#avatar-rigging
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@hard delta post a screenshot of your rig configuration
You're probably missing some bones, as the error message literally tells you
unity or blender pic?
you are missing a chest bone
it shows in the hierarchy that i do have a chest bone
your chest bone is already assigned to spine
you dont have a spine bone in your hierarchy?
then you know what you have to do
ah, i see now. Thxs for the help @fading verge
viewpoint is right now, but I still can't reach the floor, it stops about a foot above. Making the arms longer just lets them bend when fully extended. Through what is the scaling of the character even determined? has the height I specified during rift setup significance?
I don't think it does, cat. Some of my avatars have that problem but others do not.
All the avatars I had put together by converting an MMD have had that issue where the handful of XNALaras I have converted did not have that issue
In fact I think they bend too much sometimes, where those avatars turn into little gremlins if I sit on the floor.
or maybe legs too long, body too short?
My impression is that somehow some rigs can simply bend down further than others and I don't know why or how.
So I wind up with some that will happily reach the floor and others that won't go below knee high yet they have very similar proportions and size
Problem is I did nothing special to their respective rigs
When I get home I should look at them again
Too many things I wonder if it relates to
for the armature's hip bone, which way is upside down or rightside up? the tail or head? the example avatar has the tail up
on mine the head is up
@peak warren and it works without the legs collapsing in the ribcage?
when should they do that? when crouching? could test that
does anyone know why when i try to weight my models arm the part i altered the weights on becomes distorted? https://cdn.discordapp.com/attachments/404764301325369365/456560854071246849/unknown
bad link, doesnt show anything
you 100% sure that is the only bone being weighted?
and is the bone currently being posed at all?
i nearly got it to work with the bone between the arm and upper arm bones but it still distorts a bit'
is it only doing that when you pose the bone or just weghting it in general?
@peak warren well my rig ISN'T supposed to do that but it does
I'm pretty sure the pose isn't reset properly, so the position of the vertices is adjusted by the new weighting
yeah, flip the bone and try again
ok ๐ฑ
but i managed to get it to weight properly without a ton of distortion
I got an avatar that seems to work fine with default animations, but in vr my arms are constantly forward and the avatar's body follows my head way too much
Would this be related to the rigging in any way?
i got the arm to no distort
but now the sleeve of the shirt is
https://cdn.discordapp.com/attachments/404764301325369365/456571094539829258/unknown.png thing is that while its distorted it moves flawlessley
like nothing detatches and the shirt moves like it should
why is the whole arm and hand weight painted to the upper arm?
Increase radius is the only advice I can give
you again
Lol
i figured it belonged here
some people stick to certain chat rooms
oh your kidding me
i
i
i forgot to add the collider to the collider list in the dynamic bone component
๐คฆ
ok, there's got to be a better way to copy all shape keys to a duplicate model
Lol
๐
besides
i only know of one way to copy shape keys to models
and you probably know it already
I'm doing that trick where I properly change the rest pose to a new position, but part of the process involves deleting all the shape keys first
og
oh
yeah i had to do that with my model
it was a pain in the butt to figure out how to do it but i got it
how many shape keys do you have
@echo drift dev version of CATS has "apply pose as rest pose" though
And it preserves shape keys
normal visemes and blink animations
all i did was have both
then delete the shape keys from one
then do the posing
then i clicked on the mesh of the other while highlighting a shape key
and clicking on the first mesh
then click the grey arrow
and click transfer shape key
then rinse and repeat till all are restored
@magic sonnet 'preciate the help but that's what I was doing, Rokk's method sounds like something I want
figured you knew
oh ok
Ok, got a challenge, i want to keep a skeleton (humanoid) with an animation that moves the entire body. My thought was making another skeleton inside the mesh, copy the bones location from the first armature, copy the weight paint, fix the bone rotation/position, and hopefully i should be able to use the second skeleton for VR purpose while also retaining the animation on the other skeleton ?
Since arm and head movement is supposed to override animations, i would hope it works
But maybe it would look stupid because torso wouldn't move with the head and arms
Hey so I'm having an issue with uploading my avatar, it says there's something wrong with the rig hierarchy but I can't tell whats wrong.
