#avatar-rigging

1 messages ยท Page 115 of 1

fading verge
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well fuck it i want the titties

low parrot
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It's not BS. Unity didn't create the Dynamic Bones asset, a user did and is letting us use it in conjunction with Unity.

ionic aspen
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but the titties

fading verge
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gotta have em

fleet echo
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@ionic aspen need pay for that lol

ionic aspen
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Btw, how long do you have to wait until VRchat lets you actually upload your avatar into Vrchat

fleet echo
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No real anwser how long

low parrot
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That gate has only recently been added, and the team isn't letting on what exactly goes into it. A lot of people speculated 24 hours of game time on your account, but that's been debunked because several people have more than that and still aren't allowed

ionic aspen
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Cri

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Cuz

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Ive played for at least 3 days before

low parrot
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Just remember that Steam account time likely doesn't transfer over to VRChat account

fleet echo
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it spouse to stop troll spammer

ionic aspen
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But that was on my steam acount

fleet echo
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but hurt regluar people in processed

ionic aspen
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And apparently you need a normal account for avatar rigging

fading verge
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it doesn't transfer over

ionic aspen
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So i made one and now i gotta wait

fading verge
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you need a VRchat account

ionic aspen
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Yeah

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Thats what im saying

fading verge
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i got permission just now after about 28 hours of playing

low parrot
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I would kinda say that's true. The majority of people who make VRChat accounts are likely doing so to be able to create their own avatars

ionic aspen
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Or to keep an avatar they found on a map

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Cuz whenever you log back in, the skin save

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Saves*

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Steam accounts wont do that and will reset you to a default skin

low parrot
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I remember having to go back to the map every time lmao

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That was tedious

ionic aspen
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yeah

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Especially with large Avatar maps where youd have to memorize the turns and also just wait to get there

fleet echo
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if the trust system was in place before the save avatar as your default would be hell for some people lol

onyx hull
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How do people go about making tiny avatars?

fleet echo
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@onyx hull just shrink avatar down set to .02 Y avatar description

tame island
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Hello I have a problem with my avatar

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The Eyes are clipping with the head.

foggy juniper
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can anyone help me

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idk whats wrong

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my hierarchy is wrong apparently

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it was an xps model if that helps

foggy juniper
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nm i found it

fading verge
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So whats going on with the new version of cats? All my new mdels say they have zero spine measurement and shouldnt worry but when i upload them to unity i cant upload them because spine is set to zero

foggy juniper
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yes exactly^

fading verge
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i might remove the current ver and get an old version

foggy juniper
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is there a place where you can just pay someone to get a model working for you? ive tried this for like 3 hrs

fading verge
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i just started doing commissions and thats the only problem i am having so far

foggy juniper
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well if you are able to do them anytime soon again ill def get one

fading verge
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i still need to make a world and display my work

foggy juniper
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i have a rigged xps model just dont have the patience to get it working

fading verge
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ive been meaning to get some xps models into mmd then to blender ๐Ÿ˜›

foggy juniper
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yeah i found a vid on how to get them into unity but this model is just frustrating

fading verge
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What kind of issues are ye having?

foggy juniper
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this model

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the right hand messes up when i get it into unity

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the walking animation doesn't work

fading verge
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Oooo The iron giant, Classic

foggy juniper
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i want it soo bad

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but I'm very in-experienced with unity

daring jackal
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@fading verge Just FYI, if you unclick "Apply full body tracking fix" before you click "Fix model" it won't have the spine issue.

fading verge
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oh snap, Thanks @daring jackal when i was able to upload the model, i walked around like a game piece XD

daring jackal
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You're welcome. lol

gritty nest
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Spine length zero is not always an issue

true vapor
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Should I even have two Knee bones?

buoyant berry
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Anyway to resize and armature selection and mesh selection at the same time?

gritty nest
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In Unity's rigging tab, you can do that

abstract mural
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so I want to replace a head on my model, they're very similar with slight differences in the face, topology should be the same
head 1 has a bunch of bones for facial expressions and such, head 2 only has neck and head bones, I want to transfer head 1s' bones and weightpaint to head 2, is this doable?

fading verge
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okay so

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i managed to get breast bones and assigned the vertex groups

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but when i test the movement they just

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also i want to adjust the position of the bones

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select armature

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go into edit mode

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move the bones

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oof right i forgot i was in post mode

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my bad lol

fading verge
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i can't figure out how to use the weight painting properly

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i want to remove those sharp edges and rather have it transition smoothly

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alright, got that

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how would i set it up so that the weight paint mirrors over to the other vertex group?

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rather than having to do the same thing twice

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either mirror modifier or activate the mirror in the options on the left side of blender

fading verge
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okay well

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the weight mirrors over but on the same bone

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meaning that both breasts are locked to the right bone

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in blender, the head bone is present, so i'm not sure what's going on

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so

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i need to figure out how to make the weight distribution pattern or whatever it's called mirror over but to the other bone

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read again

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the actual model is fine

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the "bounds" are too big

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most likely a shapekey that fucked up

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ahhhh okay ๐Ÿ‘

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and is throwing some vertices really far away

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need to fix that in blender

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i noticed when i was testing eye blinking in blender; they'd become uh

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pretty huge

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i'll give that a go though, thank you

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also

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i moved out one of the bones so that i could de-weight some vertices that weren't supposed to be weighted and now i can't figure out how to reset it to its original position

true vapor
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You do realize there's already a vrchat model for that

fading verge
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for what

true vapor
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The model your doing

fading verge
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i know

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alt + R - Reset rotation
alt + S - Reset scale
Alt + G - Reset position

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but it doesn't have dynamic bones in the chest

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i'm modifying it

true vapor
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ah

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well then carry on

abstract mural
fading verge
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rip

fading verge
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ah shit

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most of the weight paint i did for the right side transferred over to the other side but some of it didn't

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and that just totally messes it up

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is there any automatic fix to this? i really don't think i can be arsed to manually fix every vertex

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now it looks like this

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when rotated

fading verge
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okay

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so i'm trying to solve this but

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now there's another issue

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i tried to copy and mirror the vertex group but as you can see it's messed up for whatever reason

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okay now i'm just confused

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i checked out some settings and it mirrored properly but now the other one is on that side as well

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WHY CAN'T I JUST MIRROR ONE WITHOUT AFFECTING THE OTHER

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oh i see what happened

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i had "all groups" checked

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yeah i think everything's good now

fading verge
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hmm nope

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it seems checking the topology mirror helped a little but some vertices are still not correctly mirrored

limpid kettle
subtle moth
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@azure thistle try unassigning the jaw bone

gritty nest
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It's almost always the damn jaw bone or lower eyelid

limpid kettle
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:hmm:

subtle moth
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emoji dont work here ๐Ÿ˜„

limpid kettle
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OUFF

subtle moth
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๐Ÿค”

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works tho ^^

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well...

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go into your configuration screen

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on model import

limpid kettle
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this?

subtle moth
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yep

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go to jaw

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then hit delete

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it should say empty

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then hit apply

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that may have fixed it

limpid kettle
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alright

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now lemme check in game

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that means when i speak it wont move his mouth right?...

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;_;

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it got fixed

subtle moth
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i mean, if you got visemes it wont change anything

limpid kettle
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visemes?

