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guys

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why arent there any tutorials on dynamic bones and colliders

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๐Ÿ˜

low parrot
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??? There's a ton

pale hull
cosmic trout
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@fading verge ok so I have it in there

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but the pants are touching and it put them together

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I cant post pictures here

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but its like

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where can I post photos?

low parrot
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Post a link to a pic

fading verge
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upload them to imgur and post the link

cosmic trout
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k

fading verge
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what

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colliders let me have bouncy boobs

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?

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no

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colliders allows you to touch your boobs

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dynamic bones allow you to have bouncy boobs

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o

cosmic trout
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its connected at the bottom

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of like his shoes

fading verge
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yeah

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because mixamo is shit

pale hull
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Dynamic bone colliders are very performance heavy, so please do take that into consideration

fading verge
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so either try again, hoping that it will work better

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or fix it yourself in blender

cosmic trout
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ok

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but wait

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when I take it into unity

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Do i put the mixamo rig model back into the folder with the textures

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How would I put the texture on the model

fading verge
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@pale hull all the time or only when you actually touch something with them ?

pale hull
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All the time.

fading verge
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oh.

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that's bad.

pale hull
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So like, don't do stuff like putting colliders on each fingertip, please

fading verge
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hey, i gotta touch each strand of hair perfectly y'know

pale hull
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Guh, right. Silly of me to forget

coarse flame
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Anyone know how to get eye tracking to work, I followed a tutorial but the eyes just wont work once I join meshes

pale hull
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Is the mesh named "Body"?

coarse flame
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yes

fading verge
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does it matter if you create the eye tracking after or before you join all the meshes?

coarse flame
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I am using cat tools

pale hull
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All that matters is all the requirements for eyetracking is fulfilled at the end

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Armature is named "Armature", mesh "Body", armature hierarchy being properly named "Hips > Spine > Chest > Neck > Head > LeftEye/RightEye" and all bones, including the eyebones, being mapped in unity.

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First 4 blendshapes after basis will be used for eyeblinking

coarse flame
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I did those

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Blinking works

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but I cant get the cat tools to accept the eye rig I made

pale hull
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Well, as the error says, seems you don't have anything weighted on the "Eye.L" bone

fading verge
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๐Ÿ˜

pale hull
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The bone can't do anything if it's not weighted to anything

gritty nest
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I've successfully rigged a minigun, but the barrel is a bit wonky when it spins. How do I align the barrel's bone to the exact center of the barrel, ensuring that the barrel spins smoothly and not slightly off-axis?

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In Blender

fading verge
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use the grid to get it right i guess?

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press 5 on the numpad to change the perspective

gritty nest
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Yeah, I got an acceptable result by centering the 3D cursor on the geometry and then snapping the bone to the cursor

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It's not perfect but nobody will notice

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ยฏ_(ใƒ„)_/ยฏ

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At least this thing was stupidly easy to rig, I separated the barrel from the body and just weight painted the whole barrel 100%

cosmic trout
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how do I put a 3d model I downloaded into blender

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when I search for it it doesnt show up

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Its in my downloads but when I go to downloads on blender nothing is there

fading verge
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depend on the file type

cosmic trout
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Let me see what type of file it is

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everything is in a zip

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but the 3d model its self is

fading verge
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you need to decompress the zip file

cosmic trout
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extract it

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?

fading verge
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yes

cosmic trout
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ok

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It shows up now In a folder but when I click on the folder the only thing that I can select is the textures

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in blender^

fading verge
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again

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you need to import

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depending on the type of file

cosmic trout
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there is no .pdf or what ever after the 3d model

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its just labeled as 3d model

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just 3d Object

fading verge
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dae is the 3d model

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you need to import that

cosmic trout
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ok

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O

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ok that worked

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cool

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thanks

echo drift
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now an issue that I've been having, my main avatar's eye tracking wants to look at the hair draped over one of his eyes. Is there anyway to fix it?

cosmic trout
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@fading verge I fixed the model in blender

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and I imported it back into the same file it was before

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so basically saved it

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but when I click on the other 3d model you said wasnt the 3d model I was supposed to be uploading it doesnt show my changes

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the file wont open in mixamo

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only the 3d object file shows up in mixamo

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the other one wont work

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but the 3d object one isnt the one I made my changes to. I fixed the . dae file in blender

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should I have exported it into another file form?

fading verge
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im going to play now

cosmic trout
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ok

fading verge
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but you need to export it as a fbx file

cosmic trout
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ok thanks

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๐Ÿ‘

fading verge
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so you can use it in mixamo and unity

cosmic trout
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can blnder do that

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?

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export it into a fbx

fading verge
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yes

cosmic trout
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ok cool

cosmic mica
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i am losing my mind: i had visemes lip synching - it WAS working, but then i logged out and it hasnt worked since then for ANY of my models. Everything is set properly, and again it WAS working but then it suddenly stopped. I cant figure out what went wrong. please help.

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do you have to have a certain amount of lip keys before it will work? Do you have to set the blank ones to none? is there supposed to be no repeated keyblends? (like the AA key is usede in A and E)

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(ive had other players confirm that they cant see it either, so its not the mirror)

fading verge
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Rip

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Looks like i will shorten my skirt and flare it out

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Because i cbb to figure out coliders/clothing

chrome crag
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Hello, I ran into some kind of issue with my dynamic bones for my hair and I was wondering If anyone could help me out its most likly an easy solution I just cant figure it out , shoot me a DM

cosmic trout
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if I add bones to something in blender and transfer it into unity will the bones still be on it?

chrome crag
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@cosmic trout Yeah, if your asking if models keep there bones when transfering it to unity from blender

cosmic trout
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ok cool because I am trying to rig a model in unity and when I went to configure it it said I needed at least 15 bones for a humanoid

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I mean I already rigged it in mixamo but I guess it just doesnt fucking count ๐Ÿคท

chrome crag
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If you rigged it in mixamo it should bee fine

cosmic trout
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should I go ahead and send it to vr chat even though unity said I didnt have 15 bones?

chrome crag
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did you add the chest in unity ?

cosmic trout
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How can I tell If i did or not?

chrome crag
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ok

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umm

gritty nest
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You need to properly configure the rig in Mixamo

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Root bone is assigned to hips, bone directly above that is spine. The bone connected to the neck and shoulders is chest. No upper chest.