The error should be more specific
How do I upload images to show
imgur, but usually copying the error text is enough
You're missing a neck
There isn't a head bone so the neck is assigned as the head bone
Can't have a humanoid then
hm can I just add a head bone and parent it to all the face stuffs?
When I pull it up in blender it does have a head bone. But for some reason it isn't importing properly.
What do you mean by not importing correctly ?
Like when I export it as FBX and Import it into unity it goes missing.
What are your export settings for the fbx ?
Try exporting as an obj then and see if it disappears again.
anyone by chance able to help me with applying a Armature to my 3d model on blender?
@faint anvil Should retain rig information afaik
@orchid frost Which tutorial did you follow already ?
@gritty nest just letting you know the dev mode is working with my shape keys so far ๐
@crisp tendon never mind. I just kinda spent a good hour trying everything and just found out how
Helping a friend with an avatar: Head being defaulted to the neck, and vrc requires neck to be mapped. the two listings for "head" on the bones are part of bows on the shoes. Any easy fix without going back to blender (importing the .fbx file from unity fucks it up)
so what is REQUIRED for eye tracking to work
is the naming convention optional or mandatory and does the hip rotation affect it
do the eye end joints need to be there to determine the eyeballs size?
@round abyss Important are the names of the bones up to the eyes, the name of the mesh and armature and that the eye bones are mapped.
The end joints are not needed
ok
im using maya
we dont do armatures
_<
but ill rename everything
what about the eye bones themselves?
I guess ill just add a group called armature
@solemn inlet No easy fix, you need a bone
damn
@round abyss The eyebones have to be called LeftEye and RightEye
The Hierarchie has to be Hips>Spine>Chest>Neck>Head>Left and RightEye
The Mesh has to be called Body and the armature Armature.
You can rename the armature later in Unity
Eyes and head bone have to be standing straight up
With the technique of using an empty game object for flying avatars, is it possible to have two models under the same game object without conflict ?
i dont see not, depends on how you have your collision. I know the mirros making a copy causes some funny collision shenanigans though when trying to fly
Worked out well for me, but i need to find a way to link child/parent Y axis to copy the movement of one to another
Is it best to rig a flag with just one bonechain or could I get away with two for top and bottom?
I was thinking of tinkering with dynamic bones to make it flap in one direction
Goodevening guys, ive been working on my new avatar by shortening his legs en increasing his arms. The bones are also moved to the right positions. When uploading my new avatar to VRchat it looks like a monster :( extreme long fingers and crouching legs. Does that happen because i only changed the main key in Blender? (This is my first time editing the bones and mesh to match my body size) greetings RSilience
I'm at my wits end, could I have someone just screenshare with me and just point out what I did wrong? https://i.imgur.com/fwtOcEh.jpg
Did you apply the armature modifier before deleting all your shape keys and applying as a new rest pose ?
Ok, new words: Armature modifier, new rest pose. If i delete all shape keys do i need to create all of them 1 by 1 again by hand? Sorry, im a newb :(
If you apply pose as rest pose with the CATS dev version, shape keys should still work
If you're just shortening the body you could separate the head first and keep the shape keys on that
Thx Rokk. Ill be checking that out
@gritty nest rokI searched a bit in this discord and found out you are Dutch and this video here is great to solve my problem :) https://youtu.be/YHd-8cDdnQc
Fix for legs being too long in VRChat. Also a guide for general proportion tweaking.
I do, thats why I need need do alot of work to make my avatars work correctly :)
I was trying to fix it but it's not working what so ever, I have full body tracking and when I select the model to load, my tracking balls are clipped inside the ground. why is that?
at least the feet ones
Is this a rigging issue or a weight paint issue? https://imgur.com/7ujkV1M
No matter how much I mess around with the rigging for the fingers, I can't seem to fix them
@plush garnet Well from what I can see from myself, it might be a little bit of column a, little bit of column b
Looks like the fingers are wrongly assigned in unity
Yup, a bone was wrongly assigned for the fingers despite it being the actual bone you'd think is meant to be rigged
thanks, I managed to fix it
so
I got the eye tracking working
someone mentioned they need to be pointing straight up
so no rotations at all?
or just zero out the joint orient
ill assume this is correct
you're doing it in maya ?
oh boi
this is what I leanred to use in college
_<
on the bright side its working
just oriented incorrectly
ding dong pass the bong it works https://puu.sh/AFyZQ.png
Nice !
one question tho
@crisp tendon are they supposed to be looking down like this half the time?
