#avatar-rigging

1 messages · Page 117 of 1

echo drift
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@spice jetty aaaaaahhhhh... ok

spice jetty
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Nodes are writing your own shader lol... No need for that

echo drift
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good to know 😸

slow flax
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So Ive been having this huge ass issue trying to make my models legs not clip her skirt. But ive finally found this tutorial to use PMXE to add physics and her legs dont clip her skirt but it might be a dumb question then but is there any need for dynamic bones on unity if i just use pmxe to add physics?

slow gyro
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I've never heard of this before! Would be interesting. 🤔 Wait, have you done it?

slow flax
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No ;-; im about to start though and hope for the best

echo drift
spice jetty
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@slow flax im pretty sure those phsics wony carry over to unity the best solution might be vrchat cloth physics

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@echo drift if you mean what i think you do then in blender you can select the stuff thats inverted and hit ctrl n to recalculate the outside. I put stuff inside out all the time by accident

slow flax
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@spice jetty damn :/ whenever i try to use cloth i cant see any constraints and ive looked it up and everyone says to put the layer to default and even still i dont see anything. Any idea?

spice jetty
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Did you reference the vrchat cloth video?

slow flax
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Ah yeah, I've saved that for a last resort cause im trying to figure out how to separate her skirt from her body then

echo drift
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@spice jetty that's just it though, blender looks fine

neon quiver
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any sujegtion on how to fix the chest from clipping? should i just merge it to the jacket seam? not sure how to fix it with weight paint properly. it seem to move outside the jacket nomatter where i try to weight paint it. reduce or add. https://i.imgur.com/xpKL1Fj.png

spice jetty
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@echo drift press Z twice, the display might show that that area looks darker, if it does then its prolly needing to be flipped

echo drift
spice jetty
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the eyes are what you think is messed up?

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just confirming, because if its teh eyes then theyre def facing out the right way

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and at that point I'm not too sure

echo drift
opal aurora
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Odd question, do the eyes have their own bones?

echo drift
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@opal aurora yeah, why?

opal aurora
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Can you check if they have sorta proper weights, and if you configured them in the humanoid rig, set the rig type to none just so it's default

echo drift
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I switched it to none and I the texture isn't on the model

opal aurora
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I have 2 possible thoughts in mind atm, bad weights or none at all, causing the eye to displace, or the eyes rigged in the config just breaking it somehow

echo drift
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well when I did the eye testing, it created bones on top of the eye bones I already made

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the cats plugin did that

opal aurora
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I'm not sure on how well CATS generates eyebones for model types that it doesn't inherently support, i.e. self-made hierarchy's...

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It could also be a factor for all i know but sadly i'm not sure

echo drift
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it created weight paints for both versions of the eyes as well

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the ones I made and cats made

opal aurora
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Yeah, it grabs the bones weights and shoves them onto 2 new bones, whilst also having another set of eyebones for whatever other reason

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Are both of the main eyebones at eye-level?

echo drift
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yeah, i did 3d cursor at selection center and positioned the tail bone in it

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for both

opal aurora
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Can you screenshot ehm?
Just so i get an idea

echo drift
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the bones?

opal aurora
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In blender if possible yeah

echo drift
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sure, one sec

opal aurora
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Ehh... it might be just me, but i'm having a bit of trouble figuring out which bones are the eye bones exactly

echo drift
opal aurora
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Oh there we go, i forgot how ridiculously small they were

echo drift
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heh yeah

opal aurora
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Supposedly they're both on directly opposite directions of one another correct?

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Like x: 0.5 and x: -0.5

echo drift
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they're both 0 and -0 respectively

opal aurora
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Wait, they're both at 0?

echo drift
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oh, is that bad?

opal aurora
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Supposedly they'd be sorta around the area the eyes would be, symmetrically in most models it'd be direct opposites in coordinates, both at 0 would be for like... 2 eyes in the exact same location i think?

echo drift
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oooooohhhhh... wait no that's the bone roll angle, sorry

opal aurora
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Ah alright

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In eye testing they both move normally?

echo drift
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yeah

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as long as I have it set 1.0

opal aurora
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Well that rules out bone positioning altogether then...

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Try to reinsert the model into the unity scene perhaps?

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Or...

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Could it be a material issue?

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Like the eye being purely transparent due to a materials' settings

echo drift
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I was thinking that too... does the material tab setting affect unity?

opal aurora
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I mean, materials are setup in general all in unity regardless of blenders' overall settings but...

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Try to set all of your materials to opaque in unity

echo drift
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how do i do that again?

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wait, found it

opal aurora
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Maybe even try dragging the eye texture onto where the eye should be

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Or well, material to be precise

echo drift
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it's an animated gif

opal aurora
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Okay... that looks like the eye has inverted normals, atleast from an angle

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But before we've established that it doesn't, so this is quite the pickle

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Honestly unsure of what could be causing such

echo drift
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yeah, i thought it was because the original set of modded eyes was a mirror modifier and applied in edit mode

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this set of eyes was independently created spheres for each eyes

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wait... would the uv map that I created for the eye would be inverted?

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@opal aurora would that matter? if the uv island in the uv image editor is inverted, would that affect anything?

cobalt needle
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Hey can someone please help me with painting weights?

ivory radish
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anyone know how to make blender autorig less stupid

pearl bone
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Anyone know what I'm doing wrong that keeps giving me this spine hierarchy message?

tepid viper
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Mixamo rigging makes my avatar movements insane. Should I learn to rig my avatar from scratch, or try editing the mixamo bones?

gritty nest
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It's really easy

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Leave upper chest blank

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Map the bone connected to neck and shoulders in the Chest slot

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Leave the rest as it is

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This means Spine2 in the chest slot, probably. Not sure.

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There will be an unmapped spine bone but it doesn't matter

gritty nest
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@pearl bone post a screenshot of your rig setup

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@tepid viper yeah, that looks fine

pearl bone
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Do i need to make extra bones for it?

gritty nest
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You need a chest

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Just subdivide the spine bone in Blender

pearl bone
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How do I do that?

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Also can I extend th arms and legs?

main sage
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is there a way to copy the rotation of a bone and paste onto another?
the copy transform restraint only seems to work on the WHOLE armature, not specific parts of it

echo drift
calm needle
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flip the normals?

echo drift
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@calm needle how do I do that?

calm needle
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in blender, you go to edit mode on the mesh, select it, and if you hit W to pull up the quick menu there is a flip normal option.
if you hit N in blender it will enable a side panel on the right side of the viewport. You can selecte the backface culling option and it will show things closer to how unity sees it. If something is inverted, you will see it inverted

echo drift
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well... found the backface cullling but it doesn't show the eye inverted or invisible when it's checked

echo drift
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@calm needle would it be possible the uv island for the eye would be inverted?

pastel vessel
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how do i get a MMD model into Vrchat im new to those

pearl bone
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Every time I import this avatar the head has a wierd 2d/3d thing where the head follows the camera

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in Unity*

crisp tendon
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@gritty nest Do you know if two bones from different armatures can use the same weight paint on a single mesh ?

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for animation purposes

gritty nest
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Hmm

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What are you trying to use it for?

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I don't know if that'll work properly

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But what you could do perhaps, to achieve a similar effect

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Is to have a small "dummy" bone as parent of the bone that you want two of?

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Then you can move either bone and it'll have an effect on the mesh

crisp tendon
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Currently i have a model, generic, that has very cool animations that i'd like to keep, unity retargeting tried its best but isn't capable ok using the run animation

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What i want to do is keep the armature, the mesh and the animations, but slap a humanoid armature inside of it and only use head/arms weight painting on it

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since head:arms movement override animations it's not a big deal

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but i want the models to be used in vr and not only desktop

gritty nest
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Ah

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Well, problem is

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I'm not sure, but I don't think you can animate non-humanoid bones in walking or running animations. I think there might be an Avatar Mask on VRChat's animator, preventing that.