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This means having one unassigned bone if it came from Mixamo

chrome crag
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Ok so I set up my avatar so the hair would move, but when I tested it in unity and moved the avatar around the bones moved but the hair just stayed, double checked to make sure that the hair was weight painted and it was, any ideas ?

fading verge
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you put dynamic bones in it?

chrome crag
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yup

fading verge
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did you test the bones in pose mode

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in blender?

chrome crag
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nope

coarse flame
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I been trying to set up eye-rigging on a model. but every attempt has failed.

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any ideas what I should do?

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I followed tuts on blender for eye tracking

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but once brought into unity it brakes.

fickle plover
thorn willow
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@vestal dirge yea but that "pose" is the default pose

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do I really have to manually pose it

shell kraken
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anyone have a good fur shader?

fickle plover
vestal dirge
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@thorn willow You can also force the T-Pose inside humanoid configuration in Unity. A lot of times after you do that you may have to make minor adjustments to wrist/finger rotations or move the hips down so the feet touch the floor.

thorn willow
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yea except this happens

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so this just gives me trouble where I should put my head tracking position

thorn willow
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either way

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I'm screwed

main sage
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how do i add a custom controller to the avi? i made it and slapped it on the avatar but its still just static like a Generic rig

formal thistle
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Hey could someone send over the link to the website showing mouth examples?

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I can't find it

naive tree
formal thistle
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I had just found it when you sent haha. Thank you though!

thorn willow
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so yeah

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do I have to manually pose the SWAT Medi

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into T-Posing

north imp
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how to fix this ?

thorn willow
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this SWAT Medic is already a pain for me

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since Unity kept fucking up the finger bones

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plus its default pose isnt even a t-pose

light kindle
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enforce t pose?

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or reposition with no controller

thorn willow
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that doesnt work shit

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since enforcing the t-pose

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it fucks up the fingers

light kindle
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shouldnt matter that much

thorn willow
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yea but the fact that this is Valve_Biped

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and since Unity hates that rig, it loves fucking up the fingers

light kindle
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urg

thorn willow
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plus I'm already having a difficult time trying to put where the head tracking is

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because of that pose

light kindle
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again, i think reposing with no controller should allow the character to t pose

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in unity

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it might work better if you repose in blender though ๐Ÿค”

thorn willow
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it's already a pain

light kindle
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?

thorn willow
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I have to apply the armature modifier just to have it pose

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which given my extremely limited experience

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it's hell

light kindle
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dont work with valves sht but i dunno about having to apply the modifier

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if its a thing only with valve models thats fine

thorn willow
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its only a thing

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since Unity hates it like the plague

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apparently fucking up the fingers think its "T-Pose"

light kindle
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but you can re pose in either blender or unity

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ive got feet bones that are apparently wrong but they work fine ingame

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but still if you really need that tpose you can just start pose mode in blender, put him in tpose then export

thorn willow
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yea except the fact that it resets when you get out of Pose mode

light kindle
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ya

thorn willow
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its a lose-lose situation

light kindle
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you just done leave pose mode

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dont*

thorn willow
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the fingers are still a problem tho

light kindle
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sample t pose?

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or let em be

thorn willow
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sampling t-pose

light kindle
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it might just be unity being

thorn willow
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would break them

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since Unity is an asshole

light kindle
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you tested in game though?

thorn willow
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yes

light kindle
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hmm

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can you post an image of the model (not tposing) in unitys rigger?

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if youre kinda new here you need to upload elsewhere and post a link

thorn willow
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I'm not even new here

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its just this model is a pain

light kindle
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stating it because i didnt know if you did/didnt know

thorn tundra
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apparently my model is not wanting to cooperate with it's spine hichery

light kindle
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a lot of game models are pains

thorn tundra
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even tho I remapped it so many times

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it still gives me this error

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This program just hates me no matter what ido

light kindle
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you made it a humaniod

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?

thorn tundra
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wont work unless it is one

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so yes

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otherwise I would be getting the prompt

light kindle
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and is the rigging correct?

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well most times unity is able to get the rigging mostly good

thorn willow
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if only the SWAT Medic

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is rigged in XNALara

thorn tundra
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the rig is completly fine, the mapping within unity accepts it

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yet it gives me this error for no reason

light kindle
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but is the mapping correct?