If the eye bone is in the middle of your eye sphere, nope
hmm
sometimes its normal sometimes its like this this seems to be the "default"
10.657 hold this float for me
That's one of your reference ?
The good thing with blender is that we have the cats plugin which does all the work for you
nah thats my non bindpose pelvis position
๐ค
since the bindpose is different and to rotate the joints without affecting the skin I need to unbind the skin while keeping the meshes history then edit the joints and rebind it
ye u lucky >_<
Just reading that sentence made me feel exhausted
honestly blender is super easy to get into
even more so if you have maya experience
for what the cats plugin does, it's worth it imo
interesting
is it because of how the bones look?
๐ฎ
I guess what imma try is offsetting the joint orient by 15 degrees
cause that seems to be whats happening ingame
yus
OH
vrc lowerlid
I need to make those
wait does the eyetracking look for those shapes?
split left and right too?
_<
lowerlid only needs to have one vertex moved slightly
yeah but would lacking that shape be why the eyes look down like that?
because it needs the flex to lower the lid too?
I have no idea, but i believe the sdk looks for those to make it, so i'd say yes
mm
if there's none, might mess up the rest
right now im using an animator controller to get blinking
but again, both lowerlid only need to be the basis with a tiny tiny change
with cats plugin yes, i'm not sure if it does it automatically otherwise
hmm
with the plugin you can create both separately
and try both separately in blender too
If I perfect this teechnique I could write a maya plugin to automate it
but I wouldent be able to translate stuff like in cats because autodesk has separate builds for separate languages
for maya
hmmm
mk
I can split em like dis
your lowerlid moves the upper lid ?
fingers crossed
sucess
had to use positive 15 to get -15 in unity
cause why not
if your eyelids are missing the next shapekeys (which are visemes) will get used, it's hardcoded from what i know
yourmouth opens when u look down, moving or blinking
I need help yall
Got an AV im working on, in blender and unity it looks good, but when I go to put it on in game, it looks like a jumbled mess
I'm trying to get eye tracking working, got a vertex group and bone for each eye and eyelid but when I try to use CATS to do it, the shape key just moves the eyelid in a straight line through the eyes
The eyelids are rounded and more than just a few faces because it's a cartoony look
@earnest brook Cats doesn't modify the shape keys so it's a problem with that model. But I'm not sure how this could be fixed. You could disable blinking
I disabled blinking just to make it easier
now the eye movement for CATS moves the eyes in and out of the head for up/down movement instead of looking up or down
need some help here, does anyone know why the head literally goes thru the hairs, the colliders seems like nonexistent for the top part of the hairs
so you mean that the hair should be attached to the head at all times?
what about the hair bangs, they would look weird if are connected with the main hair mesh
Anyone know how to fix this? As in that part of the mesh doesn't move with the leg correct https://gyazo.com/69a9a4769bd36bf2111573b87eda0074
This is after weightpainting it as well https://gyazo.com/1f8c8eb504342c51b461ca69e03dae75
in edit mode, is there an extra bone in there ?
Seems to be the regular leg bones
uhh @dark pollen i think the socks (idk what's called but that brown mesh over there)has to be settled with weight paint
find which bone is moving that weird part
in pose mode, click the selected bone, then click the mesh, then in the mesh go to weight paint mode
Can't really describe it but the right leg is the weight paint I added and it still doesn't work right https://gyazo.com/42c71a3da5b65aba504678ee1b0cad14
It moves with the leg bones but not the knee bones
look, the knee (i think?) has to be added lots of weight, until you gotthe same color as in the feet
Damn I found the bone, Didn't see it as it was hidden by the knee bone
dunno
check other hairs
usually they have a part that's just weight painted directly to the head bone
and you usually don't put dynamic bones on them
huh
Thanks for helping me figure out that mesh issue, that was the biggest problem >_>
i checked a few tutorials and most of them applied dynamic bones for the hairs
for hair bones with dynamic bones people typically make a "hair parent" in order to not put dynamic bones on the head bone
No, they make a root bone for the hair as described in Tupper's megatutorial
It's a duplicate of the head bone that's parented to the head, and has all the hair bones under it.
