#avatar-rigging

1 messages · Page 114 of 1

true vapor
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Does it give you the error

fading verge
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oh wait i enforced tpose and its not messed up hmm

true vapor
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Don’t enforce it

opal aurora
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More times than naught it'll break something

true vapor
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It will probably mess it up somewhere

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Either way if it doesn’t give you the error without enforcing t-pose you should be good

fading verge
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welp imma test it in vr and see if it works, if not back to the drawing board

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fml

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i give up...

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why does blender have to be so fucking difficult for?

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ive been working on this model since 8 am, it should only take only an hour or 2...

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This avatar does not contain an animiton and will not animate, please explain?

fading verge
opal aurora
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So did you end up fixing it afterall?

proud wolf
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why dynamic bone make booby inverted :(

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i think its a weight paint issue

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f u c kj

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the whole right side is messed up

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ree

proud wolf
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ok so this model has seperate bones for teeth and jaw

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how can i like

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put them together

random lotus
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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

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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

fading verge
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Hey

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Anyone here

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Should i be separating the face mesh from the body before exporting?

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why would you want to separate the meshes?

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you are supposed to combine all the meshes before exporting

fading verge
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For the visemes

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I haven't had any problems using the body mesh for face visemes but

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People in videos have the face on a separate mesh when they do shape keys

fading verge
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Did you try using openvr

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If your avatar is falling through the floor it could be a unity problem or in blender the origin is below 0,0,0

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The foot bone needs to be at 0 on y in blender

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Does your avatar have toe bones?

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Try disabling the toe bones in unity

white cipher
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my mesh becomes all pink in weight painting mode. what's going on?

proud wolf
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huh so i made a copy of my model with visemes and it fixes the dynamic bones glitching out

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but my mouth is stuck open

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wtf

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the visemes work but my mouth is default open

gray elk
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when using X-Axis mirror are both joints suppose to move to the mouse?

gritty nest
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@proud wolf unmap jaw bone

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If you have eye tracking, you also need to make sure the first four blend shapes are used for blinking/lowerlid and nothing else

proud wolf
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teeth bone or jaw bone

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prob teeth

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but you said jaw

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and you mean in blender right

gritty nest
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In Unity

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The jaw slot has to be empty @proud wolf

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If you have eye bones mapped, the first four blend shapes of your mesh in Unity have to be blinking and lower eyelid related

onyx hull
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Im working on a model in blender and whenever I try to do bone parenting, the list of parent bones is always empty

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Any ideas?

gritty nest
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That just means it couldn't find any bones it deems eligible

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You can do it manually

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That's just for dynamic bones, hair and skirts etc

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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.

onyx hull
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Gotchya

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I'll give that a go, thanks for the quick reply!

inner cedar
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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.

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Especially hard if you're working with a low poly character and need a low polycount, like in a standalone game or VRChat.

lament musk
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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.

onyx hull
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My eyes are stuck rolled up, any ideas?

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I did eye tracking via CATS

fallow lake
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Uhhhhhhhhhhhhhhhhhhhhh why is my avatar importing completely detached from the armature and flipped upside down and backwards?

sinful sundial
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@onyx hull maybe try reducing eye movement range or just remove eye movement

alpine flax
vale hemlock
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Any particular reason the bone isn't in the middle of the tail?

alpine flax
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its joined to the spine

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theres two tails there

vale hemlock
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I meant like why are some joints at the top and some at the bottom of the tail

alpine flax
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its where I want it to move and some areas where I dont want it to move as much

vale hemlock
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I see

shell tendon
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Have anyone ever got an issue with Dynamic bones that causes bones to slightly jump up whenever you stop? Flick or w.e

gritty nest
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Yes, a lot

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I think that only happens locally maybe

opal aurora
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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

shell tendon
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hm

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that means if you want smth to not weird out, just dont put bones in it

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gotcha

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im not sure about it tho

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this doesnt seem to be Local in my case

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my friends can see that happening on my model too

opal aurora
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I'm not sure if it is or not, but i have a feeling that it isn't

shell tendon
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if only you could weight paint in Unity

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would make things easier because

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i cant find what exactly fucks around in blender

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since values are sso different

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no wait, lets play with exclusions and find the faggot that ruins it

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geheh

alpine flax
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Just pop it into maya

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Maya has better weight painting

shell tendon
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eh...

gritty nest
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10 materials reee

vale hemlock
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The panties icon looks wrong.

fading verge
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i swear if i make it any smaller im not going to have a avatar

vale hemlock
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So so wrong.

gritty nest
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If it's that small, you can probably get away with a 1k atlas too

fading verge
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normally my avatars are always .05

gritty nest
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I never have to alter the scale on any of mine

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Unless it's a game rip

vale hemlock
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That's even smaller than my self-confidence.

gritty nest
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@fading verge ohh, you're talking about the bounds error?

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You have a glitching shape key, maybe multiple

fading verge
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yeah

gritty nest
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Remove all the ones that glitch, test them in Blender

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If all of them are broken, you probably edited your model without separating the face first.