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also

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does he have a neck?

thorn tundra
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it dosent need a neck since it's optional

light kindle
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reread the warning

thorn tundra
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yes, but it dosent make sence on how it would require a neck if the rig allows it to not have one

light kindle
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because vrchat needs one

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unity might not

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but vrchat does

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ยฏ_(ใƒ„)_/ยฏ

thorn tundra
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if the tuts I went over stated that -_-

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christ

light kindle
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uh yeah

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its kinda presumed

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because mmds have a neck

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and it does tell you it needs it

thorn tundra
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I dont use mmds tho, Imake my own.

light kindle
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in the warning

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ya we what you gonna do

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well*

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people on the web aint gonna know that

thorn tundra
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here I am sitting for three hours sigh

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all cause of a neck bone was missing

thorn willow
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yea I cant do this anymore

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the fact that now VRChat whines for an hipbone angle, fingers fucked up and a not-T-pose

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I'm done

thorn tundra
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Unity can enforce the model into a T pose

thorn willow
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again

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enforcing it would fuck up the fingers

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plus said default pose isnt a t-pose

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it seriously hates Valve_Biped and I'm already calling quits in this

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I didnt get this much trouble with other models

light kindle
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hipbone angle only matters for vr, can be rotated in blender

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tpose doesnt have to be

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and i dunno anything about the fingers

vestal dirge
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@thorn willow don't give up! all you have to do is add the TPoseController to your Animator. When you hit play it will put your avatar in tpose, you can record the viewpoint there to enter after you hit stop.

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If the fingers are still a problem, adjust them manually, while in the humanoid configuration

mental lynx
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Is there a way to combine shapekeys? My issue being that teeth are listed under "x_B" named shapekeys, while the mouth is "x_A" named shapekeys

light kindle
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activate both

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hit the down pointing arrow

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new key from current or the like

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turn both of the shape keys off and activate the new one

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and theres your new key!

mental lynx
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Doesn't the down pointing arrow just move things up and down?

light kindle
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the greyed one

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below up and down

mental lynx
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OOH

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Thank you. I'll try it soon

light kindle
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all g!

mental lynx
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When you say activate both, do you mean just slide their value up?

light kindle
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yup!

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as far as you want em

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its making a new key from the mix

mental lynx
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Which of these options is best?

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Transfer, join

light kindle
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so if you want the new key to have the teeth half out only set the teeth out half

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not sure what you mean

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its new key from mix so there shouldnt be any other options!

mental lynx
light kindle
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new shape from mix โญ

mental lynx
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Im a blind doofus

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I noticed it the moment I pasted

light kindle
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all g!

mental lynx
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Worked great! Thank you

light kindle
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all good!!

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have fun ingame!

mental lynx
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Hmm

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I just realized that camera position will be tricky

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Unless I find out how I make one side of this invisible

light kindle
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in blender do you have backface culling on?

mental lynx
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I honestly have no clue

light kindle
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it might only have side of normals

mental lynx
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Its about 12 polygons, so it may not

light kindle
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if you want to turn backface culling on

mental lynx
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15

light kindle
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hit n

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scrolldown a bit

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and it should be there!

mental lynx
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I see it

light kindle
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is it on?

mental lynx
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Now it is

light kindle
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check how it looks with culling on

mental lynx
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Nothing changes

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The face certainly does

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Guess its just one normal then?

light kindle
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ok it might work if you delete faces only but only on the face you want to see through!!

mental lynx
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That deletes the entire thing

light kindle
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alternatively you could flip the normals so its only viewable from one sided

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side*

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youve got to make sure youre only selecting the ones near to the face

mental lynx
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There arent many to select, and deleting them just wipes out most of it

light kindle
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delete only?

mental lynx
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It may be too simple for this

light kindle
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if that doesnt work

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select the face, hit w

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flip normals

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and it should be good!

mental lynx
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Dang, didnt do anything

light kindle
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....?

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hmm

mental lynx
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I may be doing it wrong

light kindle
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thats really weird

mental lynx
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Its only 16 faces and 30 edges

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Its just a flat plane with a single texture

light kindle
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can you test with a different face?

mental lynx
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Wait a minute.

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I... should have checked textures first.

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Dual sided was on

light kindle
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ah!

mental lynx
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sigh

light kindle
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well theres your problem!!

mental lynx
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The FIRST thing I usually do to fix hair when it has the opposite problem

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And it never came to mind

light kindle
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we all forget things

mental lynx
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Once again, thank you for the help

light kindle
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its all good!

gentle silo
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In blender how do I select meshes/model parts? Because a xps model I want to turn into a fbx model has alternate right arm parts

light kindle
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if the meshes are separate you just gotta select em in hierarchy (or 3d view!)

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if they have different materials you can use cats to separate em

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finally, you can select all the faces and hit p in edit mode and tell if to separate the meshes there!

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i think it can also separate them without you selecting separate pieces as long as they arent joined if (check p's popup)

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@gentle silo

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it might help to use uv maps to separate them!

thorn willow
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@vestal dirge add where?

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Unity?

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Blender?

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also angle hip bone matters for me

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because I don't want my avatar to air thrust everytime he walks

light kindle
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thats because of the length actually

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you can rotate it in blender if you need to though

thorn willow
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except at what angle it will stop complaining

light kindle
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~180

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i mean its what it reads

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but i dont fix that so i can say anything)

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*anything

thorn willow
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it needs documentation like jesus

fading verge
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there is a documentation my dude

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there is a link below the warnings usually

thorn willow
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I meant the angle hipbone

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also

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how does one add a T-pose animation

light kindle
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theres a tpose at VRCSDK\Examples\Sample Assets\Animation

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you should be able to take it from there

fading verge
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how is this looking so far?

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gimme sec

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still kinda new at this

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but been trying add the skeleton to this model

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though I think because her legs are bent a bit it might be buggy

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working on the hands is probs the biggest nightmare

vestal dirge
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@thorn willow in Unity, you should have a blank AnimController component at the top of your avatar. You can load it with the TPoseController. If you make adjustments to hip rotation inside humanoid configuration, this will be used when TPose is loaded and should fix hip thrust / ik problems.

thorn willow
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@vestal dirge uhh what

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I dont see AnimController

vestal dirge
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Did you copy same components that the tutorial avatar has? It is called Animator, and should have a blank slot. [It has the root motion checkbox]

thorn willow
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it didnt work

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like at all

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still stuck in that pose

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I'll just wait for a XNALara version, if it would ever come out

vestal dirge
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You need to hit play

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Also, you must have already hit force tpose in configuration

cyan adder
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so uh

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why is the control point for the shoulder way low instead of where its suppose to be

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how do i fix that

thorn willow
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how do you force it

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configuration?

