#avatar-rigging

1 messages Β· Page 113 of 1

glad egret
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show

strange aspen
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@glad egret

pine harbor
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check that the bone rolls on the plate bones are set to 0 in blender

cerulean hamlet
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is there a reason why my model gets big af when i try to join armatures?

glad egret
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one armature is probably responding to the other's size

high stream
surreal haven
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having a weird issue with some dynamic bones: i have earbones on this model, and they are properly weight painted. When I take them into blender I can move them around in pose mode and they work fine. But when I add dynamic bones to them, they just don't move

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nvm: i was able to fix it by adding the dynamic bone to the head instead, and excluding every bone except the ears, oddly

fading verge
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that's how you are supposed to do it

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that's why a lot of people are creating root bones and they put the dynamic bone script on that root

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saves a lot of time

surreal haven
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the ears have a root bone, but i suspect i messed up creating it

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and since doing the head thing solved it i'm not gonna bother going back into blender to try and figure out where i went wrong lol

fading verge
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you should so you don't make that error again

surreal haven
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yeah, when i wake up tomorrow i'm going to

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i think i may have screwed up mixing the weights into the root or something

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i'm just gonna go insane looking at blender anymore tonight

lethal plover
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I'd like some help if anyone knows the issue:
I have been trying to add a model without any animation or bones. No animation is required of the model, so i thought it to be fine. Although, upon upload, when the avatar is in-game it is for some reason facing the wrong direction, and has been rotated into the ground.
I tried fixing the issue by rotating the model in unity, but it had no effect. What do i do?

naive tree
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before exporting in blender u rotate and then ctrl+A when mesh and boens selected > rotation/scale/position

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maybe you don't have rotation applied if you did rotate it

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or if needed u can rotate it and then see if it does fix it

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orrrrrrrrr if it's a generic, then they get faced down i think

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let me find screenshot of how to fix if it's generic like plane or smth

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nope cant find it

lethal plover
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Welp.

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Thank you anyway πŸ˜ƒ

fading verge
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should the eyes be like this

naive tree
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no, they should be facing up

fading verge
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wdym?

naive tree
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if you made eyetracking and blink with cats, then the bones created should be facing up

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/\

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and be sure that you have assigned LeftEye and RightEye in rig

fading verge
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now they are down there

light kindle
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cats is broke with not mmds

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ive had eye bones on the floor and floating high before

naive tree
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@fading verge select mesh and armature > ctrl+A> rotation/scale/location

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adn then recreate eyetracking

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worst case scenario dont use eyetracking

surreal haven
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do what i do

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put some sunglasses on him and call it an artistic choice

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:^)

naive tree
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lol

steady bobcat
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LOL

fading verge
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@naive tree how should they look

naive tree
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svel u need to fix trhat hair

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idk why ppl use it, it's so ugly :puke:

fading verge
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im too lazyyyyyyyyyy

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and i don't know what other hair style i could use on hair

maiden turtle
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I'm currently at my first rig and everything is working fine so far. But I've got a problem: After parenting the armature to the mesh, I went into pose mode. But when I start turning the head up, some parts of the face, aswell as the inside of the mouth do not move as they should. Can anybody tell me how to connect the parts to the mesh? https://i.gyazo.com/b847b5a35ecaa1ec00f66de5ad6a0f56.gif

light kindle
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those parts are either not parented or not weighted

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another bones probably got the weights though

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since the teeth move a bit

naive tree
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it is held by other bone, correct

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neck or chest

light kindle
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if you can i usually have my parts seperate

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and i do those kinda things by hand

maiden turtle
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Okay thanks. I will look into that a little bit more.

light kindle
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or select the mesh>edit mode> select all (shortcut a)>go to vertex groups and select the right group>hit assign

maiden turtle
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Okay thanks! This should work

open hull
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hello riggers

naive tree
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cmonBruh

vocal wedge
open hull
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Are they on the same layer @vocal wedge ?

vocal wedge
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Where can I check that?

open hull
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little boxes under the view window usually

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in blender

vocal wedge
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If that's what I think it is, I have only one layer.

light kindle
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pretty sure thats unity

vocal wedge
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To be fair, I think so too, but I'm not exactly sure why.

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Posing works fine in Blender.

light kindle
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no as in

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i think that gif

open hull
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I think you might have to sort out your hierarchy in blender

vocal wedge
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Now that you mention it, the torso is separated from the rest of the body. I'll have to look into it deeper.

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Thanks.

elder crescent
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can someone explain to me why weighting vertices on my model with strength from 0.001 all the way to 1 is making zero difference in how much they move

gritty nest
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The vertex group you're painting, is it named exactly the same as your bone?

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Capital letters and all?

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And are you sure no other bones are having influence on that area?

elder crescent
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yes to all, the vertices are moving, they're just moving too much.

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i saw they were painted to 1.0, so i wanted to tone it down a little. tried everything all the way down to 0.001, they move precisely the same

gritty nest
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Oh, they're moving too much? That's weird

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The only thing I can think of, is that the bone in question has children which also have weight paint on that area.

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Check all your vertex groups and make sure only one group has control over that area

elder crescent
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yeah i did. the part i am moving is two meshes, but they are in the same group

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the clipping appears pretty quick when the legs are bent in pose mode

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its an easy fix by just moving the mesh back/down, im just new to weight painting and not sure why it's completely unaffected

naive tree
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that part is weighted to two bones

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i would say the shorts are being held by hips

elder crescent
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mm the clipping part is just on one bone though, or does that not matter

naive tree
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shorts are weighted to hips a little bit on that part is my guess

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so it's not moving at the same weight as your leg skin is

gritty nest
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Oh yeah, that's a good point. You had the right idea, it was just the wrong way around

naive tree
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you either fix weights or lower the skin

elder crescent
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ahh ok, so toning back weight on the lower part of the hips vg for the shorts would probably fix

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i think i will just lower the mesh, but that's good to know, thanks πŸ˜„

naive tree
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green on leg will be red for you

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it's just for thigh bones

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could be your hip weight going too far down

fickle plover
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And now the hell begins

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Protip for balljoint rigs

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Lock X and Y rotation for the upper arm balljoint

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so it cant mess up and clip through the shoulder

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Likewise, UNLOCK all axis for the shoulder

crystal vector
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Ryuko β™₯

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Really nice body but the face looks a bit weird 😁

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I have always wanted a transformed version πŸ‘Œ you created this yourself right?

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@PolarStar#1898

fickle plover
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This is based on a crossover that was done by one of the artists i follow @crystal vector

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and it probably looks better if the bone structure isn't in the way

calm needle
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it came out well

fickle plover
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viseme time

calm needle
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at least lower poly faces tend to be a bit easier in that reguard

fickle plover
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One of the more inventive things i'm doing though...