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In that case, you will have to start over basically

fading verge
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i would rather throw out my laptop out then restart all over again

gritty nest
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Then check your shape keys lol

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You can also go without lipsync and blinking

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There's a good reason why you can't apply decimate modifiers to meshes with shape keys on them

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If you ever need to delete any verts, you should separate them into a new mesh and then delete the mesh

fading verge
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im not adding blinking or lip in quiet yet

gritty nest
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Speaking of lip sync, the Jaw Blend Shape option is underrated

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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

floral flare
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can someone help with fixing a bone rigging mess

fading verge
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yeah even with all the shape keys gone still havinh the same issue

true vapor
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What’s the issue @fading verge

fading verge
true vapor
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Can’t read the red error

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Too blurry

fading verge
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click on link?

true vapor
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Still blurry I’m on mobile mind you

fading verge
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wtf imgur

true vapor
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Something about measurements

vale hemlock
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It says it's 900 meters tall

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Can't be over 5

fading verge
true vapor
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Yea that’s way over the limit

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Make it smaller

gritty nest
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The mesh bounds are probably too large

vale hemlock
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Even my ego isn't that large

gritty nest
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Also

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Why do you have a camera and lamp inside your avatar?

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I think you exported it wrongly

fading verge
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it shouldnt be that big its only at .05

gritty nest
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It says it's part of the prefab

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Export your model again without any weird shit tacked on

vale hemlock
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😏

fading verge
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theyre nto?

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noty

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gbdrfg dsfe gswfdsaz

vale hemlock
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Camera and lamp inside the waifu 😏

gritty nest
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Blender has a camera and lamp in the scene by default, don't export those

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Besides that, there's something in your avatar that's out of bounds. Could be the mesh bounds

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Which would still be caused by shape keys. Click the Body mesh and expand blend shapes if it's there

fading verge
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i give up, Rigging avatars shouldnt be this hard and time consuming...

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i shouldnt have this many problems

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just making a stupid avatar

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every single day im on here seeking help and its pitiful

pale hull
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Rigging IS hard and very much time consuming! 3D work is tough

fading verge
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fixed the hieght bs and unity wants me to have a 5e-05 scale avatar -_-

true vapor
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Just try it

pale hull
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Personally I scale my avatars in blender

fading verge
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then i get an error that the shoulder hieght should be 20mm

pale hull
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With the ruler

true vapor
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What even is the size of your model in blender

fading verge
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idk

true vapor
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If it’s bigger than the camera then there’s your issue

fading verge
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i just upload it to blender decmite tf out of it and export it

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this is what happens when you have people on youtube just you a half ass tut and not really teach people everything

true vapor
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Well if it’s like huge you should have the import settings changed to where it doesn’t import it gigantic like

fading verge
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i have no common knowledge of blender

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thats what ticks me off when you only get halfass training 😦

true vapor
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Getting self taught is better

vale hemlock
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^

fading verge
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alright how do i scale my model in blender?

vale hemlock
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Select all -> tool belt -> shrink and scale

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A to select/deselect all

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Tool belt can be opened from the bottom left corner iirc

true vapor
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I believe his is an MMD model would it not be better for him to set the profile so it remembers the import settings

gritty nest
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I wouldn't export it with a different scale

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Just change the file scale in Unity

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It's pretty difficult to rescale a model correctly in Blender for whatever reason

fading verge
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unity sucks in general

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i rather play around with unreal engine

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i dont see toolbelt

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found it, and doesnt seem to be scaling

gritty nest
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Yeah, that's what I mean

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You can select the armature and try to scale it perhaps, press S for the Scale shortcut

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Otherwise mess with the import size in unity

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That's really easy, I did it yesterday

vale hemlock
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The scaling worked well for me. Are you in edit mode @fading verge ?

cedar scroll
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do the tongues and teeth all need their own bones? and which bone would be the jaw bone?

gritty nest
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They don't necessarily need bones

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Jaw is just lower jaw. Imagine saying "Ah" IRL

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Opening the jaw would include moving the bottom teeth of course, since it's attached to your lower jaw bone

cedar scroll
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so what would be the easiest ways to make the shape keys for lip syncing?

gritty nest
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Manually moving the verts?

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If it has bones already you could just pose those

cedar scroll
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can i use pose mode to create shape keys somehow since i have the jaw and lower teeth connected to a bone?

restive shale
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Yes, cats has a pose to shape key button.

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I use it a lot.

cedar scroll
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oh i see it, thanks

restive shale
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Np

cedar scroll
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i only need to create aa, oh, and ch right? cats will do the rest?

naive tree
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yes

cedar scroll
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how do i do that thing where i select like 4 vertecies but it moves like the surrounding ones as well or something

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proportional editing i think its called? i dont see the button for it

naive tree
cedar scroll
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oh thanks, now how do i change how large the area it edits

naive tree
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scrollwheel @cedar scroll

cedar scroll
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scroll wheel just zooms for me

naive tree
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when u have the move or rotate active

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then u scrollwheel

cedar scroll
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thank you

fading verge
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Hey

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How do i fix the legs bending

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I changed the rolls to 0

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And it didnt fix it

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She still crosses her legs when crouching

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Oh nvm

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The leg bones need to be completely vertical on the y/z axis

sonic nymph
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how do i make a mesh move with another mesh? ie clothing, automatic weights won't work, and envelope requires lots of painting.

cedar scroll
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how are the shapekeys for blink left/right and lowerlid left/right supposed to look like?

opal aurora
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Why won't automatic weights work?

