#avatar-rigging

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shell tendon
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one eye blindness when i look to right

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is the issue here

fading verge
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shinigami is just spamming at this point

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what do you mean blindness ?

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seems fine

shell tendon
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you see

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the left eye has a white shiny on it

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but it goes inside of the eye all the time

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changing the position out of eye wasnt option

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in the end i just mirrored the one on left eye

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well shit, it kinda didnt help

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shit still goes inside of eye hm...

fading verge
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it's a separate mesh

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so check if it's parented/weight painted correctly

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use the other eye as reference

shell tendon
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tbh they were one same mesh

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i split em up to try fixing the right eye

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this god damn eye

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i wonder why i have a deja vu

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in the end

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I fucked it up even more

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i feel like just deleting these lights

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they dont even work after porting into Unity

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no i cant

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too ugly

fading verge
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just change the texture to add them directly on the eyes ?

shell tendon
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HM

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that's a good idea

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if only i had an idea in what am i doing

gritty violet
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so uhhh what do you do if your avatar doesn't have any vertex groups but you've got an armature crammed in there

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like, how do you create 'em, because otherwise i just tpose all over the place

crisp tendon
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If the armature is well positioned everywhere, then you can just apply automatic weight paint, that'll create what you need

gritty violet
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where do you do that? o:

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oop, figured it out i think, but

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maybe it still worked, i'll give it a shot

crisp tendon
gritty violet
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thank u ;v;

gloomy pollen
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anyone know of a bug in CATS that makes eye tracking work in blender but not in VRChat ?

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i can test and everything is fine in blender but eye tracking isnt working in game

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mouth works fine and both eyes are set to the right "bones"

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oh my mesh name wasn't exact, maybe thats the issue

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hmm nope that didnt help, wtf >_<

tired pelican
gritty violet
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but in the end, my character still looks like she was rigged with wet pasta noodles

shadow shoal
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What happened to her poor arms

gritty violet
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i do not know

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her eye tracking moves her cheeks and forehead too

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not to mention all the clipping on the clothes, none of which i know how to fix, so aagh

shadow shoal
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Clipping might be related to the weight painting

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Eye bones were probably applied incorrectly

gritty violet
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i'm sure they were, i'll have to go back and see where i went wrong

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but either way i consider this a victory in my book, i started out with a bunch of model parts from scratch and made it all the way into a fully animated avatar
so i'm happy! ..even though i'll never use this thing to save my life, i feel accomplished

fading verge
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can somebody help with my rig

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new to rigging so idk wtf im doing

swift storm
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what do

grim jetty
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try enforce tpose

swift storm
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it is

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that's what it looks like in enforce tpose

patent edge
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rotate the parts till green

swift storm
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okay ๐Ÿ˜ฎ

swift storm
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D :

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update, the weight painting is funky, but it wont let me weight paint the dress for some reason

opal aurora
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What seems to be the issue?

swift storm
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do u see what the skeleton is doing D:

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its making the body all weird like that

opal aurora
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Are all the bone rolls at 0?

swift storm
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uuuuuuuuuuuuuuuuh no idea

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how do i tell ๐Ÿ˜…

opal aurora
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And are they correctly positioned according to the body?

swift storm
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they are in blender

opal aurora
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Are you in rest pose?

swift storm
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and theyre all assigned to the right thing in unity

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no

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tpose

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rest pose it looks fine

opal aurora
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Leave it in rest pose then

swift storm
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wont it mess up in vrc though?

opal aurora
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Enforcing t-pose may bring more harm than good

swift storm
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๐Ÿ˜ฎ

opal aurora
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Although i do recommend having bone rolls at 0ยฐ

swift storm
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they should be, how do i check that tho ?

opal aurora
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Select a bone, right panel should have the details

swift storm
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sick ty i'll double check that

opal aurora
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In edit mode, alt+r resets selected bone rolls to 0, if you want to speed up the process

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Make sure to always have a backup handy

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Blender is a wicked beast at times

swift storm
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yes i've learned D:

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i always have weird issues lmao i never just smoothly make a model ๐Ÿ˜ซ

opal aurora
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If you change any bone settings at all, don't just hop into the config panel like usual

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Otherwise it has old bone positions and rolls attached, alot of people get caught and confused by that

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Getting their models contorted for no "apparent" reason

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Make sure to change the model to another type other than humanoid and apply, then you can switch back and apply, new bone settings will be then generated

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No longer causing confusion

swift storm
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ah okay ๐Ÿ˜ฎ i haven't changed any bone settings yet so it looks like this str8 outta blender

warm pecan
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hi I was wondering how you guys rig avatars who have no fingers

opal aurora
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You can make dummy bones, essentially bones with no influence, unity just cares about the bones existing and in the right positions

warm pecan
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thank you @opal aurora

white briar
naive tree
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ignore it

white briar
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but then the VRC avatar descriptor says, humanoid avatar must have feet, hands, and head bones mapped and ive quadruple checked and yep, they are all mapped

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still gives me the error

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so i assumed it was because of the spine error in bone config

fleet echo
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@white briar mean spine to close to hip

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just move little in blender

white briar
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ah

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welp, broke the entire model, but when i drag a new one into the hierarchy, it looks fine. just the previous one is borked.

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but the problem fixed itself

swift storm
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@opal aurora hey so uh

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i rotated em and now

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this

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it made it worse LOL

opal aurora
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That... shouldn't happen o-o

swift storm
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D:

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what do i do aaah

white briar
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still getting humanoid avatar must have feet, hands, and head bones mapped error. nothing i do fixes it. everything is for sure mapped. i dont know what i am doing wrong

warm pecan
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I was wondering if anyone could fix the fingers of one of my avatars, the rest is already rigged

opal aurora
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@swift storm the bones seem to be in the right place but the mesh is just contorting, have you checked the weight paint?

swift storm
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yeah, there was an issue with weight painting earlier too that i never figured out

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the spine isn't weighted to the dress right but when i try to paint the dress it just...wont

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@opal aurora

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wait

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i just opened it and it's different than last time i opened it LOL

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spine is weighted to the entire torso

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chest isnt weighted to anything lmao

swift storm
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changing the weight paint did absolutely nothing @opal aurora

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: (

opal aurora
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That is really weird... was the bone roll the only change?

swift storm
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yeah

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there might be something wrong that im just not seeing idk @opal aurora

shell tendon
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There is one bone that troubles me and it fucks up dynamic bone movement, can I just delete that piece through Unity?

safe bluff
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No but you wouldn't want to just delete bones since they usually have weight paint

lofty topaz
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if it's not an important bone, do it in Blender... else just change the weight paint

safe bluff
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It's better to mix weights to the parent

shell tendon
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i mean

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this bone has No paint on it at all

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and visually after deleting

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Nothing changes

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except i get this red msg MissingReference Exception: The object of type 'Transform' has been destroyed but you are still trying to access it

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huh

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im hesitant to go back to the Blender Q_Q

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oh well

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isn't it fine as long as nothing changes in T-pose Rig config?

