#avatar-rigging

1 messages · Page 111 of 1

rose shard
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but it's worth a try-

zinc heart
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it was working before, which is the weird part

barren monolith
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Could anyone help figure out why the chest mesh is moving with the neck, but not the actual chest on this? I've made sure everything is parented correctly, the weight painting looks good, but anytime I rotate the chest...the neck base stays in place, but the top moves with the head.

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oof missing image...one sec

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can't paste picture >.<

naive tree
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imgur

zinc heart
gritty nest
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Images often fail to load for me.

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This really does seem like conflicting weight painting @barren monolith

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It could be that another vertex group mistakenly has control over the chest/neck

barren monolith
gritty nest
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Check all vertex groups and make sure only one has control over that area

barren monolith
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And delete ones that conflict?

gritty nest
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Not necessarily delete, unless that vertex group isn't needed

barren monolith
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If not delete, remove the weight painting from that group then, I'm guessing?

naive tree
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if you're moving spine, it will move all the bones above, so at that point any bone couldhave weight on that area

gritty nest
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You could remove the weight paint, but you need to use your head obviously. Your shoulder might have to move a part of the neck, which is okay

barren monolith
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I'm rotating the chest in that picture

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Anyone wanna make a few bucks to fix this for me? lol

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Been working on this for 3 days

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When moving the spine, its fine. Something has to be wrong with the chest bone.

naive tree
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send me the fbx or pmx ill check it quickly and let u know what's wrong

barren monolith
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Thanks Yuumi

serene oracle
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Ey bruvs im getting an error on my model stating Spine heirarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped. However im fairly certain that all of these bones are mapped correctly, anyone think they can give me a hand? https://gyazo.com/aa3694fbb063ce97178bf59ffe266a61

​

fading verge
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you need to go into the humanoid rig

serene oracle
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Rig is set to humanoid

fading verge
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yes i know

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go into configure

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and check that the bones are really maped

serene oracle
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O im retarded

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Thanks

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Shouldve checked, just had no errors so went along with it xD

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Yup worked perfectly 😃

fading verge
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ez fix

tame skiff
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How many fingers do I need for a humanoid to work in VR Chat?

fading verge
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no clue
i always used 3 fingers : thumb, index and middle

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don't know if it work wilth less

austere merlin
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how do i disable foot iks

lofty nacelle
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Does anyone know how to get high heels to work properly? the bottom of my foot ingame seems to be in my heel, and the rest of my foot sinks into the ground

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it also lowers my heigh because of it, making my viewpoint too high on the model

storm geode
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https://a.pomf.space/uiijtlkhjswi.jpg anyone know how i can fix my knees bending to the side/in random directions like this?
the rest of the IK seems to work flawlessly but whenever i crouch he goes all bowlegged

gritty nest
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I've had that before on some models. Check bone roll maybe?

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Kinda sucks that you'd get that on a Team Skull model of all things, lol.

tame skiff
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It's team skull. Doesn't look off to me

gritty nest
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Yeah, they do actually bend like that in the game. But then again, this is a screenshot. He said "random directions", for all we know it actually looks wrong ingame.

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If this is a game rip, that could explain it

tame skiff
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I'm not being serious, just taking a shot at the most delightfully ridiculous evil team in the pokemon series

storm geode
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the direct rip of the skeleton works fine, i have that version saved
but i applied cats blender plugin to it in prep for me receiving my full body stuff in a few weeks and
well, it does this now

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i checked roll, its at 0 degrees

gritty nest
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You could try doing Fix Model again with an older version, the newest one has some weirdness where spine length is zero

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Depends on when you used CATS. They added some full body fixes but broke some other stuff

tame skiff
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This is why I only use CATS for visemes

random lotus
inner cedar
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Hey

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Looking for pointers on rigging a large disembodied head. Meant to be fairly unsettling, so only the eyes are supposed to move.

random lotus
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hmmmm that i can't help with, since im struggling to rig a chibi human as it is xD

inner cedar
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I'll post the avatar as an example to show what I'm talking about.

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Also, I get you.

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Fairly new to doing it in Blender myslef.

random lotus
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i had to redo the little guy once already

inner cedar
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*myself

random lotus
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i have blender expirence but im new to rigging

inner cedar
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About the same. Only have experience with basic rigging. I don't know anything about rigging a face or anything like that.

random lotus
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same, im doing this one as practice since he has no need for a face rig

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because his facial stuff is done via texture

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so there's no bones or anything needed

inner cedar
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My idea is to have him as a giant disembodied head that will move on the ground and his eyes should be able to track players.

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Mouth isn't set up for lip sync and he doesn't have any eyelids for a blinking animation. Still trying to get eyelid topology figured out.

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Limitations aside, I'm happy with the texturing job done and with the polycount of the model.

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@random lotus Your model definitely seems well-made as well. Did someone else make the model or is it custom?

random lotus
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HOLY SHIT THATS CREEPY

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and mines ripped from a ps vita game

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......DUDE .....im one for horror and gore but that actually legit scares the fuck outta me xD

inner cedar
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Thanks, the design is based heavily off of a meme from a few years back.

random lotus
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xD i see

random lotus
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do i even wanna know?

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is it as creepy as the model xD

inner cedar
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Maybe as much, maybe moreso.

random lotus
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......

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yeah

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id rather not be able to unsee it xD

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i need to plug my lamp in real fast xD

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ok i think my guy's drunk

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i finally got the rig parented to him properly

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and this happened

inner cedar
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Yep, definitely drunk.

random lotus
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xD

inner cedar
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Guess you should orient him upright and then apply the rotation.

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Or you could keep him flat on his back.

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Whichever option is the most appealing.

random lotus
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FINALLY

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but the armature scaled down again....ffuuuu

inner cedar
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What did you do to stand him up?

random lotus
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i pressed undo

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and did it again but he stayed standing this time

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well what i did

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now that i rememebr

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was i left the armature rotated downwards while he stayed standing

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and i constrained the x axis on the armature and turned it 90 degrees

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and it went back to facing up with him

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and now comes the fun part (sarcasam)

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which tbh dont look as bad this time

inner cedar
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Yippee

random lotus
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or not

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i tried rotating the spine and he practically detatched from his lower half

inner cedar
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Maybe you could change the textures so he's some sort of zombie now.

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There's always a shortcut

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or a longcut, depending on how you want to see it,

random lotus
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.....................though its quite ironic considering what he hallcinates in the manga

inner cedar
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?

random lotus
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hang on i gotta find it

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ill send it to you via dm's because i dont think im supposed to post graphic content

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once i get back from doing something

inner cedar
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Oh, it's graphic?

random lotus
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yeah there's blood

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alot

inner cedar
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Then, I think I'm better off without seeing it.

random lotus
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well ill just sum it up them

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basically he hallucinates the girl he loves getting sliced by a piano wire

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and then moments later he himself gets the same fate

inner cedar
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Yeah, doesn't sound like something I'd like to see.

random lotus
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and the wire cut him right below his lower half

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the irony is thats where the model is detatching at

inner cedar
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It does though seem to be oddly fitting for his fate though.

random lotus
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but he doesn't actually die except for the shite anime

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he was hallucinating the whole thing soooo

inner cedar
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It does seem fitting for his imaginary fate though.

random lotus
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yeah

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beats how he died in the anime, we....just DON'T talk about that

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i must not let the flashbacks return........its so.....fucked up...

storm geode
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what meme anime is this

random lotus
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wait mine? its not a meme.....

