#avatar-rigging

1 messages · Page 110 of 1

final totem
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@pallid tree like teh bucket said. the head and the tail are right on top of each other so rig the spine correctly by positioning it appropriately

gritty nest
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@pallid tree it's CATS

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The newest update broke Fix Model for a whole bunch of models

pallid tree
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As I figured.

gritty nest
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Go back a version

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They're releasing a hotfix tomorrow which will allow you to use the old Fix Model (which is probably superior if you don't do full body)

viral stag
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Oof

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Weight painting just keeps making me crash while I'm attempting to learn how to use it, lol

fading verge
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ertpsdk;lfk0gdfg

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can i just make all my weights red

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@novel palm

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i can still bend my arms and legs if my weights are all red right?

warm coral
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@fading verge It is still possible to bend your arms and legs if your weights are all red, but I can tell you now it isn't optimal. You can do it, though.

fading verge
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oh

warm coral
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I can show you an example of what I'd do with a model, but I can tell you now I don't know how to weight things myself

fading verge
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what is the most basic and easiest method for weight painting

warm coral
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At least, from scratch

fading verge
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core is heaviest

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limbs are 0

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?

warm coral
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Zero weight just means that it doesn't move with that bone.

fading verge
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oh

warm coral
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If you want something to be very solid on the arm, apply the weight as the heaviest

fading verge
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no wonder my stuff was all glitching

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my hair was falling off

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my face was falling off

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my limbs were glitching out

warm coral
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Yea, zero weight will do that to you

fading verge
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lol

warm coral
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Just paint it to the arm and it'll be alright

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Or rather

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Paint it to what you want it to

fading verge
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should i just paint everyting 1 colour

warm coral
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Again, not optimal but if you want to try that and experiment later, sure

fading verge
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well

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tell me, what is the ideal weight painting for a humanoid

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?

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limbs, head, body, etc

warm coral
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Well you'll need multiple vertex groups assigned to each bone. You have that sorted out, correct?

fading verge
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uh

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no idea

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my bones and limbs work properly when the mesh is joined

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i tested each bone

warm coral
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Okay, it works then

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But I can tell you it's easier to weight paint when there are multiple vertex groups

fading verge
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limbs are all seperate

warm coral
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Are you trying to paint the whole model as one?

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Ah okay

fading verge
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i just want my humanoid model to not glitch out

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what is the easiest way

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as long as it isnt glitching out and my hands are working properly

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and hair isnt falling off

warm coral
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Well an easy way is to rotate the model's pose in Blender to see what vertexes need to be weight painted and apply it from there

fading verge
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what do you mean

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if i have it at 0 unity bugs out

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eveyrthing is at 0 blue

warm coral
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I was gonna post an image here as an example but I don't really like to upload screenshots online

fading verge
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ok

warm coral
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I was gonna show you how Trainer Red was painted

fading verge
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but can i have a normally functioning humanoid avatar if i paint it all 1 colour?

warm coral
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In theory, yes.

fading verge
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what are the downsides of having only 1 weight?

warm coral
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I'm just saying it isn't "optimal"

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One downside is everything will look stiff as a board.

fading verge
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oh

warm coral
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No, your model won't stay in a T-Pose

fading verge
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asdhakdhakdasdas

warm coral
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Well it will in Unity

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But it won't walk around like a Generic rig.

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Is what I mean

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So when you put it in VRChat, it'll try to move around like a human

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Honestly I've never tried a 1.0 weight on every vertice on any of my models because they're always already rigged.

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Well anyway, I gotta head off. Hope to see you in VRChat someday.

fading verge
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ok

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thanks

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ok

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so from what i see from some charts

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joints are blue

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nonmoveable areas are red

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hands are blue?

random lotus
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ok so i tried to fix my guys weights on his leg because it moves some of the jacket and when i did this happened

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i figured it out

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it had something to do with auto-normalize

fading verge
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hey guys

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if my model moves properly in pose mode it means my weights are fine correct

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?

patent edge
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anyone know how to fix my T-pose? my fingers have done a 180

fading verge
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enforce t pose doesnt work?

patent edge
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thats how there not in a T pose

fading verge
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asdaskdhaskdjasldjl;sdmas

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i just got that spine problem

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omfg

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ive been trying to get this thing to work for 12+ hours

tall dagger
fading verge
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im getting piossed

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im so mad

calm needle
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@tall dagger when it is not posed, is it still properly lined up?

tall dagger
calm needle
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try removing doubles

tall dagger
calm needle
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teaking the weight paint from there will smothing things out slightly

patent edge
tall dagger
south bear
tall dagger
tall dagger
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nvm got it

viral stag
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Blah, I hate how there's only clipping when I go into VR, just why

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What's t he deal with that

frigid rain
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Lol beats me

calm needle
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what part is clipping?

viral stag
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Like

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Ok one sec

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The clavicle starts poking out when I'm in VR

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But it's normal in desktop @-@

naive tree
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best way to fix that up is to merge skin with the sweater

viral stag
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hhh yeah

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guess i'll do that

naive tree
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and no clipping

viral stag
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Yeah, I just cleaned up the edge and I'm gonna test that before merging vertices

opal dew
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the thumb not attached to mesh fully

opal dew
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sorry palm hand fully red on bone hand, ... all clear now

opal dew
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i dont remember which weight

raven reef
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ehmm short question, my avatar has his knees going above the hip bone, when that happens the legs start behaving weird, is there some way to constraint this?

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more specificly is there a way to constrain the bones to not go/bend above a certain angle?

limpid kettle
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i mean this is how it looks like so far

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...

