#avatar-rigging
1 messages · Page 114 of 1
oh wait i enforced tpose and its not messed up hmm
Don’t enforce it
More times than naught it'll break something
It will probably mess it up somewhere
Either way if it doesn’t give you the error without enforcing t-pose you should be good
welp imma test it in vr and see if it works, if not back to the drawing board
fml
i give up...
why does blender have to be so fucking difficult for?
ive been working on this model since 8 am, it should only take only an hour or 2...
This avatar does not contain an animiton and will not animate, please explain?
So did you end up fixing it afterall?
why dynamic bone make booby inverted :(
i think its a weight paint issue
f u c kj
the whole right side is messed up
ree
ok so this model has seperate bones for teeth and jaw
how can i like
put them together
has anyone ever had an issue where a model rigged using blenders meta rig loses its weight paints after saving it to a .blend file and opening it later? because this character from corpse party ive spent the better of a half a month trying to rig keep losing the weight paints everywhere except his legs and it's driving me insane https://cdn.discordapp.com/attachments/397840155114995714/443148651813011457/unknown.png
like ill have everything almost fully weight painted (last time i had everything except his neck and head) but upon opening the blend file everything i had done was reset and has to be re weighted
i honestly dont know what to do anymore, mixamo is my last resort for him but im worried that he's so low poly it will fuck up
Hey
Anyone here
Should i be separating the face mesh from the body before exporting?
why would you want to separate the meshes?
you are supposed to combine all the meshes before exporting
For the visemes
I haven't had any problems using the body mesh for face visemes but
People in videos have the face on a separate mesh when they do shape keys
Did you try using openvr
If your avatar is falling through the floor it could be a unity problem or in blender the origin is below 0,0,0
The foot bone needs to be at 0 on y in blender
Does your avatar have toe bones?
Try disabling the toe bones in unity
my mesh becomes all pink in weight painting mode. what's going on?
huh so i made a copy of my model with visemes and it fixes the dynamic bones glitching out
but my mouth is stuck open
wtf
the visemes work but my mouth is default open
when using X-Axis mirror are both joints suppose to move to the mouse?
@proud wolf unmap jaw bone
If you have eye tracking, you also need to make sure the first four blend shapes are used for blinking/lowerlid and nothing else
In Unity
The jaw slot has to be empty @proud wolf
If you have eye bones mapped, the first four blend shapes of your mesh in Unity have to be blinking and lower eyelid related
Im working on a model in blender and whenever I try to do bone parenting, the list of parent bones is always empty
Any ideas?
That just means it couldn't find any bones it deems eligible
You can do it manually
That's just for dynamic bones, hair and skirts etc
Just select the bone that you need a root bone of (such as the head bone for the hair), SHIFT+D and left click to duplicate it in the same spot. Parent the duplicate to the Head, then reparent all the hair bones to the new root bone.
Kind of ties into rigging, but how would you model the eyelids? I'm using a method which I think is really inefficient because it utilizes a lot of edgeloops. Makes it a bit more difficult to manage.
Especially hard if you're working with a low poly character and need a low polycount, like in a standalone game or VRChat.
Hello, I'm trying to export a model from 3DSMax. I export it as a 2014-2015 FBX, but when I import it into Blender, the weight paints no longer exist.
Uhhhhhhhhhhhhhhhhhhhhh why is my avatar importing completely detached from the armature and flipped upside down and backwards?
@onyx hull maybe try reducing eye movement range or just remove eye movement
https://i.gyazo.com/54f4e4bf9d6c2c80f321e00607759580.png rigging myself into a hole
Any particular reason the bone isn't in the middle of the tail?
I meant like why are some joints at the top and some at the bottom of the tail
its where I want it to move and some areas where I dont want it to move as much
I see
Have anyone ever got an issue with Dynamic bones that causes bones to slightly jump up whenever you stop? Flick or w.e
Dynamic bones always flick when you stop, it's never all that natural looking, same thing for walking left or right, the bones just jitter
hm
that means if you want smth to not weird out, just dont put bones in it
gotcha
im not sure about it tho
this doesnt seem to be Local in my case
my friends can see that happening on my model too
I'm not sure if it is or not, but i have a feeling that it isn't
if only you could weight paint in Unity
would make things easier because
i cant find what exactly fucks around in blender
since values are sso different
no wait, lets play with exclusions and find the faggot that ruins it
geheh
eh...
10 materials reee
The panties icon looks wrong.
i swear if i make it any smaller im not going to have a avatar
So so wrong.
If it's that small, you can probably get away with a 1k atlas too
normally my avatars are always .05
That's even smaller than my self-confidence.
@fading verge ohh, you're talking about the bounds error?
You have a glitching shape key, maybe multiple
yeah
Remove all the ones that glitch, test them in Blender
If all of them are broken, you probably edited your model without separating the face first.
In that case, you will have to start over basically
i would rather throw out my laptop out then restart all over again
Then check your shape keys lol
You can also go without lipsync and blinking
There's a good reason why you can't apply decimate modifiers to meshes with shape keys on them
If you ever need to delete any verts, you should separate them into a new mesh and then delete the mesh
im not adding blinking or lip in quiet yet
Speaking of lip sync, the Jaw Blend Shape option is underrated
People think it uses the jaw bone because they see "jaw", but it's actually just lipsync with one shape key. Good for simple characters that need jaw flap without the spastic jaw flap animation
can someone help with fixing a bone rigging mess
yeah even with all the shape keys gone still havinh the same issue
What’s the issue @fading verge
click on link?