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its one called corpse party

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id be suprised if it was somehow a meme tho

inner cedar
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I remember a friend of mine talking about playing that game.

storm geode
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all anime is meme sorry

random lotus
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yeah ive played the game before, i own it

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on 2 systems

inner cedar
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Your memes end here.

random lotus
inner cedar
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Also, how was Sonic Forces?

random lotus
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i haven't finished it yet

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ive only had it for not even a month

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iirc

inner cedar
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I heard it's bad. Nowhere near as glitchy as Sonic Boom, and not nearly as notorious as Sonic '06, but still not as well-made as Generations.

random lotus
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yeah, but i dont think it's bad

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they all say its bad because lets be honest, no matter how hard sega trys the fans are gonna bitch about the games in someway

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classic sonic DID suck gameplay wise tho ill admit that

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and was practically useless to the plot

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but thats my only complaint

inner cedar
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You do have an excellent point, I haven't played it myself, but if it goes on sale I might pick it up.

storm geode
random lotus
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oml team skull xD

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what wierd twist though, it looks fine to me

inner cedar
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Weight painting? Not too experienced with rigging things myself.

storm geode
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the arm on the right

random lotus
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the pics kinda blurry that might be why im not seeing it

storm geode
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well its from vr so yeah

random lotus
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oh

storm geode
random lotus
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yeah you might need to weight paint it

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that or there's weight on parts that it shouldnt have it on

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and i haven't touched the weights at all since i applied automatic ones

storm geode
gritty nest
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Hmm

inner cedar
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Could just do with VRChat's method of handling that sort of situation.

gritty nest
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@storm geode does the SDK give you any warnings about shoulder, arm, or forearm rotations?

storm geode
gritty nest
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If there are extra bones and the next bones are not the first child, it'll cause issues

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Alright, what happens when you rotate the head in Unity at the same time as you raise the arm?

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And what happens when you then play around with the forearms? Etc

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Test it out a little bit more, could be a stray weights issue

storm geode
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he seems fine

inner cedar
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@gritty nest How long have you been rigging for? Sounds like you have quite a bit of experience with that sort of stuff.

gritty nest
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That's kinda weird

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@inner cedar lol not at all

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@storm geode could you show me the rig in Unity's rig window?

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Not too interested in the head or hands, just show me what bones are assigned where and how

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I have a sneaking suspicion that there's an issue there

storm geode
gritty nest
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I mean, it looks fine. But hang on, I'll check my own Mixamo rigs and see how I set them up

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I think you might have reversed two bones

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Well, not really reversed

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I'll explain once I get my own rig here

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I've only been rigging for a week, and that's mostly hands

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Ahh, I see the issue @storm geode

storm geode
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you do?

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do tell

gritty nest
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I think these are the guidelines you had to follow for assigning the rig:

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  • Hips comes first. This is where your legs and spine are attached to.
  • The bone immediately above that should be assigned to Spine.
  • Travel up the spine hierarchy, until you find the bone that the shoulders and neck are attached to. Assign this to Chest. There might be unmapped bones in the spine now. This is fine.
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Just reassign the rig like I have and you should be good

random lotus
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yet when i try to test it they move anyway

storm geode
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that didnt fix it @gritty nest ;;

gritty nest
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Ouch

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I honestly don't know. If it looks perfectly fine in Unity but not ingame, then I don't know

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Did you try playing around with arm twist in the muscle preview, too?

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And not just stretch

storm geode
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oh shit, good catch

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thats it
the entire shoulder bone is rotating

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is there a way to clamp that?

gritty nest
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Well, the good news is, you now know the issue. Bad news is, it's probably a weight paint issue

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You might have to manually fix that or deal with it

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Mixamo doesn't always deal with shoulders very well

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Ohh, but uh

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@storm geode in the Muscle Settings tab in the rig, you can actually define how far something can twist/turn/stretch etc.

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You could probably get away with just lowering the minimum/maximum twist

storm geode
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i dont see an option for shoulder twist in there unfortunately

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ill fiddle with shoulder up and down and see how it goes

gritty nest
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Wait, which slider are you moving to create that effect?

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The weird arm thing

storm geode
gritty nest
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Ah

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Well, in the Muscles & Settings tab in the rig, you can actually play around with the sliders and see how your model will move

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In Preview

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Just don't touch the muscle groups, go straight to Per-Muscle settings

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And down in Additional Settings, you can change Upper Arm Twist too

storm geode
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upper arm twists are no problem, its only the shoulder bones that break things
thanks for your help though

inner cedar
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I've successfully imported Mr. Creepyface into unity

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Only one issue.

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Well, multiple, but that's beside the point.

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There are some warnings showing up when I'm trying to export the character.

woeful falcon
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so i made a new model and im having these weird tracking issues
this is the same face and bones i used for another model that didnt have this issue

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they move out of sync and go crossed a lot

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does anyone have any fix to this, i already recreated the eyetraking through cats

fickle plover
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I'm gonna laugh so hard if unity shits on me and says i need two identical arms

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We'll just have to wait and see what it thinks

storm geode
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how do you fix the spine length of zero thing?

fickle plover
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Not half bad for autorig

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is your spine assigned properly @storm geode ?

storm geode
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oui

fading verge
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Got a dragon with it's own rig, every time i import the FBX file into blender it messes up the rig.

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The dragon is inside the ball part.

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If i put it straight into unity and then VRChat the rig is fine.

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But i need to change the origin point so it has to go into Blender.

crystal vector
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@storm geode Ignore it

forest crane
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@fading verge try fbx converter or use different software some fbx files have wrong mesh /armature scale set

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sometimes detaching from armature and putting again helps

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after changing scale

gritty nest
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@storm geode ignore it, this is an issue that the latest CATS can cause

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If it does cause issues, use the old fix model. I believe they included it for that reason

opal aurora
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@fickle plover oh mai gah that smol looks so good

lusty glen
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https://i.imgur.com/QJk7A7l.png

The model (on the left) is all stock, but I'd like to replace the legs with these MMD jeans I downloaded (on the right), is this possible while still keeping the rig working for VRChat?

fading verge
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@lusty glen yes it is, check the videos on that in #tutorials

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should be easy enough

lusty glen
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It most likely is, I'm just very new to this and a little bit of a massive dumb dumb
I hope I don't fuck anything up for when I get my leg trackers while doing this, thanks for the help

fading verge
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don't forget that the new version of CATS got a full body fix now

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should be easier to get the bones to work

lusty glen
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Just downloaded the new version before importing
appreciate it, I'll be back if I run into any problems

limpid flare
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Having a weird issue right now, when adding a mesh in a dependency for some reason all the parent bones for that mesh get pulled into the position of the mesh. And if I remove the items from the hierarchy the bones go straight back to where they are supposed to be. I never had this happen before, usually I just add whatever where ever, but these two props that I added today are causing this issue. above without prop, below with.