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the only thing changing is that Hair stops acing weird as fuck

shell tendon
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Will this work?

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or do I need to add more bones for it to have dynamic bones work better?

fading verge
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@swift storm i didnt read everything, is bone roll set to 0 in blender?

thorny swift
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Does anyone know how to fix this finger issue. ( bone rotation is already been set to zero)

shell tendon
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Move it

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better do it in blender tho

thorny swift
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Move it how the hand looks perfectly fine in everything except for in game animations.

gritty violet
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anybody know how to join two armatures into one?

thorny swift
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Use shift select to select multiple armatures. last one selected will be the one that the others are joined to, then Ctrl+J to join.

gritty violet
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thaaank you~

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oh right, followup question

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how might i go about getting the neck into the chest?

sinful sundial
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hey, you guys know if lip sync works with generic avatars?

lofty topaz
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Inside the Chest

gritty violet
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i figured it out, nevermind ;v

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aaand blender crashed i'm about to melt

shell tendon
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sucks when blender crashes and you spent whole day

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without saving

lofty topaz
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ctrl S is your friend

shell tendon
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yeah

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i learnt my lesson 3 days ago

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except i use Save as all the time

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to have jump points at all times

lofty topaz
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I've been working as a programmer for a full year, so I learned it in time

shell tendon
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to figure out "When" something went wrong

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except i kinda went past 100 blend files of single model by now

lofty topaz
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does it even help?

gritty nest
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@sinful sundial it does

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Eye tracking won't work though

sinful sundial
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oh wait really?

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someone in the animation channel said it doesn't

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god damn animators

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thanks @gritty nest

grizzled brook
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I'm stuck with a weird problem. I am working on a cellphone for my avatar, very simple (currently seperate) model. The cellphone has 2 bones: 1 parent inside the center of the phone, and a child underneath going to a charm hanging from a strap. Phone is properly weight painted to the parent, charm to the child bone. Going in pose mode in Blender and moving the child bone of the charm looks exactly like it's supposed to:

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Easy enough so far, I'd think. So I move the model to Unity and add a dynamic bone component to the charm bone with some negative force on the Y, to make it hang down. I hit play mode, and then this happens:

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The charm bone nicely falls down, affected by the force value. But the mesh stays stiff into place! I did make a new Blender fbx export to make sure I wasn't using a wrong older file, but the same thing keeps happening. Where did I go wrong?

gritty nest
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That's weird

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What happens when you move the mesh?

fading verge
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without using dynamic bone

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can you rotate that child bone in unity ?

gritty nest
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Oh, that's a good idea

fading verge
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i want to know if the bone can actually even move the mesh

shrewd schooner
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i wanna know how you would make a four legged avatar or something

gritty nest
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I've seen a guy with a centaur avatar, he did it with shape keys (???)

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I would recommend jointing the back legs to the front legs

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Or redo all the walking/running animations of course

shrewd schooner
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im legit braindead to this

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all i know is how to import and a few minor things, i wanted to make a cerberus model from smite but i cant ;-;

warm pecan
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I was wondering how I could duplicate my left hand bones to be placed on the right hand

fading verge
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shift + D to duplicate

warm pecan
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I tried symmetrize but it does nothing

fading verge
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and you can apply a mirror modifier to it

warm pecan
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I did that and there's a black doted line pointing to my left hand

fading verge
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probably need to change the parenting

warm pecan
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yeah I did that

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when I go into object mode it makes some of my bones stick out

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I parent the bones to the mesh and it does this

swift storm
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@fading verge hey i just saw your message, yes bone rolls are all at 0 and that actually messed it up even more

final cave
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so im trying to rig this cat model its stands on 2 legs just like the other cat model what model rig would i use legacy?

warm pecan
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what is the importance of the 3d cursor to be always centered, and the point of origin as well?

cerulean hamlet
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trying to join the hair bones with rest of bones and it does this and makes my model flat inside of vrchat

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anyone know why?

warm pecan
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Hey im stumped on this. When I change the axes of rotation on a bone in the arms , so it can rotate right it works in pose mode. Then I do that to another bone, but entering pose mode changes the axis of rotation.

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does anyone else mess around with axes of rotation?

swift storm
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@final cave pretty sure you would do humanoid if its on 2 legs

naive tree
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@cerulean hamlet i think u need to apply scale, rotation and location in blender, select mesh and armature > ctrl+A

strong walrus
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Having problems with my avatar where my right leg twitches off going to the right from time to time. Any ideas why? ;-;

warm pecan
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I finally made my own rig but when I go into object mode my hand bones flip upsidedown

sinful sundial
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@shrewd schooner boy oh boy, cerb from smite

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Guess who else spent all night a few weeks ago trying to do that too

naive tree
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@warm pecan enter editg mode, select all bones > hit alt+R

sinful sundial
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The closest you can get to putting Cerberus in VRC (without breaking him) is with a generic avatar

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Import the psk for his mesh/armature

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Then the psa for the animations (which will take a FUCKTON of time and make everything SUPER slow)

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Then export as a FBX

warm pecan
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@naive tree I did as you said and it still does it

sinful sundial
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The animations will make everything involving the file very slow though

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Because it's got every single in-game anim

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So you need to find the walking anims and assign them accordingly

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Hell, if you want I can make the model for you

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It just won't be humanoid or play any emotes

naive tree
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@warm pecan rotate all of them and then ctrl+A > rotation/location/scale

warm pecan
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all of the hand bones or all of the bones?