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like what

vestal dirge
thorn willow
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if only the model's default pose is a t-pose

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I'm just done, I'm going to actually need someone to fix this shit for me

vestal dirge
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That's what the force TPose does for you though

thorn willow
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yea but then it just messes it up entirely

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forcing me to fix up the spine and legs

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and I dont have the patience anymore

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the most trouble I have working with Valve_Bipeds

vestal dirge
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Ah yeah, if the rigging is wrong, there's not much you can do

thorn willow
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does the one who even did the SWAT Medic model ever heard the term "T-pose"

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worst model I ever worked on

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oh thank fucking christ I fixed it

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I just slapped in the smd file from the Gensec guy and it worked

fading verge
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anyone know how to make multiple arms move on an avatar?

cinder fern
fading verge
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For some reason my model unrigged during me working on it in blender, and I can't seem to manually paint it, but I noticed in the vertex groups the weight painting correctly just it's not painted to the bones.

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Is there possibly a way to copy it to the bones?

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Although it works when I started, so if I can't I can just restart, just I have to redo a ton.

quartz trench
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i have a mesh without a skeleton. I made the skeleton for the mesh myself and now im trying to skin the model. Blender's automatic weights and weight painting tools are really annoying and don't usually work. Is that another way to weight my model in blender?

fading verge
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Guess I'll restart it.

uneven hill
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hello

forest nova
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Anyone who can help me rig a unrigged model im a complete beginner i know how to parent other bones but not rig completely

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send me a dm if ur willing to help

fading verge
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@forest nova just put the bones in and then weight them to the mesh

forest nova
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How do i weight tho

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iv never done weight before

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iv only ever done other bones

fading verge
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you can add weights in pose mode

wise linden
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im using the other skeleton as reference

fading verge
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is that kefka ?

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also check the pins

wise linden
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yes

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oh nice

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thanks

mental lynx
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Quick question, whats the best way to add faces/vertices to a material?

#

I have an item that is overly simple and I'd like to fix it up more than I can with my limited polycount

naive tree
#

@mental lynx select faces or entire thing and W > subdivide

mental lynx
#

Thank you!

wise linden
mental lynx
#

Ctrl+J
And then parent them

#

Cropped it weird, woops.

#

Bottom right, you'll want to parent them, but don't connect them

wise linden
#

i see, thnaks

wise linden
#

is there a way on blender to create a bone exactly the same sice as other one, like duplicating?

#

but shift+A creates a normal bone

fading verge
#

shift+d

wise linden
#

thanks, this will make this work less tedious

fiery cosmos
chrome crag
#

Hello I was wondering if I took all the bones that are already weight painted to another model would those bones lose there weight ?

#

ok I was havning issue learning what to paint what when it comes to hair I found another model with the weight paint already,

#

and I was planing on taking the hair and transfering it so that can happen

cyan adder
torn juniper
fiery cosmos
torn juniper
#

trap

fiery cosmos
#

dw bout it

wise linden
#

@torn juniper nice, i still making it now i have to weight paint it

#

I never made bones, weight paint or visemes

#

So this one will take some time

torn juniper
#

yea, weight paint is a pain in the ass

woeful sonnet
#

wait a sec

#

ive been having this one problem for like 3 days and i just think i realized something

#

when a player looks up or down does the head move or the neck

thorn willow
#

head

woeful sonnet
#

h e c k

light kindle
#

tbh the whole body moves

woeful sonnet
#

so how would i make a particle system point a particle where im looking?

fickle pollen
#

Hey, I have a question, i'm going to try rigging an avatar I made that's basically a coffee cup with disembodied hands (think Rayman). Am I able to skip any bones like legs and stuff or do I have to have all of them to make it work properly?

#

On a side note, I remember seeing something about a default armature in Blender that looks humanoid shaped but I can't find it anywhere. Though I could be wrong.

main sage
#

ok so

#

i have a question

#

if i have a model that is basically perfectly humanoid shaped

#

but has tiny arms (cuz its an anthro t-rex basically)

#

would importing it to VRC stretch out the tiny length arms?

charred sorrel
#

so i...? had unity open before i restarted my computer and it froze where i couldn't click on anything (it didn't say not responding)

#

task manager wouldn't let me close it out

#

i literally shut down my computer like 3 times

coarse flame
#

trying to do jaw rigging visemes

#

how do you add a blend shape on armature?

trim kraken
#

I hate life

#

Eyes fully rigged with CATS, eye bones move in Unity, eyes are correctly assigned, import to VRChat and no movement whatsoever

#

I had a working model where its eyes moved and it blinked but its arms were messed up and it didnt have visemes so i fixed it real quick

#

Then it just stopped

light kindle
#

remake both sets of keyshapes

#

you might have to change the rigging of the avatar if you make/changed bones

#

deleting too

fading verge
#

So my hair bone were originally linked to my hips but i fixed that and parented them to the head... but its saying this is an eye when its still hair adn idk how to fix that

#

ive messed around with stuff in blender but idk how to like make it so it reads them as the hair an not my eye bones

#

you can just map them manually in unity

#

no need to make it automatic

#

Its not reading my eye bones at all though only the hair bones on teh head

#

like i cant find the actual eye bones

#

if you can't find any bone then they dont exist, simple as that

#

they do exist though i even checked in blender

#

in unity

#

on the mapping mode

#

did you look at the hierarchy on the left ?