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Is having her air vents on her back flutter when she breathes

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gonna have an emitter for some exhaust, maybe

calm needle
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interesting detail to add

pearl swift
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Has anyone here used the "Humanoid Editor for Unity" plugin successfully with VRChat avatars?

I'd like to scale some of my limbs, and it looks like a nice and easy way of doing so with already finished avatars. But I've had problems with scaling looking good in Unity and bugging out in VRChat, so I'm hesitant. Ty

fallen mesa
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How dafuq are unassigned vertices (prolly in leg and shoulder region) doing this to the fingers? Im literally crying rn

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maskes no frickin sense at all

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when i export as .blend it works fine but i have to use fbx as i cant assign materials in unity properly, and unity doesnt auto materials on .blend for me

fallen mesa
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Like these bones are literally shifted, this makes no sense

rocky heart
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I need help with auto weight painting

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every time i try to do it it gives me an error

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this is what the armature looks like

rocky heart
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Nevermind... i had 385 double vertices

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FuCk

cinder iris
rocky heart
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havent messed with that kind of at all

gritty nest
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It seems they're showing, but they're a long way from where they're supposed to be

rocky heart
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wtf

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i mapped my bones

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but it's still saying im missing elements??

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i have all the required bones and all of them are in the right order... i triple checked

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are like one of the optional boens secretly required or something?

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seriously, the chest isnt optional, you gotta have it, fuCk

fading verge
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How do i fix this

fading verge
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Hi, I had to weight the hair bones separately from the main armature because I had to automatically weight it at first to find out the best places to weight, anyway, I finished weighting and tried combining it with the other armature with ctrl+j and now the body doesn't move with the bones. It's really confusing and I'm not sure what I'm doing wrong. https://gyazo.com/fc4384a7e6e517f8ab2bf3ed6fedf3c4

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I'm pretty sure I did the same thing as I did with the skirt bones and it worked fine then but I don't know if I'm forgetting something.

deft edge
gritty nest
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I think you're missing some bones there though

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Unless you're gonna Generic rig it, of course

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Maybe it'll actually look better with a Generic rig and custom animations than if you did Humanoid

deft edge
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Yep, I plan on doing just that.

gritty nest
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That's pretty cool

deft edge
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And ROBLOXians are quite easy to animate

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So this is pretty good.

gritty nest
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To be fair, I think it could look good in a Unity humanoid rig. Just not the humanoid rig configuration that VRC in particular forces you to use.

deft edge
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Yeah

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Most people who have ROBLOXian avatars also use Mixamo for rigging

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And you know the thing about Mixamo.

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It weight paints... Uh, pretty badly with non humanoid models.

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Or maybe in general.

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Rigging is finished

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Now for animation

fading verge
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nearly any autorig software is horrible

deft edge
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true

fading verge
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because, lets be real, generally it's just assigning auto weights via bone heat and/or vertex groupings.

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which all 3D applications use half the time.

deft edge
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Yeah

fading verge
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i havent necessarily rigged anything for vrc yet

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kinda dont plan on that, rigging is a nightmare.

deft edge
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Now just to make custom animations for this robloxian

fading verge
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as long as it includes OOF

deft edge
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It will

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It'll replace the die emote

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Just seems right.

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If I can get it working I'll add the oof sound effect alongside it.

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Which is actually "Uuhhh", but "Oof" is the more popular one.

fading verge
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I'm guessing no-one knows what the problem is then?

deft edge
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Oh

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Let me check your messages.

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Is hair a separate bone?

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Or are the meshes not joined together?

fading verge
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The meshes were joined together when I merged the hair bones.

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The problem is that the weights are still on the body but the armature isn't moving the mesh.

deft edge
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Hmmmm

fading verge
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Yup :/ Not sure what the problem is, I legit just merged both of the armatures and that's what happened.

stuck edge
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WTFFFFF

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I went to cliick upload my avater in unity

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and i cancelled it because I forgot to do something

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and it crashed

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and now when I open my prokect

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my assets are there

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but my hierarchy where i had the model with animations and stuff is freaking GONE

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the .fbx is still in the assets

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but my progress.....frekaing gone.

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WHAT THE HELL

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I SPENT SO MUCH FREAKING TIME

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Is there anything I can do or should I just throw something out the window in frustration?

shadow shoal
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Did you save the scene?

stuck edge
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yeah

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its been saved

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oh thank god

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Thank you

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I was angry and didn't think to open the scene

shadow shoal
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Lol

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You got lucky it was saved before it crashed

stuck edge
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I was going to be so angry and just go to bed

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Oh I spam CTRL+S a lot

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like every little setting I change, I press it

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this is like the 5th model I've done and I swear every time, a new issue comes up

shadow shoal
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What model are you doing

stuck edge
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Bakugo

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I added the intimidation thing he does where he sets off little explosions in his hands

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seems to work fine in unity. Hoping it does the same in game

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So far I have done a Chara from Undertale with a spawnable knife, a Trueno AE86 that turns headlights on and plays Initial D music when moving, Yamato from KanColle where all the barrels move, fire and make light and sound...and now Bakugo

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Oh and a bag of Doritos that emits mtn dew and doritos

fading verge
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Hey does anyone have any ideas as to what's going on with the thing I posted above?

crystal vector
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@fading verge Select your mesh, go to the modifiers (wrench icon), and there should be one modifier. In there is a field where you have to select the models armature. It should work then

fading verge
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Which modifier is it?

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Ah nvm, sorted it, thanks πŸ‘Œ

cloud kiln
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Anyone here knows how to actually make it so that your character don't mess up for you when you add something on in Unity? πŸ€”

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With that, I mean that making your character not collide with the textures from the item you put on him/her.

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If you actually know a work-away around this, please ping me here or PM me

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I exclude binding it inside Blender now, I done that and knows it works. I want to know if there is a way to do it in Unity

verbal heart
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So uhm..
I worked with blender for the first time because i wanted to use my ''regualar'' avatar into a diffrent avatar/model, a costume to be precise, so i had to ''Cut out'' the head of me regualar model & bring its bone scructure over to that ''costume''.

Now ive done that but ive got 0 clue how to make it a whole. So the skeleton / rigging works with the costume and so on, and not just the cut-out head and leaving the costume static..

Anyone that could push me in the right direction, advice or help me trough it?

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A pm is apreciated, because i probably forget posting here ._.''

shell tendon
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was wondering, is there some special limit to amount of bones i can use on hair?

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or i can go nuts with it?

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lets say i wanna make a braid with like 50 chain small pieces and put a bone in each, that'd be overkill right?

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like, there's 2 braids and 42 in each or smth...