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D E A D C H A T

patent edge
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its not dead its jsut people got other things to do then help the noobs

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speaking of help

naive tree
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if they all are head bones, then parent all of them to new head bone

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and hit mix weight on each of them

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join meshes, then armatures

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then change parent > mix weight, do tghat till u have just 1 head bone left

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if any of those = neck, then change parent of that to the neck u want to stay

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and mix weight too

patent edge
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im going to need a more basic guide for the bones

naive tree
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that';s as basic as i can go

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sorry

patent edge
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i see

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down to my own stubberness to work it out

naive tree
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u can check #tutorials ,first 2 videos are about transplanting

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mix weight is basically transfering all weight to parent and then deleting the bone

patent edge
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its the starting part i havent got down

naive tree
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if armatures are joined, select armature> enter edit mode, select head bone of the older ones>go to bone tab, change parent to the head u want to keep

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hit mix weight in cats plugin

patent edge
naive tree
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need to parent just head of the switch

raven reef
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Back to what happened to me, what I did was normalize the bone lengths, aka both leg bones should be around the same length.

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now it works a lot better

naive tree
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then all buttons will be parented to the new head after mix weight

patent edge
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STUPID ARMATCHURE NOT MERGING

robust gull
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Anyone know a site where i can edit a sound need to give it an delay, can't find a way to do it in unity

feral moss
ionic sail
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hey do any of you guys know how to make an avatar with lip sync with bones? i found a couple of models that have several bones around the mouth and i was wondering how to do it with the shape keys

patent edge
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well... the bones dont matter anyway

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one can just instead turn off the jaw bone in unity

wooden elbow
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@feral moss Usually, what I do is turn the weight paint strength down to lower numbers and paint over the areas you need to tone down to "erase" them.

feral moss
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Turns out you can enter negative numbers. But it buggy

smoky wharf
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so who here can help me figure out how to rig this in unity. I'm confused which bones would go where. trying to make this a humanoid character if possible, though if it's not possible, i just want it to walk decently. worst case scenario, i change it to not have weird legs, and instead just make it normal legs.

heavy pasture
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Someone else might have a better solution but why not shortcut the shins and have one bone from the knee to the foot and see how that looks.

fading verge
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anyone know where i can get the pokemon 3d model animations?

formal thistle
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@ionic sail I may be late on the response but you can use pose mode with Cats on blender, and pose the bones how you want then click something like "Pose to shape key" which is also in the cats menu.

limpid kettle
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when i uploaded the avatar. the viewpoint is forced to be on his crotch for some reason, and my entire body is twisted.

naive tree
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same for lower leg

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main bones first then everything else under them

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like in my screen you'd have 2 bones that are parented to leg and knee is not #1, it's #2

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and u drag it above the current #1

limpid kettle
naive tree
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in hierarchy

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when u expand bones

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not in rig

limpid kettle
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oh.

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roblox_death.mp3

fickle pollen
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Do bones matter for anything? I was thinking of just using a metarig and i'm not sure if all of them are necessary for a humanoid model to work.

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I have a nonhuman avatar but want hands and stuff to work

fading verge
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i'm pretty sure you need to have a humanoid rig to control the hands and head tracking and also use hand gesture

mental lynx
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So I was going about weight painting

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And was met with my material being... invisible on one side?

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So I cant even see weight painting

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And everything is double-sided

light kindle
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just flip the normals

sinful sundial
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hey guys a question about automatic weights

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I just made finger bones for my character

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he's already got the other bones set and weighted

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can I actually parent with automatic weights and still keep the old weights?

midnight pike
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How can I fix this I added colliders

inner cedar
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Hey

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Did some rigging in Mixamo for my avatar, and most everything seems to check out save for an exporting warning.

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I'm in the Unity Stage right now by the way.

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The warning is 'Your rig has the UPPERCHEST mapped in the humanoid rig'

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Anyone know how to make it go away?

shadow shoal
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Remove upperchest in humanoid rig, or set upper chest as chest

inner cedar
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Gotcha, thanks

cosmic mica
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still having that same problem where only blinking shows up in my idle animation. I cant tell if its not working or if the mirror just isnt showing it. I hate that we cant trust the mirrors.

fading verge
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anybody use rigify to make base armatures? I just want to know if bone layers cause problems in vrchat

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@cosmic mica are you using cats eye tracking set up or did you manually rig?

cosmic mica
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there is no eyetracking. the idle animation is blinking (bone rig for the eyelids) ear twitch, and tail sway. only the eye blink is showing up, which is weird cause its rigged the same way the ears and the tail are.

fading verge
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you have all of those things on the same animation timeline?

cosmic mica
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on my vrchat avatar menu it IS doing the full idle animations, but its not showing up in the mirror, so again i dont know if its not working or if its not shoing up in the mirror

fading verge
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did you ask anybody if they could see it? I usually have others tell me if my stuff is jacked

cosmic mica
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no one i know is online and so far passerbys have been too distracted to give me a full sentenced answer

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guess i gotta wait

fading verge
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is your vrchat the same as discord?

cosmic mica
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aye

fading verge
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request sent

cosmic mica
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k

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i just uploaded a different approach avatar so imma test that out now

fading verge
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join on me and go to the mirror

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and ignore my jacked up avatar

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kek

cosmic mica
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Oops

fading verge
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no worries im working on a model right now so im not in game

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@cosmic mica @ me if you want me to check your animations

patent edge
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any easy way to move bones?

fading verge
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like the whole amarture or just a bone

patent edge
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just a bone
need to move the eye bones back into his eyes

fading verge
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select the middle of the bone and use G