#

yes it says eyes but its only hair

solid lintel
#

can anybody tell me what is going on here? first pic is this model in blender other two are it in unity but one saying it's not in Tpose the other .with enforce tpose on https://prnt.sc/j2fczu

Lightshot

Captured with Lightshot

#

also I upload this same model into maximo for animations and they look fine there it's only when I apply the animation to the same character in unity that it does this finger twitch crap

tulip granite
#

Weight paint issue

#

And make sure the bones are facing outwards as unity like to do magical stuff

coarse flame
#

got eye tracking working in vrchat but the eyes are backwards can it be fixed within unity or has to be by blender

gritty nest
#

Are you sure they're backwards, and not just clipping into the eye whites?

main sage
#

theres legit this one part inside both the feet of this model

#

refuses to be selected

#

tried C-select, box select, pressing L on it directly

#

wont select

#

nvm found out how to

gritty nest
#

What to do when it gives you a "bone heat weighting: failed to find a solution" error?

#

I already removed doubles and it's one mesh

#

Just trying to auto generate weights for a hand

#

Literally just the pinky won't work, let alone the whole hand

#

I had a similar model which worked fine

#

I mean, this looks fine to me

#

Hand is already weighted to a singular hand bone, but when I completely clear the weights, it still won't work

#

Not even individual fingers will work

lilac moss
#

if remove doubles doesn't work i haven't found a solution, something about messy geometry

#

gave up on an avatar with that bug

vernal birch
#

Does anyone know how to fix this issue?

#

Spine has bone length of zero

fading verge
#

don't make the bone have a length of 0 ?

cosmic trout
#

I downloaded a model and I have it in blender but Im trying to get it into the t pose

#

Its in som custom pose right now

#

Anyway to get it to auto t-pose or do I have to do I it peice by peice

sturdy talon
#

https://prnt.sc/j2makn
Can anyone help with this? If I go in the model config it does look like some of the bones rotations does not match the actual model's rotation, so that may be the problem. Anyone know how to change the bone rotation without moving the model?

Lightshot

Captured with Lightshot

fading verge
#

you need them to be the first child of the parent bone

#

what part didnt you understand ?

sturdy talon
gritty nest
#

Go to configure and check the bone mappings @sturdy talon

#

Like, make sure the correct bones are in the correct slots

sturdy talon
#

That would be difficult it's a mess, I selected what fit in positioning and in name

gritty nest
#

If it's such a mess, then maybe fix that in Blender before you get it into Unity lol

#

Bone hierarchy should be Hips->Spine->Chest->Neck->Head. Chest also has left shoulder and right shoulder. Hips should not only have Spine, but also Left Leg and Right Leg.

#

You might have an extra bone or two between Spine and Chest. This is fine, just leave it unmapped.

sturdy talon
#

It is set up like that with in between bones called Knee 1-5 or Shoulder 1-5 for example. With the parts I want selected not as the first child which I changed. This causes the problem.

#

Wait a moment I will screenshot what it looks like

#

Example of the setup

gritty nest
#

Ayy

#

That is messed up

#

Maybe you should open the model up in CATS and do some Mix Weights, so that the bone structure in Blender actually matches what Unity wants.

#

Because this is just not gonna work

naive tree
#

i can only imagine the lag when u open rig ๐Ÿ˜„

sturdy talon
#

Ya it takes a long time. I am working on removing all of the bones and auto-rigging in maximo, hopefully it works.

main sage
#

idk if it has to do with rigs or not

#

but like

#

i have this thing with certain avatars ingame, where depending on how high and/or low i look / rotate camera

#

the avatar either sinks into the ground or levitates when moving

thorn tundra
#

When making your avatar, does the placement in Unity matter? Iโ€™ve seen tutorials where the models they make are scattered in different areas, or is this like a temp location before re-centering the model

rugged vale
#

so hip bone is straight up and down in both blender and unity. But when in game in full body the fucking hip is crooked and is like / instead of |

rugged vale
fickle plover
#

Let the battle begin....

fickle pollen
#

Why isn't my bone parenting working correctly? I'm just trying to put bones in a hand normally following a guide but it won't let me just select one bone at a time, it always selects all fingers at once.

#

And I can't just de-parent them either, it keeps telling me not yet implemented.

mental lynx
#

Whats the easiest way to go about stretching a mesh out in one direction?

#

Ah, I'll just do it by hand.

#

No shortcuts

light kindle
#

if youve got the verts mirrored you can just scale on one axis

#

then delete the mirrored ones

gleaming shadow
#

whoever rigged this model is an insane person

the shape keys aren't named, there's no eye bones, and the shape keys that blink/raise eyelids for both eyes don't have a corresponding vertex group so I can't even use that to make separate blinking shape keys

mental lynx
#

I can safely say that I can weight paint now.

#

And its all thanks to the help here and a TON of trial and error.