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what is that

subtle moth
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oh boi

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xD

limpid kettle
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ouff

subtle moth
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where did you get the model from?

limpid kettle
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deviantart

subtle moth
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/ was it already an fbx file

limpid kettle
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nope

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it was an XPS

subtle moth
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so you got it into blender

limpid kettle
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i had to import it in blender then export it as fbx

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yup

subtle moth
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do you use CATS?

limpid kettle
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yup

subtle moth
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CATS has a button called create visemes

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this creates mouth movements

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using 3 basic blend shapes

limpid kettle
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darn it.

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i guess ill have to go back into blender

subtle moth
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probably

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i cant guarantee that the 3 blend shapes already exist tho

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you may need to do them yourself

limpid kettle
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erm

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idk what to do now this is first time

subtle moth
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never done it myself before so im not that much of a help

limpid kettle
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ouff

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it doesn't let me create visemes

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ouff

gritty nest
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I think that's because this model has no visemes yet

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CATS can create all necessary visemes based on three basic ones

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If the model has a jaw bone, you can enter pose mode, rotate the jaw so it's open, then click "Pose to Shape key" @limpid kettle

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Rename this shape key to anything you like, and export your model to Unity again.

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Then in the lipsync section of your avatar, set lipsync to "Jaw Blend Shape", and select the shape key you just made.

chrome jungle
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So uh

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My foot are kinda in the ground ; like 10px

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I guess it's because i don't have any toes bones ?

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The emotes play fine tho and actually put my foot "on" the ground

gritty nest
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I think you can go into Blender and move the "end" of the foot bone down in edit mode

chrome jungle
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Lul

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Could explain alot.

gritty nest
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Just moving the "ends" of those bones up should do the trick, not sure

chrome jungle
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Did it, even created toe bones following a video

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Heck still going in the ground ; could be the default idle animation at this point

inner quail
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anyone know how to make an mmd model to an vrchat model

calm needle
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have you tried cats on it yet?

cedar scroll
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how would a skeleton for something like kirby look like?

inner quail
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thnx @crystal vector

paper sparrow
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I am trying to export my character but it says that feet, hands, legs and head are not specified. even though they are

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any idea?

opal aurora
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@paper sparrow change the rig from humanoid to none, hit apply, change the rig back to humanoid, apply, go into configure, make sure everything is in the correct places and try again

paper sparrow
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ok

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that did nothing

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same result

opal aurora
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Can you take a screencap of the bones' hierarchy?

paper sparrow
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I may have fixed it

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i dunno how but i just added the character to the scene again and now it works...

honest kettle
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welcome to blender / unity ๐Ÿ˜‰

paper sparrow
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i use maya, not blender

hollow fog
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W A I T I N G

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I wanna be this

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soo bad

honest kettle
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oh god

cedar scroll
opal aurora
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Oh god

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What do you mean with how?

cedar scroll
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like, i know how to add bones to something thats humanoid, but idk how to do this where it has no neck or elbows or stuff like that

opal aurora
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To be honest the arms and legs would be simple, only thing that'd be odd would be kirby's half body/head

cedar scroll
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and this model has no textures and materials so idk how to add that

opal aurora
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Legitimately have no clue of how one would rig it, properly that is

cedar scroll
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hmm

opal aurora
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Try mixamo and see if you get a spaghetti monster

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It's a 50/50 coinflip chance

cedar scroll
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i tried mixamo already, didnt work

cosmic tiger
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someone with a knowledge of bones here who could DM me on Discord for a quick chat? so we dont clutter the chat here =P

fading verge
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I added some boots to my model, I made sure the boots were parented to the armature as an object and a modifer was added which linked to the armature too; but it just refuses to move with my legs https://i.imgur.com/SEu8RH8.png
Not too sure on what to do

cedar scroll
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is it weight painted?

fading verge
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Yeah I made sure the boots mesh was dark blue all the way around... that should be fine right? Idk, I'm new to weight painting

white steppe
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So, does anyone know why a model I made will bend knees while walking but not standing/crouching?

white steppe
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Well I guess I solved that but now my head is detached from my body 0_0

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I think the knees weren't bending because I was too tall or maybe my head was in a wall or something

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Which that sounds pretty funny with no context

heavy tusk
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first time using blender

chrome sequoia
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i think there is a tutorial about it, i saw it today

zealous spindle
heavy tusk
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thanks

heavy tusk
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is there someone who knows how to make avatars well?

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maybe help me finish the avatar i made?

lilac moss
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just ask questions

heavy tusk
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hard thing when i know nothing about the app itself ๐Ÿ˜„

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i'll figure it with my friend

subtle moth
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@heavy tusk solely depends on what you want to do ๐Ÿ˜›

heavy tusk
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we are working on it atm, we merged 3 different models, i wanted an short girl, with a certain dress (both on different models) then hair from different model ๐Ÿ˜›

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we are soon ready

subtle moth
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oh

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do you use CATS?

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i hope so

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because it make the whole thing so much easier

heavy tusk
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yea i ahve it but i had no idea how to use blender. so my friend is doing it with me

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i can show the final avatar when its ready

subtle moth
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well, the update cats pushed out yesterday added the ability to fuse armatures with the press of a button

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i created 10 avatars in 15 minutes using mmd parts yesterday

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before 2 took me an hour

lilac moss
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good to have a friend :)

heavy tusk
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i legit downloaded them yesterday xD

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thats how new i am to the game and stuff

subtle moth
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thats alright

heavy tusk
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i have played vrchat for only 3hours

subtle moth
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if you and your friend get stuck at something hit my dms and ill try to help alright ^^

heavy tusk
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yea

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can i see your work? ๐Ÿ˜„

lilac moss
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as i understand you need 6 hours ingame (non-steam account) to upload

heavy tusk
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yep

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avatar isnt ready yet so

subtle moth
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if i have screenshots lying around, yeah xD

ionic lake
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I extruded the jaw bone from the neck bone and them paranted it to the head bone.

lilac moss
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it means there aren't any weight groups for that bone

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fix: parent mesh to armature again and pick 'empty groups'

subtle moth
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XD

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its the drug addict sonic

lilac moss
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fix: delete meme :)

subtle moth
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i know that model from gmod :3

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tru

ionic lake
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Thanks for the help. ๐Ÿ˜ƒ

fallen mesa
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Anyone has that common problem that When you export as Fbx, random bones / FIngerbones are entirely shifted and rotated?

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any quick fix ?

subtle moth
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no, but im sure that ive seen this problem pop up multiple times now

fallen mesa
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exporting as something different fixes it but it sucks

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somebody has too look into that problem >w>

lilac moss
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@fallen mesa the humanoid setup has to be redone, even if automatic, set rig to none and apply then set to humanoid again and redo changes (probably the cause)

opal aurora
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CATS' update should've fixed that for the most part... setting bone rolls to 0

lilac moss
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gotta do that when you make big bone edits

fallen mesa
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ok will try that

opal aurora
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I mean, any bone edits really, as long as you set it as humanoid before editing, the config from before will remain, essentially keeping bones in their "broken" states

fallen mesa
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didnt really know that

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yeet that really worked

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damn that saved me loads of work with damn broken .blend materials

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thank you

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actually no, revert what i just siad

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its still there

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finger bones are correctly assigned

subtle moth
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weight painting issue maybe

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i got that effect when parts of my model werent WPed

fallen mesa
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nope its not weight painting i looked into it

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blender everything is fine

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its the fbx that fricks it up... or unity

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i can send you the fbx if you wanna take a look to be sure

subtle moth
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im not at a computer right now so i cant really take a look but are you 100% sure, because thats exactly what happened to my model when i removed certain bones' WP

fallen mesa
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no, i try out every model in pose mode before im export it

gritty nest
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Two things

fallen mesa
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maybe it has to do with the cats zero spine thing?

gritty nest
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First of all, select all bones in Blender, and set the bone rolls to 0

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Yes, even "unrelated" bones like the chest or whatever

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Then re-export.