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S R G

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learn them

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love them

neat furnace
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how do i make weapons show up when i do a finger gun

patent edge
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is it fine i cant see alot of the bones now
like they are there just not rendering in object mode

fading verge
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turn on xray

patent edge
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in the tab on armachure?

fading verge
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Properties panel / Armature Tab

patent edge
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it is on

fading verge
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select all and press alt H. maybe some are hidden

patent edge
fading verge
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yeah looks like you hid everything else

patent edge
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thats what it looked like after doing that

fading verge
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check the outliner and see if your bones are still there

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if so they are hidden

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the little eye icon will be grey

patent edge
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they show up fine in edit mode

fading verge
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are you in pose mode

patent edge
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so thats where there being hidden

fading verge
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yeah but u can do alt+H and unhide everything in the viewport

patent edge
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ty

fading verge
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select bone and press Shift H

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Hides all about that bone

sturdy geyser
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Could someone help me? I know how to fix the fingers but I can't seem to move them the right way

fading verge
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Press Alt+H

sturdy geyser
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I try to turn the fingers into the right spots but they're so difficult to see

fading verge
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Unhides all

sturdy geyser
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?

fading verge
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use quad view

sturdy geyser
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I don't know what you mean

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I'm in unity

fading verge
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dont rig in unity

sturdy geyser
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I need my fingers in the right place thats all

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Can I screen share with you?

fading verge
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just post a screen shot cuz im busy atm

sturdy geyser
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That won't fix anything

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You'll just tell me that I need to click this and that and mix and match

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Unhelpful

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Anyone else

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I'm stuck here

patent edge
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are your fingers also doing a 180

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it would be nice if in unity you could do something like "set default position" whitch would set its 0 point in that position

fading verge
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its because the bones are rolled the wrong way most likely

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heko oks

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help pls

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why is my right leg binded to my right arm but the weights are correct and armature is correct

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my left side is fine tho

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its possible it has something to do with the vertex group?

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how do i remove the right arm vertex group from the right leg vertex group

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only part of the right arm is linked

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select right leg parent bone go to bone properties and change parent to hips

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you have a red zone in the leg

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erase the weight paint

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its fine tho

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im talking about the arm

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see the arm

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when i move the leg

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the arm gets messed up

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oh its part of the vertex group

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yea

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for some reason

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how do i remove the upper section of the arm

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from the leg vertex

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select the arm mesh and remove it from the vertex group in the properties panel

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should solve the issue

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ok

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hm

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its not working

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deselect everything

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go to vertex groups. select one at a time until you find the one that has both the leg and arm in it

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yeah i know

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i selected the vertices

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and clicked remove

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do it the other way from properties

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so u know you're on the right group

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because if u removed the arm from a vertex group it wasnt on in the first place, nothing will change

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yeah my vertex groups are broken

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easy to fix man

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You can wipe them all and remake them from the bones alone

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automatically, but you'll have to touch up every weight paint

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This is the reason I'm manually rigging my avatars from here on out

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so just throw a basic human rig into it and resize

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?

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u dont need to change the rig

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just blow out the vertex groups

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yeah the mmd vertex groups are a mess

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so many groups

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all i need is the limbs and body thats it

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if u dont want the dresses and hair to move thats fine

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probably leave the hands alone

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Hand crafted Armature

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100%

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why not just spawn a basic armature

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because I'm OCD

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lol

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and i want the least amount of bones possible to get the job done

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u should've seen the armature on her when i imported her. Made me cringe

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lol this model has a cameltoe

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XD

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i should fix that

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lol

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Moose Knuckle

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hahaha

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how do i mirror vertice selection

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?

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Can someone help me with learning the hot keys to add bones in manually

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you copying>/

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I wanna make my own from scratch but I forgot the commands

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i need to select the right leg symmetrically

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i guess on the x axis

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and assign the vertex group

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shift ctrl m

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or use the select menu

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doesnt work

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im in edit mode

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werks 4 meeeeee

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use the select menu that works too

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asjdgaskdkadha

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u can use a modifier too

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the limbs are all on the same mesh

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wtf

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makes everything u select merror

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you mean vertex group

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no

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the mesh

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well yeah the body is one big mesh lol

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no

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the limbs and neck

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are on their own object

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i should probably seperate them right

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or merge everything

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yes but my vertex groups are messed up

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if your meshes are unjoined join them back before doing any vertex assigment

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if you're using cats

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i have to assign the right

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leg

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what im saying is it looks like you seperated meshes by materials in cats

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put them back together

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i did

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then do this shit

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o

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otherwise its gonna be a milk chocolatey cluster fuck

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ok

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full of peanuts and fuck

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yeah

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but i cant do it now

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because i cant hide the clothing

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thats why i had to seperate

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now i cannot change the vertex groups

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because now im selecting the entire mesh

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and i cannot hide the clothing

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u need to put the clothing in on the shoulder

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its gonna look weird if you dont

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?

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everything up to the ball of that bone needs to be on that vertex group

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but u shouldn't be doing that manually

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did you erase all of your vertex groups

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no

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should i

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?