Still blurry I’m on mobile mind you
Something about measurements
The mesh bounds are probably too large
Even my ego isn't that large
Also
Why do you have a camera and lamp inside your avatar?
I think you exported it wrongly
it shouldnt be that big its only at .05
It says it's part of the prefab
Export your model again without any weird shit tacked on
😏
Camera and lamp inside the waifu 😏
Blender has a camera and lamp in the scene by default, don't export those
Besides that, there's something in your avatar that's out of bounds. Could be the mesh bounds
Which would still be caused by shape keys. Click the Body mesh and expand blend shapes if it's there
i give up, Rigging avatars shouldnt be this hard and time consuming...
i shouldnt have this many problems
just making a stupid avatar
every single day im on here seeking help and its pitiful
Rigging IS hard and very much time consuming! 3D work is tough
fixed the hieght bs and unity wants me to have a 5e-05 scale avatar -_-
Just try it
Personally I scale my avatars in blender
then i get an error that the shoulder hieght should be 20mm
With the ruler
What even is the size of your model in blender
idk
If it’s bigger than the camera then there’s your issue
i just upload it to blender decmite tf out of it and export it
this is what happens when you have people on youtube just you a half ass tut and not really teach people everything
Well if it’s like huge you should have the import settings changed to where it doesn’t import it gigantic like
i have no common knowledge of blender
thats what ticks me off when you only get halfass training 😦
Getting self taught is better
^
alright how do i scale my model in blender?
Select all -> tool belt -> shrink and scale
A to select/deselect all
Tool belt can be opened from the bottom left corner iirc
I believe his is an MMD model would it not be better for him to set the profile so it remembers the import settings
I wouldn't export it with a different scale
Just change the file scale in Unity
It's pretty difficult to rescale a model correctly in Blender for whatever reason
unity sucks in general
i rather play around with unreal engine
i dont see toolbelt
found it, and doesnt seem to be scaling
Yeah, that's what I mean
You can select the armature and try to scale it perhaps, press S for the Scale shortcut
Otherwise mess with the import size in unity
That's really easy, I did it yesterday
The scaling worked well for me. Are you in edit mode @fading verge ?
do the tongues and teeth all need their own bones? and which bone would be the jaw bone?
They don't necessarily need bones
Jaw is just lower jaw. Imagine saying "Ah" IRL
Opening the jaw would include moving the bottom teeth of course, since it's attached to your lower jaw bone
so what would be the easiest ways to make the shape keys for lip syncing?
can i use pose mode to create shape keys somehow since i have the jaw and lower teeth connected to a bone?
oh i see it, thanks
Np
i only need to create aa, oh, and ch right? cats will do the rest?
yes
how do i do that thing where i select like 4 vertecies but it moves like the surrounding ones as well or something
proportional editing i think its called? i dont see the button for it
@cedar scroll http://prntscr.com/jff0hg
oh thanks, now how do i change how large the area it edits
scrollwheel @cedar scroll
scroll wheel just zooms for me
thank you
Hey
How do i fix the legs bending
I changed the rolls to 0
And it didnt fix it
She still crosses her legs when crouching
Oh nvm
The leg bones need to be completely vertical on the y/z axis
how do i make a mesh move with another mesh? ie clothing, automatic weights won't work, and envelope requires lots of painting.
how are the shapekeys for blink left/right and lowerlid left/right supposed to look like?
Troubleshooting eye tracking issues. Decided to make my skin/eyeballs transparent and can see my eyes looking down. Someone told me that my eyes are most likely clipping through my eye whites, but I'm not sure where to fix that. Any help would be appreciated.
The iris is way too low for it just be clipping
Something tells me the eye bones are just iffy
Testing the eye tracking in CATS and in Unity works great
@opal aurora " failed to find solution for one or more bones"
im having an issue where the default mouth has it hanging open instead of being closed
what is your basis set at?
my basis is set at my moutht closed
already finished all the mouth
oh nice
yeah, I would make another Basis, call it basis 2, and then replace your original with it.
can't hurt, but we got the blind leading the blind over here
how do i make a new basis?
go into pose mode
make sure your avatar looks like your Basis should
create shape key
rename that to Basis2
or delete your orig basis and name your new one Basis
do i need to create visemes again?
using CATS?
oh wait, i might need to make it from the begining or something now, shit
the mouth still stays open wtf
Is that when testing in-game?
when pressing play in unity
ok, i got it now, apparently i had to remove the jaw bone from the rig
oh, good catch
i dont need to have the jaw bone connected to the rig to do lip syncs right?
gotcha
@sonic nymph that is mostly caused due to meshes overlaping eachother, go into edit mode, select all, press W and remove doubles then try again
You don't want the jaw bone mapped at all, unless you truly know what you're doing, and you know the repercussions.
I hope this is in the correct place,
I am trying merge bones in Blender. I need to put the Right and Left Legs under The hip bone. I Thought it was Ctrl P after selecting the hip then the leg but it doesnt seem to be working.
opposite order
it still will not become the child of hips :/
in edit mode
Guys I'm having a problem with cats eye tracking: The left/right slider moves it on the y-axis instead of the z-axis (meaning the eyes spin instead of going from left to right)
Sorry to intrude, any advice is appreciated ^^'
I thi k that would be a problem with the bones that it creates check the settings is it saying that it’s on the xy axis? I’m not really familiar with it
It's not an issue
Please read the giant message that says "You can ignore this warning"
Lol
Yeah but i already copied it over
You always have to animate on a duplicate of your model or that'll happen
i make alot of models
first time running into this
Its on a duplicate
its standing until i have it in game
hmm
lemme check
its this model
I checked the idle and its fine
Are there other reason's for it being in the ground
@alpine flax Uhm, how do I "check the settings"? ^^'
So in the eye tracking box you should see the axis information
I do not. Are we still talking about cat in blender? Because that shows no such information.