So you can apply dynamic bones to that root bone and it'll work straight away with just 1 script. No exclusions required
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Actually, I think people using dynamic bones on hips with exclusions is the reason the viewpoint is above the head
I remember such a thing happening
oof
spent a year on those thanks to life
oh no
now i will have to scrap every single animations and do the whole thing again
jeez
well tbh the animations are meant for my own game so i kinda made a ton of animations
hm
Dynamic Bones... how does one do?
idk i cant help
no i meant how can i make them
wait... what
on the unity asset store
ok, i really need help from one of you tbh, i can't waste my time on rigging for like 1.5 years for pointless results
just to see my hair and rigs not working properly
ok well idk crap about rigging, but you can go to mixamo.com i guess
unfortunately mixamo refused to map my models
that leaves rigging animations manually in blender
well are there any ways aside on forcing me to remake those animations?
i mean if i added a bone then the whole model needs to be re-rigged again just to accommodate a duplicate head bone
I'm literally at the end of rigging a model; I just need someone to tell me why setting the UPPERCHEST bone causes problems, but leaving it blank tells me it needs to be mapped. It's driving me nuts.
is there a way to resize the armature / every bone without changing the mesh size in Blender? upon importing a model the bones of the armature are way too big, so they float outside the person itself
@fading verge ...? idk why youd get an error for not setting upperchest, never happens to me or most others
no neck
^
How do I make that happen
the Head tab of that thing on the right
what bone do I give it? All of them cause conflicts
If it's creating conflict you might need to fix the model beforehand
If you want a humanoid and animation, that won't work
If you need to fix it, better start learning how
Cats plugin in blender is your new best friend
But if I change the model in blender I have to throw away all the work I've already done.
Yep, that's why we usually recommend making sure the skeleton is perfect before moving on to other things, because it's a back and forth process
Three days of work in the trash and I have no idea how to mess with bones in Blender.
I'm at the end of my rope.
Learning everything, porting over the model from XNALara, adding textures, lowering polycount, etc
I had to lower the polycount of every individual piece of the model
Why didn't you do the decimation in blender ?
Using the cats plugin that shouldn't take too much time since it's automated
and the textures should be applied automatically again in Unity
Because:
A) It was harder.
B) It looked worse with the built-in tools.
C) I have no idea what the cats plugin is. Please don't act like I do.
The textures weren't even applied in the first place to the model because I ported it over from XNALara.
It came with texture files for each part of the model, which I applied.
Time to learn what it is then, because it'll save you three days of work
Once you drop the fixed model in unity, it'll reapply everything like you did
Get yourself the cats plugin for blender
I have the DL link, how do I integrate it?
Nvm, got it
Alright, it's up now; what should I do?
done
Now you have all the tools available, decimation, fixing the bones if needs be, optimization, eye tracking
It does pretty much everything automatically
And when you're done, click again on top for XNALara and export it
How do I move around in Blender without moving the model?
Quick decimation doesn't work.
I can do decimation in Unity. My only concern atm is fixing the bones
have you tried clicking on "fix model" ?
You can revert with ctrl z after if that does something you don't want
textures are fixed, but not auto applied in blender, depends on the type of model afaik
Alright, so I reduced the polys to 18500, now how can i make sure the rig works bonewise?
Look at the overall skeleton, you also have your armature on top right
But if it said "Model fixed" at the top when you hit the button, should be good
That's probably because it used the neck bone from earlier and use it as a head, you have to figure out why your model doesn't have a head/neck
Import the model again from 0, select the armature, on the right there's a tiny body icon, click on it so you can enable x-ray
You can see the menu selected on the far right
and x-ray at the bottom right
You can see the skeleton, which bone do you see, neck or head ?