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SAVE your model as a copy now so you dont lose her

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i just need to fix the leg

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i dont think i should erase all the groups just for 1 vertex

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did you find the vertex group that selected both the leg and the arm

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yes

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ok select the whole group

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and highlight the vertex group in the properties panel

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now press c and select all of the arm. you can over select it doesnt matter

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then press remove on that vertex group

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problem solved

calm cradle
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What's the best way to fix the 'bone length of zero' error?

fading verge
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delete the bone that's causing the issue

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asmndhbaskdhaskjdhasklhasd

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i cant hide the skirt

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omfg

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my vertex group is broken in merged mesh mode

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why are you hiding the skirt

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i cant select the vertex group in full meshmpode

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dude

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because there are groups on top of it

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u dont do it in the viewport

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and i cant select the vertices with all the clothing in the way

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you select the group in the properties panel

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and it selects the verticies for you

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i did it

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sec

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rip

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my right leg

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is apparently

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3/4 of the body

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wtf

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so my guess is this is what it looks like when you select your leg

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you got two parts and one part shouldn't be there

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i have 3/4 of the body as the right leg lol

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ok so u hit that select button i highlighted and thats what you see

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then you deselect everything and use C to select the arm

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i posted the picture

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ewww

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yeah i gotta merg the cameltoe

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just remove all of it and reselect the leg and assign

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lol

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much faster

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ok its fixed

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ty

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it doesnt have to be a perfect selction

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rght?

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tbh i'd select the left leg and mirror that selection then assign to right leg

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way faster

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vertex group --> left leg --> select --> ctrl shift M --> vertex group --> right leg --> assign

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i dont think its ctrl shift m

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sorry that is for bones

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use select menu then mirror

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there is not hotkey

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there

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it worked

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ty

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np

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workflow is a bitch

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dont forget to SAVE right meow

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hm

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its broken

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oh and check your weight paint

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it didnt select the vertices

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u may need to reparent those bones

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only parts

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is the left leg messed up too

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the vertices in the legs are not completely symmetrical

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that's probably why

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use C after mirroring to select the missing parts

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no biggie just reselect in vertex groups add the missing parts and assign

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hm

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it wont let me select some parts

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switch to face mode --> hold shift --> select one at a time with mouse

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it's not selectable

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you're in vertex selection mode

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id id ti

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yayay

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wireframe mode u meant

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C is nice too

storm geode
#

how did you even do that

fading verge
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no

storm geode
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3/4 of body as right leg

fading verge
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it was like that apparently

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broken mmd model thats how

storm geode
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👏

fading verge
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build your own armatures for days imo

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thing is

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i only need this model for an animation

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lol

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😐

inner cedar
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Hey

fading verge
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i know im just being silly

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im trying to do my maid harem animation

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and this is onlythe first 1

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lol

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fml

inner cedar
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I'm wondering about implementing something. I'm planning on using a large disembodied head and I want to implement eye tracking without blinking or a fullbody skeleton.

fading verge
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I'm self-inserting as the MC from Akkun to Kanojo this season

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I am a real life tsundere

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Just name your eyes lefteye and righteye and make sure they are on the correct bone structure. Set constraints in unity rig and it should work automatically

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is there a default sitting pose in the sfk

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sdk*

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might be one under the examples

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well

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i guess i could just make my own

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i have muscle animator

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but

inner cedar
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I'm not sure how I should use it though. There is no body I can use for a structure, just a massive head and I don't want any blinking or lipsync.

fading verge
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i dont know where the axis is

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for the sitting part

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its not at 0 is it

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your bottom touches the 0 axis

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or

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your feet

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?

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for sitting

mental lynx
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I have two breast bones that aren't taking to dynamic bones at all. Everything is solid for whatever reason

fading verge
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or should i just throw the t pose default on and force it into a sitting pose

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and then reassign the default sitting animation

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tit bones should be pretty horizontal from the nipple and set to the chest bone without being connected

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but the thing is your origin changes when you sit

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actually

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i thing the feet stay on the ground axis

mental lynx
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My issue seems to be that the bone isnt workign in any way, what so ever

fading verge
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so its just the upper body that changes vertically

mental lynx
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But the bone is there, AND it's weight painted.

fading verge
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hm

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dynamic bones doesnt move the tits on my models much. you have to really loosen the inerts up to see anything

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fk

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do i need to decimate a 100k model if its only being used for an animation

mental lynx
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No

fading verge
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nope

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sweet

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only need to decimate it if you wanna use it in vrchat

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ok good

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yeeeeee

mental lynx
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This makes no sense. I can place a dynamic bone on literally anything and it will move.

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Yet these two bones, specifically, are unaffected by anything.

fading verge
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100k model no decimation only used for 5 seconds

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XD

mental lynx
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It'd make sense if I forgot to weight paint and it wasn't moving because of that. But this is showing the controller not moving as well

fading verge
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take a screenshot of the two bones with everything else hidden in octahedral mode

mental lynx
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I'm reimporting the model

inner cedar
#

Some modern games actually go for 100k. As an example, a character model in Resident Evil 7 weighs in at about 100k tris.

fading verge
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if its not a cpu heavy game tris dont matter much

#

i want to make the model i did to sit on my lap with her arms around me when i sit down

#

XD

#

ty for reminding me to put tit bones in to my rig

mental lynx
#

I thought I was gonna be a cool kid and bring in a Halo 5 model

fading verge
#

XD

mental lynx
#

Turns out those models are too damn big

fading verge
#

coconut has thicc plot

inner cedar
#

I'm currently using an Uncharted 3 model for that reason.

fading verge
#

XD

#

just scale it

mental lynx
#

Blender doesn't like trying to decimate a 890k model.

fading verge
#

build your high res normal map

#

and atlas it that way

#

then reduce it manually. the texture will create the illusion

inner cedar
#

Also, if you're experienced enough, you can use the original model as a base and retopologize it to fit within your limitations.

fading verge
#

thats the word i was looking for retropologize

mental lynx
#

What could be causing a bone to not move no matter what

fading verge
#

you need actual tits XD XD

mental lynx
#

She's easily a larger C cup my dude

#

Either way, this makes no sense.