Hey guys! I have a problem with weightpainting, I did a few extra bones, did the weight painting, tested it inside Blender, seems to be all good!
But when I try to put a dynamic bone on it in Unity it doesn't moves, but I can drag the bone around and it affects the mesh.
I'm using CATS.
What could it be?
The bones are not connected to their parent, as they shouldn't be.
also i want to get one last opinion on this before i do it, does this guy look like he'd be okay to put into mixamo?
i thankfully dont need any special bones like eyes and stuff
just a basic one and if possible i was going to use a cloth component for his jacket
https://imgur.com/ungRh0V, https://imgur.com/1fW3QQN, https://imgur.com/3lKes16, https://imgur.com/AuIWqbi how do I fix the eye tracking?
lmao
Is your eye going through another mesh or what is it_
*?
It looks like its clipping when rotating
Is the iris separated from the white eyeball?
not only that but look at when I mess with the up/down bar
they tilt instead of up or down
yes the eye is seperated from eye ball in vertices
https://junk-hoes.deviantart.com/art/Senran-Kagura-Haruka-and-Minori-DL-624852170 here's link to the model
somewhere in the chat someone has the IK fixed at the bottom
does it matter if a character is enforced tpose or not
how?
bottom is what it looks like in game
Alright I'm at wit's end.. is anyone here fairly smart with Blender and/or Unity that can answer what can most likely be considered stupid questions regarding why my avatar I'm trying to use isn't behaving properly?
what would i do to fix this
Quick question if anyone is around.. my avatar I'm trying to rig up in Unity doesn't have a jaw, so his mouth is just open. How can I add a jaw? Is that even possible? i tried to add but the list that comes up doesn't have an option for one
@undone warren u always leave jaw unassigned, unless u actually want to use jawflap
if your mouth opens when u look down or when u blink
Thanks, @naive tree , I eventually wouldn't mind having a working jaw, but for now just having his mouth closed would be ideal.
is it always open?
yuppers
u can close it in blender
oh god I have to put it in blender? This spells trouble.
Yeah I'm looking in the rig right now. It's unassigned, but when I try to assign a jaw, there isn't one in the list.
or eyes.. so..that's weird.
In vrchat, with it set up like this
I have to physically bend forward, chest and neck for it to look "right"
Since I'm running fullbody
That's with me looking at the ground
I'll try posing it correctly when I get off work in 9 hours and report back
Cuz what I was thinking I had to do was reimport the armature in T pose
Then rip the avatar apart lining it up correctly
And then attach all the verts back together
If the stance doesn't seem all that right, you can pose the bones a bit better in unity's rig config, as that affects the end result
It has certain limits i.e. turns red, but as long as it's green unity won't cry about it
Had to fix some really wide open legs before on a model, rotating them closer together in the rig config did wonders whereas blender did naught
Oh also, keep in mind that the standard view area in unity will display the default stance, what you set won't show there, just incase you think i lt didn't work @cyan adder
Ah
See the thing is
Any movement would turn it red really
What I had in mind was going into blender, reimporting my IK rig, ripping apart the model to match the IK, then attach it backtogether
That way it's guaranteed to work
Sorta
so i'm happy with my avatar so far. Using it in VRchat shows one minor issue. Looks like my wrists are bent, almost as if my own arms aren't long enough to make the avatar arms drop down all the way. Any ideas on fixing that?
k so i moved this one face from one model to this current model so im trying to move the whole face up a bit but the bones wont move with it any suggestions? https://gyazo.com/b4c2c4feab751bfbe7e60efbe967e80f
@tough junco use this http://prntscr.com/jfkm2s
it will move the bones and mesh
after u have it where u want, have the mesh and armature selected - ctrl+A > position/location/scale
then u can join armatures and meshes
2 things. 1 my peach mesh wont tpose in unity even tho i enforce it in config tab and 2. her eyes are moving to the inside of her head in unity
@naive tree thanks for helping me twice
Can anybody help me with this thrusting problem that I'm currently having with my Pyramid Head. It's bothering the hell out of me. https://i.imgur.com/ZD1BCa1.jpg
This is when I look around
And if you wanna know what the bone structure looks like, because I had to add a extra bone towards the head, this is what it looks like as it's fixed https://i.imgur.com/3i9QfIe.jpg
You mean join?
Just go into Blender, and in CATS there should be a little button that should say "join meshes". It's on your left under manual model
Thats no what I mean
It's the Bone that is exisitng
I need to parent it
but I need to add it to my armature because it's a seperated bone and mesh
Oh! So your trying to connect one bone to another bone, Which you would have to parent it to the bone you need, right?
Alright, I think I'm getting down. I just duplicated some bones around and renamed them from Left_Leg to Right_Leg, Because I didn't see any bones of a left or right leg towards the model. But if I'm doing anything wrong here, please tell me. Thanks. https://i.imgur.com/LyjW7a3.jpg
if after "with automatic weights" nothing happens (that means only the bones are moving in pose mode) what can be the problem?`
Did you get any errors?
didnt see any error pop up
Normaly blender errors pop up top, just incase you were unaware of course
is there a console to look for older errors?
Does the model have any vertex groups?