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and want it to be part of hair dynamic bone

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Kinda wanna have em jiggle very smoothly, if you know what i mean

fading verge
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yes it's a bit overkill

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you dont need that many

shell tendon
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hm...

fading verge
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you just need to be patient with dynamic bones until you get the right settings

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don't forget that you can use distrib to make them even better

shell tendon
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well right now bones are lacking

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the original mmd doesnt have enough so it kinda looks off

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i can at least double the bones

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right now it's 5 bones per braid

fading verge
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i'm pretty sure it got enough

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but with all MMD model, the weight paint is absolutely garbage

shell tendon
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indeed

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i already did try editing it a bit

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it looks alright perhaps

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ii guess ill try to seperate right now and see how it looks on lighter settings in unity

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In fact this model is pretty optimized, i did try to look on other mmds and there's so much bullshit going on with them

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so i would say this one is rather fine, i didnt touch weight paint anywhere except the braids in fact, didnt need to delete or correct almost any bones except thumbs

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so i would say i got off lightly with it

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While I did add quiet a bit bones to the hair already, as there were parts that just didnt move, now im thinking of other things but w.e. for now

elder crescent
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does anybody know the easiest way to move a model (mesh+armature) upwards so the feet arent thru the floor? this seems like it should be so simple and it's driving me insane trying to do it.

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i've tried using the transform window on the root armature bone in pose mode, which works great, but i want that pose to be the resting position, Apply Pose as Rest Pose resets the mesh and keeps the armature there, i want the mesh to stay there too

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nevermind, just moved the armature in object mode and that worked. note to self: dont google problems you are having in blender unless you want to be mislead πŸ˜„

naive tree
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ctrl+A > position

gritty nest
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Apply pose as rest pose seems to be broken entirely, or maybe I misunderstand what it does

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All it seems to do is move the bones while keeping the mesh where it is

weak notch
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@gritty nest you need to apply the armature modifier on the mesh first then apply new rest pose

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then manually re-add an armature modifier to the mesh

fading verge
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you probably deleted important vertices

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The only vertices that were meant to be affected were the ones inside her head and they're still there.

naive tree
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i'd seperate by materials, delete all important meshes that contain shape keys (eyes, mouth, face, teeth etc)

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then join rest mesh together, delete all shape keys

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and copy-paste meshes from your original that u deleted

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translating everything beforehand

fading verge
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Will all the weighting I did for the hair be safe?

naive tree
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and then joining

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ull have all weights + all shape keys normal

fading verge
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Okay cool

gritty nest
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Basically, deleting vertices will mess up shape keys.

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You can avoid this by separating the meshes beforehand

lilac moss
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avatar's head is leaning to the left, or more accurately the hips are leaning to the right and the head comes back to the center, happens in non-vr mode only i think

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Anyone know this bug? Pretty sure i've seen it before. I cleared bone roll, changed height, the view position is centered, the armature is centered

misty cradle
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is it possible to connect two bones like they will move in the same direction? or maybe no connection but e.g. when the head bones leaning forth the spine bone will do the same on his position

spiral delta
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2 hours of trying to fix tsukasa's damn arms and legs and I finally got it working

sterile copper
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Yall all use blender right?

naive tree
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yes, but you can use any software that you're comfortable with, just blender has cats plugin, which makes everything a breeze mostly

cosmic mica
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is there some special trick to the viseme mouths now cause it stopped working for me since the last sdk update.

sterile copper
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Im gonna make a maya tutorial since its the most versatile and usable program

true vapor
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Ok so say I use my avatar on a different rig how much of a screw up would that be

sterile copper
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Oh god

true vapor
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Yea

sterile copper
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Lemme put it this way

true vapor
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I screwed up

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Tried my new model in vr

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you can literally see the nsfw in it

sterile copper
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Imagine your rig, working perfectly

Now imagine that all the good skinning detail was gone

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Is it an nsfw avatar?

true vapor
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Because apparently spending so much time working on this unity doesnt detect my spine hierarchy elements

sterile copper
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If not, why does that geometry exist

true vapor
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its not an nsfw

sterile copper
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Oh god

true vapor
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though it would be if you didnt cover the chest

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I did for mine though

sterile copper
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Alright so like

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You do know you can remove geometry right

true vapor
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I couldnt send it here because of obvious reasons

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yea

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It works fine in unity

sterile copper
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In engine and in playtime are two different things

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Some things may work in engine but not in game

true vapor
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true

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works fine in unity

sterile copper
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And it looks fine when rotating joints?

true vapor
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Yea

sterile copper
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How many polys is this model?

true vapor
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I don't know why its giving me the error though

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orignally 25k

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its down to 19944

sterile copper
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WTF

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Omg

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No

true vapor
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wait

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no thats faces

sterile copper
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Omg

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Thats not good

true vapor
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well it has to be in vrchats limit

sterile copper
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And its limit is 20k tris

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I assume the mesh is triangulated

true vapor
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yes

sterile copper
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Otherwise your situation is DIRE

true vapor
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yea

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Had to decimate the hair a bit

sterile copper
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Alright, either way, that mesh should be 12k at max

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Oh god

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Omg no

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Dont decimate

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Decimation is the worst you could do

true vapor
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either way its useless if I dont fix the spine problem

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which I don't know why its telling me

sterile copper
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Sorry i think i missed that

true vapor
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wait wtf how does it not show the chest

sterile copper
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What

true vapor
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The rig for it was removed or atleast not auto assigned

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Think I fixed it

serene urchin
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@true vapor you prolly forgot to map some bone

true vapor
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No everything was mapped

serene urchin
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check head and body if everything is mapped right

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send a screenshot

true vapor
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Yea the chest wasn't assigned for some reason

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Now I just have to remember on how to delete an avatar from vrchat

crystal vector
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@true vapor Go to Manage uploaded content in the vrcsdk menu

serene urchin
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yup

true vapor
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Yea I found it

serene urchin
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u can also drag the window into your project so you dont have to click on the top everytime @true vapor

crystal vector
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I'm doing that with the upload panel

serene urchin
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yeah i have that with game upload and manage

true vapor
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Nope still screwed

true vapor
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Well model is fixed...for the most part

fading verge
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For some reason whenever i try to map out the finger bones when setting up the rig in unity it clears when i press apply, anyone know why this might be happening?

misty cradle
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how can i fix "Spine Transform 'Spine' has bone length of zero." ?

fading verge
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you don't

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because it doesnt do anything

misty cradle
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sdk says i have to, i can pypass the warning but normaly by a normale humanoid rig a warning like this should not be there...

low parrot
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If you used CATS then you're going to get that warning

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Just ignore it

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CATS even says to

misty cradle
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normaly i CANT ignor it, because SDK says: "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped." and i CANT upload the avatar in a normal way and i thing i get some other problems when i ignor it

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think*

low parrot
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Are they all mapped?

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Also are they all parented to the Spine?