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If that didn't fix it, try dragging a new instance of your model into the scene

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The new instance might look good, in that case just copy over the components from the old one

fallen mesa
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where is bone rolls?

gritty nest
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Select all bones in edit mode, press space to bring up the search menu (very useful)

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Try typing "roll" and see if there's a clear roll option or whatever

fallen mesa
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mh that moved some bones atleast

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what is this roll thing anyway?

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never heard of it before

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oh stupid

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rotation of the... yeah.. nvm

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Fixed KREYGASM

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Kudos to Rokk the boi

opal aurora
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Alt+R to reset all selected bone rolls to 0

prime summit
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The new CATS version sets all finger bone rolls to 0. Update to 0.8

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@fallen mesa

fading verge
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hmm, coming across a problem after a headswap; the eye tracking and everything seemed fine in blender and in unity but after a few seconds of using the avtar in-game, the eyes just go white https://i.imgur.com/eEyEL9F.png ๐Ÿค”

gritty nest
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Seems like the eyes are looking very far down

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Probably an issue with size/position of eye bones and head bone

fading verge
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hmm i see

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the head is actually positioned like this https://i.imgur.com/W7eixry.png but i've done a few other headswaps with the head bone in that same position and they worked fine; should i just position the head bone upwards?

gritty nest
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Yes, the head bone should probably point up

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Just move the tip upwards

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Eye tracking is set up in a very weird way

fading verge
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Noted, thank you Rokk!

viral stag
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Hey so like, I noticed that when I play with my avatars in VR, the shoulders end up slouching a lot and it causes clipping issues. The bones aren't any different either, I'm wondering how you fix that? It just doesn't look natural.

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It doesn't do that in Desktop mode

fading verge
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So i'm still having issues it seems; Rokk
Though it seems slightly worse now? like the 3 extra eyelashes on the bottom aren't even visible anymore after dragging the tip of the head bone and making it straight
https://i.imgur.com/mkZYYx6.png

cedar scroll
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what are the lowerlid left and right shape keys supposed to look like?

gritty nest
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Lower eyelid should be moved slightly up

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But you shouldn't use it, it looks bad in almost all cases

cedar scroll
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hmm, alright then

viral stag
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Do muscles & settings actually do anything in Unity's rigging or what

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I know it basically just ignores how you set up bones when it takes over but I just want to fix arm clipping when I keep my arms rested at my sides

fading verge
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anyone here take commission to rig up models I make? Weight painting and such.

honest kettle
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you propably wanna tage a look at the vrc traders discord

fallow lake
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Would someone be able to screen share with me and show me what I'm doing wrong when trying to rig a jaw?

median bronze
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Hello there. So i have a model on my computer that i wana import in to vrchat. But the problem with the avatar is that it dosn't have any bones. I was just wondering if anyone know of a good tutorial for adding bones and rigging a avatar? Thanx in advance

gritty nest
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That's kind of a difficult one. You might just want to use Mixamo for your first model. Most models should at least work with Mixamo, especially on desktop

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And some will work very well

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It'll automatically rig your model

pearl bone
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I'm trying to add audio to a dance animation but how do I apply the animation overide?

fading verge
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im thinking of uploading a dog model to vrchat, do i use the generic rig for it?

vital oyster
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lol

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no please dont

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and btw, ive actually found that MAYA can be a huge amount better for avatar creation than blender, especially seeing as it works so well with unity

fading verge
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what do i use for it then

opal aurora
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For anybody interested, i've figured out a way to t-pose a model that was posed previously without an armature available, create an armature as you normally would for any other model (not in t-pose but on the model itself as if you were posing them yourself), weight paint it (even auto paint can work well with it depending on your characters' complexity, we're just going to pose it into t-pose after all), after weighting it, try to pose the model as well as you can for it to look like it's in t-pose, you can even try to pose it with a reference model behind it or well, right inside of it, afterwards, thanks to how handy CATS is at times, you press the button that says "Pose to Shape Key", this will make a new shapekey with that exact same pose you just made, at the same time, with the bones all selected in pose mode, press Spacebar and search for Apply Pose as Rest Pose, hit enter with that option selected, your model will contort, but worry not as that is normal, go into your shapekeys tab and delete the Basis shapekey (this is to assume you have no other shapekeys, if you do, make sure that the Pose shapekey is right under the Basis before removing it), your model should now be in T-pose even if you remove the armature, after all of this is done, if you didn't make all that great of an armature to begin with, you can delete the old one and make a new one based on your new, self-made t-pose, have fun!

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@crisp tendon If yer not busy, perhaps this may be worth a pin?
Not really all that much of a tutorial since it's not in a video format but it may be quite useful for quite a few people

gritty nest
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I think it's easier to use the "Shape key to basis" option

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But if you want to get a new rest pose, there's a better method than whatever you just described

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You just need to pose the model, copy the armature modifier, apply the first armature modifier, then set the current pose as new rest pose.

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@opal aurora

lilac moss
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also unity auto-tposes non-tpose rigs which will work for most

gritty nest
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Yeah, you don't need to have your model in a T-pose

lilac moss
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it's useful for things like fixing knees bent inwards though, still useful

opal aurora
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Hmm... yeah that is fairly more straightforward, i guess i went too indepth with it, in regards to unity auto-t-posing it, not always the go to, depending on just how much of a crazy pose a model can have, that's why i figured i'd just share what i found out today o:

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Bone rolls et all

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What i did describe is actually essentially what you just described aswell, instead of applying the pose as a shapekey, you'd apply the armature as a shapekey, which well, is essentially the same thing except applying the armature directly as the basis, fairly more straightforward but all of the steps above are still plausible imo

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Essentially skipping 2 steps

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Deleting basis to apply pose shape, and applying the pose as rest pose specifically

opal aurora
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Actually, applying the pose as rest and deleting the basis are still necessary nevermind haha

gritty nest
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I didn't say apply the armature as a shape key

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I said "Apply the armature"

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My method also doesn't require CATS

opal aurora
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@gritty nest i literaly just tried to do just that and the mesh essentially returned to its basic shape/location, are you sure you understood what i mean with my explanation? .-.

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Or maybe i'm just being a bit dumb here and not understanding what you meant with yours

gritty nest
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When you do "Apply pose as rest pose", the bones go where they should but the mesh doesn't follow

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You need to go to the actual Armature modifier in the mesh modifiers tab

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And then hit the "Apply" button

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This will remove the armature's effect on the mesh, but first it applies the current deformation.