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They need to be part of the humanoid rig definition

crisp tendon
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You can if you export the generic model with its animation from blender

gritty nest
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Oh, cool

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Well, maybe you could put some fake bones inbetween and map those bones in the humanoid rig instead. That way it still ends up moving the leg

crisp tendon
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making the switch to humanoid will break a lot of things, but the retargeting fixes most of it

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Yeah that was my idea, but it just sounds too good in my head and i'm pretty sure that i'm missing a step

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i guess i'll just try removing the weight paint for arms and head with the generic animations and give those over to the humanoid one

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Do you know how to transfer weight on another armature btw ? i forgot the shortcut

gritty nest
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I actually don't know

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Maybe you can find it in the spacebar menu? I never really used such a shortcut

crisp tendon
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I'll look, thanks !

dry pendant
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hello , i am getting an error saying that i have to map spine neck and shoulders and pelvis , i have mapped them ! it says spine hierarchy missing !!

gritty nest
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@dry pendant post a screenshot of your rig setup

raven helm
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One question... Is there a way to raise the foot of my avatars above the ground?
Every of them is stuck in the ground and its kinda annoying ;__;

gritty nest
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How far?

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Just the feet or the whole hips?

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If it's the whole hips you probably have an animation issue

raven helm
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i guess just the feet

gritty nest
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Move the foot bones up a little in Blender, or the toes

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So that the bones don't dip below the origin point

raven helm
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okay thank you^^

dry pendant
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the actual rig

gritty nest
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Can you show me the model in your scene? Obvious polycount warnings aside

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If it's sunken into the ground due to an animation then you need to fix that

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Ohh, wait

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Uh

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You're clearly missing the neck there.

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As the error says

dry pendant
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ohh damn

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i cant belive it was such a small thing\

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xD

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ty it worked

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i dint map the neck

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lol

earnest wadi
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So I'm trying my best to rig and make work a model with no legs but I had a bit of an hard time rigging it properly. When i look down the view thing goes underground, I'm pretty sure it's a rigging problem

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If It's not a problem (since I want to learn a bit of stuff with animation too) I would like to be followed by someone that I can talk to directly

main sage
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@earnest wadi when you look down like...in-game?

earnest wadi
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Yes

main sage
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that may be a viewpoint error rather then rigging. as for the no-legs part, you can do that yes

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ive uploaded an avi that only had one leg mesh

earnest wadi
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I had a lot of problems with the neck and head bones

main sage
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but i still needed to fake the other leg with ghost bones

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ill show an example of what worked for me

earnest wadi
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Because the model doesnt have a neck and the head is between the shoulders

main sage
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ooo i did somethin like that too

earnest wadi
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Show meh

main sage
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the hole is its "head"

earnest wadi
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Did the neck bone move anything?

main sage
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so i rigged le bones like dis

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nope, cuz i made ghosts for most everything

earnest wadi
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So like if the neck moves in game the head bone doesnt move?

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I'm not talking about the mesh

main sage
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the head bone itself moves, yes, because its attached to the neck.

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usually

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what i do for models that have wierd head postions

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is i dont actually set the viewpoint for the head, but rather above it mostly

earnest wadi
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uh

main sage
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also the cam clipping through the floor? either your neck bone is EXTREMELY long, its really close to the ground, or you didnt set the descriptor up right

earnest wadi
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Its the neck prolly

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actually for sure

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Thats the whole problem

main sage
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also may not be the floor, sometimes the cameras in mine clip inside the mesh so i cant see

late shale
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What are the coords of the viewpoint?

earnest wadi
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That happened too, now it's the floor when I look down lmao

fading verge
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the frell are you doing show picture of mesh with armature

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show your rest pose and your t-pose please

fringe root
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(Dynamic bones) quick question: tl;dr How make ponytail face toward floor?
is there a way to make force apply to the base axis and not the root's? Basically what I want to do is have my ponytail dragged to the floor, but it moves on the axis of its root. (root=head, move head=y axis no longer faces straight down)

main sage
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@fringe root there is like gravity / cloth physics assets u can use to simulate a more real ponytail, though i dont use them / dont know of any

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they ARE out there though

earnest wadi
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I can't send pics :c

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I dunno why

main sage
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u cant directly upload pics

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only links

earnest wadi
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aaa i see

main sage
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prob because people would attach viruses to direct files before

earnest wadi
main sage
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LOL claptrap

fringe root
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@main sage thanks, does that mean I can't do it with just dynamic bones though? bc Gravity in that is something different entirely

main sage
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if you wanted dynamic bones, it would have had to be facing downward already, or you'd have to rotate the bones in Unity to get the desired effect

fringe root
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They are facing downward, as long as their root doesn't move, which is the head, so problematic

main sage
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@earnest wadi yeah, for that model id suggest trying to put the viewpoint / ACTUAL headbone above the mesh. if the mesh already has a bone with weight to it, rename it something like ClapHead, and simply parent it to the ghost head bone

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....you lost me there x3 sorry but what? you mean like if you stand still, it looks "natural", but when moving it fucks up?

earnest wadi
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@main sage but if I do this won't the eye move weird when I look around?

main sage
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unfortunatly you may have to sacrafice the eye movement and just have it be static. ik for some of my non human-shaped things, ive simply made them blink instead of full eyetracking

fading verge
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fare you are just patching the problem that way not fixing it

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there is no weight from the head bone on the mesh?

earnest wadi
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I'm not talking about eye tracking, I'm talking about head movement

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There is, it moves the eye thing

fading verge
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ok

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then vrc assumes your eye is your head and hides it in local fpv ?

earnest wadi
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Yes

fading verge
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one thing I just spotted your origins need to be set to zero

earnest wadi
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the mesh origin?

main sage
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that little yellow dot, point of origin

fading verge
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make it a habit to do it to all your objects

main sage
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always needs to be at XYZ 0, 0, 0

fading verge
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mesh and armature

earnest wadi
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Done

fading verge
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and if you import it into unity check once you apply the humanoid rig that your origin is still correct and if not fix it in unity

fringe root
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@main sage so what I meant was: The ponytail bone is bound to the head, so if the head bone moves, the Y axis for the ponytail bone isn't vertical anymore.

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but for the ponytail to face downward, I'd need a static y axis that's always vertical

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uhm, does that explain the problem more or less?

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I tinkered around, by applying a negative value to the force for y, it actually somewhat works

main sage
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OH

fringe root
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(the ponytail tilts towards the floor instead of following the red

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okay :D

main sage
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yeah like i said, cant rlly fix that without gravity / cloth assets. all dynamic bones does is jiggle bones when you move around, not change their actual position

fringe root
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well, I didn't know that it couldn't do that!

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Thank you for your help :3

fading verge
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dynamic bones do have a gravity option

fringe root
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that doesn~t quite emulate gravity

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Gravity doesn't apply once the movement is done, force does

fading verge
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try giving the bone closest to the head different properties so you can basically create a pivot point there

late shale
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I'm probably doing something wrong with it, but gravity doesn't seem to work most of the time. Force downwards totally works though

echo drift
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how do I get a cloth mesh to be double sided textures?

fading verge
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it's a shader property

fringe root
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Thanks for the advice, always appreciated, but for now I'm content with it somewhat working ^^'

fading verge
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that is usually the best one can hope for

echo drift
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so that's what usually people do for their skirts?

fading verge
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what shader are you using?

echo drift
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for blender?

late shale
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@echo drift cloth physics \o/

fading verge
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no in unity

echo drift
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oooohhhh... ok

late shale
echo drift
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@late shale saw the video already but thanks

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@fading verge flat lit toon

fading verge
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i think you have to enable the outline option to make it double sided

main sage
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yeah

echo drift
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so... doing @fading verge's suggestion to enable double sided meshes for clothes somehow made the invisible eye visible now 😱

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what does that mean? 🤔

fringe root
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(dynamic bones) again: how do I put colliders on fingers/hands? If anyone knows a decent tutorial on colliders I'd check that out too^^

fading verge
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seems like your normals of your eyes point the wrong way ^^

echo drift
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weird 😕

fading verge
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select the bone you want to have a collider I recommend the Hand not the fingers and just add the dynamic bone collider and scale it

fringe root
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OH

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you add it to the bones

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genius me added it to the entire armature

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Thanks a lot xD

fading verge
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and remember to set the colliders in the dynamic bones

echo drift
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wait, so the little show normals with the blue sticks that show the direction of the normals? they're in the right direction 😕

fading verge
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hmm

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I never looked to deep into the code of flat lit toon

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or better at all

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but there is a person called cubedparadox who as far as I know built it ^^

echo drift
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Eh... que será será.

fading verge
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look to the left

echo drift
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of unity?

fading verge
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cubedparadox is online in this server I am sure he can help you

echo drift
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@hallow sundial hello? may I have a moment of your time about the flat toon shader you made?