Aside the ones automatic weights created that is
there are not vertex groups, i did any bones by my self and now i was trying the automatic weight stuff
No vertex groups at all?
no, vertex window is empty, only one "Group"
how to make the vertex groups?
ok but it didnt
Yep which means something went wrong
:S
Can you ctrl+z far enough to before you used it?
sure
Try to use it again but check the top bar, if it has an error it'll be there
one question befor, do i have to use the mirror stuff?
What do you mean?
in the tutorial i wachted he said use mirror( add modifier)
That would be to mirror meshes/bones no?
ok good, because after mirror the avatar looks stupid^^
yes he is asymetric
it can be useful to mirror the mesh and bones sometimes
but its probably better to use the mirror in tool box
for meshes
otherwise youll loose all keyshapes
All of your bones are part of a single armature right?
yes
i dont know what you mean
The order you select them in
object mode only btw
sorry i still dont know what you guys mean
when you parent
and make weights
mesh and rig should be in object mode
and selected in that order
yes ok both was in object mode but still does not fix the problem
are you sure youre not getting any warnings?
yes
if you got to vertex groups, are they locked?
and can you delete the one that already exists
then try again
i dont get vertex groups
just go to the vertex window
and see if theres a locked sign
and also delete them
after new try with automatic weights the window is complete empty
uhhh either youre doing something wrong or blenders dead
lel
save file and reload ig
i can also send you the blend file only with body and amature, maybe you see something
ok i can not figure this out. i have the uv maps the same name but i still lose the texture mapping when i join them i want them joined when i auto weight the bones. https://s1.gifyu.com/images/2018-05-09_07-11-04.gif
so. i just found a Texture Space. and started to play with that. i got the eyes back ... if i mess with that will it save as a new uv map?
no idea what that is, youre on your own
ok thank you
Before: https://imgur.com/IwMt7NN
After: https://imgur.com/LimQDjV
For a guy who doesnt know what he is doing cleaned up pretty good
thats fine
how can i fix this?
ignore and carry on
i dont need to worry about it?
ya
ok thank
all g
I don't know if this will work, but I added a few more bones towards the avatar, just to see if it won't do that stupid looking pelvic thrust thing, Including adding a few more bones towards the spine. https://i.imgur.com/s0oEIff.jpg
I just did after re working on this model
Been at it for nearly a few hours already.
...?
Ah
dw about 2nd thing
Well, if you didn't see, this was the original model before working on it https://i.imgur.com/3i9QfIe.jpg
Ah, Alrighty 👌
What's up with those additional bones on the legs? .-.
Unless it's going to be playing out in MMD with waist cancelators they seem to be there for no reason really
Really?
So should I just delete them then and just parent them towards the original thigh bone instead?
Because I went to test out the model and it's waist is now thrusting towards the right
Your hip bone is upside-down, and whilst some models for whatever reason work out perfectly well with that setup, they're an exception to the norm, normally the hip bone is pointed straight upwards, that's what's probably causing your hip thrusting issues
Alrighty, I will test that out to see if it works or not
The closer you get it to the 180 degree angle mark, the less prone to "thrusting" the model is
Also make sure your bone rolls are all at 0
You can do this automatically by selecting them all in edit mode and pressing alt+r
So, something like this I'm guessing? https://i.imgur.com/4GsHOQL.jpg
Mhm
Also, you only need 3 bones in total, the upperchest isn't used in VRChat
Hips, Spine, Chest is all that's necessary
You can simply assign the upperchest to the chest area if you don't wish to mix weights or weight paint it yourself
Alrighty then
You don't know how many test models I just have under this one model xD
@limpid rover so any updates on the issue?
time to rig this beauty http://prntscr.com/jfrxmf dynamic bones in tongue, plus I'll add colliders in tongue so when I L I C C the banana it moves 
can anyone help with my fingers?
you know in vr there's 2 default hand positions?
like when not pressin any buttons
in one of them my fingers go all fucked, like my pinky and thumb will stick out to the sides and my 3 other fingers join together in the middle
the roll is at 0
screenshot your hands in unity humanoid rig editor
i gotchu 1 sec
great now it says something about my spine bone being zero
tf does that mean
ignore that
i can't see your hand in that screenshot
anyway i've had to rotate the shoulders / arm a bit on the x axis so the hand is not facing straight downwards, things like that, but from what you described it's a different issue
i think it helps to have the fingers bent a little bit but i don't think that'd fix it
see if force t pose changes anything too
yeah i had sideways curving fingers when i did handopen that's what rotating shoulder on the x axis fixed
I hope this is the right place; when I export from Maya to Unity as fbx, all of the bones in my skeleton are located at the origin (and the body turns into a meat chunk).
I'm guessing I'm missing some very important checkbox or something.
When I import the .ma file itself into unity it all works fine, but since blendshapes break when that happens I'm trying to fix the fbx issue.
aanyone knows what to do with this? The finger is completely curled up..
cant even adjust the fingers so it points straight 😦
can try in blender selecting all bones in edit mode then alt+R to reset bone rolls
@opal aurora Works great
Glad to hear it
Wait when i do eyebrows an such...i attach that to each eye or the head bone? (use to weight painting everything else) lol
lol attach the eyebrows to the head unless you want them to look at people
What would be the best way to apply dynamic bones to this cape? https://prnt.sc/jfwmeb
Use cloth?
Yes
Unity Cloth
But first try dynamic bones
On a related note, that's probably more bones than you need lol
Yeah, I plan to decimate it
I just want to make sure that I can make it do what I want first
There are a bunch of prefab pose files for this model that use them, but I don't know if all those bones are worth it
Anyone have an issue with Unity saying "Spine Transform 'Spine' has a bone length of Zero"?