How can I tell which is which, or spot the bone when it's unlabeled?
right click the armature, and press tab to go into edit mode
where you enabled x-ray you can also enable names
Are there any tips for rigging characters that are suposed to move on all fours?
I currently seem to only have a Spine problem.
Which spine ? Horse part or human part ?
uhhh, i suppose i can send a screenshot.
you can hide them individually by selecting them and pressing h
First non-human character i'm attempting to import, but probably the only one. https://i.imgur.com/f2z6S3b.png
Oh, you want it to be humanoid ?
i'm not sure if i'm supposed to change the setup, i want to make it walk as is.
on all fours.
that would probably be much easier to make it generic and to create your own walk animation
How can I select each bone individually
How can I see the name of what I select
Creating an own animation, ouch. ๐จ
quadruped and humanoid probably only works for centaurs and dryades
bottom left, in orange/yellow, it should tell you the name of the bone
Creating a walking animation for that shouldn't be too difficult, move front left leg and back right leg at the same time, then the opposite, make it loop and voilร
Uhh, must this be done in blender again?
and the override sample in the SDK will automatically reverse the animation for the backward walk
You can also do it in unity
I've reset the model so it has no things applied yet, set to Generic. Where to start next.. 
Youtube tutorials ๐
I found a FaceRoot.
You're in luck, the community created a ton of amazing tutorials over the past year
Ok, so if you've found the face, you need to set the rig in Pose mode
on the bottom left you can see the button that says edit mode
click on it to change to pose mode
it's getting late, but i suppose i'll watch Remington's tutorial tomorrow.
K, now what
now right click the mesh once, you'll see the button change to object mode
Wait, what mesh? The model?
yep
now switch it to weight paint mode
Done!
Cool, now find the head root bone from earlier
Found it, how do I select it?
right click it once
Now wot
What do you see ?
A Cyan-outlined black line?
screenshot pls
cool, now select the neck one you mentioned earlier
Head_neck_lower?
yep
Done.
Is it red now ?
Ok, then click in the list on the right side, go down one by one, and look for one that makes the head turn red
The vertex groups?
yep
So the front of the face doesn't turn red, ever ?
Nope...
Yes, but every single piece of the face moves
And you want to keep those ?
Well, I mean, this is how the facial model moves in game:
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Timestamped already
I'm just trying to get the thing working tbh
I don't need a billion things on it
Yeah, so no head bone, just a neck rotation
Seems like it
What you can do is paint the head red on face_root
Will eye and face movement still function?
I just want basic mouth movement and eye movement. I don't play on taking this into VR
Oh, in that case you can make a dummy bone for the neck
select the armature, edit mode, select the head_neck_lower, select the upward point and extrude it (press e) a bit, left click and use that bone instead
that way the neck is used for the head, and neck will use that bone and won't move
or you can use the face_root for the head
Will I still be able to look left and right? Or does that rotate the whole model when you aren't in VR?
k
So I just right clicked the point, pressed e and moved it up
A very small amount
How can I make sure it's parallel with the other one
Because it came out crooked
doesn't matter since it's a dummy bone
Okay, so what now
export it, and check if it lets you use that in unity
I still have to "left click and use whatever bone"
in the unity configuration window ?
"select the armature, edit mode, select the head_neck_lower, select the upward point and extrude it (press e) a bit, left click and use that bone instead"
I'm on the last step you listed
oh yeah, use that bone for the head in unity
Yes sorry, should have made that clearer
exported to fbx
I didn't deimate the model or use cats yet
Did I need to do those things?
Not before you're sure that the armature is good
How do I import it to unity again?
drop it in your assets
i'm fixing my own mess, so might as well
Well, "fixing"
More like smashing my head against my keyboard hoping that Unity will stop putting me in a headlock
what investigator ?
The one to let me see skeletons and rigs
You mean the humanoid configuration ?
I don't have the right panel, I have to create it
it's the inspector
What do I set the neck bone as
the one that worked earlier
Then setting the head bone first, then go down the list for the neck and see when the error doesn't appear
I'm gonna do this later
am I not asking my question in the right place? Is it because it's an easy fix and it's something I can find on my own?