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@sonic nymph

onyx hull
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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.

opal aurora
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The iris is way too low for it just be clipping

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Something tells me the eye bones are just iffy

onyx hull
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Testing the eye tracking in CATS and in Unity works great

sonic nymph
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@opal aurora " failed to find solution for one or more bones"

cedar scroll
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im having an issue where the default mouth has it hanging open instead of being closed

onyx hull
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what is your basis set at?

cedar scroll
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my basis is set at my moutht closed

onyx hull
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hmmm

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how much work have you put into your shapekeys so far?

cedar scroll
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already finished all the mouth

onyx hull
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oh nice

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yeah, I would make another Basis, call it basis 2, and then replace your original with it.

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can't hurt, but we got the blind leading the blind over here

cedar scroll
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how do i make a new basis?

onyx hull
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go into pose mode

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make sure your avatar looks like your Basis should

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create shape key

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rename that to Basis2

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or delete your orig basis and name your new one Basis

cedar scroll
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do i need to create visemes again?

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using CATS?

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oh wait, i might need to make it from the begining or something now, shit

cedar scroll
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the mouth still stays open wtf

onyx hull
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Is that when testing in-game?

cedar scroll
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when pressing play in unity

onyx hull
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gotchya

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For some reason, it's triggering that animation

cedar scroll
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ok, i got it now, apparently i had to remove the jaw bone from the rig

onyx hull
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oh, good catch

cedar scroll
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i dont need to have the jaw bone connected to the rig to do lip syncs right?

onyx hull
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nope

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you don't want the jaw to move at all unless defined in your shapekeys

cedar scroll
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gotcha

opal aurora
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@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

gritty nest
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You don't want the jaw bone mapped at all, unless you truly know what you're doing, and you know the repercussions.

wispy tiger
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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.

lilac moss
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opposite order

wispy tiger
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it still will not become the child of hips :/

lilac moss
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in edit mode

wispy tiger
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I am in edit mode

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I have a picture if that would help? Also thank you for the help!

fringe root
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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 ^^'

alpine flax
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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

fickle flame
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Is there a fix for this within unity

gritty nest
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It's not an issue

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Please read the giant message that says "You can ignore this warning"

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Lol

fickle flame
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Oh my model is just stuck in the ground

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so i thought that would be why

gritty nest
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Yeah, that's a different issue

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Did you try to make an animation on your model?

fickle flame
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Yeah but i already copied it over

gritty nest
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You always have to animate on a duplicate of your model or that'll happen

fickle flame
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i make alot of models

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first time running into this

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Its on a duplicate

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its standing until i have it in game

gritty nest
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Ah

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Maybe you accidentally overrode the IDLE slot

fickle flame
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hmm

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lemme check

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its this model

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I checked the idle and its fine

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Are there other reason's for it being in the ground

fringe root
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@alpine flax Uhm, how do I "check the settings"? ^^'

alpine flax
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So in the eye tracking box you should see the axis information

fringe root
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I do not. Are we still talking about cat in blender? Because that shows no such information.

fading verge
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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.

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What could it be?

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The bones are not connected to their parent, as they shouldn't be.

random lotus
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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?

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i thankfully dont need any special bones like eyes and stuff

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just a basic one and if possible i was going to use a cloth component for his jacket

fading verge
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lmao

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Is your eye going through another mesh or what is it_

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*?

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It looks like its clipping when rotating

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Is the iris separated from the white eyeball?

maiden vale
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not only that but look at when I mess with the up/down bar

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they tilt instead of up or down

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yes the eye is seperated from eye ball in vertices

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somewhere in the chat someone has the IK fixed at the bottom

cyan adder
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does it matter if a character is enforced tpose or not

maiden vale
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no it's suppose to be in T-pose anyways

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in unity

cyan adder
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welp

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tposing the avatar fucks it up

maiden vale
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how?

undone warren
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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?

cyan adder
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what would i do to fix this

undone warren
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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

naive tree
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@undone warren u always leave jaw unassigned, unless u actually want to use jawflap

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if your mouth opens when u look down or when u blink

undone warren
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Thanks, @naive tree , I eventually wouldn't mind having a working jaw, but for now just having his mouth closed would be ideal.

naive tree
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is it always open?

undone warren
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yuppers

naive tree
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u can close it in blender

undone warren
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oh god I have to put it in blender? This spells trouble.

naive tree
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by moving the mesh

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oh, double check if you have jawbone unassigned in the Head rig

undone warren
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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.