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And because it removes the effect, you need to copy the armature modifier beforehand, or make a new one afterwards

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There's also "Apply as shape key" next to the apply button, which is what CATS' "pose to shape key" is probably based on

opal aurora
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I did just that before and after setting the pose as the rest pose just to make sure i wasn't screwing up

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I had the same result, this was with a simple cube setup i literaly just made

gritty nest
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Weird, it worked fine for me. I did this, maybe I recited the steps wrongly:

opal aurora
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But that's the rest pose, the bones' rest pose no?

gritty nest
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It works for both the bones and the mesh

opal aurora
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Then i'm unsure of what exactly i did wrong in this case, applying the armature as a shapekey definitively works though

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Which essentially follows what i stated to do prior aswell

gritty nest
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Yeah, that can also work. But it gets a bit more difficult sometimes since it might mess up existing shape keys

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Causing those shape keys to revert the model to the old position

opal aurora
#

Aye, that's why i stated that my tutorial was based on models without shapekeys, like really oddly posed ones that well, unity would essentially deform if they had odd bone rolls, since an arm facing forwards upwards and another facing backwards downwards with a roll of 0 would well... you can imagine

#

It was entirely based on un-rigged models

#

Which, for the most part tend to not have any shapekeys, unless it's a really odd exception i've yet to come across

#

Yep i did exactly what the tootoriel did welp

#

There we go, now it finally worked out, guess it was blender being blender @gritty nest

#

That definitively does fix it up far quicker

crisp tendon
#

@opal aurora Could this be condensed a bit, this is pretty big for a text pin emoji

opal aurora
#

True xD

crisp tendon
#

You know, people and reading don't go together

opal aurora
#

Yeah that's why i said it wasn't really a tutorial since it wasn't a vidya

#

It just doesn't catch people's attention as much

#

Well perhaps me and @gritty nest can condense it to a simple text and in the most straightforward way, since they got a bit more of a straightforward way of dealing with it

fading verge
#

wait, you can actually ask for pins ?

opal aurora
#

I just kinda asked since i thought it could perhaps be useful to the community as a whole, in regards to rigging of course, not sure if there're any rules towards doing or not doing so personally o:

#

Let's see if i can condense it...

#
//Steps to T-Pose a Model (With or Without bones):
This is for models without shapekeys, you cannot apply modifiers on meshes with shapekeys, you can however try to apply the armature as a shapekey, but it may have varying results.

Make the Armature and fit it on the model (If it doesn't have any);
In Pose Mode, pose the model for it too look like it's in a T-Pose;
Select the model's mesh and go to the modifiers tab;
Copy the Armature modifier and apply the old armature modifier;
Press Spacebar and search for Apply Pose as Rest Pose and hit enter.
And you're done!

This also works for posing models in any other positions and keeping them that way
Have fun!
#

Seems a tad better?

crisp tendon
fading verge
#

@crisp tendon can i show you something so you can judge if it's pin worthy ?

crisp tendon
#

Anything's pin worthy if you have to spam it enough times during the day

opal aurora
#

Thankzies ruuubick, also how've things been?
Haven't seen you in quite a while o:

crisp tendon
#

busyyyyyyyyyyyy

fading verge
crisp tendon
#

but doing well, thanks, i hope you're doing ok too

opal aurora
#

Yeah i can imagine, it's gotta be quite stressful up dere, i've been doin' alright personally

crisp tendon
#

I can pin this in animation svelsien

fading verge
#

want me to post it there ?

crisp tendon
#

Yup

fading verge
#

and done

heady hedge
#

Has vrchat changed in the way that bones can now share the same name without conflicting with the meshes?

merry dove
#

Anyone know how to change from triangle to non-triangle pelvis and vice versa for neck? I've googled it and it just says to do it, without any steps as to how..

opal aurora
#

@merry dove do you have an example?

merry dove
#

One Second -

#

is the rigging

#

if I adjust anything in unity it just reverts to the original without changing how it's rigged, not sure why, also I have no idea how to change from a triangle pelvis to a normal pelvis?

clever sonnet
#

Anyone good at fixing a model that isn't weighted properly on the bones? x_X, got a model uploaded for someones B-Day gift for tomorrow since she is getting a VR setup, everything works fine in unity etc - upload, and it's a mess. I have no clue how to do it.

inland ridge
opal aurora
#

Das adorabel

fleet echo
#

@inland ridge look little bit like Kanna to look like 002 when she was a kid

cinder iris
#

those are def the kanna eyes

opal aurora
#

Now that i look at it... the head shape looks like it too...

inland ridge
#

I used the kanna head for the base

opal aurora
#

Mystery solved guys let's pack our bags

inland ridge
opal aurora
#

Dat looks freakin' adorable

fading verge
#

ikr

subtle moth
#

meh

#

i dont like her

limpid scarab
#

@inland ridge Oh my, is that a self made avatar or a model found online?

#

It's really adorable

#

Oh nvm, just read the full context. Seems like it's a grouping of other model parts & retexturing i assume?

desert dune
#

welp, as much as I don't want to ask it, I really have no clue what I'm doing.
Right now, I am trying to make a model that can take off it's mask, I have 2 models, one without the mask, and one with just the mask (bones are unedited on both so that they can't fight each other)
My problem is that I have no idea how to rig it so that the mask is connected to the right wrist or the hand.

#

Then I gotta learn particle effects for a mini-gas release from said mask

prime summit
#

You can make the mask a separate object and attach a copy to both the hand and the head bone
Have the one im the hand toggled off, then the one on the head enabled.
In an animation, turn off the head one, and turn on the hand one.

vast geode
#

Can anyone help me with finding Hinata from haikyuu on vrchat?

robust python
fading verge
#

Alright weight painting, its telling me that active group is locked but its not?

#

unlock vertex groups and try again, i think

#

its not giving me an option to lock or unlock anything

#

neve3rmind

calm needle
serene urchin
#

@inland ridge kanna base right ?

inland ridge
#

The face is

fading verge
#

hi

#

i found a model for a mech that i want to try rigging

#

so you know how normally legs for humanoids are just two bones

#

what if i want to give the mech a third bone for the knee

#

since it's supposed to be double jointed

opal aurora
#

Sadly i'm not sure such will be possible, but i'm pretty sure you can rig it with just 2 bones, got any images of the area?

naive tree
#

@calm needle how does the wireframe weightpaint look for chest bone and breast bones? looks pretty good

fading verge
#

i'm thinking of something like this

#

you can see how there's that middle section of the knee joint

#

that moves independently from the upper and lower leg

opal aurora
#

Hmm... i'll be back in a bit with an idea

fading verge
#

alright

#

i'm also wondering if it's possible to do things like

#

having sliding armor plates and pistons on it

#

stuff like this

calm needle
#

depending on the mesh, weight paint magic can get close

fading verge
#

is there really no better way for rigging machines?

#

goddammit

#

or should i say

#

gundammit

calm needle
naive tree
#

hmm, so using 2 bones, i guess it does work well with bigger breasts

fading verge
#

boobis

opal aurora
#

@fading verge I'd say perhaps have a bone parented to the upper leg portion that keeps that mid-section in place, just make sure to not parent the knee (lower leg) bone to it and keep it parented to the actual upper leg portion

#

There's no way for it to be working with it plainly inbetween so that seems like a possibility, but at the same time, just having that section weight painted to the upper leg would suffice either way

fading verge
#

hmm, okay

#

thanks

keen storm
#

Neck problem. When ever i turn my head left and right. My body also turns. Up and down is fine.

spice jetty
#

@keen storm in vr? I mean the game has no way to know which way youre facing unless you have leg trackers so it automatically turns your body the direction your head is facing

rocky heart
#

Hey guys, i have a problem with eye tracking ;(

#

i've set up the entire thing- vertex groups, shapekeys, checked the name for the umpteenth time,

#

made sure the rigging in unity is correct and using the right eyebones

#

i've tested the control of the eye using the bone and it works perfectly fine

#

but it doesnt do the eyetracking in vrchat

keen storm
#

@spice jetty desktop user

spice jetty
#

Even more then. What first person game doesnt turn the body with the camera ๐Ÿ˜‚

crisp night
#

Is there a quick fix to having your avatar's head upside-down in game?

viral stag
#

What's the point of weight painting stuff to where it looks good, then just to have Unity take the models rig and ruin it only when I'm in VR?