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er

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nevermind disregard that last part

misty cradle
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i would show you it but idk why i cant put a picture in here

low parrot
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Link pictures isntead

misty cradle
robust crescent
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No shoulders ?

low parrot
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Yep, map those shoulders

misty cradle
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does not change the spine problem

low parrot
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The spine length zero isn't a problem though

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It won't stop you from rigging it

misty cradle
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..... sdk says: fix your rigging shit or you cant upload

shadow shoal
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Then fix it

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You need shoulders

misty cradle
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-.- thats why i'm here lol.. i said "does not change the spine problem" too stupid to read???

shadow shoal
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Calm down

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The spine problem won't affect anything

misty cradle
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i dont repeat again

wise oriole
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Do extra, unused bones cause any issues/make it more processing intensive?

quasi oasis
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What would I be missing if I'm adding new geometry and bones to a model that only get glitched to heck when in-game?

wise oriole
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Glitches out in which way?

quasi oasis
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Okay I figured it out

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Somehow my blink shapekey grabbed onto it

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I have absolutely no idea how this happened

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Oh every shape key affects it...

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Figures I'd solve it on my own immediately after asking xP

silent aspen
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Anyone know a good tutorial that details rigging hands in blender?

lilac moss
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just put the bones in the right places and auto weight

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use the default sdk avatar rig or whatever

gloomy pollen
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hihiii, this model has eye bones but when i try to make eye tracking it says it doesnt contain the vertex

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so how do i

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add

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the vertex? xD

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my left eye is but just the right eye doesnt appear in the vertex group list

shadow shoal
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Make the vertex group

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Select all the vertices for the right eye and then add a new vertex group

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Make sure you're in edit mode

gloomy pollen
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do i seperate it first?

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its selecting both eyes

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oh in edit mode duh

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hmm yeah its grabbing both eyes

shadow shoal
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Select one of them manually

gloomy pollen
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tip for that ? xP

shadow shoal
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Use B or C

gloomy pollen
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C works I guess, can i grab all the eye pieces at once somehow?

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i need to make a vertex group and call it Eye_R right?

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then assign it to that?

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oh ok i think i got it

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but i just realized the eyeball isnt supposed to move is it xD

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ahhhh her irises are going through her cheeks xD

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what is this

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they clip just a bit

shadow shoal
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Hmm that shouldn't be happening

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Did you select all vertices or did you miss some

gloomy pollen
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yeah i used a decent sized brush

#

i grabbed just the iris and assigned it

#

is that right?

#

it looks like just the right iris is clipping

#

oh its like its pivoting from the wrong spot

silent aspen
#

@lilac moss TY for the info.

gloomy pollen
#

the eyes are acting weiiirrdd

#

like the irises sink back randomly

#

then pop forward and track

light kindle
#

if you didnt fix the bones location you might have the settings for cats tracking too high/low

#

(eye range)

fading verge
surreal haven
#

oh, this channel is probably a better place to ask. does setting each bone's roll to 0 really work? seems like it would mess up the model more, but my current model is having issues where the forearms rotate way too much

pine harbor
#

can't say i've seen an instance where setting the bone roll to 0 messes up the model more than what unity could've already done to it

surreal haven
#

maybe i'll just test it out on a different version of the model, see what happens

pine harbor
#

it almost feels like unity's concept of bone directions is different to blender's -- its behaviour looks more like MMD in some ways

#

if you don't have any distortions with any given model in unity, you probably don't need to try fixing it -- but if you do, then at least try setting the bone rolls to 0 for what seem to be the affected bones

surreal haven
#

well, the issue is in game sometimes my forearm freaks out and rotates around 180 degrees

#

not like, flipping around, but like... imagine your inner and outer forearm, and then it twists far enough that the inner is the outer, and vice versa

pine harbor
#

so over-pronation, kinda...hmm

#

that doesn't sound like a bone roll issue, especially if you don't see any weird distortions with your model in unity

#

sounds more like the IK system freaking out and not knowing how to pose your arm at those given coordinates

fading verge
#

Um, does anybody know what the problem is?

gritty nest
#

I'm willing to bet it's the weight painting on the hips

#

You say that the legs are identical. But how did you check the weight paint in the actual legs inside those pants? You could just delete the legs under there if you're not gonna see them

#

But it's possible that another bone has control over that area, check the vertex groups. Even the ones not related to the legs

fading verge
#

I hid the meshes above and checked the actual legs. It might be another bone but when I checked all the nearby bones, nothing seemed out of the ordinary.

gritty nest
#

Check all the other bones anyway. It could be something as silly as a hair bone, for example. Just check each and every vertex group.

fading verge
#

Okay I'll have a look πŸ‘Œ

gritty nest
#

I'm willing to bet that another bone has partial control over the pants, but not the legs. The hips seem the most likely candidate, but you can never say for sure

#

Or maybe there's feet/toes that have control over the legs and not the pants. Etc

fading verge
#

I decided to just redo it all because it doesn't take that long to sort it out but now it's working luckily c:

#

Any ideas what the problem is here? xD

gritty nest
#

Two things

#

First of all, set all bone rolls to 0 in Blender

#

@fading verge

#

And yes, the spine length zero thing is a FBT fix warning

#

Always happens and can usually be ignored

#

Oh yeah, and the second thing. If bone rolls don't work, try deleting the model from your scene and putting it back in again

silent aspen
fading verge
#

You can fix the spine

#

You just scale it a little

#

And then its fixed

silent aspen
#

Unity seems to have added another bone and renamed the tip to BONENAME_end. Instead of using fingerbones 1-3 I switched them to 2-end. Would this work? https://imgur.com/cuoLCoh

lilac moss
#

@silent aspen it looks like your rig has 4 bones per finger, unity should be using only the last 3. in these situations i reassign the fingers in unity

#

yes that'll work

silent aspen
#

Cool, tyvm

fading verge
#

@gritty nest Do I need to set all of the bones' rolls to 0 or only the hands? I set the fingers to 0 but it still does it.

#

Only on the left arm

naive tree
#

looks like weight problem to me and not rolls

gritty nest
#

All bones

fading verge
#

Not a weight problem Yuumi, it looks completely fine in Blender

opal aurora
#

It also looks like a weight problem to me oddly enough .-.

fading verge
#

Yeah I would've known what to do if it was that but sadly it isn't

#

Okay yeah @gritty nest, the bone roll thing all over the body fixed it, thanks so much c:

opal aurora
#

Welp, atleast it's fixed then

fading verge
#

Woo!

gritty nest
#

Bone roll is weird

#

I adjusted some bones in my shoulders and my whole body went nuts

#

Even the legs

serene urchin
#

in unity ? @gritty nest

fading verge
#

anyone here skilled at weighting with blender rigging tool?

#

and would not mind teaching me how to use it

naive tree
#

it's personal experience

#

you can't teach it

gritty nest
#

@serene urchin no, in Blender

naive tree
#

watch tutorials and trial/error, get reference from different characters, it's always different

serene urchin
#

Oh alright i get that sometimes in unity

restive sparrow
#

Weight painting is easy and fun when you learn how it works.

fading verge
#

There is suppose to be a tool in blender to quickly rig but i know its not perfect.