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of the arm

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it's weird cause I duplicated the left arm and mirrored it to the righ

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the right doesnt do it though

naive tree
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bones that are upsid edown

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so idk which ones are

warm pecan
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would you like to look at it? Lol

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they look the same on the left and right but idk

naive tree
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then u gotta rotate all

fading verge
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Why is my model like this? u . u

naive tree
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press N > scroll down and jhit Shadeless

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or hit space > type shadeless > mmd shadeless

fading verge
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I'm talking about the bones :<

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anyone know why my stick figure won't pose when i pose the bones?

naive tree
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@fading verge select armature, go to bone tab and checkmark x-ray

fading verge
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this is whats happening

fleet echo
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well do have big ball head

fading verge
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please dont judge the head its a smoothed sphere

fleet echo
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@fading verge did you made sure you have armature Modifer on it

fading verge
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armature modifier?

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in the uh

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whatever its called category?

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the deform

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the deform category

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i've selected it 2 times and tried pose mode, it still doesnt work

fleet echo
fading verge
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ya

fleet echo
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when you move the bone the body dont move

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in pose mode

fading verge
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i get an error message saying i cant apply to a mesh with shape keys

fleet echo
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delete shape key

fading verge
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how?

fading verge
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k

fleet echo
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click on -

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till nothing there

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maybe made shapekey by mistake

fading verge
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okay

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all shape keys are gone

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now do i try?

fleet echo
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yea

fading verge
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still isnt working

fleet echo
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need weight paint it

fading verge
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it's weight painted

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bruv, i did everything you said

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still aint working

fleet echo
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go to weight paint mode if model dont have red color

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mean not weight paint

fading verge
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there is red color on the ankles and stuff

fleet echo
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there video on weight paint

fading verge
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bruv

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there is a lot of red

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theres red on the arms, the knees, the ankles, the head

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on the back too

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i checked every thing

fleet echo
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well only thing cause no weight or dont have armature modifier not in modifier list

fading verge
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so

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am i suppose to click apply when i put on the modifier?

fleet echo
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no

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leave that in there

fading verge
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ah ok

fleet echo
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like how my pic show

fading verge
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thing is

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when i enter pose mode on the armature

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still wont move the stick figure m8

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whats wrong with it

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@fleet echo

fleet echo
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screenshot your armature modifer

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i]did you make sure object has Armature as well

fading verge
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ya

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armature, armature

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know anything?

fleet echo
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go to pose mode then click bone then click mesh

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check the color of weight paint

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weight paint issue i think have problem with

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not weight right

fading verge
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bruv

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does the problem have to do with having only one vertex group?

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@fading verge can you show me the hierarchy?

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where do i go to see the hierachy

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in the hierarchy

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top right

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if this is what you mean

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sphere is the head or the whole model ?

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sphere is the whole model

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you need to parent the sphere to the model

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it's not parented to anything

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you need to join it with the first "armature"

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done

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still doesnt work ?

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let me try

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it don't work

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is the weight paint still there ?

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yep

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then i have no fucking clue anymore

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s t u m p p

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@fleet echo know anything?

forest crane
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@fading verge your bones wont rotate ?

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am i correct ?

fading verge
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well

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yeah, basically

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when im in pose mode rotating my bones

forest crane
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or they rotate but mesh does not

fading verge
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ya

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the mesh as in

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the

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bones are moving but mesh isnt moving with it

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stick figure?

forest crane
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y

fading verge
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idk

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m8

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its weight painted, its parented with the armature, etc etc etc

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my mans everybody is stumped

forest crane
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even if u move hip bone

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it still wont move

fading verge
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well

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short explanation

forest crane
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can u try remove armature modifier and parent it again with armature > empty weights

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it wont remove weights if they exist

fading verge
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howdoidodat

forest crane
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press X on right

fading verge
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done

forest crane
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select mesh hold shift

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select armature

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ctrl+ P

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4th option

fading verge
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done

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now?

forest crane
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move bones

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?

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or go pose mode on bones and weight paint on mesh

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select bone and rotate it when in weight paint

fading verge
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hey, bruv

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so there is this weird glitch

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nvm

fading verge
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bruv i cant look at discord and blender at the same time calm

forest crane
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๐Ÿ‘€

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buy second monitor

fading verge
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b

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no

forest crane
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its so hard to alt + tab

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?

fading verge
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na

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hey so

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what do i paint red and what do i not?

forest crane
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if u dont know how to paint i suggest a video tut

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or do automatic weights

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its almost always ok

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on simple models

fleet echo
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or you can try to mixamo it but the head huge might have some problem

forest crane
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he already made bones

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so

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but yah head might give problems

fading verge
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status update

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but uh

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one part of the arm is not going with it

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and

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uh

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barely the arm got weight painted

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but yea it works now

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thancc

forest crane
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๐Ÿ‘Œ

fading verge
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im currently redoing the avatar cuz the arm is an error that happened early-build

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thx for the help migero

fading verge
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@forest crane

forest crane
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:ok_hand:

honest flint
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Watching a tutorial on how to make custom avatars just to find out that dynamic bones require payment sucks xD I don't has any muns to do so

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Yea but can I put that on my already made character in which I would like to keep?

fading verge
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yes

honest flint
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Wait, so if they have dynamic bones on the character then the plugin is there with it?

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Where can I find one of these characters

serene oracle
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Yeah you can

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All of those avatars contain the entirety of dynamic bones folder and such

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I mean any of em

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Well not rlly

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But the popular ones

honest flint
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Well if I can find one of these dynamic bones people then I can get the dynamic bones. Thank you for the help, now to find a model with dynamic bones

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Where can I look?

naive tree
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don't mention that website please

serene oracle
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Can take from any of em

naive tree
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delete the link and dm him

serene oracle
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Still Iโ€™d suggest supporting the creator and buying it, but if really canโ€™t so be it

honest flint
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I would if I could xD

gritty nest
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I bought a lot of assets, the only one I regret is Ultimate VFX since I got Unity Pro a month later

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It's rather expensive for what I'm using it for

lofty topaz
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Which ones would you suggest @gritty nest ?

gritty nest
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Muscle Animation Editor and Dynamic Bone

serene urchin
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buying assets emoji

fading verge
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being a respectable human being and giving money to people that made those assets emoji

dim cipher
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^that

serene urchin
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@fading verge nah

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most of the people use stolen models anyway so why even bother

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if everybody would need to pay for the assets or models there would be waaayy less avatar makers

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btw i paid for assets aswell just so you know

dim cipher
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then you have no argument haha

serene urchin
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most of the people that do commisions dont pay for there assets

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bet

dim cipher
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I've been a 3D artist for years but it's not my day job because you can't make any money at it anymore for this reason

serene urchin
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@dim cipher commisions are pretty trending ?