@fading verge look like need weight paint them
i did tho, did i not do it correctly?
i couldnt get any bones to move even though i turned rest position off
i think it was off? there was no red error stopping me, the button on the left i pressed
gotta click pose mode on and off in the cats menu, is a cats bug
I got tiny purple spots that wont let me weight paint for shyt...
@stark spade you can ignore that
its a fix for full body tracking from the cats plugin
@serene urchin I finally fixed it by scaling the spine by -.001
fixing by scaling ? wut
if you really want to fix it you just need to move the bone by 1 pixel
@stark spade https://i.imgur.com/75c3mlb.png
but as Rokk said, it's normal for it to be like that, so you are most likely going to break your model by doing so
it works now, and there is no error message. I didn't see that message on cats because I usually have that sidebar small.
I've been comparing two models with broken MMD tools and the "old" one, I can't seem to find any differences as to why the wrists would do this
But ingame, I notice a clear difference between older and newer models in the wrists
Especially side to side wrist rotations are weird. Doesn't seem to be an issue with every model
Yeah, I'll submit it as a proper ticket/issue once I get some comparison screenshots going.
Kinda sucks since I spent quite a bit of time getting the atlas right, I probably can't use it now
There's no way to copy just the UV maps right? My atlased and non-atlased version is otherwise identical in every way. Mesh has the same polys, etc
i remember something about leaves and duplicating uv maps
For eye tracking, my eyes are clipping inside of my eyeballs, how would I go about moving them out a little bit? Still new to blender
ok I have a headache
for some reason in my right eye, my model is offset from origin
like when I look at my avatar select menu, the left eye shows her rotating where she should be on the left of the menu
but my right eye shows her in the middle of the menu screen
and my hands give me a serious headache
anyone seen anything like this before?
this is only in the right eye
the left eye is normal
Nope, and I am having an issue of bones in the legs, the left is missing it's thigh bone and bends brokenly. And I don't have sufficient knowledge of bone mapping to even try to fix her legs.
And I think that you forgot to set the xyz coordinates to 0,0,0
the left eye is fine
if I close my right eye and only look in my headset through the left
everything is normal
Could try rotating the eye in unity.
anyone else want to try
because it has nothing to do with that
my entire model is offset on one eye in VR
Hrm odd
hands, body, everything
Have you tried redoing the model from scratch? Like redownloading it, reblendering and reunity it?
I had to do that with some of my models
weird it was shader related
Hey I need help
If I can get any..
Theres some sort of VRC Station add-on with the avatar I want to upload, but now it's defunct and I don't know how to get rid of the defunct features
Anybody have any idea why an avatar I uploaded constantly has their wrists bent? Is it a height issue?
it's a fairly short avatar.
I'd answer if I knew, Kodachi. 😛
Is IceSeasons in this chatroom?
If I can find them that'll be just great because I need some serious help
Anyone know how to fix an issue where the right leg of an avatar twitches randomly?
sometimes when running or moving fast, my pupils move behind the eye whites but that dosent appear when testing the eye tracking or anything
@cedar scroll your meshes not joined i'm sure
they are, i did put the eye bones manually though, so im wondering if it has something to do with the bones
Eye bones point straight up?
old thing, but still on new sdk: mouth Visemes made in blender with CATS arent showing up in unity. Oddly enough, though, visemes from MMD models translated via CATS work?
no, do they need to be straight up?
Oh, yeah may be the way the bones are set if that's the case
Supposedly if i recall correctly
Not straight up
Also make sure they're parented correctly
they are parented, they eye tracking works and everything
If you click build & publish, only a strange pop-up appears.
Haven't seen any eye tracking work that didn't have the bones straight upwards, can i see your rig in blender?
I also want to use a pretty avatar. Help.
I created and applied avatars in Unity. However, a strange pop-up is output.
What popup?
Screenshot by chance?
hm, i cant add a screenshot here for some reason?
wait a second
imgur, img42, lightshot, gyazo...
I'm doing it now.
Surprisingly I have xD
But i'm not sure what could be cause his pupils to do that
That's the trust gate
@Shenfield#2452
yea, something is causing the pupils to move slightly back sometimes when moving, but its not like i have dynamic bones on it or anything
what is that?
Hello, VRChat! We’ve been working on some new “Trust” systems to help make VRChat a friendlier place. These systems will be used to help…
That 👆
I'll read it for a while.
Tl:dr If you're here to troll and harm players, you won't be able to upload anything.
I do not think I remember that. I am the first time today.
It's new thing rolled out
Pretty much be friendly and kind to others
The specifics are unknown
Thank you very much, everyone.
You'll eventually get the chance to upload, for now you can start thinking of what you want to make and have a good time in-game, you'll be informed both in-game and in email format when you can finally upload
Shouldn't be too long I believe so nothing to worry about :+1:
Also welcome to VRChat
i had to have a vrchat account for a long time before i could upload stuff
I have to come here often. lol
@tough junco locate the bone and adjust right there
@willow pike it's all good, just a system that will likely be brought down. Who knows.
Just have patience :+1:
Let's do well in the future.
Locate the spine (transform)
You can scale, rotate, and reposition your bones in the configuration until they're green
It will mess with the mesh a bit though
But it shouldn't be any major changes
sweet thanks @solid adder
No problem
I have to do things like that for xps models because fingers be messed up
although its really funny to see this , why is my characters hips doing this? https://gyazo.com/77b2d6c535d8c2da4c9d8d7b44effc22
nvm somehow i fixed it
not sure if this is the right channel for this, but I think it should be since it kinda has to do with rigging...