How can i save the mesh transformation after pose mode?
Go to mesh modifiers and click apply
Might mess up the rig though, I forget
@uneven wind ^
well tbh idk if this is already horrendous to look at
must be a mesh problem i think
Does the "full-body fix" in CATS account for the Hip to Thigh angle error? That is to say, if I still receive that error, can I safely ignore it as with the spine length of 0 error?
@fading verge You shouldn't get the angle error ๐ค but just test it out, it might work fine
I'm more future-proofing for when I get my own Full-body, but I guess I could see if a buddy could test it for me.
Thanks for replying!
@crystal vector
Np!
In case it really messes the hips up, just rotate the hips bone so it points straight up
In Blender
if i want to use the same hand gestures as another avatar would i just put the custom overrides on the avatar i want to put them on or what would i have to do?
if you have the same bone name and hierarchy, yeah
and if its different?
then you either redo it or press F2 and change the hierarchy to the correct path
coolio thanks again
If I rig new eye bones from scratch to models that originally don't have any and use cat's plugin to create those vertical eye-bones for vrc, eye-tracking doesn't work ingame. is there something I'll have to configure to make it work? maybe something about the bone hierarchy?
like, basically, I'd like to know the basic requirements to create eye-tracking from scratch for models that come without eye-bones, so mostly non-mmd models
Yeah, you need a specific bone hierarchy
Armature has to be called "Armature"
Then the hierarchy is as follows:
Hips-Spine-Chest-Neck-Head-LeftEye/RightEye
The bones must be called that
And there must not be any bones in-between
So no Hips/Spine/Spine2/Chest
@rugged latch
Head bone and eye bone both have to point up
I guess the hierarchy has to be like that in unity? because I don't know of a way to change it in blender itself. it seems to always sort after order of creation
Bone order doesn't matter, hierarchy matters
You could technically move it around in Unity but that isn't necessary
You just need to make sure that the shortest path from Hips to LeftEye is as I described
in unity or blender?
so, the eyes have to be on the head, but it doesn't have to be the first item under the head?
In both
No, it doesn't have to be the first item
It just has to be there in the hierarchy
So if you go up the spine hierarchy, it has to be Hips-Spine-Chest-Neck-Head-LeftEye/RightEye etc
If you have extra spine bones you need to merge those for example
ok, it's configured like that. but it still doesn't work, what could be other issues? I can turn the eyes manually in unity with the LeftEye/RightEye bones btw, so the weight painting works
Show a screenshot of your avatar's hierarchy in Unity
With the path to the eye bones expanded
And also the mesh itself visible in the hierarchy
Not the rigging window, but the hierarchy in your scene
I really don't know anymore at this point... my eye-tracking only seems to work on MMD models I converted, but not on models that I add my own eye-bones plus weight-painting to
@rugged latch your hierarchy looks fine here
You have the finger bones, right? No warnings about full-body IK being disabled?
And the first four blend shapes on Body are blinking and lowerlid, right?
Oh, and stupid question maybe
But make sure LeftEye and RightEye are actually mapped in the Unity rig
Not Eye_L or Eye_R
wait... the blendshapes matter?
Yes
I mean
They need to be there at least
If other shape keys such as lipsync are there instead, it'll break. Eyes will track but weird stuff happens.
hm... yeah, they're not there, cause my model is kinda split up for animation reasons...
The game's builtin eye tracking looks at the first four blend shapes and assumes they'll be used for blink and lower eyelid
Lower eyelid needs to be left blank
Well
I mean, you should leave lower eyelid blank. The shape keys should exist but do nothing. Unity won't import empty shape keys so move one vertice a tiny bit
Lower eyelid looks bad is all
The first two are blink, the two after that are lower eyelid
The mesh with the eyes on it needs to be called Body
And this is also where the blinking shape keys need to be
yeah, that explains a lot... I usually rename a face mesh to "face" for clarity for example...
those are also the models the eyetracking never works on... I should have figured... oh well, thanks for your help. I'll try that
Why don't you have joined meshes, anyway?