#

The bones are placed. They have parented material

#

Even without parenting, the bones themselves should still be moving.

#

Even if they didn't have a material to move with it.

#

This makes no sense to me.

fading verge
#

did you weight paint?

#

dumb question but u gotta ask

mental lynx
#

Yes

#

But thats not the point.

#

Even without weight painting, the bone would still move even if it had nothing to control

#

The bone is absolutely not budging no matter what I try to do

fading verge
#

does it work when you pose it in blender?

mental lynx
#

I have the rotation tool out trying to rotate the breast and its not moving, too

#

Lemme check. Honestly I should have before all this

#

Works in blender

fading verge
#

which direction is the bone

#

skinny part on nip or fat part

#

gdi

#

my weights are all messed up now

mental lynx
#

All of it works in blender

#

And it faces outward. Skinny part out

fading verge
#

loosen up your inertia on the dynamic bone

#

Anyone have an idea how to get an audio source and particle systems to work on a separate animation? I have the first animation for a gun and a cocking noise, and the first for a gun fire and 2 particle systems, but the second doesnt activate.

mental lynx
#

I did

#

I even removed inertia.

fading verge
#

wrong room megumeme

mental lynx
#

Even the rotation tool does nothing

#

Like, I cannot edit or alter this bone in any way

#

Cant move it

fading verge
#

weird

mental lynx
#

This is... something I've never come across before

#

Look at that. I cant move it in any way

fading verge
#

thats unity problem

#

wonder why its locked

inner cedar
#

@fading verge You mentioned to make sure that the eyes are on the correct bone structure, but how would I structure a model made of only a disembodied head? Should I have a bone for the head and two bones for each of the eyes and then parent the eye bones to the head?

fading verge
#

hmm just try it with it named lefteye and right eye

#

are you setting up the rig as generic?

#

or as humanoid

#

one word lefteye/righteye

inner cedar
#

Probably generic. It's not a full body.

fading verge
#

can u post a picture of the shaded model

#

im not really familiar with rigging generics

#

yet at least

#

i plan on making some beasts later

inner cedar
#

I've not textured or rigged the model yet. I'm trying to get everything figured out ahead of time.

#

But I'll post it in chat hold on

fading verge
#

well if its a disembodied head

#

and its humanoid

#

you may as well use a humanoid rig

#

like if it was just a floating head in the sky

#

aseasdasasdas

#

when i merged the meshes

#

it reset the vertex groups

#

iuno

#

something in cats

#

reset my groups to the broken ones

#

u dont need to touch cats again

#

i mean at this point you are manually rigging shit

#

cats is like a quick lazy converter

inner cedar
#

here's the full model:

fading verge
#

are you gonna have it floating at head height?

#

or on the ground

inner cedar
#

I'll have it on the ground, most likely.

fading verge
#

well i would use a basic humanoid rig

#

just shrink the bottom part down

#

that way you can still grab shit

#

dont forget to move the bottom of the model to 0,0,0

inner cedar
#

How would I set it up for rigging? I relied on Mixamo for my last one.

fading verge
#

if you wanna be fast blender has a plugin called rigify built in

#

google how to use it. pretty quick

#

it gives you a fully loaded armature and u just scale it

inner cedar
#

I've tried using it before. So I guess what I should do is ignore all the bones except for the head and create some custom bones from scratch for the eyes?

fading verge
#

oh man

#

i have so many broken vertex groups

#

omg

#

you'll have to set manual vertex groups for the eyes and then just weight paint them

#

you're probably gonna want to make shape keys for the mouth or no?

#

you could just rig eye bones from scratch and try importing it as generic

#

i dont know if that will work though

#

agh

#

i should just remove all the vertex groups

#

lol if you're gonna do that

inner cedar
#

I feel like all of us are going agh for different and similar reasons.

fading verge
#

you can rebuild them super quick and just adjust

#

object mode -> select mesh --> shift click select armature --> ctrl P --> with automatic weights

#

and then just touch up the goofy spots one bone at a time

#

well

#

i can remove 1 entire side

#

and fix 1 side and mirror select

#

and assign

#

im going silent for a bit. i just parented my armature and now its paint:30

#

nope mirror doesnt work because of the non symmetrical vertices

vivid quiver
#

I'm having a problem with this

fading verge
#

wtfff

#

wow im retarded

#

i didnt even have to do all that shit

#

the material seperation broke everything when the model was fine

#

i found out by just reloading and not seperating the materials

#

ffkkffk

#

all i had to do was click fix, merge mesh and reparent the legs

#

wtfffff

fading verge
#

hahah yeah cats plugin

wary sparrow
#

is anyone here good with dynamics bone and everything?

#

im horrible at it. i have my avatar made and everything. jus need to use blender but its to complicated for me and i cant make it work right if someone wants to help me out if thats cool?

fading verge
#

yesss i think i have fixed it

#

wooo

#

nice

#

no errors on my model

#

😄

fading verge
#

hey guys

#

whats the easiest way to add the blink right if you only have a blink left

#

but have the vertex groups for both eyes

#

and the blink for both eyes

#

is there a way to copy/seperate the blink?

#

blink does both

patent edge
#

thats a wink dude

fading verge
#

i know

#

but i need the wink right and left

#

but i only have

#

1

#

i only have wink left

#

i need both right

#

for the eye tracking to work

#

i cant use blink both for blink right

#

it doesnt work

#

wink is blink left

#

what do i use for blink right

#

if i dont have it

#

i need to create it right

#

or do i just use blink left as blink both and basis the rest

#

?

brisk mesa
#

once i just used the overall blink for both slots.