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or eyes.. so..that's weird.

cyan adder
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In vrchat, with it set up like this

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I have to physically bend forward, chest and neck for it to look "right"

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Since I'm running fullbody

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That's with me looking at the ground

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I'll try posing it correctly when I get off work in 9 hours and report back

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Cuz what I was thinking I had to do was reimport the armature in T pose

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Then rip the avatar apart lining it up correctly

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And then attach all the verts back together

opal aurora
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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

cyan adder
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Alright, didn't know you could pose the bones in that

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Thought it was TPose only

opal aurora
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It has certain limits i.e. turns red, but as long as it's green unity won't cry about it

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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

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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

cyan adder
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Ah

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See the thing is

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Any movement would turn it red really

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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

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That way it's guaranteed to work

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Sorta

undone warren
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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?

tough junco
naive tree
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it will move the bones and mesh

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after u have it where u want, have the mesh and armature selected - ctrl+A > position/location/scale

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then u can join armatures and meshes

fading verge
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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

tough junco
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@naive tree thanks for helping me twice

limpid rover
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This is when I look around

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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

mystic mesa
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How dos one again combined the mesh armatures together

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again

limpid rover
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You mean join?

mystic mesa
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Yes

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Theres a short key on blender

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but I forgot it

limpid rover
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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

mystic mesa
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Thats no what I mean

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It's the Bone that is exisitng

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I need to parent it

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but I need to add it to my armature because it's a seperated bone and mesh

limpid rover
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Oh! So your trying to connect one bone to another bone, Which you would have to parent it to the bone you need, right?

limpid rover
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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

misty cradle
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if after "with automatic weights" nothing happens (that means only the bones are moving in pose mode) what can be the problem?`

opal aurora
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Did you get any errors?

misty cradle
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didnt see any error pop up

opal aurora
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Normaly blender errors pop up top, just incase you were unaware of course

misty cradle
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is there a console to look for older errors?

opal aurora
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Does the model have any vertex groups?
Aside the ones automatic weights created that is

misty cradle
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there are not vertex groups, i did any bones by my self and now i was trying the automatic weight stuff

opal aurora
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No vertex groups at all?

misty cradle
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no, vertex window is empty, only one "Group"

opal aurora
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Well there's a problem...

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Guess automatic weights had an error afterall

misty cradle
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how to make the vertex groups?

opal aurora
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You don't necessarily make them

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Automatic weights should make them for you really

misty cradle
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ok but it didnt

opal aurora
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Yep which means something went wrong

misty cradle
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:S

opal aurora
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Can you ctrl+z far enough to before you used it?

misty cradle
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sure

opal aurora
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Try to use it again but check the top bar, if it has an error it'll be there

misty cradle
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one question befor, do i have to use the mirror stuff?

opal aurora
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What do you mean?

misty cradle
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in the tutorial i wachted he said use mirror( add modifier)

light kindle
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no

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its nice to use sometimes

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but not a necessity

opal aurora
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That would be to mirror meshes/bones no?

misty cradle
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ok good, because after mirror the avatar looks stupid^^

light kindle
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well your avatar is asymmetric so

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whatd you expect

misty cradle
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yes he is asymetric

light kindle
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it can be useful to mirror the mesh and bones sometimes

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but its probably better to use the mirror in tool box

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for meshes

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otherwise youll loose all keyshapes

misty cradle
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ok but what to do now? automatic meshes doesnt work, no errors...

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weights*

opal aurora
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All of your bones are part of a single armature right?

misty cradle
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yes

light kindle
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and youre choosing mesh then rig?

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in 3d view

misty cradle
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i dont know what you mean

opal aurora
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The order you select them in

light kindle
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object mode only btw

misty cradle
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sorry i still dont know what you guys mean

light kindle
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when you parent

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and make weights

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mesh and rig should be in object mode

#

and selected in that order

misty cradle
#

yes ok both was in object mode but still does not fix the problem

light kindle
#

are you sure youre not getting any warnings?

misty cradle
#

yes

light kindle
#

if you got to vertex groups, are they locked?

#

and can you delete the one that already exists

#

then try again

misty cradle
#

i dont get vertex groups

light kindle
#

just go to the vertex window

#

and see if theres a locked sign

#

and also delete them

misty cradle
#

after new try with automatic weights the window is complete empty

light kindle
#

uhhh either youre doing something wrong or blenders dead

misty cradle
#

lel

light kindle
#

save file and reload ig

misty cradle
#

i can also send you the blend file only with body and amature, maybe you see something

light kindle
#

sure

#

you might want to export as fbx then import as well

#

for testing reasons

high stream
light kindle
#

pretty sure the uvs moving

#

or a diff mesh is appearing on top

high stream
#

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?

light kindle
#

no idea what that is, youre on your own

high stream
#

ok thank you

fading verge
#

For a guy who doesnt know what he is doing cleaned up pretty good

light kindle
#

thats fine

heavy vector
#

how can i fix this?

light kindle
#

ignore and carry on

heavy vector
#

i dont need to worry about it?

light kindle
#

ya

heavy vector
#

ok thank

light kindle
#

all g

limpid rover
#

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

light kindle
#

nah dude

#

shorten the hip bone

#

in edit mode

limpid rover
#

I just did after re working on this model

#

Been at it for nearly a few hours already.