I wanted to add eye tracking to my avatar but every time I check if it works on the mirror, the eyes are stuck looking down. does it have to do with the eye bones or is it the mirror not showing it properly?
dont use mirrors to test eye tracking
theyre super unreliable
ask another person
but if you can confirm that they really are pointing down it might have something to do with the bone placement or weight painting
need help with rigging
ok, thanks fish, I'll ask a friend later if he can check it for me
lol, anybody know how to cure a leg twitch/body twitch? My avatar will not stand still...
Eye-tracking is local,
So sometimes, usually due to your viewport placement, they act weird locally.
Your should have your viewport halfway into the bridge of your nose
because they track viewballs, and if your viewball is in front of your eye bones they will try to focus on it
so basically, even if I see the eyes look down, others would see it normal if set it up correctly because each PC sees it differently?
i need help
Yes, but if you dont want it locally, change the viewball position
could someone that has alot of knowledge about unity dm me real quick
Also eye bone muscle settings can play a factor, these can be adjusted when configuring the rig in unity
should I set the viewball to the same height as the eye bones? on that model the eye bones are a bit higher
Well @fading verge, what's the problem? Maybe someone here can help
it involves a few screenshots
cant send them here
been trying to get help for this issue for over 5 hours
@glossy quest
Yup, level with the irises, and halfway into the bridge of the nose
ok thanks :)
@fading verge can you describe it to any capacity?
@glossy quest 👍
u could see yourself and try to describe it
Sure, send me a DM and Ill offer any support I can give on the subject
https://cdn.discordapp.com/attachments/444472445181886464/444472473795166217/Unity_2018-05-11_03-09-32.png
https://cdn.discordapp.com/attachments/444472445181886464/444472509027319828/Unity_2018-05-11_03-37-51.png
https://cdn.discordapp.com/attachments/444472445181886464/444472566481158144/2018-05-11_03-07-14.png
this is my issue
show the normal hierarchy of the bones in unity
Thats not the issue, Unity accepts whayever you map. The issue was they were accidentally mapping the wrong prefab, this issue has been resolved 👍
ok whatever, I'll just deal with the eyes looking down for me. I tried moving the eye bones down since they are pretty high up so it matches with the height of the irises and nose bridge but on unity suddenly the eyes got stuck looking up. As long as others don't see the eyes messed up I'm ok with it
maybe later I'll try just moving the viewball higher up
Ya, thats what u should do. Ive also been informed that it can be the result of the head and eye bones being really small, so check that in blender
@prime summit which eye bone? Eye_R and Eye_L or LeftEye and RightEye?
i've a pokemon model that has arms but no hands, is it possible to add the hand bones without editing the mesh? (so that it wont look different but i can still pick stuff up in vrchat)
yes, you can just add dummy bones in blender
LeftEye and RightEye are the ones CATS creates
The original ones are the head and Eye_L/Eye_R bones
yeah I know that, the ones from CATS for some reason got created really high above and behind the head which messed with the eye rotation so I had to move them to the correct spot and they are really small
@glossy quest oh gee how could i start on that? (no idea how im hopeless)
these are the 4 eye bones out of which the two really small ones are from CATS and which I had to move to there. If I try to move all 4 bones lower the eyes are way to high up https://cdn.discordapp.com/attachments/361907667515604992/444499551005573131/unknown.png
oof, I don't really know how to teach how to add bones to a rig :/
its okay, i'll figure it out ^o^
can someone explain why the hair looks fine in blender, but gets completely fucked up in unity? https://i.imgur.com/cU5XWgX.png https://i.imgur.com/A5M3fgJ.png
Some of the bones are rotated on the rig, rotate them into place when configuring the rig in unity
collider in head ?
Bone roll to 0 in blender ?
Yeah, this is usually a bone roll issue. I have had similar issues with hair and skirts
Just reset all the bone rolls back to 0 in Blender
Sometimes, it also helps to drag the model into the scene again. The new one will have correct hair etc. You can delete the old one after you copy over the various components (avatar descriptor, dynamic bones)
How do you put reseparate Materials in blender?
i went to go decimate and its only doing one at a time
nm i found a way
Not sure if the correct place to ask but say I have a Titan how would I go about having the cockpit see through inside but not see through outside? So it feels like an actual Titan from TitanFall. (PS I know about the chairs being gone for a bit)
That's pretty easy. Models are already see-through from the inside by default, thanks to backface culling.
Just make sure you don't have any outlines on them if you use Flat Lit Toon
Otherwise, you could try some Stencil shader magic.
I have a model that's only visible from the front. But I still wanted to see my own hands in VR. So what I did, is make a particle system that collides with PlayerLocal, and put it in my head. On collision, it spawns a large invisible cube (you could use a sphere), that has a stencil value on it. Since it only collides with playerlocal, only I can see it.
You could invert this principle, and have the mech be hidden by stencils, rather than shown.
How do i set shader priority?
in your material inspector or in the queue tag in the shader code
@fading verge what do you mean? it's over here https://forum.unity.com/attachments/renderqueu-jpg.258551/
or here https://docs.unity3d.com/Manual/SL-SubShaderTags.html mentioned in Rendering Order - Queue tag
that last one is the 'from shader' value if you select that in your material
heya, anyone had an issue with the avatar tapping his whole foot when looking down? Looking for a fix, not a workaround with in-game height since I'd like to retain the ability to stretch out my arms with the optimal height
toes are removed from the rig in unity
Sooo...eye tracking
Okay so SOME tutorials say "make fake bones, THEN make the vertical, 0-roll eye bones,
Some say just make the vertical 0-roll ones,
THEN some tutorials say "name them LeftEye" and others say "RightEye" - but OTHER tutorials say name them whatever, and then name the vertical ones "RealLeftEye," etc.