Multiple meshes are bad for performance (and so are lots of materials, on a related note), and they make lighting inconsistent
because of turning off and on stuff via mesh renderes
so i'm having issues with this Doomslayer avatar I've been working on
so far every other aspect of the avatar works almost flawlessly, but for whatever reason the right hand specifically, (left hand is perfectly fine), has an issue where the tips of the fingers are sorta folded in on themselves in game
mind you that in Unity they appear perfectly fine when looking at the rig
any idea as to what is happening here?
just in case reference helps this is what the hands should look like
check the bone rotations in blender. if its doing what i think it is, they are inverted on one side
where would i go to see the rotations?
apologies, still relatively new with blender
i've got the armature showing, just not sure where i need to go to see rotations
from checking more myself, it appears to happen when i enforce t-pose in unity
it's fine until then
and for whatever reason, it only happens to the right hand, the left hand stays fine
if that helps at all
right hand in basic pose
right hand when tpose is enforced
it seems that the fingertip bone, which isn't mapped, inverts itself
yet the fingertip bones on the left hand stay normal
@empty flame funny, I have a similar experience with Unity fucking up finger bones when using Valve rigged models
by chance you either using an XNALara version or you ported it on your own
?
ported it on my own from the SFM model
i've tried manually t-posing the limbs since it seems to stay the same when i do that, ill have to see how that works in-game
Unity is really a meme engine
at times it works perfectly other times it can destroy your work
yeah
this came right off of me effortlessly porting an mmd built model
everything went smooth all the way through
and this model has been giving me hell
but i think i've got it working well now
gotta test the limbs in game
it sure does hell hate Valve rigged models judging from how much they fuck up finger bones
Enforcing t-pose can make or break your models sadly... for starters, make sure your bone rolls are all set to 0, that's normally one of the major issues
@empty flame at least it gave you less hell than the Zero Two/Yuudachi work I did, which Unity royalty destroyed the textures
and have to redo it all over again
If my avatar has a base armature with a jaw bone while the head is a mesh, if I switch over to another mesh which has it's own armature for the head (Jaw, Eyes, etc) is it possible to get Jaw Flap to work with the alternative mesh instead of the original?
Does anyone know how to fix this?
It says Spine Hierarchy Incorrect. Make sure that the parent of both Shoulders and Neck is the Chest.
I'm not sure how to fix it
@lament shoal Did you by chance set your chest to Upperbody2 while your shoulder and hips are parented to Upperbody?
Can somebody help what's going on to my project?https://media.discordapp.net/attachments/456948618587406336/457781953777893376/unknown.png?width=880&height=495
You rigged your shoulders to "Shoulder_L" and "Shoulder_R" while the ones who are parented to the chest are ShoulderP_L and ShoulderP_R @lament shoal are Shoulder_L and Shoulder_R children of ShoulderP_L and ShoulderP_R?
When I just imported particle effect bundle, I can't enter playmode
I'm trying to enable eye tracking on a model with non-flat eyes (they're just spheres so they only need to be rotated really), when I preview in CATS and in-game the left/right works alright but up/down movement just moves the eyes in and out of the head completely
There's no movement range setting that makes it work reasonably for both up/down and left/right
For reference: https://my.mixtape.moe/eydvvl.png
maybe the bones are painted wrong
try checking how they rotate manually in pose mode
@fading verge When I rotate them in pose mode they rotate around their centres, as you'd expect
oh
strange
cats rotated them around the y axis I remember so idk about this issue
For some reason the armature is rotated 90 degrees in x-axis
Changing that doesn't fix the problem though
CHEESE GROMMIT, CHEESE
I do like a nice bit of gorgonzola
in unity she looks like this, no messages saying sth about disabling fullbody tracking or anything like that but ingame i cant move the fingers
did you check if they move in blender ?
are they properly assigned in unity ?
Nah, the parenting is fine
It's VRC complaining because Final IK is stupid
His hierarchy is probably:
- Hips
-- Left Leg
--- LegAccessory_L
--- Left Knee
You can easily fix that by swapping the bones
In Unity
Seriously though, Final IK is like super expensive
And it still can't figure out which way a knee is supposed to bend
Sometimes it needs assistance
i still didnt manage to fix my knee bending problem
tried to rotate
still the same
Bend the knees forward a bit so it knows which way to go
in the avatar definition, or the original model itself?