light kindle
#

...?

limpid rover
#

Editing the model

#

If you scroll up, I posted this during the middle of the night

light kindle
#

timezones

#

and also

limpid rover
#

Ah

light kindle
#

dw about 2nd thing

limpid rover
light kindle
#

did see

#

was just stating solve

limpid rover
#

Ah, Alrighty 👌

opal aurora
#

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

limpid rover
#

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

opal aurora
#

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

limpid rover
#

Alrighty, I will test that out to see if it works or not

opal aurora
#

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

limpid rover
opal aurora
#

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

limpid rover
#

Alrighty then

#

You don't know how many test models I just have under this one model xD

opal aurora
#

@limpid rover so any updates on the issue?

naive tree
#

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 vrpill

Lightshot

Captured with Lightshot

fading verge
#

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

lilac moss
#

screenshot your hands in unity humanoid rig editor

fading verge
#

i gotchu 1 sec

#

great now it says something about my spine bone being zero

#

tf does that mean

lilac moss
#

ignore that

fading verge
#

do my fingers look fine tho?

#

and why is my head at an angle?

lilac moss
#

i can't see your hand in that screenshot

fading verge
#

oh u want the actual hand

#

and not the bones

#

oh ok

lilac moss
#

oh yeah your whole body is off center

#

what's up with that

fading verge
#

idk

lilac moss
#

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

fading verge
#

done

#

its still a little curvy

#

like scoliosis lmao

lilac moss
#

yeah i had sideways curving fingers when i did handopen that's what rotating shoulder on the x axis fixed

remote kite
#

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.

viral lily
#

aanyone knows what to do with this? The finger is completely curled up..

#

cant even adjust the fingers so it points straight 😦

naive tree
#

can try in blender selecting all bones in edit mode then alt+R to reset bone rolls

viral lily
#

wow that helped

#

Once again Yuumi, thank you so much. You are a life saver 😊

limpid rover
#

@opal aurora Works great

opal aurora
#

Glad to hear it

fading verge
#

Wait when i do eyebrows an such...i attach that to each eye or the head bone? (use to weight painting everything else) lol

lilac moss
#

lol attach the eyebrows to the head unless you want them to look at people

gritty nest
#

Lol, head

#

You don't want your eyebrows to track people

fading verge
#

Yay.....I figured that XD I wanted to be sure lol

#

LOL thx fanm

onyx hull
gritty nest
#

A bit of downward force

#

Set Y force to like -0.1 and go from there

#

Or use cloth

onyx hull
#

Use cloth?

gritty nest
#

Yes

#

Unity Cloth

#

But first try dynamic bones

#

On a related note, that's probably more bones than you need lol

onyx hull
#

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

fading verge
#

what happened to m'knees

fading verge
#

;;

#

40 mins later

stark spade
#

Anyone have an issue with Unity saying "Spine Transform 'Spine' has a bone length of Zero"?

fleet echo
#

@fading verge look like need weight paint them

fading verge
#

i did tho, did i not do it correctly?

fleet echo
#

did you bend the leg in blender

#

to check move right

fading verge
#

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

lilac moss
#

gotta click pose mode on and off in the cats menu, is a cats bug

fading verge
#

I got tiny purple spots that wont let me weight paint for shyt...

lilac moss
#

wut

#

same mesh?

fading verge
#

I fixed it

#

just had to readd themesh =_=

#

but works now whee

serene urchin
#

@stark spade you can ignore that

#

its a fix for full body tracking from the cats plugin

stark spade
#

@serene urchin I finally fixed it by scaling the spine by -.001

gritty nest
#

But there's nothing to "fix" about it

#

You're only more likely to break something

fading verge
#

fixing by scaling ? wut

#

if you really want to fix it you just need to move the bone by 1 pixel

gritty nest
fading verge
#

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

stark spade
#

it works now, and there is no error message. I didn't see that message on cats because I usually have that sidebar small.

gritty nest
#

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

fading verge
#

you can always tell them that

#

since they try to fix every "type" of MMD models

gritty nest
#

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

fading verge
#

no clue, i never touched UV maps

#

i just know that it's garbage to work with

light kindle
#

i remember something about leaves and duplicating uv maps

onyx hull
#

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

silk holly
#

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

deft iron
#

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

silk holly
#

the left eye is fine

#

if I close my right eye and only look in my headset through the left

#

everything is normal

deft iron
#

Could try rotating the eye in unity.

silk holly
#

anyone else want to try

#

because it has nothing to do with that

#

my entire model is offset on one eye in VR

deft iron
#

Hrm odd

silk holly
#

hands, body, everything

deft iron
#

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

silk holly
#

weird it was shader related

ruby crane
#

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

undone warren
#

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.

ruby crane
#

You dodged my question too

#

sigh why do I even ask these things?

undone warren
#

I'd answer if I knew, Kodachi. 😛

ruby crane
#

Is IceSeasons in this chatroom?