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some people charge up to 200$ for a model not even made from scratch just put parts together

dim cipher
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okay, but can you make a living doing that?

serene urchin
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maybe

dim cipher
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and let's not forget taxes and all that

serene urchin
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i can imagine that there are people

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wait im pretty sure i actually know one

fading verge
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@serene urchin i'm pretty sure i know who you are referencing with this 200$ price

serene urchin
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@fading verge bem

fading verge
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yep.

serene urchin
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yeaas

lofty topaz
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Well

serene urchin
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imo overpriced but i dont do commisions so i cant really talk

lofty topaz
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It's their price, yk

serene urchin
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ofc

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if people are willing to pay it

lofty topaz
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There are people who asks for more than that

serene urchin
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yeah its just the first thing i could think of

dim cipher
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The prob you run into is sustainability...you might get a few good comms in a month, but can you hit that every month being freelance

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I used to do freelance modeling and rendering for a variety of things back in the early 2000's but it just dried up

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I guess I could always make porn on patreon haha

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D:

lofty topaz
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That's why selling instead of doing stuff for people is easier

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Make your avatars unique with only 1 copy

dim cipher
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eh well, I'm here to do exactly that but keep them for myself ๐Ÿ˜‰

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a bit rusty though

fading verge
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Can anyone rig two avatars for me?

lofty topaz
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Would you pay?

fading verge
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rigging ? meaning probably weight painting too

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oof

lofty topaz
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๐Ÿค”

fading verge
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Just need the bones made

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For some reason the models I use donโ€™t work

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Actually how much would a full avatar cost with custom gestures

patent edge
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this guy just wants to throw money around

uncut badger
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Hey guys

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how do i reparent bones to another bone?

fading verge
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select armature

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go into edit mode

uncut badger
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then

fading verge
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select the bone that you need to reparent

uncut badger
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ok

fading verge
uncut badger
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Alright thanks

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Also gotta do 1 thing just for the meme

fading verge
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no.

uncut badger
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k lul

naive tree
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this is no meme zone

modest heath
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Is there anyone skilled with blender that can help me figure something out? I have an avatar that had bones for only 3 fingers but model for 5. After creating the bones as well as weight painting, the model only seems to squish rather than rotate.

lilac moss
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not sure what you mean "bones for 3 but model for 5" but the normalize all button in weight paint fixes the squishing thing, use it on all the bones that have issues

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might be more work after that though

modest heath
#

The fingers on the original model move with the index and middle + the ring and pinky linked to each other as only two bones instead of 4

fading verge
#

what do you mean squish?

#

@modest heath

opal aurora
#

I assume it's the issue that happens when weights go over 100 with 2 bone connections or more, which end up "squishing" or "pulling" the mesh incorrectly

fading verge
#

oh

opal aurora
#

Would make sense with the normalize all, considering it makes all the weights equate to 100

fading verge
#

i think tsuki needs to pair the avatar with the armature

#

ok tsuki so

#

if you have the avatar paired with the armature

#

shift click on the armature and the avatar

modest heath
#

It should be

fading verge
#

then do CTRL P

#

and select With Automatic Weights

#

see if that does it

opal aurora
#

What is the issue exactly?

modest heath
#

Hmm. Nothing seems to be happening when I do that, but I could be looking in the wrong spot.

The issue is as it is now rotating the fingers make my mesh warp

fading verge
#

hmm

#

is your bone map correct?

#

are the things parented in the right places?

fading verge
#

i cant really see that much

#

can you zoom out a little bit and enable armature xray?

#

if you dont know how to do that

#

select the armature

#

go to the cube icon

#

scroll down until you see xray'

fading verge
#

hmm..

#

did you dupe bones or extrude

modest heath
#

I extruded the finger bones only duplicating the base for the two fingers without bones

fading verge
#

everything looks correct

#

idk dud

modest heath
#

for reference this is what it started as

#

I haven't touched this hand yet

fading verge
#

that might be the problem

#

idk

#

before you try posing you should finish the armature

modest heath
#

must be some sort of weight issue but I'm scratching my head.

And yeah. That's my next step. Was originally trying to see if I could paint and bend just the thumb but it wants to fight me. Ah well. Back to it I suppose.

#

AH! FOUND IT
Somehow my left eye had weight on my thumb for some reason. Could have been the Cats plugin but more likely me accidentally clicking early on

abstract kayak
#

I'm looking for help fitting clothes to an avatar. I have no experience with mmd/pmx editor, but I do have a decent amount with blender and unity. I am a college student, so I don't have to much time on my hand to learn a new editor.

bleak condor
#

you could just manually repaint the finger weights, it doesn't seem like it would be too bad with that mesh @modest heath

modest heath
#

ye, just finished that part now. My confusion only surfaced from painting the wrong thing at the start without knowing

bleak condor
#

ahhhh

swift storm
#

why she long

#

she looks fine in unity

shadow shoal
#

Because she's a giraffe

swift storm
#

how do i make her be not long

shadow shoal
#

I have no idea

brisk bane
#

Hi! I am having a.. new? issue with my model that I honestly dont know what to do about.

I have a mask on my avatar, which looks fine in blender, but once imported to Unity it becomes.. "transparent"

whichever side you look at it from, that side becomes "invisible".

here are some photos to sort of explain what I'm talking about (shaders set to standard for better visibility.)

https://gyazo.com/34701f3b04d1d5aef14263efc71418d3
https://gyazo.com/34701f3b04d1d5aef14263efc71418d3

And here is what it's supposed to look like (what it looks like in blender)
https://gyazo.com/ec9560cb1df481ec279dfdaa2e329c44

โ€‹

โ€‹

swift storm
#

aye i use that same mask on one of my avatars

#

ive never had that issue with it tho ๐Ÿ˜ฎ

#

its a one sided mesh tho, you can fix it in blender in the like

#

mesh toos=ls

brisk bane
#

Ah.. i dont understand? It appears fine in blender. I dont see what needs to be "fixed".

#

Like, i'm not sure how to even approach fixing this in blender since it appears correctly there, but incorrectly in Unity

calm needle
#

@brisk bane , in blender, enable backface culling

#

by default, blender will show all faces as double sided. Enabling that will show a better representation of what unity will look like

brisk bane
#

Still looks the same in blender with backface culling enabled.

calm needle
#

the gloves just look like they dont have an inside to the mesh. the gas mask i still cant entirely tell what is wrong with it

brisk bane
#

Is there a way to make the texture double-sided?

brisk bane
calm needle
light kindle
#

thats a great looking iris woah

#

you just gotta move the bone in edit mode though

calm needle
#

i am

#

im testing teh current position

#

the default position of the bone is on the iris itself

light kindle
#

mm

#

blender still crash when you recreate it?