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well I had my problem solved so I'm not gonna worry about it.

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but a question I have in mind now, how does the reimport function work in Unity?

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like if I modify an asset, I click re-import and it reloads an up to date asset?

fading verge
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if you didn't save the changes the reimport should import the asset at it's last saved state

echo drift
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would it also update the scene in unity?

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or do i need to drag and drop the asset in the scene?

inner yacht
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it'll update automatically

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just need to change a file, switch back to unity, and it'll reload it for you

limber stratus
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Mixamo doesn't work with an avatar I want to work on, I need to try something else.

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But I'm not sure how to rig things myself.

crisp tendon
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You can try making the armature yourself and use automatic weight paint, then fix what seems wrong

limber stratus
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As a bonus, I might even give it some emotes from fortnite

late shale
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Mixamo should work, you just might have to give it a little help

limber stratus
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It's something with a small body and a big head

late shale
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The key is that mixamo will only work on distinct humanoid silhouettes. Anything like a cape or wide skirt will disrupt that

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Usually just removing stuff to get down to the base figure, then rigging, then putting stuff back on

pseudo rune
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Alright so I got a model that I put different clothes on, but somehow the visemes are now connected with the eyes (hell I don't even know what happened myself.)
Either way I still got the original model with the working shape keys/visemes on it, would it be possible to somehow export it from this model to the modified one? since the models are literally the same, besides the clothes.

limber stratus
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The character in question, by the way, is Cuddles from Happy Tree Friends.

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I removed Blender from my computer because it was hard to use

late shale
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Well you're not gonna get vary far at that rate

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Mixamo isn't a magic wand, even the best suited models will need a little touch-up in blender, as it almost always messes up the weighting on the chin and sometimes armpits

digital wren
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why can't I paste a picture of my issues

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what happened to image rights

limber stratus
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I re-downloaded Blender, and I will do anything I can to get this thing rigged

gritty nest
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@digital wren imgur

dry pendant
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Guys ! How do you find which mesh is linked to which bone? after applying weights automatically(in blender).!

gritty nest
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@dry pendant check the weight paint and the vertex groups

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But tbh you should eventually end up with only one mesh anyway, I think it's better to have them joined while weight painting too

dry pendant
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@gritty nest well the mesh i used had several layers in it , and the bone is mapped to one layer , so when i move the bone , only that layer moves , will this be solved if i parent the linked mesh?or should i redo it?

eager geyser
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How can I make an armature that suits me? I've tried making a few custom avatars but they all don't perform that great. If I try to touch my belly irl my hand is just hanging in the air in the game or if I try to touch my chin it's like 4cm below were the chin actually is. So far the default unity-chan is the only avatar that seems to work well

neon quiver
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in unity is there such thing as precious zooming around like in blender? i hate how i scroll across and it skip like 5inch instead of like 2 inch.

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or maybe it called navigating

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scrolling around

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using A and D to navigate left or right

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to move the camera just a tiny

fading verge
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middle mouse ?

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alt + right click

neon quiver
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thanks. that perfect

echo drift
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hey, what can I do when I get the "Avatar measures too large on at least one axis" in unity?

fading verge
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reduce the size limit on the axis

echo drift
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in blender?

gritty nest
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Make it smaller, it's probably too big

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Screenshot? Including screenshot of the error

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If the values are outrageously large, you have broken shape keys and need to remove all the broken ones

echo drift
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ok, one sec

gritty nest
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Yep, broken shape keys

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Go into Blender and remove all the ones that are broken. Test them out

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They might all be broken, in which case you probably tried to decimate the model or remove some stuff without separating meshes first. In that case, you have to start over or go without shape keys

echo drift
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uh hehe... I was thinking "aww theres no way they're broken what is he talking abo-- HOLY FUCK!!!" yeah, they're broken AF

fading verge
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rip

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probably need to start over

echo drift
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😢

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🎵 whatever will be will be... que será será

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wait... i might be able to save it... maybe... 🤔

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YEAH YEAH! Blend form shape saves the day!!! 😁

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Yep, fixed every borked shape key, it was all the avatar's clothes and not the face 😏

gritty nest
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Ah, cool

echo drift
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hell yeah 😎

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I got the CATS plugin, is the Apply Full Body Tracking Fix required for the full body tracking?

fading verge
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if you use full body tracking it's better to use it

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if you dont plan on using it then it's useless

echo drift
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@fading verge gotcha, I don't think I used it. I have the trackers so gonna work on that real quick then 😄

surreal haven
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I have a question. I have a model which only has a 'wink' viseme for the left eye, but it has a 'blink' viseme that closes both at the same time. is there any way to use that viseme instead of the wink ones for eye tracking, or alternatively, to somehow extract only the right eye viseme from that and make a new one from it?

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sorry, shape keys, not visemes (yet)

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oh. figured it out myself. For anyone who might see this and has the same question: if you activate the 'blink' shape key so both eyes are shut, then click the arrow in the Shape Key panel and hit New Shape from Mix, it'll duplicate that viseme. Go into edit mode with the new shape key selected, highlight the eye you want to not be closed on that shape key, hit Space -> Blend From Shape -> Enter, then on the left panel uncheck "Add" at the bottom

echo drift
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@surreal haven yep 🐱

surreal haven
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i should just try stuff before i ask about it lol

crisp tendon
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Is there something preventing the view position to be set a specific values for generic models ? Or at least past a certain distance

safe bluff
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Only the Y value matters for generic models iirc

surreal haven
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... uhhh.

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this is... new.

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w-what happened. i have no idea what's causing this or how to fix it.

crisp tendon
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Thanks Feet 👍

surreal haven
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i have no idea what is causing my mesh to freak out or how to fix it

opal aurora
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@surreal haven does it look normal in blender?

surreal haven
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it does

opal aurora
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Try this then...

surreal haven
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weight painting is good, vertex groups are good. I added a head from a different model, but non-head parts are also freaking out.

opal aurora
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Leave the config area, change the rig to none, apply, change it back to humanoid, apply, see jf it still freaks out

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If it does, check the configuration again and make sure everything is in their rightful place, hit done and re-enter the config

surreal haven
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hmm, still no dice

opal aurora
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Hmm... odd...

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No shapekeys going to hell and back?
And you said the head was from a different model, did you transfer that models' bones before merging the head?

surreal haven
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huh

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i think the basis shapekey is fucked up

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if i apply any of the facial shapekeys in unity, it fixes

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but if i go into edit mode in blender on the basis shapekey it's fine

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so i'm not sure what's going on

opal aurora
#

Yeah that's an odd one...

surreal haven
#

alright so, something i had started doing before i discovered the shapekey fixed it

#

it had a lot of empty-weight vertex groups from stuff i removed from the model

#

i removed those and it seems to be fine

#

the model came with guns in both hands, and the mesh deformation was like, pulling random parts of the mesh to try and make those guns in the hands even though i had removed them

#

so i think i had a messed up vertex group in there somewhere

#

well, that was strange. thanks for the help though!

opal aurora
#

@surreal haven a little heads up, when doing a headswap, clean out all the shapekeys from the past head, from the whole model, i've had it glitch out horribly before with multiple dupes

surreal haven
#

i actually had that previously but i found a note from someone on how to keep that from happening

cosmic mica
#

once you set the eyeleft and right in the humanoid rig, is eyetracking automatic?

opal aurora
#

Yes it is

surreal haven
#

if you move the head around on the new model while in 'Edit Mode', it destroys the shape keys

#

but for this model, I moved the head around exclusively in object mode to get it where I needed before joining it

#

and it preserved the shape keys

#

your mileage may vary, of course

#

but using this same head on a different model, when i did it in edit mode it trashed the blends real bad

opal aurora
#

Aye i only scale/move it accordingly in object mode, never thought about doing it in edit mode :o

surreal haven
#

it might just be a 'sometimes the shape keys get destroyed, sometimes they don't' thing

#

i just tried it in object mode this time because of that post i saw, and it seemed to work

#

ironically, it doesn't even matter because this model's head has a mask on so you can't even see the visemes

opal aurora
#

In general, you'd be editing the basis shapekey, moving the meshes coordinates whilst maintaining the other shapekeys' locations the same, that's probably why it flips out

pearl bone
#

How can I spawn a sign to advertise discord?

limber stratus
#

I shouldn't put an ref posing and untextured HTF character Cuddles into VRChat. The rigging and texturing is gonna be hard.

north sable
#

Is it better to have the feet bones touch the ground, or does that even matter?

gritty nest
#

Yeah, they should

#

I mean

#

If only the toe bones are touching the ground that's fine too

north sable
#

Okay cool, So setting the toes to 0 on the Z axis should be ace right?