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^^ as you see in both I have the left shoulder selected, but with the prop the shoulder bone moves to the position of the new mesh. Also the same is true for everything in that hierarchy, so left arm, elbow and wrist behave the same way.

silent arch
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That is fine

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I have the same thing with mine but it does nothing in game at all

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My models work perfectly fine as is

limpid flare
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ok thanks I will give it a shot then.

naive tree
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how to make some1 go mad over weight issues not carrying over correctly with mirror - have random ass bones on different layer

solid adder
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For me it was moving the left arm and the right arm moves.

naive tree
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yea same for me - moving left wrist - moves right as well and all weight paint seemed fine, but then I remembered that u can have bones on different layers

proud barn
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ok, so if i have a model with bunny ears, and those ears have dynamic bones, but i want to put a hat over one of the ears, and have that hat be able to be removed when i do a gesture, is there a way to stop the dynamic bones from working while the hat is on my head?

gritty nest
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I think you can disable the dynamic bone script component, or you can set the Stiffness to 1.

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Inside the gesture animation

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Otherwise, another solution is to simply hide the ear that the hat is over

solid adder
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@proud barn try changing the values of the dynamic bones while recording your animation

proud barn
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Thanks, I'm going to try that, if not I'll just edit the original mesh and make the ear a separate mesh, then disable it

proud barn
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Well, it didn't work, at least not for me, if someone else figures it out please send me a message, for now I'm just going to do what i said above

vital root
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How do I make a dynamic bone actually respect the laws of gravity when I'm not moving?

proud barn
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There is a gravity section on the script isnt there?

pale hull
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I use force instead

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-0.02 or so on the Y axis

opal aurora
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Is the axis affected by the bone orientation? Or does it only factor in the overall axis locations in unity?

vital root
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-0.02 looks acceptable, thanks guys

pale hull
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No, it's worldscale

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So any negative value on Y axis is world down

opal aurora
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So essentially, overall axis locations, gotcha

pale hull
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yup

magic fractal
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My character's legs are a bit messed up when standing still and I just wanted to ask if there is a fix available. I'm aware that my character isn't exactly humanoid so that might be the issue but just to be sure I'm going to put this here
https://imgur.com/qOYj5vD

rose shard
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Try removing the toes from your rig in unity.

magic fractal
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OK

vital root
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How laggy would a model with 10ish dynamic bones be?

lime hill
surreal haven
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So, I am adding some parts to a model in unity: the parts I'm adding have their own bones, so each of them has an armature, and I'm not sure how to properly connect them to the model. Would I need to just abandon the idea of doing it in unity and do it in Blender instead? When I try to pull just the bone structure out it breaks the prefab, but attaching the entire thing into my skeleton in unity breaks the model in VRChat. This is what I have currently that's making the model act weird in VRChat: https://i.imgur.com/E2mjdSC.png

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so the item i'm adding has its own armature as well as a body mesh and i'm not sure how to properly transfer that to my model, or if it's even possible in unity. worst case, I can take it into Blender and do it there

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i'm pretty sure i have to use blender but i wasn't sure if anyone else had done this before

naive tree
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@surreal haven rename tail mesh

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rename tail "Body" to anything else

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it breaks in vrc

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anything bone related i do in blender tho°

surreal haven
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oh nice, so just renaming the Body mesh to something else should fix it?

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normally I would do it in Blender but it's a real quick addition

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well, in theory it's a real quick addition. haha.

calm needle
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@lime hill in its simpilest form, you pose the mouth bones into the viseme you want, copy the armature modifier, and hit the apply as shapekey button. You will see that the shapekey was created and added to the shapekey list. Reset the pose and do it again for another viseme

fickle plover
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My absolute favorite thing to rig for shapekeys has to be a breathing animation

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my absolute least favorite? Blinking.

naive tree
patent edge
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removes shades
Mother of God

gritty nest
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@vital root @proud barn use Force, don't bother with gravity.

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Axis is affected by the location of the dynamic bone script. That's why you put the scripts on your main avatar descriptor object

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That one is always facing straight ahead

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@naive tree that's pretty common for XPS

naive tree
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yeah

gritty nest
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Doing the OO sound can be hard though

wary sparrow
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i am awful with dynamics bones and with blender etc....anyone want to help me with my avatars with it. i have it rigged up. jus not amazing at the blender part for dynamics bones. i dont mind paying a small fee if needed. could really use help and will really appreciate it. please anyone.

fading verge
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ANyone know how to serprate polys as materials to be weight painted? would love some assistance pls. I found the issue for this one model i had for a super long time (Needs to be reweight painted) but the ENTIRE model is all 1 material...pls help Dx

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@wary sparrow whats ya issue? I might be able to help a lil lol i am willin to toy with models to study more lol

gritty nest
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1 material doesn't matter

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What matters is vertex groups @fading verge

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You'll have to assign those one way or another. Blender's auto rig can usually assign vertex groups, even if automatic weights fail

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If you need to adjust weight paints that already exist, you don't have to do that auto rig stuff. Just select some vertex groups

fading verge
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knock yaself out fam

gritty nest
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No idea lol

fading verge
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ty fam

gritty nest
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Weight paint mode doesn't look like that usually

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You might be in texture paint mode

fading verge
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thats because its all 1 dam material fam

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im not if ya clearly look at the bottom of the image

gritty nest
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I weight paint single-material models all the time, I have never seen that happen

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Oh wait, I got confused

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You have your body selected in weight paint mode

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It all looks fine to me

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Your head is textured because it's multiple meshes and you're only weight painting the body. No problems here

fading verge
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that is the problem

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the "body" needs to be seperated in parts like head feet arms ect. @gritty nest

gritty nest
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Why?

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That's what vertex groups do

fading verge
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head desk idk what ya talkin bout fam but i guess ya get what i am sayin but not understanding my question

calm needle
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@fading verge Could you explain better on what you mean because we dont get what you are refuring to when you say material in the context of weight paint since material doesnt matter in weight painting

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@blazing niche try setting the bone roll to 0

blazing niche
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??????????

calm needle
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select the thumb bones in edit mode and hit alt+r

blazing niche
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it just spun and didnt let me click

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that dgree should be what?

calm needle
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i usually keep my finger bone rolls at 0

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😛 ive never fiddled with it only becasue in game it never gave me an issue

tame skiff
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I'm having a hell of a time setting up a dynamic skirt with colliders

gritty nest
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Dynamic bone colliders almost never work as they should

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Some people use Cloth instead

fading verge
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i know i do

gritty nest
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That looks pretty amazing

fading verge
random lotus
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hmmm i wonder, would i be able to just slap a shit rig on a model in blender, weight it and and then throw it into unity and enforce a t-pose and have it not be broken af?

dim ocean
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Is anyone able to help me fix this (In Blender, chest is parent bone to shoulders, but not in Unity) https://prnt.sc/j6nfkm Not sure why this is happening. I asked this in avatar-mmd, but no serious reply

Lightshot

Captured with Lightshot

pine harbor
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the hiearchy appears different between those two screenshots: "UpperBody2_001" has no children in blender, but it appears to have some in unity

dim ocean
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UpperBody2_001's child in UpperBody2_001_end in Unity

pine harbor
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then the shoulders are also parented to something different as well, like you said...hm

dim ocean
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the model's corset had not imported into unity either, but it is shown in blender

pine harbor
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if the blender one's getting modified when you export it as shown into unity, i can't say i know exactly what's going on

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it doesn't appear to be the same rig just from the screenshots shown

dim ocean
naive tree
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Will visemes work on generic model parented to humanoid?

gritty nest
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Yes.