#

or has cats been fixed for that

calm needle
#

i tend to not use cats for the eyes

sinful sundial
#

@brisk bane in cubed shaders, make it opaque

#

And also, turn on outline

#

Make it tinted and zero width

fading verge
#

I need some help rigging my avatar.

#

how do I change my cam's position

rotund lodge
#

It's the avatar descriptor position

#

in X:/Y:/Z:

sinful sundial
#

Z to go forward/back, y is up/down, x is left/right

#

Do .1 instead of 1 otherwise it'll shoot off

rotund lodge
#

Yeah I work in tenths and hundredths places for a lot of the fine tuning stuff on models

#

:v

fading verge
#

thanks

fallen mesa
#

currently trying to merge these 2 bodies together (Dress to body) Anybod willing to screenshare or stuff? I have no clue

bitter orchid
#

@calm needle were you making Rex from Xenoblade Chronicles 2?

naive tree
#

@fallen mesa leave only dress bone from that armature, when u scale it down and move to where u want select dress mesh and armature > ctrl+A > scale/rotation/location, then u select dress mesh first then body > ctrl+J, select dress armature then shift select main > ctrl+J

#

then reparent all skirt bones to hips

#

select the first bone of each chain and then hips last > ctrl+P > keep offset

#

or u can leave the dress bones +hips

#

then repatent skirt hips to main hips and hit mix weight in cats

#

that's prob better because hips prob hold some of the weight

crystal vector
#

There will be a Merge Armatures button in cats soon ๐Ÿ‘Œ

viral lily
#

Anyone knows what to do about the following?

#

if i try to rescale my avatar, it just gets too small... ๐Ÿ˜ฆ

#

fixed it, nvm ๐Ÿ˜…

fallen mesa
#

@naive tree thx i think that will help m,e

light kindle
#

dont do that

#

please dont

#

if you set them to 0 you wont be rendered

lofty topaz
#

Yeah

#

Keep them around your character

#

Else you'll just disappear if people don't look directly at you

brisk bane
#

@sinful sundial that does the same thing as the unity-chan shader but thanks. I use cubed anyway with everything else so

steady bobcat
#

where does the skirt belong to in the hierarcy

lofty topaz
#

You should weight paint each part to its corresponding part of the body

#

else it will just be floating around the body

naive tree
#

starting from shoulders to hips and skirt bones

#

if it came already with bones, you can parent clothing bones to main armature bones and then mix weight them

lofty topaz
#

^

gritty nest
#

I know that model, you shouldn't be having any issues with the skirt

#

Or are you rigging it yourself?

lofty topaz
#

Seems like they're adding it through Unity

gritty nest
#

Oh. Well in that case, parent it to the hips.

#

That's where it's parented to in the original

calm needle
#

@bitter orchid yes i am. For as often as i see pyra or mythra, i think it would be fun to have a rex that says his cheesy battle lines whenever i pull out the sword

bitter orchid
#

@calm needle "I LOVE THE SMELL OF SALVAGE"

#

XD

calm needle
#

๐Ÿ˜›

shell tendon
#

worth time wasted

#

๐Ÿค”

gritty violet
#

if you've got an avatar with an armature that's completely messed up is it wise to just use a similar one from a different model and automatically weight paint through blender?

#

because like

#

no idea where to even start here~

#

or should i just go through each bone and manually adjust all of 'em to fit

hoary bough
#

There shouldn't be a need to adjust any of them. Imagine instead that each bone is actually a line drawn from the root of the bone to the root of its parent bone.

gritty violet
#

b-but they're all sticking straight up

pine harbor
#

just make sure the bone rolls are all at 0, and you should mostly be fine

#

unity's concept of bones seems a bit different to blender -- it's closer to MMD in some ways

gritty violet
#

hmmm okay

#

another thing though, this model also seems to have a pose armature of some kind?

pine harbor
#

you might have some problems with bones at the very end of the chain, i'm not entirely sure -- but everything else that has a child bone should pretty much be sorted

#

pose armature? you mean the "Pose" thing underneath Armature?

gritty violet
#

is that normally there? ;v;

pine harbor
#

not too sure how to explain that -- that's on pretty much every armature i've seen in blender, not sure if it's just a data representation of the pose data the model can hold (even when there's none)

#

should be safe to ignore

#

you can't really delete it anyway

gritty violet
#

i gotcha, maybe i just never acknowledged it

#

thank you though!

pine harbor
#

happy blending ๐Ÿ˜›

cosmic mica
#

the trick of mirroring a limb using rigidbodies and fixed joints - for some reason in certain worlds it stretches out the mirrored limb, and i cant figure out why, anyone knoe how to fix that?

#

im guessing its the interpolate setting or the collision detection?

#

or perhaps the preprocessing?

atomic moat
#

I've heard the combat system does things to the IK

#

could be related to that

cosmic mica
#

combat system?

cerulean hamlet
#

trying to add dynamic bones to my model but for some reason it will only add it to the skirt and not the hair or breasts

cosmic mica
#

you have to add them seperate, not everything is under the master bone in heirarchy

cerulean hamlet
#

i did

fading verge
#

dont put a script on every bone

#

jesus

#

put only one script on the "chest"

cerulean hamlet
#

ive done that too

#

im just trying multiple stuff

fading verge
#

not on the screen

#

also you didnt check "distant disable"

cerulean hamlet
fading verge
#

root should be "chest"

#

again i see that you have 2 scripts for the boobs

cerulean hamlet
#

hmm

fading verge
#

just put one script

#

on "chest"

#

and use it as the root

cerulean hamlet
#

wouldnt that make the arms like that as well?

fading verge
#

and in exlusions you can put the shoulders and neck so they don't get affected by the dynamic bone script

cerulean hamlet
#

oh ok thanks

#

i thought i had to add them individually

fading verge
#

don't forget to check "distant disable"

shell tendon
#

boobs ๐Ÿค”

shadow shoal
#

That thinking emote fits your pfp

shell tendon
#

My char doesnt have big boobs, so i dont wanna put an extra dynamic bone

#

lets keep it at reasonable levels, shall we

fading verge
#

give her some thicc and add jiggle to them then

shadow shoal
#

I don't even know the settings for it

shell tendon
#

hoh

#

Svel, why do you haveto tempt me?

fading verge
#

because vrchat need more good thicc

shadow shoal
#

Needs more nanachi you mean

shell tendon
#

what's this crap

#

for some reason even tho i change fbx in unity assets

#

nothing changes when i open project

#

unity doesnt like me today

cerulean hamlet
#

oof

#

how come when i look down my models mouth opens ?