#

But I just repainted an entire model and it works

naive tree
#

@gleaming shadow let me guess, you got it from Deviant art ๐Ÿ˜‚ ๐Ÿ‘Œ

gleaming shadow
#

Steam Workshop actually

mint mural
#

Hey is anyone on that can help me with a question on using more then one model in unity

fickle plover
#

Okay so

#

major development

#

For anyone having issues with dynamic bones, pay attention

#

Distribution will save your life

light kindle
#

yeah

#

i mostly use it for bounce though

fickle plover
#

Using a system like this can help you if you have a stubborn head to the bone length that likes to wander into your model

#

overhauling inert above 1.0, then back down towards the tip

#

(talking in the instance of a robe here)

#

This is telling the robe to sit tight on the top (anchors) and stay loose at the tips

#

works like a dream

#

no matter how fast i move my model in unity, it stays put without any colliders necessary

subtle moth
#

neat

fickle plover
#

the only colliders i use now are for my lefs

#

legs*

subtle moth
#

thanks for sharing

forest crane
#

nice to know

fading verge
turbid swan
#

my avatar is missing bones
how do i fix this

fading verge
#

How would I go about attaching hair to my model in blender

blissful onyx
#

What you can try is assigning the hair model as a child of your main model.

gritty nest
#

Seems like weird bone roll @fading verge

#

Check that all the bone roll is 0 in Blender

fringe beacon
#

how do i get blender to export zero-weight bones in fbx format

#

oh wait nevermind the problem is with unity just not even bothering to detect the zero-weight bones

#

excellent i get to assign the finger bones myself this will certainly be fun and not tedious

fading verge
#

what

#

that's weird

#

i added finger bones with 0 weight on them

#

just to use gesture with some model

#

it should work

cosmic mica
#

anyone have any bone tricks for doing inverted knees like bird legs?

#

and it cant be a generic rig, must be humanoid

white echo
fading verge
#

check the weight paint

shell kraken
#

looking for the bunnyhop run animation

#

what are some good dynamic bone settings for long hair and bunny ears?

fading verge
#

for hair
Damping: 0.2
Elasticity: 0.05
Stiffness: 0.8
Inert: 0

.88
.27
.3
.88

0.96
0.314
0.181
.9

#

some of those works for ears too

#

but i use this one too

#

0.1/0.1/0.4/0.6

shell kraken
#

thanks

light perch
#

so i want to make a cubical around an avatar, does anyone know and good place in the hiarchy where placing it whould be best for it to move as little as posible when torso and head moves?

shell kraken
compact sky
#

@light perch particle emitter with mesh in local space or object at armature, or use world space particle

light perch
#

ah nice, will look into that try some of that, thanks)

fading verge
pastel bough
#

Making my first avatar here, and got an error in unity about not enough fingers being rigged for full body IK. I used Mixamo to rig a random model I downloaded. Does this just mean the model I used may have had too blocky of hands for Mixamo to rig the fingers? Or is that something you have to do manually?

shell kraken
#

what do i do with that code list?

fading verge
#

add them to a shader file ?

lofty topaz
#

http://prntscr.com/j33cu4 Is there any quick fix for a character having only 2 bones on the hands? Even if it's just ignoring one, and even still looking ok?

Lightshot

Captured with Lightshot

calm needle
#

you only need to fix the finger tips

#

move the tail of the finger tip bones to teh tips of the fingers

#

only did that after trying to make a pole target

fading verge
#

Anyone have experience with SFM models in blender? I have one that's working perfectly except the hair is in like 5 different layers. Some move with the head, others move slowly and end up sticking out.

brisk mesa
#

so weight it better

#

all hair should be moving with the head properly

#

and hair bones should move the rest of the hair if you're gonna add sway

versed apex
#

is there a way to override this ?

#

or no

#

or do i have to create the bones lol

jagged torrent
#

make bone

fickle plover
#

Cryptic metaphor

random lotus
#

i feel like this is a more suitable place to ask

brisk mesa
#

i thought about this and the only way i could do it was rigging him shitty first to make meshbody move, then making my own tpose and fixing up the weights further

random lotus
#

oh ok

#

this is way easier than klonoa was

brisk mesa
#

and also making sure that tpose was now the default pose the mesh would come in

random lotus
#

the klonoa models always came out distorted for some reason

brisk mesa
#

which meant i had to copy pose mode's pose to rest mode's pose

#

i guess

#

and i had to look that up

random lotus
#

but these came out beautiful

#

even though the game crashed afterwards

brisk mesa
#

just make sure no holes in him

random lotus
#

okie

#

her skirt

light kindle
#

tbh i usually just rig in whatever pose theyre in

small storm
subtle moth
#

@small storm i think there was sth like this yesterday

small storm
#

?

subtle moth
#

i have seen that message before

#

on this discord

#

like yesterday

#

i think

small storm
#

Well this happened very recently, not yesterday

light kindle
#

ya it was in mmd

small storm
#

oh, seems they already tried asking for help here

wheat flower
#

Alright, get this

#

I extract a model from FighterZ

#

And everything seems to be in order

#

....

#

Exceeeept...

#

THE ARMATURE IS UPSIDE DOWN

light kindle
#

least it has one

subtle moth
#

Uhm

coarse halo
#

Could somebody assist me with Adding Cat ears and a tail to an existing rig?

#

I have the tail and ears as a seperat .pmd file

#

and have imported it into Blender

#

My model is there as well, so essentially I am trying to transfer the bones and mesh from one rig to another

bronze elk
#

whats the problem exactly?

#

you cant parent them? or put them in the scene?

#

Ive seen people use pmx editor for that, not sure it can be done in blender... i dont have much experience with that

coarse halo
#

It doesnt seem to be as simply as reparenting them

#

Because they are two seperate rigs

#

Ill try PMX editor,

bronze elk
#

good luck to ya

coarse halo
#

Yeah PMX editor made it super simple, it auto-connected the bones and everything

#

Then it was just a matter of readjusting the mesh and bones in Blender

rapid bramble
#

https://imgur.com/a/ePCR6

Having some trouble with my first custom avatar that involved pmx editor. The image is when tpose is enforced, the rest of the model doesn't move with the skeleton. I've tried 2 separate skeletons, one that came with the base model, and the other from the outfit but they have both done the same thing. Any advice would be appreciated!

patent edge
#

anyone got a good way to fix this hair, skirt and waist cloth so they dont clip through my guy? this is my first try at dynamic bones and i dont realy know what im doing http://prntscr.com/j3m8hb