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Do you mean lipsync? If so, you can only have lipsync on one mesh at a time.

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If that's a child of your actual avatar, then that's fine. But for example, you can't have both the child and the parent speak

naive tree
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thx

gloomy pollen
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anyone know why a weight painted model wont deform at the hips?

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in blender

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she opens like a trash can if you tilt her hips side to side lol

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deform is enabled in the bones and stuff

pine harbor
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"opens like a trash can"...sounds like you need to use "remove doubles" around the vertices at the hips to stop the mesh from ripping apart when bending around there

gloomy pollen
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the mesh doesnt even try to deform

naive tree
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opens like a trash can, now that's something lol

gloomy pollen
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remove doubles... ?

naive tree
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select the area faces > W > remove doubles

gloomy pollen
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oh i cant drop files here boo

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ok area faces...

naive tree
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enter edit mode, hit C

gloomy pollen
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then grab her spine and hips?

naive tree
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need to see screenshot of what u mean by the "opens as trash can"

gloomy pollen
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i sent you ;3

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ill put a screenshot

limpid kettle
#

erm... this is the first time i encounter such this warning message on unity.. anyone care to assist me on this? http://prntscr.com/j6q2u7

Lightshot

Captured with Lightshot

patent edge
#

your models bones are not linked up right

crystal vector
#

@limpid kettle You should fix your models bone hierarchy

sharp fractal
#

So I've got my bones all in the right place, I selected my meshes and my bonestructure then used CTRL+P to add the bones to the mesh, but when I use the Posing thing with the VRCAT Addon, and try to mess around with the arm nothing really happens. Sometimes a part of the head might stretch out or something.

#

I should also mention I parented the bones.

patent edge
#

anyone got some good values for dynamic bones

subtle moth
#

i can send u the ones i always use

#

i think i grabbed em off of some youtube video

#

@patent edge

patent edge
#

neat

subtle moth
#

Hair:
Update rate: 60
Damping: 0.2
Elasticity: 0.05
Stiffness: 0.8
Inert: 0

Clothes:
Update rate: 120
Damping: 0.2
Elasticity: 0.005
Stiffness: 0.9
Inert: 0.5

Breasts:
Update rate: 90
Damping: 0.2
Elasticity: 0.1
Stiffness: 0.8
Inert: 0.5
Radius: 0.06
End offset: x: -0.1; y: y: -0.1; z: 0.3

Tail:
Update rate: 90
Damping: 0.2
Elasticity: 0.05
Stiffness: 0.7
Inert: 0.5
Radius: 0.15
Gravity: y: -0.002

patent edge
#

i recognise this from the video

subtle moth
#

Everyone reading this, suggest changes if you think i need to adjust sth

#

always open for improvement

patent edge
#

the update rate is capped at 60 iirc

fading verge
#

oh

#

my

#

god

#

what the hell are those values ?

#

did you take that from someone ?

patent edge
#

a youtube video

fading verge
#

that dude obviously never tested them in game

patent edge
#

XD

subtle moth
#

most of them look alright

true vapor
#

Eww

subtle moth
#

i mean the offset is bshit

true vapor
#

Those values

fading verge
#

oh boy, they are not

subtle moth
#

as well as radius

fading verge
#

the cloths and hair values are awful

#

tail is fine

#

even tho the gravity is useless

#

breast are awful too

subtle moth
#

really? i think they look alright in unity

#

try em

#

btw im not going for realism

fading verge
#

i did

#

i tested all of them

patent edge
#

the gravity is for when the tail is in a t pose

true vapor
#

Unity may make it look good but in vrchat it’s shit

subtle moth
#

rather for nice looking stuff

fading verge
#

the tail is the only thing that's fine

subtle moth
#

the hit me up with dem improvements please :3

fading verge
#

cloth are flying around, hair is just stretching and going through the head and the breast are just jelly with these settings, moving all around and going through the chest when you run

true vapor
#

Normally for my I do from top to bottom

.5
.1
.1
.9

#

Hair I do .7

patent edge
#

classic numbers

subtle moth
#

i mean

fading verge
#

depending on length of hair i use these
.88
.27
.3
.88

0.96
0.314
0.181
.9

true vapor
#

Well atleast the back

subtle moth
#

the breasts are fine with me

fading verge
#

first one is really good for short hair

subtle moth
#

for hair

true vapor
#

Long hair is a different story

subtle moth
#

how to prevent the clipping

fading verge
#

breast for me :
Damping: 0.125
Elasticity: 0.05
Stiffness: 0.8
Inert: 0.3

subtle moth
#

dats way too stiff

fading verge
#

no it's not

subtle moth
#

Preference i guess

fading verge
#

because inert and damping is low

#

well if you like having boobs flying around then i guess your settings is good

subtle moth
#

ye

gritty nest
#

Hmm, I should start experimenting with hair values more

#

Usually I set the damping to 0.5, stiffness and elasticity at 0.1, and inert at 0.9

true vapor
#

Yea a bit of my hair clips through the front so I might have to play with the settings

fading verge
#

it really depend on the hair length and style

#

if i have very long hair, i usually use the tail value

#

for more "flow"

gritty nest
#

Tail value? Do tell

patent edge
#

svel your jiggle physics are good

#

umu

gritty nest
#

I have one model with long back hair

fading verge
#

.88
.27
.3
.88
usually works really great for short hair

true vapor
#

I need to work on mine

fading verge
#

@patent edge yeah, but these value i use is for my model, i redo the breast weight paint in a very specific way to get a really good effect

true vapor
#

They’re good but the jacket just goes long whenever I move so dynamic bones on a jacket may not work well

gritty nest
#

Goes long?

#

You mean it stretches?

true vapor
#

Stretches

gritty nest
#

Don't use the Gravity property on dynamic bones

true vapor
#

Yea I’m not fully awake

gritty nest
#

Use force

patent edge
#

well they are good on this model anyway

gritty nest
#

I mean, you could use gravity if you know what you're doing, but the results are always really bad for me.

#

Force works way better

fading verge
#

they should be good on most models, but if you change the weight paint it will be even better 👌

#

force and gravity is doing the same thing as far as i know

#

but for force you use really low values and gravity you use very big values

true vapor
#

Wow that actually reminded me to go check the weight paint on my jacket

patent edge
#

if only i had HDT physics from skyrim

#

now what point dose short hair become long hair

fading verge
#

longer than shoulder i guess

true vapor
#

Yea

patent edge
#

welp i found this hair value

#

.35
.1
.5
.5

#

a neat flowy kind of hair

gritty nest
#

I might try that for the long hair

#

Gotta add some more colliders though

#

Wish collider planes were whitelisted

fading verge
#

let me try those settings

#

hmm

#

could be good

#

but too jiggly for me

#

@patent edge can you try these for me, for long hair
0.2
0.005
.9
.5

patent edge
#

uploading

fading verge
#

hm, i'll need to tweak it a bit more

patent edge
#

the movement is quite suttle

#

loads up in VRchat
discovers arms are now wings and various parts of skin poke through the clothing

inner cedar
#

Ran into another issue.