#

anyway to fix it?

shadow shoal
#

Disable jaw in rig configuration

shell tendon
#

hm ok it's not unity that fucks me up, seems like somewhere More weight paint is fucked

#

darn it

#

never again using Automatic weights option

#

it fucks up too much

#

now that i understand the idea, screw the automatic bullshit

cerulean hamlet
#

@shadow shoal any other thing that might be causing it?

shadow shoal
#

Check if the visemes are in the correct positions

shell tendon
#

huh found it, bullshit

#

takes so much focus to see that one tiny weight paint

#

So... If you make x2 x3 or etc number of dublicate shape keys

#

they all stack and scale size of the original ๐Ÿค”

#

that's some info

#

das very useless

pine harbor
#

the way i understand it, shape keys tell your vertices to move a certain distance/direction from where they're normally found -- if that's the way they function, then yeah, stacking multiple duplicate shape keys should be multiplying their vectors

shell tendon
#

but fun to know

#

i mean i just tried

#

and even with 5-6

#

it still doesnt key any tearing or etc

#

๐Ÿค”

#

looks natural af

pine harbor
#

it wouldn't tear unless the first shape key itself is forcing faces apart -- if you've used "remove doubles" on the shape key area, that makes it even less likely

shell tendon
#

huh i see

#

well i got a new gesture at least now

pine harbor
#

as for whether they have a use...hmm, i suppose it's harder to find something applicable in VRChat, since shape keys are usually all or nothing (unless you actually set the values yourself)

#

but you could otherwise use them to finetune the scaling or shape of a mesh, like we already see with talking visemes

shell tendon
#

not necessarily always

#

shape keys made from pose can be just fine 50/100

#

i suppose

pine harbor
#

it's more the idea that you can't really "choose" an arbitrary value in-game from a slider -- you have to jump to discrete values

shell tendon
#

ah

#

you meant when already in-game

#

would be nice if you could Hold the gesture button and it would raise overtime the gesture used

pine harbor
#

yeah -- there's a bit more use for it over in MMD than VRChat as far as i can tell

cerulean hamlet
#

mouth keeps opening without talking when i look down

#

any help would be nice, no my jaw is not connected to anything, and visemes are all correct

warm pecan
#

hello for those who don't know. When parenti

#

nvm

gritty nest
#

@cerulean hamlet lowerlid

#

The first four blend shapes of your model need to be blinking related. First two are blink, the two after that are lower eyelid.

#

Check them in Unity, I'm 99% sure that you're missing lowerlid

#

Does she even need eye tracking with that blindfold?

#

You can just unmap the eye bones to solve the problem immediately. If you need eye tracking/blinking for some reason, make sure the first four shape keys of your model aren't completely empty. Just move one dummy vertice in Blender a tiny bit or something, so Unity will import the empty blend shapes.

viral stag
#

where'd the spine bone go in unity

gritty nest
#

It's zero length because of the CATS full body tracking fix maybe

#

I dunno actually

viral stag
#

Oof

#

I didn't apply it

#

Zero length?

fading verge
#

ignore.

viral stag
#

Alright I'll test it in-game then

shadow shoal
#

@viral stag Always ignore that

viral stag
#

๐Ÿ‘๐Ÿป

plush garnet
#

My avatar has a jaw bone and I set it to jaw flap in the editor, has any ways surfaced to check jaw flap in unity or do I still have to rely on other players to test if they work? it's kind of a pain to try and do trial and error when you have to rely on others

shadow shoal
#

Rely on the mirror

plush garnet
#

Mirrors don't work for visemes and such IIRC

#

unless this was changed?

shadow shoal
#

They do work very well

#

I can see my mouth moving

honest kettle
#

use the mirror AND camera in avatar testing for testing ๐Ÿ˜ƒ

opal aurora
#

Mirrors always worked with visemes before on my testing :o
I think it's jaw bones that didn't show on mirrors

shadow shoal
#

Yeah you need someone else to see it

crystal vector
#

Jaw bones are really wonky from what I have seen

shadow shoal
#

That's why I use visemes

warm pecan
#

no matter what axis my arm bone is, It only moves up and down with the Y axis

#

only moving the up pointing blue arrow makes it move left and right

warm pecan
#

oh and doesnt matter what axis I move it always goes vertical

fading verge
#

The fingers deform hugely whenever I exit edit mode in blender

round viper
#

How do you go about rigging non humanoid things to use in vrc?

serene urchin
#

@fading verge probably fucked up weight painting

fading verge
#

Urgh I really dislike doing that shit but I'll do it from scratch again later and see if it fixes it

forest crane
#

@round viper how ? just rig it

#

ยฏ_(ใƒ„)_/ยฏ

light kindle
#

uwu if its already got weights just move the bones there in edit mode

wintry fable
#

why are my arms so fucked

light kindle
#

*shoulders

round viper
#

@forest crane I just noticed when I dragged it into unity and enforced tpose it like really messed up (head went into a weird position) so I was wondering if that was an issue. I having trouble setting the view position correctly on it.

#

So I was wondering if that was part of the issues

#

I weight painted it by hand if that makes a difference

forest crane
#

@round viper just go to play mode in unity

#

u will see that the ball for view pos is moved

#

and then u can change it and play again

round viper
#

Oooh okay @forest crane ! Thank you!

#

I didnโ€™t even think of that as an option

shrewd schooner
#

how do you import .smd files? when i put them in blender they have a bunch of shapes around them and unitys animator has stuff in it one the fbx is in so what do i do?

shadow shoal
#

i import .qc files instead

round viper
#

Is there anything I should keep in mind when rigging non humanoid avatars since when it uploaded to vrchat the head was completely messed up xD

fading verge
#

Ree

fading verge
#

How do I take head bones and connect them to a different armature?