#

My shoulders slouch in VR but they look normal in Desktop.

fathom shard
#

Is there a way to import a model that doesn't have fingers and still get proper tracking? This model I have is humanoid but its hands are covered with sleeves, so no finger bones were bothered to have been put in, but now I can't get tracking

fathom shard
#

I was able to circumvetn that by just making some bs bones that don't do anything and mapping them to the fingers

forest crane
#

@fathom shard add finger bones and weight them to 1vertex to like 0.1

naive tree
#

don't need to weight them migero

#

can be just extruded 3 bones from wrist and then assigned in unity

fathom shard
#

Thatโ€™s essentially what I ended up doing. There was a sleeve bone after each wrist so I just duplicated those and renamed them to fingers

random lotus
#

so i just wanna throw this out, i got his rig to work fine without having to redo it but for some reason sometimes the weights dont wanna be nice and if i weight something the bone or 2 above's weights get messy

#

it was doing that before i weighted his hand but it wasnt taht bad

#

also im not aware of when this occured but part of his sleeve or maybe that whole part is mis-positioned

#

ok i seem to have gotten it to not fuck finally

ionic sedge
#

Guys, I have some extra ears bones on my model, on unity works well but in vrchat they are static, there is something I should check that I may be missing?

fading verge
#

you talking about dynamic bones ?

ionic sedge
#

yeah, forgot the word, sorry

serene kraken
#

hmm ๐Ÿค”

#

that does sound odd

#

screen shot how you setup the ear dynamic bones

white steppe
#

So I've got an avatar with five fingers, the index and thumb have bones but the middle, ring, and pinky are all part of the same bone. So, is there any way I can add more bones to the model after it's all put together?

#

I just need to seperate the middle from the rest for the peace sign

pale hull
#

In unity, no, but in any 3D program like blender you can.

white steppe
#

That's what I thought

#

Okay, thanks for the response

pearl bone
#

How do I add lip sync to avatar? My avatar never has lip movement and whenever I try to find it, it doesn't have a jaw bone

deft oriole
#

Does the avatar have mouth vertex groups?

fading verge
#

HELP? : Spine hierarchy missing elements, make sure the pelvis, spine, chest,neck and shoulders are mapped.
the rig looks perfect in unity not issues or errors, yet sdk gives me this error, help?

gritty nest
#

Post screenshots of how your rig is set up

fading verge
#

export error, apparently when i exported the fbx, blender deleted my neck bone big oof

pearl bone
#

@deft oriole Can't explain, have a mouth? But no bones are connected to it. I've seen another person with this avatar with mouth movement,

buoyant valve
#

does anyone have any experience in rigging a .dae model if so how do you do it

winged zinc
#

anyone know good dynamic bone settings for hair and skirts

faint fractal
#

Does anyone know how to stop the shoulders from slouching down while in vr? Itโ€™s fine in desktop, but in vr if I have my hands to my side the shoulders go down making the chest look slightly weird. Is there a constraint I can set on the bones to limit how far they can rotate down or something? Everything else works fine and as far as I can tell the bones are all setup correctly. Thanks in advance!

winged zinc
#

yes

#

one sec i need to look back at the settings

#

im pretty sure its radius

#

i could be wrong its been a while since ive edited models

faint fractal
#

Thanks Iโ€™ll look at that! Is that in unity or blend?

#

And to answer your hair thing @winged zinc I think mine is in order from top to bottom 0.2, 0.5, 0.1 I have gravity on -0.00004 and force on -0.00004 and collider Radius of like 0.02 I think. Thatโ€™s from memory Iโ€™m at work rn. My hair is set to be really straight down and realist so if you want flowing hair you would need something else. I have cloth on all my dresses so I canโ€™t really help you with the dress dynamic bones.

winged zinc
#

i did that in unity

faint fractal
#

Okay thanks again, good luck on the hair and dress

winged zinc
#

thanks

left plume
#

Having issues getting automatic weights on a pair of wings I'm working on

#

If anyone wants to help I have the file

#

I can send the mesh but keep getting the error in blender that the bone heat weighting failed to find a solution to one or more Bones

lilac moss
#

try removing doubles else gotta manually weight paint the part that's causing the issue

gritty nest
#

Even after removing doubles, sometimes it still does that. Very annoying

ionic sedge
#

How can I show those dynamic ear bones? (someone else made them for me)

viral stag
echo drift
#

@viral stag did you figure it out? I think I can help if you still need it.

viral stag
#

I left it as is for now

echo drift
#

ok

viral stag
#

But help would be super appreciated

echo drift
#

is the pants on a separate mesh? like if you select a vertices and do ctrl + "numpad +" to grow the selection does it only select the pants or does it highlight everything else?

viral stag
#

Lets see

#

Yes it only selects her pants

#

Because I replaced them

#

And the stuff is all merged.

echo drift
#

i'd add the pants as a vertex group, go to weight paint, and click on the mask tool (Face Selection Masking for painting and adjust the weights

viral stag
#

Kind'a lost you there

echo drift
viral stag
#

Aahh

echo drift
#

yeah that can help paint only the faces you want to mess with

fathom shard
#

Has anyone here made hand puppets before? Do you have to create an entire duplicate armature and stick your puppet in at the one hand?

fathom shard
#

I'm wanting to have a puppet where that's the whole model, so the rest of me is invisible. Do I need an entire armature with no mesh then have the puppet model and its full armature as a child of the hand of that model so they move together?

fathom shard
#

Sorry if I'm not clear. I have only one character model, and I'm shrinking it down to the size of a puppet. I then have an armature with no mesh to represent me, and the hips of that small character model is then a child to the arm, so that it moves with my hand. That's what I've been working with so far

azure hare
#

anyone know how to fix the thing where in eye tracking, only one eye will blink ?

#

ive tried literally like alot of tutorials butim just horrible at this

fading verge
#

^

dim snow
#

can i ask

#

a quick question

#

Im messing with eye tracking, All the vertices are selected and assigned properly, but when I test the eyes, its like the eyes only slightly tilt downwards or sideways, instead of the eye turning as its supposed to

dim snow
#

Thanks.

#

Second question

#

in unity

#

how tf do I adjust MK glow

#

right now its obnoxiously bright and idk how to tone it down

fading verge
#

yo, any of you guys know how to import a non humanoid model like a car?

fickle pollen
#

you should be able to import it to unity normally, except it won't have animations unless it has all the bones necessary (and since it's a car, i'm assuming it won't have any animatins)

fading verge
#

@fickle pollen while I have you, how can I fix a "Transform (bonename) is not an ancestor of (bonename) error?

fickle pollen
#

sorry, i'm not that experienced with it. :/ for other people though it might be more helpful to include a screenshot

#

use imgur or whatever

fading verge
#

ah alright, thanks anyway though

ocean moat
manic marsh
#

normaly vrc expects the foot to be at ~90 degrees so it lays flat on the ground

#

that might be one cause

ocean moat
#

Ok, I will try this now ๐Ÿ˜ƒ

manic marsh
#

Maybe it not the mode at fault, but the sensor calibration, could be the virtual floor being setup too high ๐Ÿค”

ocean moat
#

no I don't think, it's pretty good on all of my other models

manic marsh
#

Ah, is your in game height setup correctly from the menu?