#

@gritty nest

gritty nest
#

Yeah, that should be fine, but you might wanna put the "base" slightly higher

#

I don't know much about toe bones since I leave those unmapped

#

They don't work well in VRC

serene urchin
#

toe bones are useless pretty much

rose shard
gritty nest
#

@rose shard that probably means another bone has weight on the mesh in that location

#

Check all vertex groups and see if there's any conflicting weight paint

#

Auto normalize is your friend if you're manually weight painting

rose shard
#

ok

eager hill
#

whats the best way to achieve eye tracking in maya? I got it working on old avatars a few months back, but can't seem to get it to work on newer models. The eyeballs are part of the "body" mesh. They are skinned to the bones LeftEye and RightEye which are oriented to point up (they might not have a child joint though if that is required).

gritty nest
#

They don't need a child joint

#

Head bone and eye bones both need to be pointing up

#

And they also need to be normally sized, both of them. Some models make the bones incredibly small and that messes things up

dusty onyx
#

what is considered to be up?

#

x forward? y forward? z forward?

#

i'm having trouble with getting eye stuff to work too, and as far as i can tell my avatar is all set up properly.

dusty onyx
#

this is the hierarchy in 3ds max

eager hill
#

oh didnt realise it was head bone too

#

will check mine later tonight then 😃

dusty onyx
#

and the eyes work in the avatar slider test thing

#

i don't have any error messages and lipsync visemes work.

#

so i have no idea what the heck is going on with the eyes 😦

safe bluff
#

Your mesh needs to be named Body

dusty onyx
#

it is!

#

this is my mesh named body, which, as you can see, includes the eyes

#

and then i have the head, without the eyes, as a separate mesh object, with the blendshapes

#

aHA

#

I think I got it

#

okay so the lipsync visemes can be on any mesh

#

and you can specify any mesh

#

that's what was confusing me

#

BUT the eye tracking shit will ALWAYS look for the eye blendshapes on the body mesh

#

even if you have them set up on the same mesh as the head, where the visemes work

#

which quite frankly is stupid but whatever

#

i created four empty blendshapes on my body mesh

#

and the eyes track now

#

but since they're empty blendshapes there's no blinking

safe bluff
#

Your model should be one mesh due to drawcalls anyways though

dusty onyx
#

that is true

#

unfortunately he was created in such a modular fashion for reasons™

#

but hey on the bright side he's only 8.5k tris and i'm not one of Those People who bypasses tris limits while putting shittons of particles, cloth, and dynamic bones on everything

#

so I'd like to think the effect on performance is not that bad 😄

#

i thought blendshapes on an entire mesh could potentially be quite nasty though

#

at least it was that way in a couple other engines i've worked with

safe bluff
#

Wait, we've met before

#

We did a GTA heist together like two years ago

dusty onyx
#

😮

#

that is indeed quite possible

#

the prison one right?

safe bluff
#

Yeah that's the one

fading verge
#

@dusty onyx better to have 1 mesh with multiple blendshape than 2 meshes with less blendshape tho

dusty onyx
#

i have a couple of other questions while i'm here

#

is it possible for cloth meshes to be affected by skins in any way

#

or, is it, once they are cloth, the only thing that can move them besides the sim is their parent?

#

the bound vertices (set to 0 distance), can they be affected by bones?

main sage
#

idk why

#

but this one thing from Smash Bros Brawl for Wii

#

does NOT want to be textured properly

random lotus
#

fingers i meant

main sage
#

eh

random lotus
#

i already fixed it xD

main sage
#

hate it when models only have a spine or chest, not both

random lotus
#

oh

#

same

#

i got the damn hand fixed, turns out i had to move the bones a bit

#

but this is why i hate weight painting

#

his whole shoe fucks if i remove the weights on it

fading verge
#

Maya lets you insert bones in the middle of a bone structure without compromising the weighting which is damn useful; you have no idea how many models I found that either had no chest or no neck bone that needed them

random lotus
#

apparently the bottom of his foot too

buoyant berry
#

Im trying to apply an armature modification but it keeps telling me that it has shape keys and ive check the all the shape keys and there are none.
Does anyone have tips?
Thank you!

lilac moss
#

is there a basis

#

also alt+c > mesh will remove all shapekeys and modifiers and other stuff quicker

crisp tendon
#

I've got a stupid question, how do you change the t-pose on the model so that it doesn't ruin everything in app ?

fading verge
#

in blender ? or unity?

crisp tendon
#

Either tbh

fading verge
#
crisp tendon
#

I completely forgot, not sure whether or not the rest pose has to do with it

#

Mmh, still fucked up when i enforce t-pose though

#

Or maybe that's normal

fading verge
#

if you enforce t-pose in unity, does it fuck up the model ?

dusty onyx
#

my model was an A-pose

#

unity auto enforced T pose without me asking

#

no problems!

#

😄

fading verge
#

sometimes when you enforce T-pose

#

some models get fucked up

#

not often but it can happen

#

and you need to move the bones in blender to fix that

crisp tendon
#

It fucks up the model yeah, but in blender it's fine, it just really need that perfect angle and it's annoying

random lotus
#

im almost out of ideas on what to do with it, its one of teh last things i need to weight on him

crisp tendon
#

Ok, position is fixed but now his arms are in the body, i fucking love unity tanabae

fading verge
#

👌

#

need to find that perfect position and angle

#

i'm pretty sure you can move and rotate the bones in unity

#

but it's pretty hard to get it to work perfectly

#

better fixed in blender

#

but still possible in unity

crisp tendon
#

I mean, all i did was set a new rest pose and now the arms suddenly crossed in the middle

crisp tendon
#

@lament summit Sorry for the ping but did you ever figure out the cause of the crossed arms on your model ?

lament summit
#

which one was that again? jog my memory

crisp tendon
crisp tendon
#

@lament summit If you missed it

lament summit
#

ah, I think i fixed that by resetting t-pose then enforcing it again

#

not sure

#

been a while

magic sonnet
#

um, hi. ive recently tried to update my avatars visemes because i didnt like the old ones and when i go into vrchat the basis one works fine but as soon as i press v the mouth gets stuck in the ss? ch? viseme. https://imgur.com/a/fHn6nj1

#

i should mention that the old ones worked perfectly

#

i hope i can find a fix that doesnt make me have to start over as i have poured weeks of effort and animating into this

tall jungle
#

I've heard that the mouth can stay open if you forget to remote the jaw bone in the Unity rigging

magic sonnet
#

its shape keys

#

and when this happens. the ch? ss? whatever, becomes the models new basis, meaning that the visemes start stacking

cosmic mica
#

is there anyone here experienced with fixed joints for "mirrored bones"? I have a question about how to make the dummy bones mirror the master bones but keep their original axis starting angle instead of being exactly the same angle as the master bone.

late shale
#

Have a game object that directly mirrors the movement, then inside of that have the bone with the offset how you want

cosmic mica
#

never occured to me to use a gameobject, that just might work?

#

what im trying to do is kind of "doc ock" arms, but their bones are flipped vertically, so i want the arms to stretch up when i stretch my arms down, yet bend forward at the elbow when my arms bend at the elbow

#

ill give the gameobject a shot though

#

or perhaps i use the normal mirrored bones, but then scale the back arms unit to be in the negative on one axis creating the illusion that its vertically flipped from the arms?