#

@naive tree

#

I already know how to weight paint but my model needs to be weight painted entirely lol time consuming but if i can use a tool to quickly do mose of it i can fine tune the rest with ease

#

compared to doing an entire body weight paint from pure scratch

magic sonnet
merry junco
#

rip

tacit sage
#

How would someone go about rigging a Pacman model?

magic sonnet
#

@tacit sage mixamo.com is always a decent option. and if your model doesnt have 5 fingers you can always select a different skeleton from the drop down menu

tacit sage
#

I tried using mixamo and rigging it myself, but the issue is when I move the head or waist around it deforms the body.. I've also tried adjusting the weighting in the mesh, but no change.

swift storm
#

hello will someone teach me how to rig because uuuuh

#

what the fuck

low parrot
crystal vector
#

@low parrot Looks good to me. Just make sure that the roll on all the arm and finger bones is 0

low parrot
#

Really? With the last bones pointing out like that?

thorn willow
#

I still love how Unity/VRChat kept whining about first child bones

#

even if said arm rig is clean

crystal vector
#

@low parrot Yes, that is not a problem

low parrot
#

Alrighty, thanks Hotox

hasty wing
#

So when combining armatures the mesh seems to disappear, anyone know why :c?

naive tree
#

@hasty wing ctrl+A>position/rotation/scale before joining

#

select main armature last when joining

hasty wing
#

@naive tree tnx it worked ❀

maiden turtle
gritty nest
#

Check all other vertex groups, even ones that you think might be unrelated

#

See if they have weight on the arm

maiden turtle
#

Found it, thanks!

gritty nest
#

If you're manually weight painting, auto normalize is great

#

Makes it so that all weights always equal 1 while you're painting, so you don't double paint areas and do not half paint something

radiant jasper
#

guys

#

Can someone help me?

honest kettle
#

not if you dont tell us your issue no.

radiant jasper
#

I made a custom avatar and I cant upload it cuz its saying that my head, hands and feet bones need to be marked. My bones seem to be fine but since I have a custom head that i wanna use, i dont think its connected

#

There are more images there

gritty nest
#

That is actually strange. @radiant jasper

#

Everything seems to be mapped

#

Could you go to the Head section of your rig and show us a screenshot?

lilac moss
#

you have the right unity version and sdk version?

quasi oasis
#

I've been attempting to make small modifications to my avatar, but after adding gloves and having to mess with a bit of weight painting and adjusting bones, I now get this: https://i.imgur.com/bq0qTpm.png

#

Am I just going to have to move the bones in blender, export, and keep trying until they look proper?

empty hill
#

Im trying to add a hand to my model for animations, I dont really have any clue what im doing

#

what do i need to do from here to get it compatible with vrc?

calm needle
#

you need to make sure it has the basic bone structure to work

#

upper and lower legs, foot, hips, spine, chest, shoulders, upper and lower arms, hands, neck, and head are required basicly

empty hill
#

i cant seem to get the bones for the hand to be a child of the forearm

high stream
#

so anyone know why i cant export my armatue correctly it just goes to hips instead of armature the so forth

gentle silo
#

Anyone know how I would go about making a non-humanoid or quadrupedal avatar?

fading verge
#

using generic rig and using custom animation

#

either you made your own or find some on the internet

alpine flax
#

I love maya but man

#

humanik screws itself

patent edge
patent edge
#

anyone got good settings for cloth

gritty nest
#

The Unity cloth VRchat tutorial has one

patent edge
#

neat

gritty nest
#

But they'll be a bit different ingame

#

You'll want to properly test it out ingame and then adjust the settings as you see fit. Start with a very high stretch stiffness, no lower than 0.9. If they scrunch or bend too much, increase bend stiffness.

#

If it goes too quickly, decrease the simulation speed

#

Also, set up constraints. Just start out with freezing the top parts so it can't fall off

patent edge
#

oh i already set it up so it wont fall off

tidal cedar
#

Anyone know how to flatten feet after you delete the shoes on the model? Foot is still in an arch position and i cant get it flat on the ground.

empty hill
#

Im not getting any errors in unity, but my model is still tposing

#

What should i check?

gritty nest
#

Enter play mode and move the bones manually. See if the mesh responds

#

In Blender, go into pose mode too

fading verge
#

anyone know how to get rid of rig bodies in blender?

#

im pretty much giving up on blender, i honestly dont know how to do any of this trash. it should be easy to get of a few things but nope. have to take 20 hours just to delete an entire dress ;-:

crystal vector
#

@fading verge Right click and delete hierarchy

gritty nest
#

Also FYI, for some reason, hiding something makes you unable to remove it. Press ALT+H if that's the case

crystal vector
#

And to delete the dress just separate by materials, select the dress and press delete

naive widget
#

Okay, so I have a 2 part problem. 1st part is the "Your rig has the UPPERCHEST mapped in the Humanoid Rig. This will cause problems with IK" problem. Then when I attempt to leave the upper chest blank, I get the "Spine hierarchy is incorrect. Make sure that the parent of both Shoulders and the Neck is the Chest" error. Any ideas?

shadow shoal
#

Map that upper chest bone to the chest bone

naive widget
#

I've given that a shot, but it hasn't worked. the bone structure has a spine lower, upper, and an 'unused' section which serves at the upper chest portion

#

so the "upper" spine is just in the middle

#

here's what im talking about

pine harbor
#

the problem is that VRChat really doesn't like intermediary bones -- back over in blender, you'll want to merge two of those bones together and mix their weight paints

#

it has to go Hips > Spine > Chest, with no bones in-between -- you'll also get problems if you have extra bones between head/neck/chest, most likely

naive widget
#

so take the 3 bones and merge them into 2, right? alright, thanks a ton

pine harbor
#

yeah -- i can't tell exactly where your "spine upper" one is, but if the positioning looks right to you, then merge all the bones above it into it until the immediate children to spine upper are your shoulder and neck bones

naive widget
#

however though, in blender, that middle spine doesn't exist it seems, i'll work it out though, becuase this is what it looks like in blender

pine harbor
#

it might be easier to see what's happening from the hierarchy view on the right -- expand the armature hierarchy and see what bones are between, let's say, hips to neck

#

Blender has a concept of individual bone directions, while Unity actually doesn't -- all it does is show you the connections between bones, which are the triangles you see in unity

naive widget
#

so the unused j_spine thats highlighted there is the top portion of the spine in unity

pine harbor
#

hmm, yeah -- i'd personally merge the j_spine into your "spine upper" (make sure to blend the weights as well)

naive widget
#

alright, thanks man

fading verge
#

whats a good setup for dynamic bones in the hair?