#

but anyway you'll need to translate what those keys are if you're looking at which is wink

#

eye tracking seems to work even if you have broken keys tho

boreal trail
#

https://ibb.co/eTn96n I've had this issue for a while now and can't seem to resolve it. When resting my arms by my side, the avatar has his arms forward for some reason. The shoulders use to be inside of the body like in the image but I fixed this by moving the bones for the shoulder and upper arm to the shoulder, scaling them down, and keeping the offset from the parent. https://ibb.co/gbY0e7 Here's the terrible weight painting I've done https://ibb.co/eBu6K7 https://ibb.co/mXLDz7 https://ibb.co/f0aP6n

imgbb.com

Image 20180412205747 1 hosted in imgbb.com

imgbb.com
1

Image 1 hosted in imgbb.com

imgbb.com
2

Image 2 hosted in imgbb.com

imgbb.com
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Image 3 hosted in imgbb.com

imgbb.com
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Image 4 hosted in imgbb.com

wary sparrow
#

no one can help?

fading verge
#

I need help tryin to apply the bones in my model

#

an also my blender with cats is not seperating my materials...

fickle pollen
#

anyone on here that can help? I tried moving my model and it contorts weirdly

#

I tried repainting but it only fixed some of them.

fickle pollen
#

nevermind

#

eh, still happens, just less...

fading verge
#

Is there a way to transfer the bones from 1 amature to another in blender?

lilac moss
#

@fickle pollen the normalize all button in tools tab of weight paint mode is what you need

#

the issue is they're weighted to multiple bones

#

er the total wegiht from bones is more than 1 for those vertices

#

@fading verge ctrl-j will join 2 entire armatures

fading verge
#

its not workin @lilac moss

lilac moss
#

in object mode, select one then shift select the other

fading verge
#

jfsiag oeij goij FINNALY!!!!

#

ty sooo much! Dx @lilac moss

#

Now i just need to reparent these skirt bones to the hips..

lilac moss
#

bones of the same name will keep the same weight

#

the weights are stored in the mesh corresponding to bone names

#

oh nevermind

#

im tired

fading verge
#

So I just tried to make eye tracking for an avatar that I had to self-rig, everything works fine and stuff with everything else but when I try to create eye tracking, the LeftEye and RightEye bones that I made do this. http://prntscr.com/j5j21y anybody have a clue why o_o?

Lightshot

Captured with Lightshot

naive tree
#

@fading verge ctrl+A > scale/location/rotation

#

then createeye tracking

fading verge
#

Tried, doesn't help, i set them back into place but whenever I try to create eye tracking again it'll do the exact same thing

naive tree
#

select mesh + bones > ctrl+A

fading verge
#

just shoots up into the sky lmao

naive tree
#

i'v eonly had this issue with not applied scale

fading verge
#

Aye i'm creating eye tracking from scratch and it's a pain uhhhh

#

Wait the last step actually worked

#

tysm!!

reef skiff
#

excuse me, I wanted to try my hand on weight painting, i'd like to select the shirt mesh and the legs and nothing else, how do I do that, can't seem to find what i'm looking for 😞

naive tree
#

seperate legs and shirt

#

either seperate by materials, or if just need those two

#

enter edit mode, hover mouse over shirt > press L (can change mod ein operator bottom left by what selection is made(UV, material, etc)) > P > selection

#

do same for legs, then select shirt, select legs and ctrl+J

#

then u can select bone in pose mode, shift select legs+shirt and enter weight paint

reef skiff
#

thank you, shall try @naive tree

#

I'm not sure if ctrl j does anything to me

naive tree
#

ctrl+J joins meshes

reef skiff
#

oh

naive tree
#

and P > selection seperates the selection as a different mesh

#

so u seperate legs and shirt as new meshes and then join them as one

#

if u want just them two in weight paint

reef skiff
#

assuming i don't want my shirt to clip trough my legs, i'll just need to weightpaint these two together right?

pine harbor
#

if you weight your skirt to the leg bones properly, then the legs shouldn't clip through, yeah (whoops, it was "shirt" you said)

naive tree
#

depends on how they are layered

#

if you paint the shir to legs then yes

fading verge
#

but you can get other problems if you do that, like mesh stretching

reef skiff
#

😞

naive tree
#

or you can try dynamic bones + collider

#

might help 🤷

reef skiff
#

i did try that, didn't work

fading verge
#

or cloth component if you are crazy enough

reef skiff
#

i did try cloth too, it separated the shirt in the middle and i've had a constant hole because of it

#

do i want the bottom shirt to have similar colour as the thighs?

#

also the cloth method made my mesh invisible from time to time, not sure why

fading verge
#

in game or in unity?

reef skiff
#

in game

naive tree
#

could be because of high wolrd acceleration and it got thrown behind your colliders

#

where it was stuck

#

keep world acceleration at 0.2 or lower, keep stretching high

reef skiff
#

well the whole shirt did dissapear even the parts which i set to not animate or whatever it was called

#

apparently people saw it dissapear when they came closer and it returned when they made a bit distance

#

why can't everything work without hours of trying 😞

pine harbor
#

is the shirt a separate mesh?