#

I'm hoping to implement my avatar as a disembodied head, sliding across the ground. I've set the origin point of the head as being on the neck to do this. I'd rig it as a Generic avatar, only problem is I want eye tracking.

#

Since the model is a head which I want to set up eye-tracking for, I set the rig to humanoid and used a basic rig in Blender, to which I added fingers manually.

#

After all was said and done, I found out it's too small to be exported, likely because I had to scale down the main body and scale up the head heavily.

#

I want the avatar to slide along the ground, but I also want eye-tracking which as far as I can tell can only be implemented with Humanoid rigs.

hidden gust
pine harbor
#

thaaaat looks like an MMD center bone -- you won't be needing that for VRChat

#

it's just a way of easily animating jumps and crouches over in MMD

hidden gust
#

so i can delethe it?

pine harbor
#

you should be able to, unless that rig does something weird with it

#

i think you could also leave it in without it doing anything in VRChat, but if it's not weighted to anything and doesn't have any other children besides the hips, it's pretty much unused

hidden gust
#

the pants are stuck to it

#

thats why i asked

pine harbor
#

they are? the pants aren't weighted to the legs or hips?

hidden gust
#

they are but the inside is stuck to it somhow

pine harbor
#

that doesn't seem like it's weightpainted correctly...if that's actually a center bone, none of the mesh should be influenced by it -- only influenced by what other bones happen to be parented to the center bone

hidden gust
wet zinc
#

Does anyone know how to make breast bones? I'm following a tutorial but the breasts aren't moving in pose mode. I think the problem is its connected to the wrong mesh but for where I'm supposed to put the vertex groups isn't an option so they automatically went somewhere else. In his tutorial his vertex group is at the bottom where mine says Zero but theres no option. So they went under Zero_mesh. https://i.gyazo.com/61e2888cf370b9eecdd21cb70eb5973b.png

pine harbor
#

@hidden gust try moving the hip bone up and down as well, see what happens to those bits in the middle

#

moving the so-called center bone itself won't tell us anything since everything else is parented to it

hidden gust
#

the hip bone moves the whole model

pine harbor
#

yeah -- but the bone between the legs doesn't move with it, right?

hidden gust
#

i am stil leurning blender so i dont realy know what you mean

#

it does

pine harbor
#

hmm, perhaps that's not a center bone then -- what's the name of that bone between your legs?

hidden gust
#

it says its parent to the shirt lol

pine harbor
#

hm...whatever that is, it might be better to keep it for now -- that looked like a standard MMD bone, but it sounds like it's actually a unique one designed specifically for this model

#

this is an MMD model you're running through CATS, right?

hidden gust
#

lol ofcours i have the weird stuff

#

nope i am making a model

#

using a base

#

it is a mmd model tho

pine harbor
#

so did you use the "Translate" or "Fix Model" features at any point?

hidden gust
#

yeah at the begining

pine harbor
#

yeah, i think that's a unique bone then -- "Center Bone" should be common enough for CATS not to goof up the treatment of that one when fixing the model

hidden gust
#

i am going to look what it does when i delethe it

pine harbor
#

and from what you said about its name being "Parent to the shirt", that's not a standard bone name at all

digital gorge
#

Any help?

calm needle
#

make sure that its not weight painted to another bone as well?

short herald
#

the arm bones seem to be above the actual mesh in unity, even though they're fine in blender

gritty nest
#

That's weird, it looks like the arms aren't actually weighted to the bones

#

Check the vertex groups in Blender

#

Can you actually pose the arms?

#

In Blender that is

short herald
#

oh, no it looks like i can't

digital gorge
#

Vertex group?

gritty nest
#

Go into weight paint mode and check the vertex groups. See if the arms are actually defined at all

#

If they are, it's probably just misnamed vertex groups

short herald
#

alright, thanks for the help. I haven't messed around with weight painting at all yet so i'll go ahead and get that all figured out, then if i'm still having problems i'll come back here.

gritty nest
#

You probably don't want to weight paint that model yourself

#

Just check if the weights already exist

#

Weight painting is a class in its own

short herald
#

ah

gritty nest
#

Especially since it just looks like a retextured model that already exists

rare sleet
#

auto weighting isnt that bad

short herald
#

it seems as though everything is weighted except the hair, which makes sense since the hair is the only thing from a different model

gritty nest
#

So it's weighted?

rare sleet
#

and you have bones in the hair i assume

gritty nest
#

The vertex group names need to have the same names as the bones

short herald
#

i don't have bones in the hair, and still checking all the vertex groups for same names

rare sleet
#

so really you just need to seperate the parts you want weighted, duplicate the armature, hide the original deleting bones from the duplicate that dont effect the mesh, unparent the mesh and clear its vertex groups, then parent it to the duplicate with automatic weights, then parent it back to the main armature with Armature Deform

#

and then delete the duplicate armature

#

.>

#

sorry that didnt seem like a paragraph...

short herald
#

that's alright lol, thank you for helping me out. I'll go ahead and do this

rare sleet
#

okie, its not too bad a task, but you may have to expariment a bit to get a method down for selecting parts of the mesh correctly and bones to move it... im still trying to get it 100% right, but it is art lol

trail lion
#

Anyone kno this problem?
I tried replacing run animation on my model with fix joints, but the fixed joint stopped working. I revert to using default run animation and the fixed joints works again...

I replaced the walk animation with no problem tho...

dull vigil
subtle moth
#

@dull vigil just assign all bones and ignore it

dull vigil
#

Really?

subtle moth
#

It doesnt matter if theyre not tposed it there

#

In

#

Yeah

dull vigil
#

Okay then

subtle moth
#

As long as the upload to vrchat thing doesnt tell you your avatar is not in a tpose

#

Youre fine

dull vigil
#

Oh man I hope

#

I had to rig all fingers myself

#

Mixamo didnt saw them

#

Took me 2 hours

subtle moth
#

Best of luck, hope everything works :P

dull vigil
#

What the heck does this mean tho?

#

Armature.001?

subtle moth
#

I have no fucking clue

#

Thats the first time im seeing that

dull vigil
#

I just set it has the hips

#

that worked for now

subtle moth
#

Phew

dull vigil
#

It doesnt even cry about the pelvis degree now, never had that before

#

Works perfect @subtle moth thanks man

subtle moth
#

Neat 👌

stiff hornet
#

Where are the vismes?

river pond
#

Too many polygons, after 60k (I think) it starts to seperate mesh into parts, and you lose your shape keys, I think

stiff hornet
#

Oh fudge.

#

Let's reset this.

#

And now unity's gonna have a fit...

#

...oh fuck

#

Yeah last time I didn't have the issue even though it was two meshes

#

And then suddenly it's doing this mess...

river pond
#

It depends how it does it, I'm not sure, not the person to ask

#

anyway, keep your polies low

#

😉

stiff hornet
#

Aye...

#

For the visme part...on blender I mean, is it supposed to have only 3 vismes? Ah, your, and there?

fading verge
#

yes

#

and with that it will create the other visemes necessary for the lip sync

#

also yeah, unity will separate the mesh if you go above 65k polys

stiff hornet
#

Hmm, alright...