Lightshot

Captured with Lightshot

calm needle
#

@rapid bramble sounds like you need ot merge the skeletons and then make sure the mes is pointing to the right one

#

@patent edge add some dynamic bone colliders to the legs, chest, etc, and tell the dynamic bone to collide with those

patent edge
#

tried that
seems to just fail

ivory radish
#

is there a way to change arm spacing

#

and leg spacing

#

bc i have a small character with weird body proportions and its kind of ugly

#

this one ok

#

but

naive tree
#

dynamic bones won't help u when the skirt is so close to your body

patent edge
#

removes shades
mother of god

#

any good ones to pick?

naive tree
#

were settings i used, you need to keep world acceleration low

#

rest is up to you by playing around with settings and colliders

#

also very important - YOU HAVE to checkmark "Is trigger" in the collider

#

maybe helps you too

#

and stretching i think u need to keep high because otherwise the vertices will stretch too much and that distorts texture a fuckton

patent edge
#

๐Ÿ‘

naive tree
#

i rarely use it.. but sometimes it just saves your ass

#

as in my case it was either try making cloth work or do nothing and live with insane clipping

patent edge
#

i refuse to live with clipping

ivory radish
#

halp pl0x?

cosmic mica
#

my naga character's tail keeps snapping straight for people at a distance, yet i disabled distance reset. Why would it keep disabling itself even though on unity it says distance snapping for dynamic bones is off?

brisk mesa
#

@naive tree thanks for advice, i'll just screenshot this and save link for later

cosmic mica
#

my dynamic bones are resetting position sticking straight out after a certain distance, i turned distance disable off, so why is it still doing that?

subtle moth
#

@naive tree Wait

#

My rem model has these really wide sleeves

#

if i put the cloth thing on there

#

will they look natural?

#

because dynamic bones broke them

naive tree
#

yea i think

subtle moth
#

neat

#

now that i think about it

#

couldnt you use this to make a whip

#

or the chain of a mace

naive tree
#

chain of a mace works good with dynamic bones, just have a bone for each chain and have them all connected

#

that's how my bdsm whip chain works

subtle moth
#

lmao

#

so if i swing it, itll gain momentum?

naive tree
#

dunno about that

subtle moth
#

hmmm

#

alright

#

thanks

patent edge
#

dam it i so want to use my emojis here, twice i have been denied the perfect emoji

south bear
#

i cant get a gif of it

#

but its jittering the hip postion

#

im not in full body vr

#

im just in desktop

south bear
#

?

#

iv tryed alot of things and i havent been able to fix it

light kindle
#

does it happed when youre looking up?

south bear
#

no

#

it gets worse

#

when looking up

#

tho

#

iv played around with the rig in unity

#

making it as straight at as possible

#

dint fix it

light kindle
#

usually you gotta fix it in blender

south bear
#

it doesnt seem to be that

#

default for the model is completly not usable

light kindle
#

you got hips assigned?

south bear
#

hips are for legs only

#

waist is used insted

#

thats never been an issue

#

used pokemon 3ds models before and it worked perfectly

#

so i know its not that

light kindle
#

did they all have approx. the same bone length as this one?

south bear
#

yea

#

well

#

as much as they can be for them to be diffrent creatures

light kindle
#

it might be the bone length thats troublesome

south bear
#

dont see how

#

ima take a look in blender

light kindle
#

in some cases having the hips too long will make the models hips jut out (when looking down)

south bear
#

looking down is fine

#

just up

#

or middle

light kindle
#

id probably just fiddle with the bone length

#

make sure the roll is at 0 too

south bear
#

roll?

#

like foot roll?

#

or something for ik

light kindle
#

bone roll

#

well near to it

#

doesnt have to be spot on

south bear
#

switched the the source engine vers

#

as that's the closest to game ready

light kindle
#

id test one with a hip bone of half the size and one double the size

opal dew
#

Help my avatar Tposing ingame

craggy cradle
#

ok so i have a problem with an avatar that has the spine bone length of zero, and the bone is super tiny, when i make it a little bigger the message disappears reappears again...

#

how to fix this -.-

#

its the spine 1 bone btw

chrome crag
#

I`ll try to make this quick, I made one avatar and set it all up with dynamic bones and animations in unity . lets say I added a hat to that model in blender and now want to import it to unity. is there a quick way for me to import it without having to reset all my dynamic bone settings ? Maybe I'm asking is there away I can save my Added components in unity.

cosmic mica
#

@chrome crag just import the obj, then drag that obj into the side heirarchy tab, then drag it under the bone of the head

ivory radish
#

cant u just copy and paste it

#

and it should replace ur model

#

also is there any way to fix arm and leg span

shadow shoal
#

If you wanna do custom animations then yeah you can fix it that way

ivory radish
#

brruh no span settings kms

#

is there at least a way to

#

fix foot size/length issues

#

bc even though toes mapped the foot is pretty long

#

so it keeps clipping

inner narwhal
#

yo I'm having a problem of rigging this model up corretly

#

oh wait i cant post photos here?

naive tree
#

u can, upload to imgur or use a printscreen software that has auto-upload

inner narwhal
#

ok

naive tree
#

if u have cats plugin, press Fix model

inner narwhal
#

i did

naive tree
#

your shoulders areparented to spine it seems

inner narwhal
#

oh

naive tree
#

and check Head

#

if there is neck and head assigned

inner narwhal
#

The model doesn't have a neck so its unassigned

naive tree
#

im pretty sure u have to have a neck

inner narwhal
#

The head is ok

naive tree
#

and check if shoulders are parented to chest and not spine

inner narwhal
#

i still dunno

naive tree
#

if they are fine then it's the neck

inner narwhal
#

So how can I make the neck?

naive tree
#

extrude from chest and reparent head to neck

#

idk if it needs any weight paint

inner narwhal
#

hsdfgasdf

#

ok

#

oh youve gotta be shitting me

#

now theres a goddamn neck

naive tree
#

then u just gotta assign it in unity

inner narwhal
#

i thought i pressed "Fix Model" but a

naive tree
#

should be done deal

inner narwhal
#

okay, thanks dude

limpid kettle
#

im goin frickin insane with this avatar.. spine hierachy is missing blah blah blah make sure the kneck and blah blah blah are mapped triggered

fading verge
#

neck and shoulders are missing

limpid kettle
#

now it says character is not in T pose

#

triggered

fading verge
#

force T-pose

limpid kettle
#

done... lets see if it allows me to build and publish now.