#

testing things in vr takes forever. XD 7 mintues to boot up for a 10 second "oh wrongside/i forgot to add.../etc"

late shale
#

That might work too. Sounds cool, good luck!

cosmic mica
#

thanks! 😄

#

if this works then i can do the same for wings-to-arms!

echo drift
#

hey, I enabled copy protection on my avatar, did the basis original and tried my cloth mesh parts, they derped super hard and from what I understand, it's the bounding box right? I tried editing the bounding box and it doesn't want to change.

cosmic mica
#

cloth rigging (not with dynamic bones, genuine cloth) is a new element to me, im afraid i dont know. 😦

echo drift
#

I do have one some dynamic bones but the cloth parts are overlapping them so I can't tell whats going on with them

#

I guess I should ask how come I can't edit the bounds? I see the edit bounds button but it's not changing the box what so ever

late shale
#

I'm not sure why, but I had the same issue. I got around it by having the cloth as a totally separate object and just dropping it into my model under the bone I wanted it to be on

#

It's probably because the cloth doesn't like being weight painted, it just wants to be it's own thing

echo drift
#

that's the kicker though, i'm trying to get my character to have a haunch back appearance but I don't want to do that in vr

late shale
#

Huh? What does that have to do with cloth?

echo drift
#

well... hang on lemme get a screencap

#

the cloak selected is the cloth part

late shale
#

That's a lot of vertices to be doing cloth on

echo drift
#

still a lot? 🤔

late shale
#

Oh that's not too bad I guess

echo drift
#

yeah it's a low poly model, around 7800

late shale
#

If you want it to move around properly, I would use colliders

echo drift
#

here's the posture I was hoping it would have in VRChat

#

can i still bind the clothes to the mesh even if it's on a separate fbx?

late shale
#

Sure, you just place it inside the armature on the bone you want

echo drift
#

ooooohhhh

late shale
#

And if you want that posture, change it to that on the rig import settings or in blender

random lotus
#

ok....so i weighted a model to a rig in blender for a game im modding and in unity it decided to weight parts that had to weighting, and increased their values

#

which in game he is all jacked up but i think this is why

#

he shouldnt be doing this if i weighted him perfectly

echo drift
#

@late shale that's the thing though, in unity it needs a proper t-pose with it standing straight

#

@random lotus is klonoa all in one mesh?

random lotus
#

yeah

#

its better than it was last time attempted

#

except that time you could actually see his legs

#

but he was distorted as hell

echo drift
#

so, this is for VRChat?

random lotus
#

ive already got klonoa in my account

#

but the one im doing this for is just for modding a game

#

but i think i found the issue, the rig i had to use for it is messed up

#

i have an older version of the model that wastt weighted properly

echo drift
#

ah

random lotus
#

and the root bone on the weighted one is for some reason in the wrong place

echo drift
#

never hurts to double check before exporting 😜

random lotus
#

yeah

#

thankfully i have to use this thing called a assetbundle to load him into the game, and ive gotta reexport that anyway since i added a few weapon models to it

late shale
#

@echo drift no it doesn't, you can ignore thst

echo drift
#

😱 fo real???

#

☹ well... shit

random lotus
#

i made this look not so dark and gross looking

echo drift
#

I think I need to sleep on this...

paper radish
#

Ladie and gents- the Enflux Suit now works with Custom Avatars. And the company also reduced the price back to $500.
And the creator of Driver4VR has expressed interest in helping me finish the final C++ driver for SteamVR, and VRChat.
As always, anyone with some smart brain stuff (that I lack) is welcome to help!

I just want to see it happen!
https://youtu.be/71Iu-yo_gK8

Follow us on TWITCH for more videos! Streaming every weeknight at 8:00pm PST @ Twitch.tv/KingCeryn Join Our Discord Community for more updates: https://disco...

▶ Play video
restive shale
#

Cool stuff

true girder
#

hey, how do i rename bones so that the hierarchy is correct?

sharp narwhal
#

can I ask questions here about rigging in unity too?

gritty nest
#

Yeah

round abyss
#

heya

#

any idea whats causing this?

#

I fixed it

fading verge
#

how did you fix that ?

#

saw a lot of people with that cross arm issue

round abyss
#

A pose instead of T pose

#

Reexported the fbx with the new pose and made sure to nuke all the .meta files so unity didnt remember the model

#

put the model into T pose, it usually happens with A pose models

fading verge
#

aight, ty

uneven wind
#

Any idea how to set current scale as main scale in blender?

simple jetty
#

Late reply but: Ctrl + A > Scale

uneven wind
#

Can i somehow copy transformation between bones more automaticly? pasting over 6 alues on each bones is so anoying

rocky heart
#

Is it possible to have multiple dynamic bones off of one parent

#

so if i wanted one object to swing more than another object parented to the same thing,

#

i just use two different dynamic bones?

#

i've been trying to do that but i don't know if i'm just doing it wrong or if it just doesnt work

opal aurora
#

Why not have 2 bones working as parents instead of 1 in that regard?

#

It would definetively make it work in that sense

rocky heart
#

mm

#

yeah that seems like a much better idea

#

thanks

summer crypt
#

Anyone happen to know why Unity seems to be interpreting this character's pose backwards?

solar python
#

hi, I'm having the issue described in this tutorial here: https://www.youtube.com/watch?v=_OBnLcWlQzI, however my avatar has the bones which are described as missing and they seem to be placed correctly in the hierarchy (as shown in attached screenshot). Does anybody have any clue how I could potentially fix this?

Warning, my mic is awful! I'm not the best one to tell you advice but here is how I fixed my problem "spine hierarchy incorrect. make sure the parent of both...

▶ Play video
summer crypt
#

Nevermind, just rebuilt the entire skeleton from scratch and now it works. .-.

echo tree
#

When i add a blink animation my avatars blinks but as soom as i add the customoverride to its. Controller and custom standing animation. It stops blinking and its stressing me out can somone help?

late shale
#

god damn I hate groin area weight painting

#

so glad that's one thing mixamo usually does really well

surreal haven
late shale
#

yeah, select the bones and change from object mode to pose mode with the selector bottom left

#

Then you can select the bones and move em around

surreal haven
#

they don't stay in that position when you leave pose mode though, do they?

late shale
#

Nah it should transfer over

#

But if you've already done some work on it in unity then it would be easier to do the posing in unity

#

In which case open your hierarchy and select the hair bones and rotate them around

surreal haven
#

hmm, i can only edit the bones in pose mode if I switch from "Rest Position" to "Pose Position", and editing it in Pose Position doesn't actually update the model

late shale
#

It'll only change the file, but not necessarily the model in your scene. That's the difference between "prefabs" and just regular models. If you start modifying it and it says "this will break the prefab" then it will no longer update with the file.

#

So either you delete the model in the scene and bring in a fresh one or you do the posing in unity

sharp narwhal
#

hey everyone, I got 3 questions if that's ok. I haven't been busy with VRchat rigging for months so my first question is, if anything has changed in the past like 5 months or so that I should now of, be i the SDK or CATS plugin or whatever, would someone be so kind as to give me a quick rundown?

Then my second question is: How do you make it so you can see the actual dynamic bones move when you move your model around in Unity? I'm trying to tweak some old bones I've made but the model is stiff when I try to test it.

And my third is: How do you make it so your avatar dances correctly with custom emotes, my avatar seems to never rotate itself when performing a dance and also the feet clip through the floor occasionally

#

That last one I suspect has something to do with the "bake into pose" options in Unity

late shale
#

For the second question, you need to go into play mode in unity so that all the physics stuff is done and it's not "paused". Any changes you make in play mode will be discarded when you leave, though, so if you're adjusting dynamic bone values, make sure you copy them before leaving

sharp narwhal
#

ah I see, thank you 😃

#

do you know a lot about dynamic bones and how they work?

late shale
#

you can always ask if you have a specific question

sharp narwhal
#

well my character has a skirt and no matter how big of colliders I make on the legs. The skirt still clips through the legs as well as the hands, 😦

#

I'm gonna send a pic, hang on

late shale
#

Yeah, dynamic bone colliders are imperfect and don't act like hard boundaries. For a skirt, you're much better off with cloth physics because the colliders are way more solid.

sharp narwhal
#

and I can do cloth physics?