#

Alright, let's see if this works...

lilac moss
#

over 60k tris jesus just fix that first

gritty nest
#

That model probably does not need that many tris to begin with

stiff hornet
#

Got it all fixed.

#

Now I just need to figure out how to use the muscle animation editor...

gritty nest
#

It's easy, go to Window->Muscle animation editor

stiff hornet
#

...nevermind, found it

gritty nest
#

Then drag it in the right toolbar

#

Oh lol

stiff hornet
#

The last few times I tried to go to window, it wasn't there.

#

Now it is, so...yeah

gritty nest
#

Also yes, it's normal for some models to only have Ah, Your and There. Especially if it's made for VRChat usage. Those are all the keys you need for lipsync

#

Most MMD models have more than that though

#

I've seen some ultra-fancy MMD models without those shape keys, instead they had shape keys for mouth shapes, teeth positions, and tongue. I should create better lipsync at some point using those

#

Well, it was extraordinarily beautiful

#

The textures are amazing, it comes with a ton of accessories, poses and motion

fading verge
#

which one was that ?

gritty nest
#

And also a ton of shape keys. The face is one of the most expressive ones I've seen yet

fading verge
#

i had a MMD model with over 300 shapekeys

gritty nest
#

It's a Sakuya model from Touhou

fading verge
#

touhou, doesnt surprise me

#

also i got a small problem from shoulder bones
let me grab some screenshots

gritty nest
#

I've had weird shoulder issues with certain models too

#

Ohhh

#

Yes, that looks exactly like my problem

fading verge
gritty nest
#

Update CATS and redo the model

fading verge
#

oh god please no

gritty nest
#

Hotox fixed that exact bug a few days ago

fading verge
#

i had to decimate more than 100k polys manually

gritty nest
#

Fix Model used to do that to one of my own models too, I reported it and it was fixed like 20 minutes later

#

¯_(ツ)_/¯

#

That's why you test the poses before you decimate

#

But

fading verge
#

the pose is fine in blender

#

it only fuck up in unity

#

that's the thing

gritty nest
#

I mean, the placement of those shoulder bones is downright incorrect

#

What happens when you rotate the shoulders outward in Blender? In pose mode

#

You could try moving the shoulder bones too, or going into the rigging tab in Unity and move the shoulders down.

fading verge
#

i tried to put them down

#

but they still stretch the same way

#

like they get automatically put up in unity

gritty nest
#

There's a pretty solid chance that they look/looked like this

#

It's an album, check the other image too

#

You could do Fix Model again, then copy your decimated mesh into the new armature. Then delete the old undecimated body mesh.

#

Since the vertex groups should be fine, it's just the bone placement

#

That way you don't have to re-decimate

fading verge
gritty nest
#

That doesn't look correct

fading verge
#

it's not

gritty nest
#

I think you might have to move the shoulder bones down, then rotate them so they're horizontal in unity

fading verge
#

but it automatically moves like that

#

lets do it differently

#

fucking why ?

gritty nest
#

I mean, the second image looks decent in the rigging, but it'll probably be weird ingame

#

I think you're better off doing Fix Model again and copying over the decimated mesh

fading verge
#

i did

gritty nest
#

At worst, you'll have to rename or merge some vertex groups

#

Oh

#

Then I dunno. Maybe report it on https://catsblenderplugin.com

fading verge
#

can i move the bones in the rig in unity without problems ? or will it fuck up everything ?

honest kettle
#

should work fine

gritty nest
#

You should try, at least

#

But I think the arms will also move in the rigging tab

fading verge
gritty nest
#

Ah, that works better

fading verge
#

yep, we will see how it fuck up in game

#

thanks for the suggestions btw

gritty nest
#

No problem, this stuff is frustrating lol

fading verge
#

i'm not too used to ask for help here

#

yeah

#

i really hate armature problems

#

it's so random for me

gritty nest
#

CATS didn't like shoulder cloth bones until the latest version

#

Had two models give me a "holding invisible watermelons" pose

fading verge
#

that's really annoying

opal aurora
#

That honestly just looks like what would happen if you change the bone positions after setting the rig up in unity, without swapping it back to generic and then back to humanoid to reset bone positions

fading verge
#

they did that by default

opal aurora
#

That is reaally odd then...

#

Could it be the chest height?

fading verge
#

yes itm is, that's why it's really annoying me

opal aurora
#

Like unity trying to align it

fading verge
#

the chest should be fine

#

i looked at other models

#

they are pretty much the same

opal aurora
#

I could take a look at it once i'm home if you'd like, but that's some really irregular issue...

#

Oh also, i finally fixed up the cloth sleeves

fading verge
#

i tried some stuff
if it doesnt work in vrchat then sure, i'll send you the stuff

opal aurora
#

I tried to keep the upper parts of it with 0 weight whilst mid-way through the sleeve opening around 0.1-0.2 and closer to the actual edge up to 0.5

#

If i try to increase the area it affects it just decided to desintegrate as it did prior, and if it doesn't do so outright, the moment the colliders clip into it, it just flies out into space

#

World accel and the world value above it are set to 0.1, seems like 0.2 was too much

#

Turning off the mesh as i painted the weights proved to be very useful

fading verge
#

@opal aurora okay, i fixed the bones again in blender and did your thing with generic --> humanoid and that seem to have fixed it
at least in unity, need to test in-game
thanks for the suggestion

gloomy pollen
#

how do you add clothes to models anyway?

#

they dont move with the model when I do >_>

gritty nest
#

You need to weight paint the clothes

gloomy pollen
#

got a tut video?

gritty nest
#

Unless they're already weight painted, in which case you need to set up bones for them

#

A tutorial on weight painting? There are plenty of those.

#

Keep in mind that it's not an easy process

gloomy pollen
#

i only saw one for skin and it doesnt work

#

it doesnt say how to do clothes

gritty nest
#

Weight painting works the same for clothes

gloomy pollen
#

i tried but the clothes stay still >_>

gritty nest
#

Yeah, because you need to weight paint them

#

And assign them proper vertex groups etc

gloomy pollen
#

ok what about pre-painted clothes?

#

can i attach them to bones?

gritty nest
#

Make sure the bones and vertex groups match up

#

You might have to create bones yourself and parent them to the chest or spine, for example

#

Or just merge the vertex groups if they're applicable to a humanoid rig

gloomy pollen
#

hummm ok thanks

inner cedar
#

Hey

warm pecan
#

on a mixamo rig what should be the chest and spine?

pale hull
#

The bone both shoulders are connected to should always be the chest

warm pecan
#

ah cause then the avatar will tilt back?

pale hull
#

Otherwise it won't be recognized as a humanoid avatar

random lotus
#

ok i dont know if weighting fits in with rigging but even with out any weights or all weights in this one area it just doesn't do what it should (there isint any weighting in parts that it shouldn't be in) http://prntscr.com/j7n24w

Lightshot

Captured with Lightshot

#

its only that one area that keeps doing this

trail lion
#

need the fixed and rigid bone settings to stick .- .

trail lion
#

nvm got it >_<

opal aurora
#

That's lookin' interesting :o

ivory radish
#

also tip if ur making a biped avatar (one thats supposed to use the Humanoid rig type) the easiest way to make sure the characters bone positions are OK is to put them in T-Pose in Blender then to use the Reset button where the Enforce T-Pose button is because it will default the bones to the characters originally imported pose and keeps u from having to fix unity's T-Pose enforcing mishaps like bent fingers, inverted hips, misdirected limbs, etc

trail lion
#

Aye there are hidden bones to use as main humanoid avatar so only very minor issue 😃

ionic bramble
light kindle
#

urg, i hope cats didnt do that

ionic bramble
#

no idea

calm needle
#

looks like a wrong hierachy was slected for the knee?

ionic bramble
#

no all rigged properly as humanoid

fading verge
#

how do i add bone colliders?

mortal fog
#

Hey guys, if you're familiar with bones in Blender, I was wondering if anyone would know how to merge these so that their weights are mixed together?