#

So it works on other models, that's weird

ocean moat
manic marsh
#

Just for a test try to set your ingame height lower than irl to see if you can reach the viewpoint

ocean moat
manic marsh
#

Getting closer, but now its quite a tricky situation, if you set the virtual floor lower the trakers should be aligned, but that the viewpoint would be higher than desired. This is quite frustrating

ocean moat
#

:/

manic marsh
#

But if you enter the model in this state dose it start crouching?

glad egret
#

strelizia ๐Ÿ‘€

manic marsh
#

Yeah i really want that model too tanabae

#

But no site has it hackspanner

queen mural
#

it looks like its offset to the right in blender slightly might be fov deceiving me though

manic marsh
#

I doese look like it but i dont think thats a problem

queen mural
#

if its not symetrical from 0xyz it might be the problem

#

i wouldnt know for sure though

manic marsh
#

Still trying to warp my mind around the huge discrepancy between models

#

Oof

#

Hold on

#

The origin point is set up a little higher than it should be

ocean moat
#

๐Ÿค”

manic marsh
#

Damit

queen mural
#

i cant really say

#

might have to do with your armature and angles

#

but id have no idea as to what it actually is tbh

ocean moat
#

Already try to change angle, and it break bones in game ^^

ocean moat
manic marsh
#

Huuf

#

But in the end its still the same

ocean moat
#

I've tried to up my hips/spine/chest, same effect than make legs taller

#

so i think it's a arms/shoulder problem

manic marsh
#

Well at this point it could be anything

hidden gust
gritty nest
#

*sigh*

naive tree
#

ignore it

hidden gust
#

it wont let me upload until its fixed

gritty nest
#

CATS tells you this

#

You're having other issues

#

Post the error you're getting in the SDK publish window

#

Oh yeah, and go to the Head section and make sure there are no errors there

#

Like LeftEye being in the jaw slot

hidden gust
#

never mind its fixed apperently

#

spine and chest where in the wrong order

tidal lake
#

ey fellas quick question, is it possible to use animation overrides on a rig with no fingers or thumbs?

gritty nest
#

Yes, but you will have to create fake finger bones. At least one thumb, index and middle finger bone on each hand. @tidal lake

#

If you mean gesture overrides, that is. Overriding idle/walking animations works without fingers

#

Basically all of your animations will look better with finger bones mapped anyway, since then you get full-body IK. This is especially important for VR users, but desktop users benefit from this as well

tidal lake
#

alright neat, was meaning gesture overrides - how would you create fake bones? is there a selection tool for normal bones to change them to fake?

gritty nest
#

I mean just bones that aren't weighted to anything

#

If you have hand bones, you can select the tip in Blender, and press E to extrude a new bone. Just repeat that three times per hand

#

You need at least the thumb, index and middle finger mapped in Unity. One bone per finger is enough.

tidal lake
#

alright neat, ty very much bud ๐Ÿ‘Œ

manic marsh
#

@ocean moat , if you don't mind me asking, did you make that model from scratch?
I've been looking for one on every site I know but o no avail

#

: /

ocean moat
#

I asked author to provide it to me, it's a friend on discord who study in 3D modelisation

manic marsh
#

๐Ÿ‘Œ

ocean moat
#

I want the Red Strelitzia but he has his final exams atm :/

manic marsh
#

oof

#

i wish him luck

ocean moat
viral stag
#

Why is it overshooting

#

The pants were imported, the meshes are merged, and there's no other Vertex group that's weight painted to it besides the legs.

gritty nest
#

This definitely looks like some other vertex group has weight on there.

viral stag
#

I just looked ;-;

gritty nest
#

Did you check all of them?

#

Including, say, the head or toes

viral stag
#

Besides the mmd_vertex_order and scale stuff I have no idea

naive tree
#

check hips, spine, chest, (maybe small almost invisible bones), if not then then check for other Layers

#

ive had where bones would be on different layer, but on main all vertex groups are looking good, yet mesh still moves as it's not supposed to

vapid prawn
#

wow streliza

echo drift
#

I've been trying to get Gnarl working in VRChat, I got most of the weight paints working.

#

The clothing parts I have questions about, the upper arms share the same area of weight paints with the cloak

#

the fore arms are loose and arn't connected to the cloak

#

what would be the best way to add dynamic bones to the forearm parts of the cloak? like... 3 bones? 1 root and 2 dynamic bones?

fading verge
#

Does Maya work with VRChat?

#

Or like importing Maya projects to Unity

random lotus
#

not from what i recall

random kiln
#

I'm not sure how to check where the little descriptor thingie should go

barren walrus
#

So, this is old, but I thought this would fit.

#

So, a friend and I got a model from one of my childhood games (Vexx.)

#

We decided to rig him and port him to VRChat.

random kiln
#

childhood game from the gamecube

#

clutches his heart

#

i'm so old

barren walrus
#

Same here my man.

#

I played the Xbox version though.

#

Loved the Manor level.

random kiln
#

same diff

barren walrus
#

So, we used a ROM of the Gamecube version too.

#

The guy helping me ran into sound issues where the game made this screeching noise.

#

So, we eventually got the model out.

#

(Christ, Discord does not want me to put the picture here.)

#

Anyhow, he's in VRChat now, but he's kinda...weird.

#

As in, he sinks through chairs.

#

And his head is apaprently a seperate entity.

#

As in, it doesn't move with his animations.

#

So, he backflips and his head doesn't follow.

gritty nest
#

@random kiln that is actually too far

#

But it's preference

glossy plover
#

Does anyone know how to add a bow tie to hair in unity?

#

It's my first time and I'm lost

static parcel
#

I think you place the model under the respective bone in the hierarchy

#

Then it should be parented to that

#

Like head bone or hair bone

#

Stays on the hair bone as it moves

static parcel
#

Got a question with weights in blender. Is there a way to make them 'absolute', so that setting a vert 1.0 to a bone means no other bones effect it?

gritty nest
#

Yeah, turn on auto normalize

#

It'll make the weights equal exactly 1

#

Useful for making smooth transitions in fingers for example

static parcel
#

I've seen that for weightpainting but is the option there for regular selection?

#

Actually there was a weightpainting problem too. Blur seems to keep blending in unwanted bones

mental lynx
gritty nest
#

Set all bone rolls to 0 in Blender

#

Including the rolls of unrelated bones @mental lynx

#

Just select all of them and clear rolls, I think it was ALT+R in edit mode

mental lynx
#

Alt+R was removed long ago I thought

#

Also it opens my Radeon control panel I guess

gritty nest
#

No, it still works fine in Blender. Doesn't matter either way

mental lynx
#

I'll try it out, thank you.

glossy plover
#

I was wondering if someone could help me out please?

#

I'm trying to add a bow too my character and cannot figure out how to attach it through blender to where it moves with everything else.

gritty nest
#

Update CATS Blender Tool, it now has that function

vestal gyro
#

is there anyway I can Copy&paste to translate?

gritty nest
#

Probably not

#

If you're using CATS, you should probably translate the shape keys

#

There's a one-click button for that

#

And if you're using CATS anyway and don't have shape keys for all the lipsync shapes, you should generate visemes from Ah, Your and There

vestal gyro
#

I tried to translate but get and SSL error ;-;

crystal vector
#

@vestal gyro Try the following: Go into your time and date settings, then turn "Set time automatically" off and then on again. This could fix that problem

vestal gyro
#

I got it! Thanks!! Was able to get each mouth animation. So ItheSil, PP, FF is detection of lip flaps?