#

Asking for a friend, i think i would know how but im not home to see for myself

calm needle
#

the fun of constant toe tapping due to an odd spine

opal citrus
#

okie so i have a model and i took a head from a seperate model and appended it to a body that i found, i tweaked the head to look right, but now all of the shape keys are set to just before i started editing the head mesh. Anyone good with shape keys know how to apply the new basis shape key to all of the shape keys?

warm pecan
#

@round viper generic rig non humanoid

#

right? or wrong

light kindle
#

@opal citrus just set it to 100 in unity

winged crater
#

guys

#

wtf is this?

#

help

#

i did it said cause dhte problem and i even didnt touch the prefab

#

still happens

#

the

fading verge
#

you need to map the bones in the rig configuration

winged crater
#

i did that

#

thats not it

#

only occurs after i put my dynamic bones

#

but it was on generic when i finished then changed it to humanoid

fading verge
#

you should delete toe bones @winged crater

winged crater
#

stiol doesnt help

fading verge
#

๐Ÿค”

#

Thats all I know about it

winged crater
#

XD it works completely when copying dynamic bones into the model but the second i press the play button up there

#

and go back to edit mode, then vrchat says it doesnt work

#

should i just not try the animations? and jsut publish?

round viper
#

@warm pecan Iโ€™ve been forcing the rig into humanoid because I was under the impression it had to be for vrc. Is that not true?

warm pecan
#

@round viper you can make generic rigs but have your own animations

#

usually for animals and etc

gritty nest
#

@round viper you don't need the rig to be humanoid for VRC

#

But if it's even remotely humanoid, definitely do so

#

This includes anything from humans, anthropomorphic animals, centaurs, lamias, etc

#

You'll get a lot of stuff supported out of the box

heady scroll
#

Hi community its my first time rigging a cape for my avatar (for use with dynamic bones) i just put the bones and selected mix with automated weights but in pose mode the bones still dont work. Its like they arent combined with the mesh.

fading verge
#

did you parent the armature to the mesh ?

heady scroll
#

ok i just parent armature to mesh with CTRL + P but this looks weird and break my bones

fading verge
#

hmm

#

i used ctrl + j to joint an armature to a mesh

heady scroll
#

ehm...

#

whoops

#

How can i check if i joined

#

i pres join but nothing happens

#

is it already done?

fading verge
#

instead or orange and yellow they will all be yellow

#

and you can check the armature

heady scroll
fading verge
#

not yet

heady scroll
#

no mesh data to join

#

if i select the mesh and the armature

#

and CTRL J

fading verge
#

select both armatures with shift right click and ctrl J

heady scroll
#

i dont know what you mean. i only want to combine the bones to my mesh so it moves with the mesh. And my cape has only one armature. The one on the top is the avatar and has nothing to do with my cape.

tall kestrel
#

Is there a way I can make her sleeves follow he upper arm bone? In vrchat her shirt doesnt move so her arms just go through it and it looks weird

#

1 sec gotta upload the image

gritty nest
#

Depends on what the sleeve bones are currently parented to

#

They might be parented to the chest. If so, try reparenting a couple to the shoulders instead.

#

That worked wonderfully on one of my other models

#

If they don't have bones, maybe the shirt has to be weight painted to the shoulders, which is gonna be a pain.

tall kestrel
#

Yeah there's only an upper cloth bone in regards to the shirt .-.

gritty nest
#

Fug

#

Uh

tall kestrel
#

I have to highlight the sleeves individ right?

gritty nest
#

Maybe you can duplicate the vertex group for this upper cloth bone, then remove the right half of the weight painting on one, and the left half on the other?

tall kestrel
#

Then do the weight stuff?

gritty nest
#

Then you can position the bones so that they're parented to shoulders

#

Yeah

tall kestrel
#

I'll give that shot. If that doesnt work, gg

#

Actually nvm, that's a lot fo work too

paper radish
#

are dynamic bones broken?

#

ever since the update, all my new characters don't work in Unity with dynamic bones. everything rigged and paretned properlyu

round viper
#

@gritty nest itโ€™s so close to humanoid. Rigging a Donkey Kong model. But every time I bring him in his head like points upwards with humanoid rigging.

gritty nest
#

Sounds like you should move the bones in Blender then

#

In edit mode

#

Move them in such a way that the head bone is pointing up when the mesh itself looks forward.

#

Donkey Kong is definitely a kind of model that you would want a humanoid rig for.

#

Alternatively, maybe you could go into the model's rigging tab in Unity, and forcibly rotate the head forward. Ignore any "not in T-pose!!" warnings. @round viper

round viper
#

I donโ€™t know why I didnโ€™t think about turning the bones haha. Iโ€™ll try that. Thank you.

frozen abyss
#

hi everyone i'm not having problem with polygons anymore inteact i have over 100K
no prob at all but the problem will be that i probably will be perma ban from vrchat and i don't want that.
but here is the thing... when i download low poly=10K 3d avatar in .obj or .dae form.
then i add some extra meshes,particles,animations,music and texture to my avatar it grove's to 150.000 polygons
and i was try to pack it all to in hope i will be able to lower polygons in blender, but no,
the blender doesn't recognize my custom prefabs data cause i was only be able to pack that file in _.prefab file type
but here is another problem with same avatar.
when i scale avatar in normal human size the unity says that my avatar have uperchest problem
and when i try to change it, the unity say's that model-select button are missing for some reason
but if i import new avatar that button are functioning propertly.

so only thing to do for me is that i decimate all content of my avatar+etra mesh to blender
and that will degrade texture so much so did someone know's how to resalve those nasty 2 problems
please help me.

chrome jungle
#

Animation have nothing to do with polygons.

#

Check your particles and the number of "extra meshes" you did add ; texture are just texture, not actual polygons aswell

#

You should work on your particles and the "extra meshes" you're talking about ; if you did add some props etc, decimate them.

#

Ppl have working avatar with 3 guns and a shit tons of stuff

#

So you should be able to do it aswell

#

( less than 20k avatars )

#

Perhaps your particles are taking way to much particles

#

About the size thing ; i don't know.

#

( particles are not actual poly ; but they add up in unity itself depending on what you're doing )

chrome jungle
#

Hoi

#

I have a problem.

#

I need to set-up the rotation of to bones to 0 0 0 by default in unity

#

But i can't manage to do that in blender

#

Any idea ?