#

@ me if you find one. I'm going off.

high nova
#

@fading verge I believe you need to change the angle of the thigh bone

fading verge
#

@high nova How should I go about that?

high nova
#

In blender change the angle of the bone, then set it as the default model position

fading verge
#

Couldn't I do that in Unity? i have no bone experience in Blender.

high nova
#

Not sure if you can do it in unity

low parrot
#

Can't really edit bones in Unity

fading verge
#

Hey. So I'm really new into avatar-rigging and every time I humanoid my .fbx 'The spine has a bone length of zero.' I am assuming I just have to make the spine a positive length in blender but I don't really know how. Can anybody help me?

#

no you have to ignore it

#

it say so in the cats ADDon that you used

#

Oh really? Well thanks for the quick response and the help!

chilly urchin
#

I spent an hour trying to fix it at first lol. But yeah, that warning means nothing

fading verge
#

Ok, well thank you very much

gritty nest
#

You can ignore that warning, or you can prevent it by disabling the full body fix

#

I always disable the full body fix since I don't have FBT and my models are only used by me

green ruin
#

Most of my non-humanoid models either can't reach the floor or can reach through the floor, What causes this?

gritty nest
#

Proportions

steady bobcat
#

oof how do you fix the skirt coming through your legs? i've ignored it for a while now but its getting really annoying

#

i've tried setting up colliders in unity thats all

fading verge
#

remove them

#

they are useless

#

and cause unnecessary lag

#

you can either weight paint the skirt to the legs

#

or use cloth component in unity

vestal dirge
#

@green ruin for non-humanoids I'd make sure you have a root bone that marks the floor, then base your idle animations off that. Otherwise, the animation could change the height of the character off the floor.

steady bobcat
#

@fading verge do you ever sleep?

#

you're always here

#

:p

austere merlin
#

how do i make a flying avatar

gritty nest
#

Probably not the right place to ask, but it depends on what you want to do.

If you just want it to float higher up: make a new empty Game Object in your scene, in Unity. Put your model in this object. Put the avatar descriptor component on the game object, instead of the model. Put an Animator component on the game object, and set the Avatar Controller to the one that your model uses. You can now raise your model up/down as you wish. This disables eye tracking, but that's usually a minor detail anyway.

If you want to actually fly up/down, put a box collider under your feet (or an invisible cube). The top of the collider needs to be at Y 0, and you'll basically be able to jump in the air. You can raise/lower the collider in gestures to make yourself fly up/down.

austere merlin
#

Thank you so much.

#

when i have it under my feet, i almost instantly warp down

#

also, when i go forward, i fly backwards super fast

gritty nest
#

Yeah, colliders are wonky.

#

Place them a little further down

winged crater
#

guys

austere merlin
#

okay

winged crater
#

anyone know hwo to get this to work with a vr headset and controllers?

austere merlin
#

What?

winged crater
#

here..

gritty nest
#

He's gonna post a picture probably, just wait a little

#

Whatever it is, you will need to set it up as a humanoid rig if you want it to follow your hands and head.

#

You can make fake bones if necessary

winged crater
#

can u help let me put it on imgur..

gritty nest
#

Yeah, just post it and we'll see

winged crater
#

i want the neck bones all to follow the neck that is going to be rigged

#

and the use the tail as a dynamic bone

#

i will mke fake legs

#

but i would be floating

gritty nest
#

You'll need to modify the armature so that it has fake bones, yeah

#

You might be able to just make the leg and foot bones really, really small.

winged crater
#

kk

#

just parent it to the hips right?

gritty nest
#

Yes, two bones per leg

#

Or actually three I guess

#

You also need feet

winged crater
#

yeh

gritty nest
#

You'll need legs, hips, spine, chest, neck, head, shoulders & arms, etc

winged crater
#

let me get back to you with the finish product

gritty nest
#

A lot of "optional" stuff in Unity is actually required in VRC

winged crater
#

it has it all

#

but CAT cant configure it

#

because the bones names are different

#

is it fine of the spine is curved

#

like sloped

gritty nest
#

Doesn't matter probably, but Unity will probably try to straighten them out in animations and the rigging tab

#

So it's better to just straighten them out now

winged crater
#

but then the whole model gets messed up

gritty nest
#

In that case, you can leave the bones as they are and manually move it back in the Unity rigging window

winged crater
#

uea didnt work out...

#

ill fix it later

#

thanks a lot tho

fading verge
#

@steady bobcat i dont really sleep
I get 2-3 hours of sleep per day usually

steady bobcat
#

😬

digital wren
#

does anybody have an armature with human-esque proportions appropriate for full body tracking?

#

a lot of my models don't have balanced arm and leg sizes so full body just gets weird

#

having a proper skeleton to work off of would be nice

late crystal
#

The easiest way is use Mixamo. Throw humanoid model, autorig, download, open in blender, remove orginal model and here you go, just bones :p

digital wren
#

not a bad idea

#

I'll try that

#

thanks

sage stirrup
#

Is it possible to pose an avatar in Blender and bring it to Unity with the pose without applying the armature modifier? Such that I could "erase" the pose later or re-pose after adding shape keys?

gritty nest
#

Perhaps save the pose as an animation? @sage stirrup

#

Depends on what you want to do

sage stirrup
#

I just want to be able to move the hair and floating legs around so they look good. If you make the pose a rest pose, then you are stuck with it if you add visemes.

naive tree
#

@sage stirrup if you export in a pose it will be like that in unity, at least from my experience I've forgot to reset pose

#

nvm me

#

but yea, it really depends on what you want to achieve in the end

#

usually there's several ways of doing one thing

sage stirrup
#

Thanks, too late I already gave up and applied the pose armature anyway

#

It's fine, just harder to go backwards

#

I hate how after you make visemes you are basically screwed

naive tree
#

what do you mean?

gritty nest
#

I think what they mean, is that you can't really edit the rest pose of the model after you do your shape keys

#

Because that would involve moving the vertices, which breaks shape keys

#

Still, I have no idea why you would want to change the rest pose. It doesn't change anything.

#

You can make the rest pose a Man-Crateβ„’ impression for all Unity cares, it will just arrange the bones into a T-pose while animating or rigging.

mighty kiln
#

here's an interesting question that i guess would be best to ask here. Does anyone know if its possible to have working lookat constraints in vrchat, and how i would be able to go about that?

#

i have a character that has a backpack and panels that come off said backpack and attach to a point on the shoulder

#

obviously i want the backpack pin to follow the arm, which i know is possible to be done with lookat constraints, but im not sure how i would go about that in unity without some form of scripting

#

any ideas?

random flare
#

Anyone know were i could find the guy who helped me

naive tree
#

yes, ctrl+F

#

"guy who helped me" is not very descriptive

random flare
#

The one who made vivi for VRCHAT for me

charred sorrel
#

anyone have good settings for hair/how do i make glasses transparent? this model's being stubborn sdlkfjsd

#

i set the material to transparent and it's not going transparent

charred sorrel
#

better yet

#

how do i get a model to export out of blender with the materials in tact? i always have to reapply them every time i import them into unity

#

i always use fbx, is that the issue?