HOWEVER none of the tutorials mention the CATS step, which say "please name the bones "Eye_L" or "Eye_R"
Pretty sure i have all my shapekeys setup and visemes created but i don't know how to proceed. None of the tutorials are consistent. Any help?
Someone here with a knowledge on how to edit/add/remove bones that could DM me?
Having a few issues with a Model
How do I apply a material so that the texture stays in place when the model moves? (The effect people usually use with space textures on models)
@cosmic tiger depending on the bone you just need to open it in Blender, select the armature, go to Edit Mode, select bone and delete it.
the thing is, the model has about 5 bones that control how the shoulder moves
its not a simple shoulder, arm, elbow, hand setup. its totally weird and i have no clue how to fix that
Hey guys no matter where I put the view position it always defaults back to the center of the model once it's in-game https://imgur.com/a/UO1pUyM
I've tried removing the overrides to see if it was to do with the animation but even as a static model it's the same issue
Hi guys, I'm having issue with my bowser model. Pretty much everything works, except for the feet, when I look even slightly down, the model stands on the tips of the feet and bounces. Really looking for a fix so I can actually enjoy it 100%
@fossil gale generic rigs do that, you can't move the viewpoint forward or backward.
Move it higher up.
So basically I should move the actual root bone backwards instead?
I already tried putting the view point overhead and that didn't make a change either
anyone have that infinity war fade animation or know how to make it?
Oh disregard that yeah you're right thanks
changed scale of model's legs in blender, changed armature to fit too, when animations are applied in unity the leg scale reverts to how it was before
do i need to re-do the weighting?
Did you also CTRL+A Apply the scale?
if i edit a model in blender, do i have to delete the old model in unity or is there an easier way to refresh the model?
Open your assets folder in windows explorer, and manually copy over the .FBX file
That's what I always do
ctrl+a?
the scale looks fine in blender
not sure what you mean
manually selected the legs, scaled them to 0.8 on the vertical axis, lowered the body to fit, did the same to the legs in the armature, scaled to 0.8, then lowered the rest of the armature to fit too
just noticed applying any shape keys reverts the legs too
I'm not too familiar with how resizing stuff works, but I think you have to "Apply" rotation, transform and scale after you change it. Otherwise, the changes aren't exported
So just select all the bones, press CTRL+A to apply rotation, apply scale, transform etc
can't apply to bones but i just applied to mesh
do it in object mode
@gritty nest think it worked ty ♥
Note to self rigging XC2 Models is impossible
Can ye show an example of one? :o
Lol
click pose-> force tpose
also assign feet and stuff
also you have to parent the mesh to the armature
a half-fixed version
so fixing that in blender messed up a lot of things
I mean I guess I could wait for someone to rig this
because Obviously someone is gonna rig this
Mayhaps
Honestly if i feel bored enough i might actually end up doing it
I'd probably rig it from scratch and only god knows what would come out of it
Especially since i don't use the mirror modifier
Like ever
I'm having issues with my avatar being bow legged if I set my avatar up for FBT with CATS. Anyone have a idea what's causing it? https://i.imgur.com/iIzgbq0.jpg I've tried rotating the bones but it hasn't seemed to change anything
Dunno, i've rigged parts like robotic ears and tails myself aswell before
For dynamic boens
Like this one https://gyazo.com/aeb4ff98d6ec41b973e451ba7b1bdfaa
Very simple but works nicely
Hey can someone real quick message me the solution for that bug where a model's butt and hips stick out real far instead of standing straight?
Not really a bug, but issue lol
can anyone help with this? https://gyazo.com/d7f5d980ad01adb9c111424cc577f7b3
guessing its the neck
but there's no neck bone
Then you need to manually import the model to blender or any 3D program and add a bone there yourself unfortunately
Lazy way of doing it is import it to blender, select the armature, change to edit mode, select the head bone, hit W and subdivide. Export the model and import back into unity. @foggy juniper
thanks!
¯_(ツ)_/¯
Hey so I am having an issue that I am not quite sure how to solve yet
My bones seem to be weightpainted properly but the mesh does not move with the armature as it should
https://cdn.discordapp.com/attachments/403069664869220354/444787358911561738/unknown.png
https://cdn.discordapp.com/attachments/403069664869220354/444787576281497600/unknown.png
i dunno usually the bones are blue when weighting
is it something to do with parenting vertex groups or along the lines of because I am not sure
None of the bones move the mesh, the shoulder is just an example
yeah but the bone should be blue when in weightpaintmode
which all of them indicate correct painting
yes but the mesh needs to have the modifier
seems correct
thats wrong
but what am I supposed to do
oh...
huh
okay that seems good, thanks much
https://cdn.discordapp.com/attachments/403069664869220354/444794820830035968/unknown.png
Also any reason why this happens to the model's hands in unity?
i saw someone else dealing with it
i dont know if this is right, but maybe it's something to do with bone weight or something?