#

oh thanks

#

I'll check that out right away 😄

#

yeah this is MUCH more like what I imagine a skirt would look like

fading verge
#

there are some dude that know about cloth component btw (including me)

gritty nest
#

@surreal haven the latest version of CATS has an "Apply pose as rest pose" option

#

You need to install dev

#

Or wait for an update

#

Or use dynamic bones and give the hair downward force

surreal haven
#

I figured out away to do it, which I suspect is probably close to how CATS does it anyway

gritty nest
#

Yeah, the manual way also works

#

I think you need to duplicate the armature modifier, apply the top one, then hit "apply as rest pose" in Blender

#

Applying the armature modifier applies the changes to the mesh, apply as rest pose applies the changes to the bones

#

Needlessly convoluted

#

¯_(ツ)_/¯

#

I find myself using CATS even for non-VRChat work now

fiery cosmos
native flint
#

Sup. I'm new on VRChat and there are a lot of things I want to ask. I'll start with skins/avatars. Do I get skins on-game or do I have to upload them to change my avatar? I never got that :T

fiery cosmos
#

You can visit Avatar worlds and pick a model and use it temporarily, if you wanna make them yourself you should watch some tutorials on youtube

native flint
#

Aaaahhhhhhh

#

Thanks c:

magic sonnet
#

hello, ive been trying to get this eye tracking i just rigged to work for the past hour. and no matter what i do in unity i cant get it to work in vrchat. it works fine in blender but as soon as it gets inside vrchat it breaks. ive tried putting eye_l instead of eyeleft and vice versa but nothing seems to change it. i cant even get my blinking or lowerlid to work!

#

i would like to get this problem fixed as this is the best avatar i have and is perfect in every other way!

simple jetty
magic sonnet
#

yeah its named body

#

OH WAIT

#

that fixed it

#

i named it body3 because i was working on animations and i had multiples of it in the hierarchy

gritty nest
#

Lower eyelid looks bad IMO

#

Eye tracking is so finicky in this game

magic sonnet
#

IKR

simple jetty
#

Glad it works for you

humble apex
#

Can I get some help with bones

#

I can't get the model's mouth or eyes to move, but I can get eyelids to move sorta. I used CATS in blender to prepare the model and set up the visemes in unity with a humanoid rig, but ingame the only animations that work are the custom emotes/run anims I ported in and the default animations for the male avatar

#

Facial animations just don't function

#

I can't find a problem in Unity specifically so I'm guessing something's wrong with the bones of the model when I used CATS on it but I'm literally a day into this software and have no idea how to check that

inner cedar
#

Does anyone have experience with drivers, shapekeys and normal maps in Blender?

#

Looking to employ the use of wrinkle maps on a model as a test.

humble apex
#

Nope

ivory radish
#

@fiery cosmos u can manually rotate the fingers back or u can place the character in T-Pose in the mesh editor u used and use the revert pose option where the enforce tpose one is

fading verge
#

@inner cedar if you are aiming to make this work you will have to do it in unity not blender and the only way you might be able to do it is to build a very fancy shader setup in unity

crisp tendon
#

@round abyss Sorry about the ping, since you figured out how to fix the crossed arms issue, what do you mean by "A pose" ?

round abyss
#

can I share an image?

#

guess not

#

the left is a T pose, the right is an A pose

#

known as

#

they are used a lot in the industry personally I like modeling with T

crisp tendon
#

So i need to export as an A pose, then in unity humanoid configuration enforce the T pose and apply ?

round abyss
#

Im guessing that when the model is in A pose the rig assumes its in T and rotates it past the hips

#

not sure IF that would work but what I did was move the bones in maya into a T pose then export it like that

#

so by the time its in unity its already in T pose

crisp tendon
#

Did you apply it as rest pose ?

round abyss
#

yes? in maya its called bindpose, but generally if unity has never seen the file before and its already in Tpose even if you just rotated the bones there and bound it in A it will treat it as a Tpose model

#

if you already imported the fbx as an A and then edit it to a T you need to first unhook and reapply the unity rig

#

so like just set it as generic hit apply then back to humaniod

humble apex
#

My model was in an a pose in blender and worked fine with the humanoid rig when in an a pose in unity

#

as far as I could see anyways

#

when walking around and whatnot

round abyss
#

I just know what worked for me ¯_(ツ)_/¯

crisp tendon
#

Yeah i've done that 50 times before and this is the first time this happens

humble apex
#

Meh.

crisp tendon
#

Thanks for the instructions Rantis, i'll give those a try

round abyss
#

good luck

humble apex
#

Hey Rantis

#

You seem pretty knowledgable in this

#

When I'm in edit mode in blender my model is fine and has no facial expressions or anything as expected

#

but in object mode my model has an open mouth

#

as if that's its idle position

#

idk why this is happening

round abyss
#

sadly im a Maya user

humble apex
#

big sad

round abyss
#

perhaps one of your shapes are set to 1?

#

or the base is actually open mouth and a shape is always on 1 to keep it closed?

humble apex
#

well thats the thing

#

im pretty sure basis (the base shape key) is the open mouth for some reason?

#

but there are no bones in basis to edit to close the mouth

round abyss
#

the whole face might be shapekey driven (blendshape)

humble apex
#

Perhaps

round abyss
#

seriously we need like some kinda IEEE standard thing for the names of these tools that do the exact same thing but have different names cause why not

humble apex
#

I'm noticing something else. There's two armatures. One is the armature named after the model

#

The other one is just named pose

round abyss
#

odd

humble apex
#

as far as im aware they are both identical except one has the mouth open

#

should i just

#

delete the one with the mouth open

round abyss
#

test which one actually controls the mesh first

humble apex
#

they both do. they both have the exact same bones.

round abyss
#

wait are armatures like Groups in maya?

humble apex
#

.. an armature contains bones for like, hips, spine, etc.

#

So maybe.

round abyss
#

just the bone info? no weightmapping or mesh stuff?

#

so two armatures are controlling a single mesh?

humble apex
#

I don't know.. it'd be easier to explain if you were like.

#

Using blender too.

round abyss
#

eh I understand the jist of it

#

its like learning a dialect in the same language

#

so I assumed armatures were just bone stuff which was correct? so then I asked which one is actually controlling the mesh

#

delete the one thats just kinda there

humble apex
#

Basically when I'm in edit mode the model has no open mouth, when I'm in object mode the model has an open mouth. The visemes aren't even active either. They actually WORK on the mouth even though it's open

round abyss
#

SO I think the object probably has history on it the base object itself has the open mouth, and whatever edits have been put over it the weightmapping the skeleton the shapekeys etc closed the mouth but you say you cant find a shapekey thats always on when its in edit mode

humble apex
#

Yeah.

#

Like.

#

When I'm in edit mode the mouth is closed, so I can't edit the bones to close the mouth because it's already closed.

#

In object mode it's open but it's not like I can close the mouth then.

round abyss
#

wait so the mouth is bone driven?

humble apex
#

.. I guess?

#

Lol.

round abyss
#

I thought it was shapekey driven

humble apex
#

Look let me just

#

Show you

round abyss
#

uhh try closing the mouth on the rig with the open mouth

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the skeleton

restive shale
#

if you have a shapekey called basis

#

edit that so the mouth is closed

humble apex
#

thats the problem

#

when i have basis selected

#

and then hit tab to go into edit mode

#

the mouth is closed

#

and when i tab back into object mode

#

it's open

simple jetty
#

do you have a jaw bone? select all the bones in pose mode and do : Alt + G, Alt + R, Alt + S

brisk apex
#

Soo, I'm trying for the first time to set up an armature for a model. Every time i try to Parent the armature to the mesh the model flips 90 degrees forward and spins around 180 degrees...any ideas? tried looking for answers online but only saw one person with the same issue and they did not get a response. I tried resetting up my bones but it did not have any effect D: . getting pretty frustrated lol, trying to do this for a friend

fading verge
#

Is the model itself rotated? That can cause issues depending on the software you're using

brisk apex
#

just the model itself moves, the bones stay in the same spot

#

using blender

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the model is a .gltf file, i had to install a addon to get it imported. wondering if that could be part of the problem, difficult for someone with no modelling experience to start out on lol. probably also doesnt help the character is kind of an odd humanoid shape. Its Ashka from Battleright. Model link: https://sketchfab.com/models/8ebeffdcf6024285b3c0d3f607c6c6e3#

クロ | Kuro

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crisp tendon
#

What's the trick to avoid bobbing on flying avatars again ?

round dagger
#

checking is trigger for collider helped for me

gritty nest
#

@crisp tendon depends on what you mean with flying.