#

If I can find them that'll be just great because I need some serious help

slim heron
#

Anyone know how to fix an issue where the right leg of an avatar twitches randomly?

cedar scroll
#

sometimes when running or moving fast, my pupils move behind the eye whites but that dosent appear when testing the eye tracking or anything

solid adder
#

@cedar scroll your meshes not joined i'm sure

cedar scroll
#

they are, i did put the eye bones manually though, so im wondering if it has something to do with the bones

opal aurora
#

Eye bones point straight up?

fading verge
#

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?

cedar scroll
#

no, do they need to be straight up?

solid adder
#

Oh, yeah may be the way the bones are set if that's the case

opal aurora
#

Supposedly if i recall correctly

solid adder
#

Not straight up

opal aurora
#

Also make sure they're parented correctly

cedar scroll
#

they are parented, they eye tracking works and everything

willow pike
#

If you click build & publish, only a strange pop-up appears.

opal aurora
#

Haven't seen any eye tracking work that didn't have the bones straight upwards, can i see your rig in blender?

willow pike
#

I also want to use a pretty avatar. Help.

#

I created and applied avatars in Unity. However, a strange pop-up is output.

opal aurora
#

What popup?

solid adder
#

Screenshot by chance?

cedar scroll
#

hm, i cant add a screenshot here for some reason?

willow pike
#

wait a second

opal aurora
#

imgur, img42, lightshot, gyazo...

cedar scroll
willow pike
#

I'm doing it now.

opal aurora
#

Yep i never saw bones work like that

#

Eyebones atleast

solid adder
#

Surprisingly I have xD

willow pike
solid adder
#

But i'm not sure what could be cause his pupils to do that

#

That's the trust gate

#

@Shenfield#2452

cedar scroll
#

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

willow pike
#

what is that?

opal aurora
solid adder
#

That 👆

willow pike
#

I'll read it for a while.

solid adder
#

Tl:dr If you're here to troll and harm players, you won't be able to upload anything.

willow pike
#

I do not think I remember that. I am the first time today.

solid adder
#

It's new thing rolled out

#

Pretty much be friendly and kind to others

#

The specifics are unknown

willow pike
#

Thank you very much, everyone.

opal aurora
#

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

solid adder
#

Shouldn't be too long I believe so nothing to worry about :+1:

#

Also welcome to VRChat

chrome sequoia
#

i had to have a vrchat account for a long time before i could upload stuff

tough junco
#

hey so it says spine has a bone length of zero... how do i fix that?

willow pike
#

I have to come here often. lol

solid adder
#

@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:

willow pike
#

Let's do well in the future.

tough junco
#

sorry i still do not understand

#

wait

#

actually

solid adder
#

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

tough junco
#

sweet thanks @solid adder

solid adder
#

No problem

#

I have to do things like that for xps models because fingers be messed up

light kindle
#

You can ignore spine length at 0

#

Cats kinda tells you this

tough junco
tough junco
#

nvm somehow i fixed it

glossy quest
#

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?

glad egret
#

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

austere grove
#

need help with rigging

glossy quest
#

ok, thanks fish, I'll ask a friend later if he can check it for me

shy egret
#

lol, anybody know how to cure a leg twitch/body twitch? My avatar will not stand still...

prime summit
#

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

glossy quest
#

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?

fading verge
#

i need help

prime summit
#

Yes, but if you dont want it locally, change the viewball position

fading verge
#

could someone that has alot of knowledge about unity dm me real quick

prime summit
#

Also eye bone muscle settings can play a factor, these can be adjusted when configuring the rig in unity

glossy quest
#

should I set the viewball to the same height as the eye bones? on that model the eye bones are a bit higher

prime summit
#

Well @fading verge, what's the problem? Maybe someone here can help

fading verge
#

it involves a few screenshots

#

cant send them here

#

been trying to get help for this issue for over 5 hours

prime summit
#

@glossy quest
Yup, level with the irises, and halfway into the bridge of the nose

glossy quest
#

ok thanks :)

prime summit
#

@fading verge can you describe it to any capacity?

fading verge
#

eh

#

not rlly

prime summit
#

@glossy quest 👍

fading verge
#

u could see yourself and try to describe it

prime summit
#

Sure, send me a DM and Ill offer any support I can give on the subject

prime summit
#

Thats not the issue, Unity accepts whayever you map. The issue was they were accidentally mapping the wrong prefab, this issue has been resolved 👍

glossy quest
#

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

prime summit
#

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

glossy quest
#

@prime summit which eye bone? Eye_R and Eye_L or LeftEye and RightEye?

limber pine
#

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)

glossy quest
#

yes, you can just add dummy bones in blender

gritty nest
#

LeftEye and RightEye are the ones CATS creates

#

The original ones are the head and Eye_L/Eye_R bones

glossy quest
#

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

limber pine
#

@glossy quest oh gee how could i start on that? (no idea how im hopeless)

glossy quest
#

oof, I don't really know how to teach how to add bones to a rig :/

limber pine
#

its okay, i'll figure it out ^o^

rich wedge
prime summit
#

Some of the bones are rotated on the rig, rotate them into place when configuring the rig in unity

fading verge
#

collider in head ?
Bone roll to 0 in blender ?

gritty nest
#

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)

fading verge
#

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

nova ravine
#

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)

gritty nest
#

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.

fading verge
#

How do i set shader priority?