#

These.

chrome jungle
#

Can't do anything i'm going crazy gosh

spiral delta
#

anyone know a fix for this

opal rover
#

Does anyone have experience with rigging hair? Never done it before but I wanna make the hair of my model move...

serene urchin
naive tree
#

@serene urchin prob go to blender, check how many uvmaps ithas , if it's more than 1 then delete the otehrs u dont need

serene urchin
#

@naive tree it has two the problem is when i delete one a different part gets brown

#

@naive tree can you maybe look into it if i send it to you if you have time ?

light kindle
#

uh make sure they have the same name

naive pecan
#

so i have my model rigged and it moves fine in unity so it is weighted ok but whenever i load it into vrchat it is stic in tpose. anyone got a suggestion?

cursive gale
#

how*

#

any help is appreciated

cursive gale
#

any one ๐Ÿ˜ฆ

paper radish
#

@cursive gale would it be too hard for you to remake it in Blender? heres how I use mixamo real well

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Make the model in whatever program you use, and export as FBX, and mkae sure whatever textures you've used are in the same folder as the FBX. Then use a free .Zip program, theres plenty, to zip the whole folder into a .zip file,

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Then open up Mixamo, go to Upload Character, and drag the ZIP file into it

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it should import with all the textures. then just follow the rigging instructions,

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when its done, Download as FBX (not FBX For Unity), in T-pose

sinful sundial
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@serene urchin I've seen this problem before when importing smd and psk models, check your version of blender and go to a previous one

paper radish
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that should import back into Unity as full humanoid, with ONE exception- the chest bone.

you'll need to go to the Humanoid rig, REMOVE the Upper Chest bone from the slot (set it to none) and then whatever bone was in there (usually Spine 1 or 2) put THAT bone as your regular Chest bone.

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then you're all done! Should upload (long as its under 20k polys, and has avatar desscriptor, blah blah. tutorials online boi

cursive gale
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IM willing to pay someone to do this for me.

lament summit
crisp tendon
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Does anyone have a tutorial on how dynamic bones should be set for tails ? Not the parameters but the actual bone layout

naive tree
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the more bones the better movement it will be

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if it's large scales for instance, you'd want the entire scale assigned to single bone

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and treat it like a metallic armour piece which doesnt bend

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so yeah, I'd just say it's adding 10 bones and autoweight ๐Ÿคท

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rest would be dependant of values and rolloffs if using those

rapid mason
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how to get some bullet fire effect on my gun in unity
and add some audio everytime i do shoot it

rose solar
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@rapid mason There are tutorials for those

crisp tendon
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It weirdly "breaks" between the bones

gritty nest
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Smooth out the weight painting perhaps, or increase inert some more

fading verge
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yeah, seems like it's moving too much and too fast

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either having softer settings or smoother weight paint

crisp tendon
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smoother weight paint overall or just stronger at the beginning of the bone and weaker at the end of it ?

gritty nest
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I would say smoother transitions. Make sure there is more green and less red near the edges of the bones.

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On both sides

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Auto normalize and the right brush (Mix?) should make this fairly easy

hearty thistle
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Would dynamic bone be the proper script to use to have a necklace sit against a models chest or should I be using something else? I also need to make the necklace's bones draw towards the ground because its pointed outward by default.

fading verge
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yep

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using gravity/ force

plush garnet
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A friend of mine is having issues with visemes, they created the visemes in blender and exported the model, everything works for them with the body mesh and viseme blend shapes coming up and they input all the sil a e ih oh ou parameters
but their avatar's mouth doesn't work in-game until they sit down, but when they stand back up it stops moving, they tested it infront of other people and they claim that it is indeed buggy in that regard so they didn't need to rely on mirror/camera, anyone have any idea about something like that?

crisp tendon
fading verge
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you can use the inert distrib for that

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using more inert at the end and less at the beginning

crisp tendon
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yeah i think i used the correct curve, but i'll intensify it for the end a bit more

fading verge
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also it's funny how we can see the effect of the weight paint

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the bone is moving a lot

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but the mesh is still more stiff

crisp tendon
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Definitely a major improvement, but still can't quite get the stiffness i want, good enough for now anyway

fading verge
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it's pretty hard to get it right

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the weight paint is important

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and you have so many values to play with

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and then you get the distrib in it

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oof

crisp tendon
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distrib is fine, but it seems like the parameters are fighting each other, so that makes it so much harder than i need it to be

naive tree
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just got back, had to look after sisters kid

restive sparrow
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@crisp tendon The bones on the tail look like they aren't all the same length.

naive tree
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well, my only reptilian-like tail was pretty wavy opposed to what you'd like to have

crisp tendon
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I took reference to what i could find and made each following bone shorter and shorter

naive tree
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i would assume it looks like that, the base bones longer for less movement

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but def have to try with distribution ๐Ÿคท

restive sparrow
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I work with some weird rigs, not even dynamic bones, just plain irregular-shaped. Like one arm longer than the other type of thing.

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Or like if a humanoid has nothing from the forearm down to the fingers and it's just replaced with a metal device of some sort, I still get it to work in full body ik

forest crane
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๐Ÿ‘€

leaden horizon
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Hello, I have a model i am currently modding but i have run into a problem that i do not know the solution. i am using blender. the model i have is weight painted / rigged but when i go into pose mode and move any of the armatures/bones, the model does not move, but the bone does move. i do not know why the model is not following the armature/bone

fading verge
leaden horizon
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ok now the bone will not move either

fading verge
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show me your hierarchy

leaden horizon
fading verge
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yes

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don't see anything wrong with it, that's weird

leaden horizon
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yeah all my friends who dabbled in blender are confused, my friends who do it for a living are offline.

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hmm, somehow i fixed it >_>

fading verge
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๐Ÿ‘Œ

leaden horizon
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i think the armature was linked to the mesh improperly

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so i relinked it >_>

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and that worked

calm needle
crisp tendon
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Looks good, i'll try to add a bit more inert to my parameters and see how it looks, thanks

glad egret
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how should i place the hip bone?

shadow shoal
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what?

stuck edge
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nothing ^_^

shadow shoal
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nnaaah...

strange aspen
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some parts of my armor is like up, instead of being flat. How can i fix that any idea ?

strange aspen
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any help on the armor ?

glad egret
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whats wrong with it

strange aspen
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the gloves

glad egret
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yea what about them

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they look fine to me

strange aspen
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the plates

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thats goe upward

glad egret
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so basically they dont fit onto the hands/arms very well?

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thats something u gotta do in blender

strange aspen
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it looks fine in blender