#

im importing a character with glasses and the colors are perfect as they are but unity messes them up

fading verge
#

Anyone know why the mesh isnt attached to my armature in unity? Works ok in blender.

#

It just seems to not... find any of the extra bones?

#

Such as hair. And the tpose doesn't work. Weird stuff.

alpine flax
woven leaf
#

if i put something with shape keys through maximo for a rig will it get rid of my shape keys ?

alpine flax
#

probably

#

I'll ask someone I know about it

woven leaf
#

no worries it doesn't just got it work thank you tho @alpine flax

alpine flax
#

awesome sorry i couldnt help much

pale hull
#

If it does, just keep a copy with the shape keys intact and import the mixamo rigged model. Then you transfer the shape keys from the unrigged model to the rigged one.

#

So in either case you can make it work

fading verge
#

does anyone know how to fix messed up finger bones?

gritty nest
#

Set bone roll of all bones to 0 in Blender

#

Including unrelated ones such as the legs. Just select them all

fading verge
#

it is set to 0.

light kindle
#

the rolls might be wrong at 0 though

fading verge
#

lemme try and explain, so the ring, middle and index finger are like crossing over each other, and the pinky and thumb are sticking out to the sides. only in a certain hand position though

#

-0 or 0?

#

mine is set to 0.

light kindle
#

send a top view

#

upload the image somewhere else and send link

thick verge
#

can anyone help me with a rigging problem?

naive tree
#

screenshot + description

thick verge
#

i can't post images in this channel for some reason

naive tree
#

use imgur

thick verge
#

I change the bone hiearchy the neck and such were under spine 2 first)

#

I make sure I applied it

#

but it still reverts it to the originial

naive tree
#

spine2 = chest

#

can u send me that fbx

#

dont need textures

thick verge
#

still gives me the error: " parents for ' Neck' differs from one found in HumanDescription. ' spine2' was found instead of 'Spine1'

#

ok

#

let me upload it to my drive real quick

naive tree
#

u can drag n drop @thick verge

#

if it's under 8mb

thick verge
#

won't let me

#

the plus you'd ussualy find next to the text bar is missing

#

the fbx file is under 8mb though

#

the weird thing about this is, I had this model befor this SDK update

#

(it was the SDK from january that I had at that point)

#

worked fine then

final heart
#

I am working on a model, and it will not let me reassign the parent bone in blender, because it says reassigning parent bones is for internal use. Is there a way to get around it?>

#

And when I try to re assign the bones in unity, the changes are not saved

naive tree
#

@thick verge well, it has too many bones in arms and legs, there's 1 too many bone in chest area

thick verge
#

ok

#

so just merge those in blender then?

#

or is there a way to do that in unity

naive tree
#

cant do it in unity

final heart
#

Nevermind realized I was not in edit mode.

thick verge
#

ok

#

thanks for the help

naive tree
#

mesh isnt connected with armature too

thick verge
#

alright

toxic kiln
#

anyone knows why I keep getting the spine hierarchy error I even have the spine mapped to the model?

low parrot
#

Is the hierarchy of bones correct?

#

Hips > Spine > Chest > Neck/Shoulders > etc.?

toxic kiln
#

I went into configure model in unity

#

its the fingers

#

some are not rigged

runic quail
#

says i need a chest but my avatar dosent have a chest

#

do i have to re rig a chest

gritty nest
#

You need a chest

#

If you only have a spine, you can subdivide that

naive tree
#

your spine can have 0 weight on the mesh, it just needs to be there

warm tangle
#

I'm getting an error in unity that says "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped." I tried to solve this myself, but I can't find a solution

simple jetty
#

Your chest is not mapped, do you have a bone for that in blender?

#

Or, change the Chest to use the Chest bone and make a spine for the model, then map Spine to Spine, as that'd make more sense

warm tangle
#

Thats the bone structure

#

I do have a spine, it's just when I put it under Spine, it says that "Spine Transform 'spine' has bone length of zero"

gritty nest
#

That's not an issue

#

CATS basically screams at you "You can ignore this warning"

#

@warm tangle you also don't have the chest mapped, clearly

#

Oh, you have the chest mapped in the spine slot lol

#

Fix that

warm tangle
#

Okay let me see it that works

#

Okay, the error is gone. Thanks

heavy pasture
#

Anyone have experience rigging something with weird proportions like the Franxx robots? How do they do in-game vr-wise?

runic quail
#

@gritty nest how do i subdivide my spine

gritty nest
#

Β―_(ツ)_/Β―

viral stag
heavy pasture
#

Ask other people what it looks like, mirrors sometimes make eyes do weird things.

shadow shoal
#

most of the time that only happens locally

viral stag
#

hh

#

cause I'm in an avatar world with the same models

#

was just wondering if I did something wrong

#

plus I've no idea how to prevent avatars from leaning back, is there a specific way you set up bones?

shadow shoal
#

that's a desktop bug afaik

viral stag
#

says the eyes are cross for other people too, rip

fading verge
#

I have this error "No vortex group for paininting, Aborting" When i try to weight paint..first time issue an i have no clue how to fix..any answers?

alpine flax
#

anyone know of riggers using maya? Im starting to get really frustrated on skinning willing to pay someone to skin the rest of this nonsense to be honest

#

everything is boned and ik handled so its just the pain in the ass skinning left

fading verge
#

Do you have to make it IK handled for vrchat

#

I was gonna come here and ask that.

lilac moss
#

no, bone constraints don't transfer to unity

#

all you need is the proper deform bone hierarchy

#

@fading verge

fading verge
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The one that Unity wants right?

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And does bone orientation (rotation versus axis) matter? Or just position?

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Rotating the bones so the Y axis all point in one direction basically.

lilac moss
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bone roll can make things screwy in unity it is sometimes recommended to Clear Roll in blender mostly for mmd

tough junco
hidden gust
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How do people make super tiny avatars? I tried to make a super small model, but VRCSDK told me my model needs to have at least a 20cm shoulder height. I've definitely seen people with models that are less than an inch tall, so how is it possible?

fading verge
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i need help with bones and thats what i am having problems with now. i need to screen share with someone.

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@hidden gust they use a modded vrcsdk

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or they rewrite the code inside the vrcsdk

hidden gust
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@fading verge i can try to help i am not that great with bones

fading verge
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plus being tiny you wont be able to use your menu

hidden gust
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i already got a tiny model but i dint need to do anything to upload that one

neon quiver
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ok so i mirror the mesh of an arm and the weight paint is not being the same at all. i even mirror the bone symetry so to make sure it the same. the bone is warping weird. i can't find any other bone that might be accidently weight to the arm bone. it really bizzar. even try deleating the bone and going back in and remaking it.