#

Err, let me upload the pictures

honest kettle
#

doenst cat's have a function for exactly that?

mortal fog
#

It has a drop down menu with preselected options

#

If someone knew how to mix weights and bones with a keyboard command that would be good

#

Because Cats just lets you do it from a dropdown menu of preselected options

simple kite
mortal fog
#

Ive seen that model in VRChat before its probably online somewhere already

simple siren
#

Hello i am having a really weird problem with my model, it is made for full body tracking, it works fine with vr set, desktop, but with full body tracking camera show somewhere in hip and changing height setting doesnt help, i was looking for issues and only thing i found is this in rig: https://gyazo.com/34989641ddf392465b78f39b0d7cc5ee

​

#

the bone definietly isnt 0 length, looks more than fine

opal aurora
#

Unity states that a bone has a lenght of 0 when 2 bones overlap too much, hence unity doesn't recognize one of them with any lenght in general, way to fix it is by simply separating them, for some reason alot of people've been having that with the new CATS, and i'm not sure if it's intentional or not

#

In general it shouldn't cause issues either though

#

If the viewposition is not where you set it, check if you somehow had a camera inside your model, in the past those caused issues like these, changing height settings shouldn't interfere with it either, it's all about the viewposition ball's position in corrolation to the actual model

simple siren
#

new update just came for me

#

so yeah, it might not be the problem

#

this ball shouldnt cause problems.. i think, i have no other descriptors hidden somewhere

opal aurora
#

Do you perhaps have a camera inside the models' hiearchy?

simple siren
#

no cameras, im sure about that

opal aurora
#

Hmm...

#

Attach a simple avatar controller to the model, hit play and see if the head's position changes, ignore X and Z changes, just focus on Y axis changes (up and down)

#

It may be that the viewposition is atually at the neck and not the torso

dire monolith
#

what does raidus do for dynamic bones? can't find good documentation on it

simple siren
#

exactly what the name is

#

if you make collider for example

#

it will collide with it

opal aurora
#

Hmm... it's quite odd that the viewposition gets placed on the torso...

#

You positive there's no secondary descriptor or cameras anywhere?

simple siren
#

yes, let me check one more time

opal aurora
#

Increasing the dynamic bone radius makes collisions a bit more accurate

#

Since normally it'd try to collide the, well, collider with the very thin bone areas

simple siren
#

no cameras/ descriptors, actually

#

the person with full body tracking who tested it

#

said he have similiar problems with other models

#

so, i think model is alright

#

do u think too?

opal aurora
#

I mean, by all means, the model looks completely fine, it's odd that it'd have such an issue

simple siren
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do you have full body tracking?

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i should look for other person to test

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and compare

opal aurora
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I personally don't use CATS to fix up any of my models, since i fix them all up manually

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I'm also a desktop user, but i've got 2 models available for the public to test if you'd like to test ehm

undone hill
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What do

opal aurora
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They should work completely fine

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@undone hill show us your hierarchy in unity

undone hill
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I just realized what a mess it is

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Hang on

opal aurora
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@simple siren Do you have full body tracking yourself?
If so i'd like to ask if you could test out 2 models

simple siren
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i ask my friend to do it, im desktop

opal aurora
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@undone hill You see the greyed bone in the 3d view at the chest?

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Select that one, drag it from the hierarchy on the left onto the chest slot

undone hill
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I get an error if I reassign it

opal aurora
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What error?

undone hill
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Upper chest isn't actually needed in VRchat

opal aurora
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Nono, you don't map it to upperchest

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You ignore the bone right under it, and place it on the Chest slot

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The bone right under it will be ignored and the rest will work as intended

undone hill
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I don

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Don' t quite understand

opal aurora
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Hmm?

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Alright, i'll try to explain it a bit better

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On the right side you got the mapping for the UpperChest, Chest, Spine and Hips

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You get the one in UpperChest and put it on the Chest instead

undone hill
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Oh so spine2 should be In chest not upperchest?

opal aurora
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Mhm

undone hill
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Ok I remember needing to do something like that but it's been awhile

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I decided to finally fix up that model and I forgot about that step

opal aurora
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As long as the main bones are presently connected to the necessary bones it'll work just fine, the spine is like that one bone off, it can be inbetween a hundred bones as long as it ends up connecting to both the chest and hips in the end

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The hips and chest is the very specific bone sets, both shoulders and neck Must be connected to the chest, and both legs Must be connected to the hips, the rest is history

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@undone hill Although i'd more likely recommend merging the weights between spine2 and spine1 as to keep one as the main actual chest with all the weight, but other than that, it should work out well

undone hill
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Nah it should be fine Not my Main model anyway

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Just a small project

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Just adding the Halo Assault rifle and The gesture override for it

opal aurora
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Aight, good luck with that

hidden gust
#

is it becouse i have 2 skin meshes?

opal aurora
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Your mesh seems to be over 64k polygons

hidden gust
#

whut?

opal aurora
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Unity automatically separates the mesh into multiple meshes if it reaches a certain cap

hidden gust
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lol oke

shadow shoal
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@hidden gust Decimate it in Blender

hidden gust
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it wont let me it says that it needs custom decimation and dont know how to do that@shadow shoal

shadow shoal
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The decimate modifier

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You have to select it in one material that you want to reduce tris from

hidden gust
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oke ill try thx

mortal fog
#

@opal aurora Since you fix up your models manually, how can you manually mix weights?

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In Blender

fading verge
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you can use the cats tool to do that

mortal fog
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Cats tool gives you preselected options

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I cant change the options

fading verge
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the fuck is this

mortal fog
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You can look at it and see lmao

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Its a screenshot of cats blender tool only have preselected options

fading verge
mortal fog
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Mix weights deletes the chest bone or the new chest bone

fading verge
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it will delete the bone and transfer the weight to the parent bone

mortal fog
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For some reason it just deletes the new chest bone without the weight transfering

fading verge
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check the parenting again

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and when you hit mix weight

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be sure to select only the bone that need to be deleted

mortal fog
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Chest_02 only moves the chest area of the dress, and Chest moves only the chest of the character's body and above, when I mix weights with only Chest_02 selected in orange, the chest moves without the dress

fading verge
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¯_(ツ)_/¯
never had any issue with mix weight, can't tell what's wrong

mortal fog
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My issue is that they wont move together

opal aurora
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@mortal fog i use the tool that they implemented into CATS, although i prefer to use the context search menu over the CATS menu as i somewhat got used to it

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The context menu one isn't implemented into CATS so if you want that one you need the original utility

fading verge
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oh

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my

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god

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why didnt anybody give me that months ago

opal aurora
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Because everybody uses CATS and most of the "necessary" commands are on the menu i guess

upper solar
#

Hey guys, so I'm having an issue with my Shimakaze where it'll twitch quite a lot, easiest way to describe it is that it looks like it basically switches between crouching and standing for a moment which makes the hair fly, etc.