#

nope.. it still doesn't let me

#

aaaaahhh

#

@fading verge any idea?

fading verge
#

yeah, one or more of the following bones are not mapped : hips, spine, chest, neck or shoulders

limpid kettle
#

oofff

#

what should i put for the right arm shoulder?

#

bip_upperarm_R ?

#

@fading verge

fading verge
#

the right shoulder bone i would guess

#

supposed to be parented to the chest bone

limpid kettle
fading verge
#

because you assigned the same bone to 2 differents places

#

you are already using that bone for upper arm

limpid kettle
#

it turns out its bip_collar_R

#

for right

#

and for left same

#

but bip_collar_L

#

now lets see if its gonna let me uploadf

#

upload**

#

yup

#

it worked

#

thx

fading verge
#

๐Ÿ‘Œ

forest crane
#

ah yes birb my 2nd ever avtar

viral stag
#

I'm trying to add a shirt to a model I'm using, and the shirt comes with an armature for the arms, hands, fingers, spine, etc...
I've been trying to merge it with the model I'm using but I'm not sure how to do it without messing up the weight painting and such.. if you know anything about this kind'a stuff please message me!

hazy tusk
#

@viral stag delete all bones on the shirt besides the chest, and probably hips and spine

#

click shirt armature -> ctrl click main armature -> ctrl+J

#

check the heirarchy in the top right to make sure their merged

#

alternatively

#

you can delete all bones on the shirt armature, and then so long as the vertex groups for weight painting match the names of the bones on the main, they'll merge when you

#

select shirt -> select main armature -> ctrl+P -> mix with automatic weights

#

make sure to save before all of this

#

and possibly a copy here and there, just in case something breaks

#

then test to make sure it moves in pose mode

#

if the meshes suddenly turn flat / no textures, then the UV map may have broken

#

which in that case, you ctrl+Z to a fixed state, or load a working one, and then make sure that the names for all of the UV maps are the same. If they're like
UVmap
UVMap
UV map

then they probably won't merge right, and show up incorrectly. If they're all
UVmap

or any of the others, but all the same, they should merge fine

viral stag
#

Mmh, I can hardly learn things while reading as well as I do hands on or visually, maybe I'm making it seem more difficult than it is

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Aaaa

hazy tusk
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alternatively-alternatively, you can look up how to add items in PMX editor, add them there, and then clean it up in pmx editor or blender

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I can help in like, an hour, as I got the doctors to go see as of 15 minutes ago x)

viral stag
hazy tusk
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I also see that the shirt armature will need to be fixed

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I can guide you soonish

viral stag
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hip bone needs to be flipped

hazy tusk
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yeh

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you can load the shirt into its own blender instance, save it as a .blend

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then import / ctrl+c it into the main model

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that way it also has the right bone names

fading verge
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oof i think i know these legs

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also you can mix weight so the vertex group and weight paint is transferred

viral stag
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@w@ ???

fading verge
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basically

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you merge the mesh and armature

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then you parent the arm bone of the shirt

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to the arm bone of the model

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and hit mix weight

viral stag
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I need to align it up correctly first but I can't move both the armature and mesh of the shirt

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hh

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Is it even possible to move the mesh and armature together, so the bones aren't misaligned

fading verge
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the bone that is mixed will disappear anyway so it doesnt matter where it is

viral stag
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it just messes it up

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because the shirt armature is different

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I just don't really understand what part I'm supposed to be doing first, I do have to fit the shirt around the model, then I have to make sure all the bones merge properly to the hips and every other part of the body, I'm lost

naive tree
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@viral stag yes, you select bones and then in box tab u can change location/rotation/scale

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and it will apply to both

viral stag
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Alrighty!

wooden elbow
light kindle
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thats like one vert

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just weightpaint it in blender

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pose the wing so you can see what youre doing

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make sure auto normalize is on (weights add up to 1)

wooden elbow
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Thank you!

fading verge
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Help

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My hair is weighted to my arms how do i seperate

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Alt p isnt working

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Ctrl p doesnt work

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just remove thw weight paint

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paint with 0 weight

fading verge
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I did

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Its still blue

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And when i go into edit or pose mode and try to use seperate it wont let me

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Blender sees pose mode and edit mode as object mode

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And gives me an error

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Remove parent also doesnt work

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Shoulders are still binded to the hair

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I dont k ow what to do

fading verge
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somoene help me pls

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i removed allt he vertex groups from my model

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but the hair still moves with the arm

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seperate command is blocked in edit mode

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pose mode wont let me seperate either

pallid tree
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http://prntscr.com/j4i9cf Anyone else seeing this issue? A friend of mine and myself have noticed it today and we're not sure what to do to fix it. Apparently according to google though it has something to do with the rigging going wrong somewhere.

Lightshot

Captured with Lightshot

lilac moss
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move the bone end of spine in blender so it's not at the same place as the bone start