#

Since this is the rigging channel, I'm assuming you're talking about those flying animations that make you squat in the air?

#

That's because of the Root T property in the flying animation

#

Up/down movement is not supported on idle animations, so you essentially need to remove the up/down movement or make it much more subtle.

pulsar hearth
#

how i get a "dynamic bones" ?

round dagger
#

unity asset store

pulsar hearth
#

oh

crisp tendon
#

@gritty nest Sorry I meant a model whose feet do not touch the ground, basically hovering over the ground. Is there something to do with the skeleton itself ?

gritty nest
#

Yeah, I've made one of those. The issue is that VRC tries to plant your feet onto the ground. @crisp tendon

#

You can have flying animations that raise your legs up a little, but then you need to bend the legs

#

There is a way to raise your model's height though. You need to make an empty Game Object, and put that in the scene. Put your model inside the game object. Add an Animator component to the game object, and assign it the model's avatar in the Avatar slot.

#

You can now freely raise and lower the model without the game trying to plant your feet on the floor

#

Up/down motion is not supported in animations since the Root Y property is essentially ignored in Idle

crisp tendon
#

Interesting, many thanks !

gritty nest
#

Oh yeah, make sure that the avatar descriptor is on the game object itself

#

You still need to make all your animations on the child model though, the game object can't have any of its own animations

crisp tendon
#

Always wondered if no idle animation would be weird or not

gritty nest
#

It depends. I think it looks better with a little bit of idle limb movement.

#

But I've seen these little "fairy" avatars that worked fine without them

main sage
#

why does it seem like the VertexWeightMix modifier doesnt work...?

round dagger
#

oh that floating thing

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few secs on pinned time should help you

crisp tendon
#

@gritty nest I think i found a way, simply remove the walking animations from the blend tree and replace them with the idle, really cool hovering effect

#

@round dagger Are you sure the timestamp is correct 😄 ?

round dagger
#

if i udrestood you question correctly, yes

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i mean that thing when your shoes sink in the ground or float in air

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probably i just missunderstood your problem twice xd

crisp tendon
#

no worries iris

main sage
#

but no rlly, whys it look like that weight mix modifier doesnt work?

brisk apex
#

Anyone have any idea why whenever I try to parent my skeleton, armature deform, the model flips forward and spins around? driving me crazy lol

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actually its not spining around anymore, just falling forward, but the skeleton is still standing

gritty nest
#

@brisk apex apply location, rotation & scale before parenting

brisk apex
#

Thanks! ill try to find a tutorial for that xD

#

Okay so that fixed that issue, but when I import the model into unity the model shows up backwards, If i reset the mapping the skeleton lines up with the model (but not in a t-pose). If i force a Tpose the skeleton flips the other way, and the skeletons arms raise up but the models arms remain downward?

lost shard
#

So what could be causing this insanity?

brisk apex
fading verge
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i dont know jack shit about rigging

#

but some of those arms bone looks too long

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or too short

brisk apex
#

when i convert it over to unity, it just kind of does what it wants, moves em around and changes their size

#

it split the chest out in 2 direction and moved the shoulders out, thats why the arms look weird

#

I'll try adjusting the bones's its just kind of weird because he has huge arms and a really wide torso, not positive on the best layout for that

#

i had another bone in the center for a chest but CATS seems to have deemed it unneccesary

fading verge
#

if the bone doesnt have any vertex group or weight paint

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it will be deleted if you use "fix model" without unchecking "delete 0 weight bone"

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I would connect all bones except the upper legs and eyes and try to get the angles between the bones as close to the unity default rig as possible and before exporting T pose it in blender

idle palm
#

How do I make dynamic bones only move in certain directions? I'm working on a Snake model and I'm trying to get it so that the dynamic bones on the bandana straps don't clip through my face and only flow behind the avatar.

fading verge
#

uhh

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i'm not sure you can do much about that

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maybe using gravity/force

idle palm
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Hm. Live with it I shall then.

fading verge
#

I’m new to rigging but every avatar I’ve tried to upload ends up saying the same thing which is “Spine hierarchy incorrect. Make sure that the parent of both the shoulders and the neck is the chest.” How do I fix this?

brisk apex
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My avatar is almost working properly! Reworking the bones on the arms fixed my weird Tpose issue. Only issue I'm still having is when i walk is seems like certain faces of the mesh are sstill seperating and overlapping themselves a bit. I tried hitting join meshes on CATS but it doesn't seem to have changed anything

#

like his belt shifts up, down, in and out of the torso as you walk for example

fading verge
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When you get most of your weighting done and find out your wrist joints aren't oriented properly

brisk apex
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so I fixed the faces that the normals were reversed on, but I'm still having an issue where faces are separating when i move, his belt moves but his buckle stays in place, and the things on his back the walls separate from the rest of the model. any way to do something with the vertacies to make them unable to separate?

safe bluff
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Is it weight painted correctly?

brisk apex
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i just automatically weighted it, when i looked at the weight paint it looked like pretty well only the bottom of his shirt has weight, there were some other random spots as well. I removed the weight from the random spots and kinda cleaned it up a bit but it doesnt seem to have had any effect on the way the model is separating

heady hedge
#

Anyone decent in blender that can help with a weight paint issue that doesn't seem apparent?

fallow lake
#

I have a model I imported that is "exploded" into separate pieces to make up the whole. I have joined them into one object but when I rig it, they're treated as separate pieces and they break at the seams when I pose my model. Anyone know how I might fix this? Do I literally have to go through and merge every vertex?

wary nest
#

@fading verge What do you mean by wrist joints not oriented properly?

fading verge
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Joints in maya have a rotation axis property that changes which way they turn; it was off by 45 degrees so whenever I rotated my wrist bone it didn't go downward, it went diagonally

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I had to undo all of my weight painting to fix it because changing it rotated the mesh without moving the joints

wary nest
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Yea wow. I was actually curious whether that would effect the rotation of arms/knees/wrists etc if the rotation was off by 45 degrees or so in-game.

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When I worked on a character for JKA, I noticed that on their bones, atleast 1 of the axis of rotation of the bone was poining in the direction that that certain part would move.

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So when you rotate it, it'll go where it needs

cosmic mica
#

particle question - how do i make the particle stick after collision? its an arrow and i want it to stick to the thing i shot it in but its collider makes it bounce and slide no matter what.

final cave
#

Can some answer my why my eye bones are hooking to my hair

gritty nest
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Probably bad weight painting, or you put dynamic bones on the head instead of the root bone

final cave
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when i try to move the eye do eye tracking it moves my whole hair and my hair doesnt have bones in it

gritty nest
#

Oh

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In that case, you have some hair weighted to the eye bones. You can go into weight paint mode and fix that

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Select the mesh, go into weight paint mode, and select the eye vertex groups. Unpaint the hair. You might have to go into the Head vertex group after that, and make sure the hair is painted to the head bone 100%.

final cave
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Looks liek the bones conecting them are Lefteye and Righteye and its being created by the eye tracking

gritty nest
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Probably derived from Eye_L and Eye_R, check those too

final cave
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I had it working before though i dont know what changed bc i notice once i got into vrchat that i deleted something i didnt want to delete and the eyes where working findi just dont know what changed

solid adder
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You may need to check in Blender to see if bones are set correctly as well as make sure bones are in the right position.

heady bane
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i know there's at least one ori model in vrchat, but it wouldn't hurt for there to be more, would it?

wide berry
gritty nest
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Short-ish hair

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High damping, like 0.88

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Elasticity either 0.1 or 0.09, it's preference

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Stiffness of like 0.8 and inert of 0.8

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Start with those

fading verge
#

.88
.27
.3
.88
i use that for all short hair

gritty nest
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I usually lean towards higher stiffness for short hair, but maybe that's because these models have a nasty tendency to stretch hair

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And I guess the higher elasticity kind of makes the lower stiffness necessary too

fading verge
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yep

dreamy swift
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I have a question about the head rotation in vrchat

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If I make a non humanoid model, rig it, does it automaticaly rotate its head when I look around?