#

Also, when I was testing avatar movement in the game, the head stays still with emote animations. Am I doing something wrong?

sharp viper
#

@vestal gyro I can help.

#

oh nevermind, lol - you have to remember sil is silence. Make sure you pick one that doesn't change anything

#

mmd is special and uses a markup language to tie songs to facial movements. visemes work the same way but through detection of your own voice to inform the shape. The most important ones are aeiou

#

often the google autotranslator will do weird things to custom blendshapes / morphs

random kiln
#

@gritty nest Okay, I can't use trial and error yet so I wasn't sure

#

Still can't upload

glossy plover
#

Does anyone know of a good YouTube video to teach me how to use triggers?

#

Like how people have dolls and such on their avatars?

onyx hull
#

For a 2 stage emote (equip gun and fire gun), which emotes should I override?

#

Is there a combo that works well together?

vestal gyro
#

Ummmmmm........ Can someone help with avatars texture and joining?

trail bolt
#

hello, maybe someone can help me with this issue?

gritty nest
#

Set all bone rolls to 0 in Blender

trail bolt
#

ok il try

#

thx

#

I found Roll offset but it is 0

#

on every bone

#

Oh sorry, found it finally thx m8

vestal gyro
#

How can I make a texture for model? I need a certain area to have a texture, but it's hard to make with the origianl image

#

Also, how can I merge 2 assets together? Every time I do it, doesn't sync with movement

thorn glen
#

does a character need shoulders?

#

nvm i found them

twilit vault
#

LMAO take out of context that was some funny stuff @thorn glen

earnest bone
#

Whenever i move my arm / elbow the mesh or bones look distorted or twisted in a way does anyone know how to fix this ? I've parented my bones the way they should be.

light kindle
#

not to be a bum but in relation to the newest pin you can just pose the model in pose mode and then export and import again it should be in the changed pose

#

as long as you dont use cats to pose its good

#

allows shape keys to be saved ect

vast skiff
#

hey guys. how to reduce polygons of avatar?

#

it's avatar from to MMD models.

earnest bone
#

@light kindle What is that supposed to do ? Or wasn't this even meant to be an answer for my problem?

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@vast skiff You can reduce polygons by decimation there are different ways to do it

light kindle
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not for you

earnest bone
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Oh ok

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Because i wrote this at 7.35 AM ( 6 Hours ago )

vast skiff
#

can I use a blender to reduce the number of polygons?

light kindle
#

ye

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thats what most use it for

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decimation

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tracking and visemes

earnest bone
#

Okay thank's again for the video i'll see if i can fix this

light kindle
#

oh same person

earnest bone
#

Yes just that the post in "avatars" was like an Hour ago and this one about 5.30 hours ago

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and @vast skiff If you search on Yt you'll find good tutorials for manual decimation there are some important things you should not decimate

#

If you use blender

light kindle
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hands and face

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joints sometimes too

vast skiff
#

'you cannot edit your vrchat data whlie the unity application is running'

#

How can I solve this problem?

gritty nest
#

You're in play mode

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Just go out of play mode

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@vast skiff

fickle hatch
#

Can somebody help me

#

I can't upload

#

because its stuck

#

Can any help`?

#

I found out what the problem is

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Its because its a picture loaded instead

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and I can't seem to remove it

#

Well

#

no its not

#

Its just stuck

gritty nest
#

Your link is broken

#

Please use an actual image hosting site like imgur

neon quiver
#

is it possible to use the face rig bones by moving the bone and save them as a shape key instead of the viseam manual edit? exsample i move the bone to make the mouth open and keep it there then save as a shape key. then it goes back to close on default etc.

gritty nest
#

Yes

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CATS has a "Pose to shape key" button

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Does what it says on the tin

wooden elbow
#

I'm trying to make my own Ooka Miko avatar, but I'm having problems. Not only do I get the "traceback most recent latest call" error in Blender when I import it, CATS tells me there was no mesh in the armature whenever I try to decimate it, it doesn't seem to keep any of its materials. If it helps figure out the problem, I downloaded it from Bowlroll.

crystal vector
#

@wooden elbow You should try to parent the mesh to the armature by dragging it onto the armature and choosing object. Then try decimating again

fading verge
#

I got a couple of issues with full body mapping to an avatar.

  1. When I T-Pose into it, the trackers for the feet are at shin height. What's up here?
  2. My neck seems bent back a bit - did I position the eyecamera too close to the head?
wooden elbow
#

It worked, but the model still seems to shed all of its materials.

vestal gyro
#

Can anyone help with a personal request on mesh merg. Nothing lewd! Just prefer to pm request if anyone knows how to merge meshes

tall kestrel
#

I need Help. My avatar is perfectly fine in Blender but gets bad when exported

random kiln
#

"gets bad" is not descriptive

fading verge
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he get bad ? aww man

#

put him in jail

random kiln
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lmao

#

Like, what about it is the issue

pearl bone
#

Anyone know how to fix the head on my avatar? Every time it dances the head stays still while the body moves with the emote

hidden gust
#

help idk anything about rigging

fast rover
#

do original game rigs have ik bones?

vestal gyro
#

Is there anyone here who can help with this avatar?

#

I'm having problems with merging assets and it's giving me a bad headache

dusty mesa
#

if anyone wants to help me out here I am in need of some help I can't upload my avatar and use it

queen mural
#

Define why you cant upload it

dusty mesa
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It says I am not allowed to publish yet I am new to the game btw

queen mural
fading verge
#

@vestal gyro what are you trying to do exactly?

queen mural
#

He figured it out already @fading verge

vestal gyro
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@fading verge Was trying to merge about 3 meshes

fading verge
#

I see

vestal gyro
#

Why is the avatar I uploaded not showing in my avatars?

queen mural
#

did you type in the name of it and the description and upload it?

vestal gyro
#

It needs a description?

queen mural
#

it should prompt a section to input the name and description in the game section incase you didnt know

#

Basically click Publish>It starts loading*>Game section pops up with input for description&name>Upload>Done

queen mural
#

Anybody here with fullbody tracking mind testing a rig for me?

#

I just need to figure out whether or not the legs sync up properly

compact hare
#

Anyone know how to do face animation overrides for an avatar without fingers?

opal aurora
#

@compact hare make fake finger bones, unity doesn't care if they move anything just as long as they exist

lavish nova
#

@queen mural if you still need someone for testing riggs with tracking just poke me ;) I'm testing my bone Riggs today too to get it working with fullbody trackers

charred iris
#

is the CPU weight for existing but inactive bones negliglible or should i merge them into their parents?
such as inactive dynamic bones, end bones, root bones, twist bones, and divided arm/leg bones

queen mural
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CPU weight????