#

it's making me think of a bounding problem, but i don't think that should usually be happening

fading verge
#

yes

#

it's a bounding problem

#

the cloth component is fucked in the unity version we need to use

#

and it's often offset by a certain distance

#

i can't resize or move it for some reason

pine harbor
#

thaaaaaaaaaat would probably about do it if something like that's happening, yeah -- if the bound box is completely behind another solid object, awoo's shirt is going to vanish

#

(and we should probably be averting our eyes >_>)

#

what happens to the bound box in play mode? my cape's one actually changes shape/dimensions as it falls to the ground

reef skiff
#

lewd shirt problems 😞

fading verge
#

it stay in the same place

#

i didnt find any way to move it

#

but sometimes it move back in place

pine harbor
#

hmm, yeah -- mine's showing similar behaviour when the scene's not playing, but it behaves as expected when played for some reason

#

i'm not sure if it might have to do with any settings visible in the screenshots, though it may be worth mentioning that the entire cape is a separate mesh, and only a thin row of cloth particles at the shoulders is constrained not to move

fading verge
#

kinda weird that it bugs out in game then

pine harbor
#

my current one doesn't seem to bug out in-game, but i don't know what about it might make it different from yours or awoo's

#

currently thinking along the lines of what might possibly screw up unity's sense of where the center of a mesh is

leaden moth
#

spine transform 'spine' has bone length of zero

fading verge
#

you can ignore that

#

how do i fix broken hands where the actual mesh is broken and not the armature or weights

#

not decimated

#

both of them are broken ?

#

no

#

just the left hand

#

delete it and duplicate the right hand

#

and mirror it

#

ah

#

modifier?

#

no idea, never had to do that
but if i can't fix something immediately with mesh moving or weight paint i'll just delete the thing and redo it

#

there are some option to mirror selected mesh i think

fading verge
#

cant get mirror to work

#

dont think it works on meshes/vertex groups

fickle pollen
#

Thanks @lilac moss

fading verge
#

ok

#

it wont let me attach the bones to the new hands

#

automatic weights doesnt work

#

it wont let me weight paint it either

naive tree
#

is the mesh even joined to old mesh

fading verge
#

yes

naive tree
#

and are the armatures joined

fading verge
#

yes

naive tree
#

if u want to autocalculate then u need to seperate

#

cuz sometimes it doesnt work

fading verge
#

what is autocalc

naive tree
#

weight paint has to work

#

if not the u are missing something

fading verge
#

i just wanted to clone my right hand to put on my left hand

#

but it isnt working

naive tree
#

mirror it

fading verge
#

i did

#

but now it wont join

#

i clicked automatic weights

#

doesnt work

#

select vertices mirror x y and z

#

manually drag the new hand to the other side

#

manually select the old mesh and then select the new hand and ctrl j

worldly creek
#

Ok so I know the textures are messed up i know how to fix i have imported many of mmd models to unity but ive never had this the armature some have is how not connected to the body its self

fading verge
#

is my process correct?

worldly creek
naive tree
#

no

#

you apply mirror modifier

fading verge
#

no

#

i clicked object mirror

#

at the bottom

#

meshmirror

#

duplicate

naive tree
#

no, you seperate the hand

#

then u mirror

#

not duplicate

#

jezus christ

#

duplicate = same weight

fading verge
#

ok i selected the vertices of the hand in edit mode

naive tree
#

@worldly creek change localization to japanese when extracting rar

#

ctrl+E

#

@fading verge P> selected, then delete all keyshapes from hand, then add modifier: Mirror > apply

fading verge
naive tree
#

apply

fading verge
#

ihad the wrong object

naive tree
#

if u mirror the hand, it will carry over the weights too, and if it mirrors in wrong pos, you can always move it

fading verge
#

ok it worked

#

however

#

the bones are not joined to the hands

#

oh

#

the bones on the right hand move the mesh on the left hand

#

automatic weights didnt work

#

anybody experienced with rigging generics

#

i fixed it

#

i dont need to rename the new vertex groups right

#

fk

#

stll broken

cosmic mica
#

Is the new sdk still bugging out or does everything work well now? I notice people have stopped complaining about it now but im still afraid to update.

gritty nest
#

SDK always worked fine for me

fading verge
#

damn

#

i fixed it

#

all that work to fix a hand

#

im pretty sure those mmd creators intentionally break their models

gritty nest
#

Perhaps some do

#

I've seen MMD creators "lock" their models because of lewd edits, only for it to work fine in Blender

#

Artists are catching on to the fact that their models are used in VRChat. Some are fine with that, others put insane passwords on their models and add a "no VRC" disclaimer

fading verge
#

not much they can do when their model gets heavily modded

lofty nacelle
#

So I'm working on a model Currently, and everything is fine, but does anyone know why when in Blender the model has 1 mesh, but when I import to unity it has two? it seperates the skin and face from the clothes, with gives two sub meshes in the body of the model and causes me to not be able to use mouth visemes and such because of it

fading verge
#

unless it is a blatant import - upload

#

i heavily modify any mmd model i get

gritty nest
#

@lofty nacelle your model has too many polys

fading verge
#

its unrecognizable

gritty nest
#

It does that above 65k

raven reef
#

@lofty nacelle ehhm when your model has more than 64k polys it splits up

lofty nacelle
#

hmmm okay thanks for the info!

cosmic mica
#

that explains one of my avatars.....

fading verge
#

hey guys

#

do you know how to fix the sitting animationwhen you stand up

#

other than reloading the avatar ingame

gritty nest
#

Never heard of that happening

raven reef
#

I think I know what you're talking about but I've also never heard a fix

fading verge
#

when i a spawn an object when sitting

#

it gets stuck to me when i walk around

raven reef
#

it happens when you stand up while emoting in a chair it gets stuck on your avatar

fading verge
#

theres no fix?

gritty nest
#

Don't stand up before you finish emoting

#

And don't sit down while doing a gesture

raven reef
#

I think it has something to do with the anim system unity uses

gritty nest
#

This is a game bug so there's nothing you can do to fix it

fading verge
#

the problem is i spawn a maid that sits on me when i sit down

raven reef
#

yep that would be the fix

fading verge
#

XD

gritty nest
#

Then don't do that

fading verge
#

hahahaha

gritty nest
#

You could make that a shape key instead of a toggled object

#

Toggling objects in idle animations doesn't work the way you want it to.

fading verge
#

o

raven reef
#

but would the shape key also stay then?

gritty nest
#

Even though it might look weird as shape key

#

No, because shape keys are usually handled properly for some reason.