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After importing it

gritty nest
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No

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Generic rigs rotate the whole body

dreamy swift
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mk

fallow lake
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I have a model I imported that is "exploded" into separate pieces to make up the whole. I have joined them into one object but when I rig it, they're treated as separate pieces and they break at the seams when I pose my model. Anyone know how I might fix this? Do I literally have to go through and merge every vertex?

#

For instance the arm is made up of about 6 different pieces, the chest is split between pecs/ribs and shoulders, the mouth opens when i weightpaint the entire head if I rotate it forward or backwards etc.

safe bluff
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You could try removing doubles although I'm unsure if it'll do anything if the model is too exploded

fading verge
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Can a bone be bound in translation to something, but bound in rotation to something else ?

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Like a turret on a mech's shoulder that would follow where the head points

late shale
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Yes, you would have a fixed joint and use the rotation part of it while keeping the translation locked

fading verge
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I'll try that thanks !

earnest brook
#

Tried making a rig for crash bandicoot today, I'm new so started with mixamo and edited from there

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I can't keep the facial features from distorting instead of the skin around them when the head turns

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eyes work fine because they're a separate object but they're just static at the moment, I don't know how to do lipsync or eyetracking yet

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like, if the head turns the nose and ears will stay on the face, but rotate or distort slightly at the same time

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both have bones attached to the head

#

wait, it might be a vertex group issue

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if I have, say, the nose as a vertex group, should that also be in the head vertex group?

late shale
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You can have vertex groups like the nose, but they won't affect the rig whatsoever if they aren't also the name of a bone

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So yes, you could have vertices in multiple groups and only the one that's a bone actually matters

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You'll probably want to just select the entirety of the head in edit mode, then go through the neck, shoulder, upper chest groups and remove those vertices from those groups. Then assign then straight to the head and nothing else

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One thing that mixamo will almost always mess up is the neck and chin area. It doesn't make a clean divide, so you have to clean that up yourself

pearl bone
#

Not sure how easy this is? But I have an avatar with a TV head, I'me trying to make it where hand gestures changes the screens textures. How can I do this? I'm not spawning a new object. just changing the screen

gritty nest
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@pearl bone duplicate the screen a bunch of times and give every duplicate its own expression

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Then use shape keys to move the main screen back and the new screen slightly forward

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Or you can swap material in a gesture

earnest brook
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@late shale Thanks for the help, I do have matching names for the bones and vertex groups, already removed the facial features from the head group. I unallocated all the neck because Crash has no neck (or a very small one)

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I guess I need the the body to turn more readily when the head turns past a certain point, because the neck is so short

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The distorting facial features seem to inherit rotation or something when I rotate things like the chest or spine (which are properly mapped)

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but turning off "Inherit Rotation" or "Inherit Scale" didn't seem to change anything

gritty nest
#

You sure the facial features aren't accidentally weighted to anything else?

earnest brook
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Some of the vertex groups were messed up, I went through and changed them but the nose still distorts when the head turns

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Gonna leave it for now

fading verge
#

Hello. How could I rig the hands and feet of this model better?

#

I can't send images. crap.

#

If anyone wants to help me with rigging, dm me and I'll send ya the picture of what it looks like.

gritty nest
#

Imgur

fading verge
#

Ah. right

gritty nest
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Looks like faulty bone rolls, you can probably fix that by setting all bone rolls to 0

#

Or you can manually rotate the thumb back into place in the rigging window

fading verge
#

Oh? How would I do that?

gritty nest
#

Go into blender, select armature, go into edit mode, select all bones, then do Clear Roll

fading verge
#

Btw, I'm pretty newbie to this stuff.

#

Alrighty. Lemme see.

gritty nest
#

You can manually rotate the thumb in place in Unity rigging window, try that first

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Even if it says "not in T-pose", ignore that

fading verge
#

Ight

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Could I do the same with the feet?

gritty nest
#

Yes

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I have to do that for a lot of game models

fading verge
#

Noice. Hmm, could I make the fingers go straight to by that window as well?

gritty nest
#

Yes

fading verge
#

This is an eye openner. I thought it had to stay in T pose.

gritty nest
#

It technically does, but you can cheat the system

#

The SDK will complain if the Chest is out of T-pose though

fading verge
#

Could I still publish even tho it says that?

gritty nest
#

Not if the error is in the chest

fading verge
#

Ah

#

I think the hands look abit better like so.

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So, if it doesn't complain about the chest. I should be good?

gritty nest
#

Yes

fading verge
#

Great

#

Thanks for this tip!

#

Makes the time I put into the hands before worth it. xd

hasty valve
#

hey how can i fix spine length is zero?

gritty nest
#

CATS tells you to ignore it

#

So, ignore it?

#

It's part of the full body tracking fix and not an error

hasty valve
#

oh ok thanks

tardy harbor
gritty nest
#

You have incorrect bones mapped

#

In the 3D view, you can see the three-pronged bone that connects the neck and shoulders. @tardy harbor

#

You need to assign that bone in the Chest slot

#

The bone directly above the hips needs to be assigned in the spine slot

#

This will leave some unmapped bones in-between and that's fine

tardy harbor
#

Alright its fixed, thanks @gritty nest

mystic sparrow
#

so im trying to port this model to vrchat but it doesn't have any shoulder bones and idk what to do to make it work

gritty nest
#

Give it shoulders

#

You might be able to subdivide the upper arms

#

In Blender

round abyss
#

hey so

#

anyone have full body trackoing?

#

tracking

#

ever have that issue where your feet trackers begin at the ankles? rather than the feet?

#

im seeing that on a lot of model

#

s

#

including my newer ones

late shale
#

Yeah there's a lot of extra rigging stuff you need to do for full body. #full-body-tracking is where they talk about all thst

round abyss
#

mk

hybrid furnace
#

im having issues trying to Rig a character with an arm cannon

#

I can get them in and working but im trying to find out how I can go about making hand tracking work properly

late shale
#

You'll need dummy unweighted hand bones in order to be imported as humanoid

hybrid furnace
#

I did get that far

late shale
#

What do you mean by hand tracking then

pale hull
fading verge
pale hull
#

@fading verge Just like the error says, you're missing a neck. I can see one isn't mapped.

fading verge
#

@pale hull thanks for help you save my time 😃

peak warren
#

how do I set my viewpoint right? I was finally able to test my avatar in VR and I noticed, that it was too big. When I adjusted my height to fit with the head height of my avatar I couldn't reach the floor anymore.

#

It was set roughly to the nosetip, maybe a little bit above

pale hull
#

It really boils down to the proportions of your avatar. If you can't reach the floor then you'd have to either make the arms longer or legs shorter.

peak warren
#

ok, I have to adjust it because of some other issues, anyway

pale hull
#

Basically; Short arms you get stilts. Long arms you sink through the floor.

peak warren
#

is it a bad idea to just reload the fbx in unity when the bones were changed, but have the same hierarchy?

pale hull
#

Gotta find the middleground.

#

If you do that you must reset the pose in the avatar configuration scene

#

Otherwise it will keep using the old avatar data

peak warren
#

so just go in configuration or do I have to do something there?

pale hull
#

Where you select it as humanoid click config, press "pose" button on lower right. Hit "reset pose" and then "enforce t-pose". Apply.

peak warren
#

ok, thanks

#

does the axis of rotation depend on the roll value of the bones?

#

because some finger joints were a bit twisted

pale hull
#

Unsure, however for simulated eyetracking it does matter.

peak warren
#

eyetracking seems to work fine

pale hull
#

In the case for the fingers make sure the hands and fingers are not mis-posed in the avatar configuration scene.

peak warren
#

what do you mean by that?

pale hull
#

The actual pose the model is positioned in when you t-pose it. The fingers should not be bent, but pointing straight out.

peak warren
#

that's not the problem, when straight they're ok, but when they bend they get a little bit curved

#

sidewayxs

pale hull
#

Might be a weightpainting issue?

peak warren
#

when I go in avatar configurator and reset the pose some bones are red, what does that mean?

pale hull
#

It's not t-posed. That's why you enforce a t-pose after.

peak warren
#

ok

#

hmm, in unity it looks fine

#

in vr you can see the details way better than on the screen

gritty nest
#

@peak warren if the fingers curve inwards, the arms or hands are rotated in the rigging window

#

Make sure the palm faces the ground at a 180 degree angle