*rolls
Jesus christ so many spaghetti fingers nowadays
@crimson mauve someone helped me fix that in #avatars-mmd if you scroll up a bit
Yeah, I think the latest MMD tools version sometimes breaks bone rolls
guys i want to upload an avatar but i cant i gat this error https://i.imgur.com/SNZtjnz.jpg
thats not an error
can some one help me with rig pleas DM me
Anyone have any knowledge on full body tracking??
try transelating the bones
@teal oasis Save your scene and restart unity. That might work.
@scarlet lodge are you saying that I should do opposite angles on the role of each bone that may have a positioning issue?
in edit mode?
note sure what you're getting at then because that doesn't really do what I would want since its moving everything around
yes, r is to rotate so essentially my armature would be lopsided
i said alt r
np
@scarlet lodge https://cdn.discordapp.com/attachments/403069664869220354/444889213440229377/unknown.png
hands got this going on now, not sure if that is something youve seen
no that's strange I'm not sure what you should do from here
alright, thanks anyways
Hey so I tried to make a Bandana Waddle Dee avatar but it ended looking like this https://imgur.com/MXE08mN
I get what the rigging problem was since I used the default one but I don't get why he's floating
Is it a humanoid rig?
yes
Maybe you forgot to CTRL+A Apply the rotation and scale in Blender
Or that's just where your head is
The bandana is at the hips of the example character
so it's basically where the torso is
I used a model someone ripped from the game and told me it was already rigged. I'll have to rig it myself tho, the feet are considered as the tip of the model's feet by the game
But I just don't get why it's floating
Ok so would a lower leg bone have to be in the same hierarchy as an upper leg bone
Upper Leg
Lower Leg
Foot
Toe
Something like that
Are you asking a question or awnsering mine ?
Asking
Then yes, but toes are not required.
Yes I know that feeling, importing a model of a character with very weird shapes
Especially when all the bones are screwy
Game rips are weird, I have ace attorney rips that have all bones pointing upwards
Even the ones in the arms
Works fine ingame though
It all comes down to luck
But if your character has a somewhat human shape, you can use Mixamo to do most of the work for you
Well nothing is too bad with the model I have its that the arms need to be worked since it can't detect the T-Pose
also the foot is a bit broken
What's your character ?
KOS-MOS from Xenoblade 2. The model was extracted from the game by someone on deviantart last night
So I wanted to work this into VRchat as its a raw extract
You can use this website made by Adobe that can autorig it https://www.mixamo.com/
It might not work but you can always edit it in Blender afterwards
Like if it has any problems with the fingers you can manually do them
The thing is, when rigging everything needs to be connected for Unity to accept it as a humanoid rig, so be sure that when rigging you are creating links, not seperated bones.
Nothing really needs to be made its that the hierarchy is messed up a bit
Just a bit of rearranging in the bones
Yes, but I'm trying to say that if you want to create new bones, make sure you are not implementing them as a seperate hierarchy.
Yea
They need to be in the same hierarchy, but they don't have to be connected
Or else you're gonna end up like me with all the bones in the right place but without the required links
Like, actually connected. Just parented
They still need to have parent/child relations
Yes, they don't have to touch but still be carefull
anyway to fix this without messing up in blender https://cdn.discordapp.com/attachments/267763077397610506/444930432946012172/321.png
The leg issue was solved
Try rotating the red bones to see if they turn green
@true vapor check every part of the rig and make sure there are no errors
Usually, this is caused by LeftEye being in the Jaw slot in the Head section
Then Unity doesn't automatically apply the T-pose and it'll complain
Yea rotating the fixes it
It's rarely an issue though
Just that it’s kinda hard to do in blender
Because more problems arise due to that
Also take note that it looks like there’s multiple bones inside the same bone
You can rotate the bones in Unity's rigging tab too
Other than rotating the bones there aren’t any errors
problem with unity is that it'll rotate mesh with the bones, so u can't rotate only bones
Strange thing is the bone I rotate doesn’t mess with the mesh
prob not weighted then?
No it’s weighted
I checked before exporting
Either way I’ll know when I find out in vrchat
Anyone dm me? Have a question
https://i.imgur.com/DbDtYa5.jpg Is this an okay set up for tentacle hair? Haven't done it before and thinking her front 'bang' would have collision at some point
Ok obviously unity is broken and can't recognize my changes
I"ve got a quick question probably super simple and I just never noticed how to do it.
When adding body parts to another model, such as replacing a head, or adding clothes. when parenting the bone I often like to just let it connect when I know they would line up properly however the mesh doesnt always move during this process.
I cannot seem to figure out what is triggering it to move and what it triggering it to not move?
Probably weight painting
If it's not moving, then no bone has weight on that mesh. @stoic oriole
Sometimes vertex groups get mismatched or whatever, or it never had any weight painting to begin with
Remind me what this means "Left Foot Transformation "Foot_L" is not a child of Left Lower Leg Transformation "Leg_L" mean
Where do you get this error? In the SDK upload window?
Avatar Rigging window
It means the assigned foot bone is not a child of the assigned leg bone
Your hierarchy or mapping is incorrect
So just rearrange the order of the bones?
Because the Foot shouldnt be below the Upper Leg
Yes
Well doing that stretched my legs out a bit
We still haven't really found a reliable explanation for open jaw flap bone right ?
Anyone know a good tutorial for working cameras on avatars? Mine only renders client side
you shouldn't use cameras, as they force performance issues on every1 around you
I rarely see any1 actually not having a 2k, no cull
other people cant see camera on other people
only thing might be do somthing shader tranfer render image to plane
hey i want to add jiggle and collision physics to my avatar for hair and such
how would i go about that
i've never touched blender btw
so i'm new to this whole thing
yea
But the titties