#

if youre simply talking about weights if its an non weighted bone you can remove it otherwise if it has weights becareful because if you remove it and nothing else is weighting it it wont move

charred iris
#

no im talking about the hit on FPS

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CPU load

queen mural
#

its probably neglible

#

i wouldnt know though

#

if you can get rid of extra bones then do it

#

assuming you dont wanna use them for animations

mortal falcon
ocean moat
#

select both body and press CRTL + J, then do the same thing for armatures

lofty topaz
#

For some reason when I separate my character's mesh and make its coat a new mesh, it looks like its mouth visemes just... Start not working properly

#

Such as when looking down it does the viseme

#

It's not jaw bone tho

#

Does anyone know what could be the reason?

naive tree
#

@lofty topaz select ur mesh in unity, check in blendshapes if first 4 shapes is for 2x blink 2x eyelid, if u missing eyelid then u need to go back to blender, move the eyelid keyshape to 100 and move any vertex by 1 pixel at least, do that for both eyelid shapes and reexport

lofty topaz
#

Thank you... I'll try doing this once I'm home

gritty nest
#

You don't actually have to drag the shape key to 1 in Blender, you just need to enter edit mode

#

You're implicitly editing what the shape key looks like at 1.0

tall kestrel
#

"I need Help. My avatar is perfectly fine in Blender but gets bad when exported"
Sorry. Here's the link to the issue

gritty nest
#

@tall kestrel set all bone rolls to 0 in Blender

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All of them

#

I think there's a "clear roll" option or something

tall kestrel
#

I'll look at that.

#

That didn't change anything

gritty nest
#

So you selected all the bones in edit mode, cleared the roll, re-exported, then manually re-imported that FBX into Unity?

tall kestrel
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Yes

gritty nest
#

Oh yeah, you also probably need to delete the current model you have in your scene, and drag a new one into the scene from your assets

tall kestrel
#

I did do that

queen mural
#

if you still need help @tall kestrel would you mind posting an image of your armature in unity and blender?

vital veldt
#

I have a model but it's missing a few bones, is there a way to add the extra bones in? also it comes in multiple meshes and textures.

gritty nest
#

Which bones are missing? @vital veldt

#

You can subdivide the spine into a chest+spine sometimes

vital veldt
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The Hips and Right Elbow, for some reason

gritty nest
#

That's weird

#

Wait, the hips are missing?

#

Which bone is between the legs and the spine, then?

vital veldt
#

There isn't one, it reads Spine Middle, Spine lower then Nothing just the left and right thigh, I tries to fix the model on the CATS plugin but it comes up with those errors

#

Maybe it's a naming problem, just found a small bones and changed that to hips, error went now the elbow

vital veldt
#

Okay, fixed the naming issues, now I just need to work on the texture and meshes as seperates

queen mural
#

yeah by translating bone names and assigning the proper ones

#

cats blender plugin

carmine swift
#

ahh

gritty nest
#

You have a thumb bone in the hand slot...

carmine swift
#

will using cats auto translate?

gritty nest
#

CATS has a translation feature yes

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You can just use it in there

carmine swift
#

did not know that actually

#

thanks ๐Ÿ˜ƒ

#

sorry if its a dumb question, im a noob at animation

#

;--;

#

cries in code

queen mural
#

@tall kestrel i passed out on my bed but uhh did you check your bone weights besides that "maybe" you applied transforms upon export

#

might be an issue with vertex group names or missing weights

tall kestrel
#

I checked all the bone weights. I couldn't figure it out so I'm starting from scratch and doing all the weight paint myself

carmine swift
#

yelp

#

how the hell do i fix this?

#

ive tried everything

solemn inlet
#

Hey is there anyone free rn that can help me with an eye tracking issue?

restive shale
#

@carmine swift Whatever bone you have set to as the chest isnt the parent of the neck and shoulder bones

#

I would make sure the rig is fine in blender

#

and then re import into unity and try again

solemn inlet
#

@restive shale can you explain why I keep getting a "L_eye has no existing vertex groups or vertices assigned to it"? I imported to blender from MMD with eyes already rigged so i'm confused

restive shale
#

the L_eye bone has no mesh assigned to it

#

So it wont move anything

solemn inlet
#

How do I assign a mesh? Sorry it's my first time using blender

carmine swift
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@restive shale ill check ๐Ÿ˜ƒ Thanks friendo ๐Ÿ‘

restive shale
#

Are you using cats blender tool?

#

@solemn inlet

solemn inlet
#

yes

restive shale
#

Click on pose mode in cats

#

Then select the mesh of the eye in the main window

#

Then on the bottom bar change from object mode to weight paint mode

#

now when you select a bone it should show up as a coloured spot on the mesh

#

That means when that bone moves it will move that part of the mesh

#

So you can select the eye bone

#

and then paint with the mouse onto the eye mesh that you want to move

solemn inlet
#

the pupil turns a blue color when i select it

#

do I want the entire eye to turn blue?

restive shale
#

blue means 0% weighted

#

red is 100%

#

you want to paint it so it is red

solemn inlet
#

Like a bright red?

restive shale
#

ye

solemn inlet
#

ok so the eye is completely red

#

So it seems like the one eye is working, but moving the other causes the chest and part of the face to move with it. (if seeing it works better for you I'm live on twitch hoping someone sees my distress and helps XD)

#

@restive shale any idea why it's moving other parts of the body and not just the eye?

solemn inlet
#

welp, found it

#

somehow

indigo robin
#

i dont know if this counts as rigging but anyone got a fix for me not being able to see half my char in any ingame mirror?

random kiln
#

This might be a real stupid question but how do I open the rigging window for something I've already rigged

#

I keep deleting the model and readding it so I can rig it differently

calm needle
#

@indigo robin join your meshes. If not then make sure they have different names

random kiln
#

in unity* I suppose is required for that question

indigo robin
#

all my meshes have different names

drowsy quail
#

You mean the menu where you can set bones to the different options?

random kiln
#

ye

#

I cannot find it anywhere and it only pops up right when I select 'humanoid' for an unrigged avatar

drowsy quail
#

Lemme open my unity so I can explain it better, I know there's a way to do it lol

random kiln
#

can't seem to get it to pop up again

indigo robin
#

and my meshes also all use the same shader

drowsy quail
#

In unity the main project window should have your fbx model. If you click the model in your project window it should open up the rig menu on the right side of the screen.

random kiln
#

wow, it was that easy huh

#

I kept clicking around on the actual model, in all the options at the top

#

jeez

#

thank you very much

drowsy quail
#

Yeah takes some time to get used to unity ui. Easier than blender at least.

random kiln
#

yeah I've actually figured out how to control the camera well in Unity

#

and by well I mean at all

indigo robin
#

it is pretty weird

random kiln
#

@drowsy quail Quick question while I got you, is there a way to mirror edits in the rig

#

Like, spacing the shoulders further apart

#

I've been doing it all manually

drowsy quail
#

In unity?

random kiln
#

I have freakishly long arms and broad shoulders and if I don't edit rigs I look terrible ingame

#

yeah

drowsy quail
#

I haven't done much rigging changes in unity. Done most of that in blender so i'm not sure.

random kiln
#

hm, no worries, thanks again for helping me find this screen at all

drowsy quail
#

No problem.

#

My only suggestion would be taking note of changes you do with the transform Position values, and whatever changes you make on one shoulder bone, you mirror over to the other bone.

random kiln
#

haha having values would probably be better than just eyeballing it

#

thanks

drowsy quail
#

Yeah, the values should be the exact same save for a few being negative and positive depending on the shoulder being the left or right. Should be an easy way to mirror it.

gloomy iris
#

Willing to pay and commission somebody to update the rigging and an animation on a model I use!

#

Small amount of work, but above my head with my limited Unity experience!
PM me if interested ๐Ÿ˜ƒ

upper pendant
#

Hey I am having a bit of trouble with my avatar descriptor on a model that use a generic rig, the descriptor is set at a good y and z value but the camera still appears inside of the model, any ideas on how to fix that?

inner cedar
#

For rigging, how would you recommend setting up a character?