#

in your material inspector or in the queue tag in the shader code

fading verge
#

Oh thanks

#

Do i need to enable debug mode

#

@fading verge

fading verge
#

that last one is the 'from shader' value if you select that in your material

round breach
#

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

fading verge
#

Oh

#

@fading verge i didnt know what render q did

paper radish
#

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?

cosmic tiger
#

Someone here with a knowledge on how to edit/add/remove bones that could DM me?
Having a few issues with a Model

onyx hull
#

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)

paper radish
#

@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.

cosmic tiger
#

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

fossil gale
#

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

ionic sedge
#

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%

gritty nest
#

@fossil gale generic rigs do that, you can't move the viewpoint forward or backward.

#

Move it higher up.

fossil gale
#

So basically I should move the actual root bone backwards instead?

gritty nest
#

No, move the avatar descriptor

#

The view ball thing

fossil gale
#

I already tried putting the view point overhead and that didn't make a change either

cedar scroll
#

anyone have that infinity war fade animation or know how to make it?

fossil gale
#

Oh disregard that yeah you're right thanks

weak notch
#

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?

gritty nest
#

Did you also CTRL+A Apply the scale?

cedar scroll
#

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?

gritty nest
#

Open your assets folder in windows explorer, and manually copy over the .FBX file

#

That's what I always do

weak notch
#

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

gritty nest
#

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

weak notch
#

can't apply to bones but i just applied to mesh

lilac moss
#

do it in object mode

weak notch
#

@gritty nest think it worked ty ♥

true vapor
#

Note to self rigging XC2 Models is impossible

opal aurora
#

Can ye show an example of one? :o

opal aurora
#

Mayhaps i may be able to rig that

#

mayhaps

true vapor
#

Lol

lilac moss
#

click pose-> force tpose

#

also assign feet and stuff

#

also you have to parent the mesh to the armature

true vapor
#

well I had a fixed version

#

but uhh

#

the arms needed fixing

lilac moss
#

a half-fixed version

true vapor
#

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

opal aurora
#

Mayhaps

true vapor
#

Heh

#

but you can find this on deviantart

opal aurora
#

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

true vapor
#

It's a raw rig

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Though your probably better off using the raw

scarlet lodge
#

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

opal aurora
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Dunno, i've rigged parts like robotic ears and tails myself aswell before

#

For dynamic boens

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Very simple but works nicely

swift radish
#

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?

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Not really a bug, but issue lol

foggy juniper
#

guessing its the neck

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but there's no neck bone

pale hull
#

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

foggy juniper
#

thanks!

foggy juniper
#

does this matter?

light kindle
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¯_(ツ)_/¯

crimson mauve
light kindle
#

i dunno usually the bones are blue when weighting

crimson mauve
#

is it something to do with parenting vertex groups or along the lines of because I am not sure

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None of the bones move the mesh, the shoulder is just an example

light kindle
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yeah but the bone should be blue when in weightpaintmode

crimson mauve
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which all of them indicate correct painting

light kindle
#

also does the mesh have the armature modifier

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and have the armature as the parent

light kindle
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yes but the mesh needs to have the modifier

crimson mauve
#

you know how to do that?

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as so?

light kindle
#

seems correct

light kindle
#

thats wrong

crimson mauve
#

but what am I supposed to do

light kindle
#

you dont want to apply the modifier

#

you just leave it there

crimson mauve
#

oh...

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huh

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okay that seems good, thanks much

chrome sequoia
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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?

light kindle
#

*rolls

opal aurora
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Jesus christ so many spaghetti fingers nowadays

scarlet lodge
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@crimson mauve someone helped me fix that in #avatars-mmd if you scroll up a bit

gritty nest
#

Yeah, I think the latest MMD tools version sometimes breaks bone rolls

lost axle
light kindle
#

thats not an error

teal oasis
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can some one help me with rig pleas DM me

oblique loom
#

Anyone have any knowledge on full body tracking??

teal oasis
#

any help ?

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that is a bug

sonic nymph
#

try transelating the bones

pale hull
#

@teal oasis Save your scene and restart unity. That might work.

crimson mauve
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@scarlet lodge are you saying that I should do opposite angles on the role of each bone that may have a positioning issue?

scarlet lodge
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I highlighted all of my bones and then hit alt r

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did the trick

crimson mauve
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in edit mode?

scarlet lodge
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yeah

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hit c in bone edit mode and you can highlight them all

crimson mauve
#

note sure what you're getting at then because that doesn't really do what I would want since its moving everything around

scarlet lodge
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maybe your hotkeys are different