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even manual painting does not work for the left arm. it still does a weird curve. so maybe there is something weight painted accidently to it but i can't find it.

gritty nest
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Check all vertex groups

fading verge
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is there a way to bypass the chest error in unity without bringing the modded vrcsdk in to the picture?

opal aurora
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@fading verge what chest error specifically?

fading verge
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not mapped i would guess

true vapor
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Or the bone is too small

opal aurora
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I mean, if that was the case just making a blank bone would work

gritty nest
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"The" chest error isn't very specific lol

true vapor
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I think I know what error he means

gritty nest
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It better not be Spine length zero lol

fading verge
opal aurora
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Guess the Error

gritty nest
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The error literally tells you that you're missing bones in the rig

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Go into rigging

opal aurora
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Show us the bones in blender

gritty nest
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I'd rather have him show us in Unity's rigging tab

true vapor
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^

gritty nest
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So we can actually see if he set everything

opal aurora
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That aswell, but i've seen some pretty funky bones at times, which blender displayed better is all

fading verge
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called it bitches

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missing chest bone

gritty nest
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Lol

fading verge
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the chest piece optional isnt it not?

true vapor
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Ha

gritty nest
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No

fading verge
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no

gritty nest
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It's optional in unity, not in VRC

fading verge
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not in vrchat

true vapor
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No

gritty nest
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You need to have it mapped, but that should be easy

fading verge
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it says optional

true vapor
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Shouldn’t be that hard

gritty nest
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Yeh, optional in Unity

true vapor
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Ignore what it’s telling you

gritty nest
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VRC needs it

opal aurora
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Even if it says optional, just accept the fact that it is not

gritty nest
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If you don't have a chest bone, subdivide the spine

fading verge
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lemme me add the chest why dont i...

true vapor
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Because even though it says it’s optional

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Its not

gritty nest
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The only thing you should not have mapped is the Upper Chest. Toes too, unless you can magically make those work.

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And Jaw, unmap that too

true vapor
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Because there’s no such thing as an upper chest

fading verge
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oh look its fucked...

true vapor
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πŸ‘

gritty nest
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First screenshot is fine, second screenshot shows you have unmapped the chest yet again

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Don't "revert", apply.

fading verge
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i never had this issue with my last model and now i having issues? -_-

true vapor
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That’s very specific

gritty nest
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Because it's a different model or you forgot to map the chest

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Unity forgets too sometimes

true vapor
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And when it does it’s mostly due to that it’s screwed

fading verge
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i didnt 'forget' to have an upper chest

gritty nest
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Nah, I had perfectly okay models that Unity just didn't detect the chest for

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It happens

true vapor
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Obviously unity doesn’t like chest

fading verge
opal aurora
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Let's not talk about hair mouth bones

fading verge
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okay thx imgur

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everything looks fine in blender

true vapor
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Zoom in towards the chest

opal aurora
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Can ye zoom into the che ^

true vapor
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There lies your problem

opal aurora
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Sniped

true vapor
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Yep

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That’s what I was afraid of

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The chest is small

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Or non existent

opal aurora
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Not sure if chest bone is non-existant or the spine bone is the size of a toothpick

fading verge
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of course i cant screenshot and paste in here

true vapor
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The spine is bigger than the chest

fading verge
opal aurora
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Wat

fading verge
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For the hacka doll i used it worked perfectly and now its gone ot shit

opal aurora
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Where's the spine bone?

true vapor
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The big bone

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The one all the way pointing to the neck

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That’s the spine

fading verge
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idk i used a tut on youtube that teaches you nothing so

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im coming in blind

true vapor
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Nah just find the chest bone and make it bigger

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And make the spine smaller

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Have it scaled down between the stomach and lower chest

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Then the chest bone scaled to the end point of the spine bone and the start point of the neck bone

opal aurora
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My worst fear right now is that the spine bone has the majority of the torso painted

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That would suck

true vapor
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Yea

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But I had the same problem with a loli model I had

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Chest was smaller than it should be

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Fixing the bone height fixed that

fading verge
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found the spine

true vapor
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And didn’t affect my torso painting

opal aurora
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WELP

true vapor
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Wtf

opal aurora
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I GUESS WE FOUND THE ISSUE

true vapor
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LOL

fading verge
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brb gonna get wasted

opal aurora
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On a serious note

true vapor
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How fucked is that model

opal aurora
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Legit...
How?```
true vapor
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Heh

opal aurora
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But really though

true vapor
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Anyways just move the spine down

opal aurora
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How was the model even intact?

true vapor
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I wonder how you could even animate something like that

opal aurora
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Prior to assigning the chest bone, that really makes no sense

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It should've contorted right off the bat based solemly on how far the bone is

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Even if it was just by unity positioning it

fading verge
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guess ill test it out and see how it comes out

true vapor
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Yep

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Don’t apply any materials

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Just test the rig in unity

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It saves you the trouble

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Funny how I haven’t updated CATS

opal aurora
fading verge
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nope still does the same thing

true vapor
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Show the rig in unity

opal aurora
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Hey fitz, change the rig from humanoid to none

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And then back to humanoid

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Make sure to apply between the changes or nothing will really happen

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Whenever you change anything in your model's rig you should do that to make sure unity resets the bone placements

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Otherwise it keeps the old bone positions and rotations for the most part

fading verge
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it just removes the chest piece and thats it

true vapor
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I don’t think it would remove it

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Unless you delete it

fading verge
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no its still there

true vapor
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The bones stay intact

opal aurora
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I think they mean it gets unassigned

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Which makes sense since that did it the first time aswell

true vapor
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Well yes

opal aurora
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But other than that, that should put the bones as you exported them

true vapor
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Just resign it

fading verge
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for some reason when i fixed the bones in blender they change back to the way they were in unity

true vapor
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Did you update the .fbx file

opal aurora
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Can you show us screenshots of the fix and the end result?

true vapor
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If not your gonna have to do that

fading verge
true vapor
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Update the one in unity

fading verge
opal aurora
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Wait, is the spine above the chest?

fading verge
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no i fixed the spine

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and the chest

true vapor
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Delete the .fbx file in unity the reimport

opal aurora
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What're the shoulders parented to then?

true vapor
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Wait

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Why does the bone look upside down in blender

fading verge
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same results

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dont know?

true vapor
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Yea it’s upside down in the screenshot

opal aurora
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Oh now i see it...

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It looked like the shoulders were parented to the spine...

true vapor
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Yep

opal aurora
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But it's just an upside-down chest bone

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Wait, does that mean that the chest bone is inside the neck bone?

true vapor
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No

opal aurora
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I am so confused with this bloody rig

true vapor
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The line isn’t connecting with the chest

opal aurora
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It's like, 2 chest bones in the same place, but one's upside-down

true vapor
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Why is it even upside down anyways

fading verge
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i rotated that back to normal

opal aurora
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Make sure to alt+r on the bone to reset roll, since you rotated it into place

fading verge
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alright i reimported back to unity and nothing, can i mess around with bones in unitry?

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unity

opal aurora
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No you can't the bones will move the mesh in unity, that's why you need to do it in blender