#

You'll have to figure this one out yourself, uncharted territory and all that

raven reef
#

hmm weird but also interesting

gritty nest
#

Just like how enabling objects on fist makes them stuck until you do another gesture, this is not the case for blend shapes

fading verge
#

oh

#

wait

#

how do i do that

raven reef
#

really I havent heard abouth that yet @gritty nest

fading verge
#

but i have to shape the pose based on 2 models

gritty nest
#

Like I said, you're on your own for that one. If you don't understand what I mean, you're probably not ready to attempt such a thing

fading verge
#

pose to shape key

#

would that work in blender

#

so shape keys with 0/1 keyframe will disappear when you stand up?

#

so i can just do the pose in blender

gritty nest
#

Yeah, problem is that the maid will always be active

#

You could just modify the IDLE standing animation to disable the maid?

fading verge
#

ahhhh

#

yeah that might work

raven reef
#

I think you will also have to watch out with poly limit 🤔

gritty nest
#

Be careful with the default standing idle animation, it has spread legs so you'll have to bring those back in. Also, the spine and head twist will have weird values, just set all of those to 0.

#

Yeah, having a model always active will hurt you with the poly limit

fading verge
#

no

#

it is not always active

gritty nest
#

I know, but if you go the shape key route, it is always active

#

Just really small

fading verge
#

oh

#

dammit

#

ok so that wont work then

#

ill have to manually pose it into unity

raven reef
#

other fix would be that every time you stand up and sit down you make sure you don't have an emote enabled

gritty nest
#

Problem is that he probably enables the maid in his sitting IDLE anim

fading verge
#

but it should work in my standing animation if i set it to disable the maid

gritty nest
#

Yes

#

I've done stuff like that before

fading verge
#

lol

raven reef
#

ahh I get what you mean rokk, that would be quite smart if it worked. I would have just used an animation override

gritty nest
#

But as I said, the idle animations require slight amounts of tweaking. Otherwise, you'll have one of the following scenarios:

  • Uncontrollable stanky leg.
  • Legs are oddly spread apart, and then return to normal when you look down.
  • Your spine rotates in inhuman ways because the default values are messed up.
#

I know quite a bit about idle animations, I used them to spice up my avatars since I was on desktop

#

Makes a huge difference in quality

fading verge
#

so i can just put my idle animation with the tpose fix then drop my arms

raven reef
#

I assume you used an animation component back when you were on desktop

gritty nest
#

For what?

raven reef
#

Idle animation

gritty nest
#

The override controller has an IDLE slot that you can use

#

So basically whenever you're not walking

raven reef
#

but wouldn't you also have to add all the values for the basic pose?

gritty nest
#

I duped the one in the sample animations

raven reef
#

ahh ok

#

makes sense

gritty nest
#

But as I said, it's imperfect. It's almost correct, but the legs are spread, and the head is looking off to the side a bit.

#

The spread legs turned out to be fine on the first avatar I tried it on (it's actually accurate to her pose), but I had to fix it on some others. Just involved setting the leg spread to 0 and foot twist to 0.

#

And the spine/chest twist and bend are all set to weird values like 5.86894375834, despite the Muscle Animation Editor saying that they're at default. Had to set that back to 0 too so I didn't look like an eldritch abomination.

raven reef
#

Interesting I really gotta get on those idle animations, there's a lot of playing room there

gritty nest
#

Muscle Animation Editor makes it a breeze. I actually never bothered learning animation in Blender lol

raven reef
#

or is it bad when you're using a vr headset?

gritty nest
#

Well, there are some problems when you use a VR Headset, but that depends entirely on what your idle animation entails.

#

And it's not even a problem necessarily, since in VR, the arm and hand movement in the animation is ignored

raven reef
#

ohh yeah that's another big thing

gritty nest
#

But when I put my headset down, it had a tendency to revert back to the desktop idle animation except crooked.

#

Oh, and the hand pose in the IDLE animation is the default one you'll always have when not gesturing, so you have to keep that in mind too.

raven reef
#

hmm

#

I think in that case I may just stick to the animation component

gritty nest
#

How so? That's gonna be even worse lol

#

That's a legacy component, hard to edit animations, and they're always bloody active

#

Unless you micromanage them

raven reef
#

nah I mean with like adding moving parts to avatars

gritty nest
#

Oh

#

I usually use the Animator component for that lol

#

I put an Animator on the object that I want to animate

#

It's so much easier to let the object govern its own animations instead

raven reef
#

yeah but If I want to like move parts of the base avatar

gritty nest
#

Ah

raven reef
#

yeah for props I also use the animation controller

#

But until now I haven't really gotten much use out of using the animation component, since I don't really have anything worthwhile to have a looping animation for

gritty nest
#

I think it's worthwhile for custom blinking.

#

Or if you need to trigger a longer animation on a gesture and don't want to use any other workarounds

zinc heart
#

I dont know what happened to the ears on my model when i imported it into unity

rose shard
#

Are there blendshapes on your ears?

#

I'm just guessing,

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._.

zinc heart
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not that i can tell

rose shard
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Hm,

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I think it could have something to do with the armature of the ears maybe

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I'm no professional,