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in edit mode: armature > bone roll > clear

crimson mauve
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yes, r is to rotate so essentially my armature would be lopsided

scarlet lodge
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i said alt r

crimson mauve
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alt r ok

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yeah that got it

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thanks

scarlet lodge
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np

crimson mauve
scarlet lodge
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no that's strange I'm not sure what you should do from here

crimson mauve
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alright, thanks anyways

marsh nacelle
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I get what the rigging problem was since I used the default one but I don't get why he's floating

gritty nest
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Is it a humanoid rig?

marsh nacelle
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yes

gritty nest
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Maybe you forgot to CTRL+A Apply the rotation and scale in Blender

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Or that's just where your head is

marsh nacelle
#

The bandana is at the hips of the example character

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so it's basically where the torso is

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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

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But I just don't get why it's floating

true vapor
#

Ok so would a lower leg bone have to be in the same hierarchy as an upper leg bone

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Upper Leg
Lower Leg
Foot
Toe

Something like that

marsh nacelle
#

Are you asking a question or awnsering mine ?

true vapor
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Asking

marsh nacelle
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Then yes, but toes are not required.

true vapor
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Yea thought so

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Cause rigging a model from a game is hard

marsh nacelle
#

Yes I know that feeling, importing a model of a character with very weird shapes

true vapor
#

Especially when all the bones are screwy

gritty nest
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Game rips are weird, I have ace attorney rips that have all bones pointing upwards

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Even the ones in the arms

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Works fine ingame though

marsh nacelle
#

It all comes down to luck

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But if your character has a somewhat human shape, you can use Mixamo to do most of the work for you

true vapor
#

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

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also the foot is a bit broken

marsh nacelle
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What's your character ?

true vapor
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KOS-MOS from Xenoblade 2. The model was extracted from the game by someone on deviantart last night

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So I wanted to work this into VRchat as its a raw extract

marsh nacelle
#

It might not work but you can always edit it in Blender afterwards

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Like if it has any problems with the fingers you can manually do them

true vapor
#

Welp

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that failed

true vapor
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Well fixed the legs

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Next up the arms

marsh nacelle
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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.

true vapor
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Nothing really needs to be made its that the hierarchy is messed up a bit

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Just a bit of rearranging in the bones

marsh nacelle
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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.

true vapor
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Yea

gritty nest
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They need to be in the same hierarchy, but they don't have to be connected

marsh nacelle
#

Or else you're gonna end up like me with all the bones in the right place but without the required links

gritty nest
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Like, actually connected. Just parented

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They still need to have parent/child relations

marsh nacelle
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Yes, they don't have to touch but still be carefull

true vapor
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The leg issue was solved

marsh nacelle
#

Try rotating the red bones to see if they turn green

gritty nest
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@true vapor check every part of the rig and make sure there are no errors

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Usually, this is caused by LeftEye being in the Jaw slot in the Head section

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Then Unity doesn't automatically apply the T-pose and it'll complain

true vapor
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Yea rotating the fixes it

gritty nest
#

It's rarely an issue though

true vapor
#

Just that it’s kinda hard to do in blender

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Because more problems arise due to that

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Also take note that it looks like there’s multiple bones inside the same bone

gritty nest
#

You can rotate the bones in Unity's rigging tab too

true vapor
#

Other than rotating the bones there aren’t any errors

naive tree
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problem with unity is that it'll rotate mesh with the bones, so u can't rotate only bones

true vapor
#

Strange thing is the bone I rotate doesn’t mess with the mesh

naive tree
#

prob not weighted then?

true vapor
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No it’s weighted

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I checked before exporting

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Either way I’ll know when I find out in vrchat

summer trellis
#

Anyone dm me? Have a question

static parcel
true vapor
#

Ok obviously unity is broken and can't recognize my changes

stoic oriole
#

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?

gritty nest
#

Probably weight painting

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If it's not moving, then no bone has weight on that mesh. @stoic oriole

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Sometimes vertex groups get mismatched or whatever, or it never had any weight painting to begin with

true vapor
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Remind me what this means "Left Foot Transformation "Foot_L" is not a child of Left Lower Leg Transformation "Leg_L" mean

gritty nest
#

Where do you get this error? In the SDK upload window?

true vapor
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Avatar Rigging window

gritty nest
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It means the assigned foot bone is not a child of the assigned leg bone

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Your hierarchy or mapping is incorrect

true vapor
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So just rearrange the order of the bones?

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Because the Foot shouldnt be below the Upper Leg

gritty nest
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Yes

true vapor
#

Well doing that stretched my legs out a bit

crisp tendon
#

We still haven't really found a reliable explanation for open jaw flap bone right ?

silk holly
#

Anyone know a good tutorial for working cameras on avatars? Mine only renders client side

naive tree
#

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

fleet echo
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other people cant see camera on other people

#

only thing might be do somthing shader tranfer render image to plane

fading verge
#

hey i want to add jiggle and collision physics to my avatar for hair and such

#

how would i go about that

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i've never touched blender btw

#

so i'm new to this whole thing

fleet echo
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@fading verge need dynamic bone

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cost $10 unity asset store i think

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use to be $20

fading verge
#

you're telling me i gotta pay for jiggle physics

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BS

fleet echo
#

yea

ionic aspen
#

But the titties