#

Any idea what might be causing it? It's rigged for FBT if that helps

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But it used the pre-CATS method ( following that one tutorial on the vrchat club)

fading verge
#

Rigify question: Once I get my meta-rig setup how i want it, Do I generate rig, delete the meta-rig THEN mix weights? or do i leave the meta rig? blender guru's vids didnt deal with metarigs...

fading verge
#

anybody?

upper solar
#

Nvm, figured out the issue

warm pecan
#

So, I see on some armatures that the hips are several bones fanned out, but when I try to do that, it renames each bone 001, 002 and so on

swift storm
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can anyone help me out, her shoulders are weird and her knees...she wants to be a cowboy

fading verge
light kindle
#

enforce t-pose?

fading verge
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that is enforced tpose

light kindle
#

is the head bone about the size of the head (vertically)

fading verge
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yes

light kindle
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are you sure youve got the right rig in unity?

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chest doesnt seem assigned

fading verge
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thats the right rig, i jsut double checked. still doing the same thing

light kindle
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if you move the head in rigging in unity does it still exist?

fading verge
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yes, but its inside the chest for some reason.

light kindle
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but the bone is placed correctly right?

fading verge
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yes

light kindle
#

¯_(ツ)_/¯

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im pretty sure you dont have stuff assigned in unity

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since chest is grey

light kindle
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fix unitys rig and if that doesnt work import the model youve got in assets

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ok can you select the head in blender

fading verge
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its all one mesh

light kindle
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and make sure that its pivot point is centered

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you mighttt have it weighted to something else though

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i mean the left hand is

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move the model in pose mode and check whats wrong there

swift storm
#

will someone help me fix the rig on my model ?

#

it's almost right but the arms and knees are just a little funky and i cant figure out why

spiral delta
buoyant berry
#

My fingers are fine in blender and unity but in game the tips of each finger are bent

#

Anyone know a fix?

shell tendon
#

Did you try to go into Unity Rig configuration and enforce a T pose?

#

Generally fingers weirding out due to incorrect finger assigment

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Sometimes it isnt due to you, Unity sometimes fucks it up too even though you did it right in Blender

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Generally, this didnt happen to my model before, this is around v4 now? Well doesnt matter and It kinda decided to do it this time

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@buoyant berry The easiest way to fix it is to just

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Resize your finger bones, Unity may say "Not in the T-pose" warning message, keep moving sliders until it looks fine and Unity stops complaining

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And yeah, I know I got no nails

buoyant berry
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Could you take a picture of your hand hierarchy ? @shell tendon

shell tendon
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Ah sure

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tbh this whole process can take a long time

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placing properly the bones

buoyant berry
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@shell tendon Ill have a play. Thanks 😃

shell tendon
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Yeah have fun

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fixing just one hand took me 30mins

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one finger*

fading verge
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move the meshes closer to the white part

fading verge
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but the mesh is the white part

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separate the pupil in different mesh and just move them closer to the white part

lofty topaz
sinful sundial
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I have no idea how to auto weight paint fingers so I'm also interested in the answer to the above

lilac moss
#

automatic weight paint works fine for fingers for me

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remove all weight groups from the hand, ctrl-p it to the armature again and click automatic weights

sturdy palm
#

anyone willing to help texture a model?

inner cedar
#

Anyone got some experience with working with DefaultTakes?

#

Been having a bit of an issue with them that I need help with.

lofty topaz
#

Thanks, @lilac moss , I'll try it

shell tendon
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huh, so applying t-pose breaks my avatar, no wonder other tries were fine, i never used t-pose at all

gloomy pollen
#

I added a wedding dress to an avatar but the upper cup wont move with the chest D:

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so she just kinda wiggles around in the top

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i highlighted the area did delete duplicates in blender but it didnt help

modern valve
gloomy pollen
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the dress works fine in pose mode but in vrchat it doesnt

modern valve
#

okay found it, apparently the finger are not parallel to the ground along x axis

warm coral
#

Yeah, I had the same problem when I was importing Zeraora's model using the original Pokemon rig.

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Gotta have the fingers parallel to the ground or the wrist pose is gonna be funny.

shell tendon
fading verge
#

you'll have to try in-game

shell tendon
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Lets say, I'm making a rig, but my both thumbs are kinda messed up, if I change their positon values to 0 it becomes normal

fading verge
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most of the time it doesnt do anything

shell tendon
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i see

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i guess ill go with appearance

coarse raven
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I need help with rigging for full body, i have raised the hips to avoid them flipping, but it still tells me the angle is wrong and wont work right with tracking in the build panel. Does the angle really matter that much? heres my current rig...
https://imgur.com/a/vryP2Wt

shell tendon
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hm

#

I think you can just ignore that warning

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or wait this is different

gloomy pollen
#

Anyone know the answer to my question just above? :D

#

Her dress isnt connected to her breasts that i added in pmx

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So she kinda wiggles around in her top

copper linden
#

My dynamic bones aren't working right as far as i can tell, i did the same thing from one part of the model that i'm trying to do to another part of said model, but its not working the same way?

naive tree
#

if you're assigning just one bone as root - it won't move

swift storm
#

anyone know how to fix this

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i already tried messing with weight painting, either i did it wrong or thats not the issue

naive tree
#

move the bones?

swift storm
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up or down ?

shell tendon
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I need some help with Weight Painting, to be precise Vertex Groups. I need Skirt to be moved by legs but I wonder what do I do if there's 24 different vertex groups on that very skirt?

#

im confused about this step with them

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Simplier question, do I need to have Meshes joined together when I paint or it's fine when it's broken down by materials?

fading verge
#

it's fine when it's separated

shell tendon
#

Do I need to make all Skirt vertex groups into one?

fading verge
#

if you want, not necessary to do that if you want to weight paint

shell tendon
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Oh I just thought, I dont need Bones inside of skirt if im weight painting do i?

thorny swift
#

This is what happens when I hit Ctrl J to join the Armatures

naive tree
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select main armature last

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or i think what u had to do is

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apply rotation/location/scale on one that u changed

#

it's one of these

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you apply it with ctrl+A

thorny swift
#

Thank you so much. I had to apply location, scale and location. 👌

shell tendon
#

aint really sure

fading verge
#

want a screenshot of mine ?

shell tendon
#

sure

fading verge
shell tendon
#

oh

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so it's fine to go that far

fading verge
#

yes

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but also depend on the weight paint

shell tendon
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i see

#

meanawhile I got another problem Hah

fading verge
#

hmm ?

shell tendon
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It's not really about rigging so i sent it elsewheree Haha

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but it seems Shinigami is going all out with his pictures so im wondering where to Haha