Either way. Probably the avatar definition because it'd be faster, but on the file would be more permanent ยฏ_(ใ)_/ยฏ
didn't work :/
it's like the model has almost zero feet spacing in-game
and I know i'm facing the correct axis
Try removing the toe bones
they're not required, and usually they end up causing problems so it's recommended to not use them
But if you know what you're doing, you can get them to work. And that means better interaction and feet bending when you stand up on your tip toes or jump
I've been trying for the past few hours, but I'd like to know how to add bones to a pre-existing MMD for extra dynamic bones (such as breasts that exists on the mesh but don't have any bones). Could anyone help me please and thank you?!
@rigid stratus Look up some weight paint tutorial
@crystal vector I'm still having difficulties with Weight Painting. I tried following a few tutorials and couldn't even get the part of blender to open for weight painting =_=
Select the mesh and then switch to weight paint mode
Thank you for that!
Now my only issue, is that weight painting this only affects the skin and part of the bra, not the whole side (same issue with other side as well)
https://gyazo.com/9e36de9ccc3775b942087f0f6812c25c
ogod, i legit know nothing about weighting stuff besides like fixing some stuff / un-weighting
like all ik is 0 and 100 #-#
i learned how to do weight painting in 3DSMax, in fact I know the ins and outs of 3DSMax really well, I'm just lost as hell with Blender's UI since i'm new to the program
Other than cats, is there any reason you can't just use 3dsmax then?
I know several people who do
In general stuff just seems to be catered towards blender
It's a program I've been meaning to learn anyways so oh well
@rigid stratus
Are the meshes joined?
yes they are
@mystic sparrow You would use a system of rigid bodys and fixed joints. ๐ i setup that same character if you need any assistance
@calm needle yeah I might need some help with that but itโs 3am so Iโll yell at you later
textures are all there if you need them
I'm having a really weird problem with my avatar's arms looking normal when I rig it, but when used the avatar's arm is too long for me to extend it out fully.
I really don't get what I'm doing wrong.
That's a proportions issue
So I should reduce the overall size of the model?
I think you need to shorten the arms or legs, forgot which
Oh, I think you need to put the viewpoint way closer to your head
And uh
Your model is facing the wrong way lmao
The white line should extend forward
Maybe the model is fine ingame but you essentially put the viewpoint behind your head if the model turns around properly ingame @mossy dew
That would be the reason for not being able to stretch arms
If my avatar has a base armature with a jaw bone while the head is a mesh, if I switch over to another mesh which has it's own armature for the head (Jaw, Eyes, etc) is it possible to get Jaw Flap to work with the alternative mesh instead of the base one?
As in, it needs to be assigned via the rigging skeleton?
Because my mesh doesn't appear on it
The head mesh must be affected by your "main" armature
Whether it's enabled by default or not
Hmm, let me see if I can clarify how it is
I've put multiple meshes/materials on the same armature before and it worked fine
If the head has its own armature, it won't work unless you joint the two jaws to each other
Yeah, that's whats confusing me, so lemme throw in some pictures so you can understand how it looks like and explain to me how to get to doing it
So my entire model is rigged to a single skeleton, and it's parts are meshes, including the head: http://prntscr.com/jwd45t
this is the head it has by default: http://prntscr.com/jwd51l
but it also has an alternative head as meshes: http://prntscr.com/jwd5iu
The alternative head is a seperate mesh which in Blender before I put it in unity I placed it inside it's armature
Just setting the alternative head to active doesn't make the jaw bone move, but the jaw bone moves on the original mesh
Then the alternative head probably isn't rigged to the jaw
Oh, and
This mesh needs to be a sibling of Armature, not inside of it
I still have the files necessary in blender, how would I make it a sibling of the armature and have it grouped to the head so it doesn't stay static while the rest of the armature moves?
Weight it to the head
Which should already be done
So the hierarchy should look like this (example)
- Avatar
-- Armature
-- Body
-- Head1
-- Head2
I don't have much experience with blender, the head is weightpainted as I transfered weights from the original head which is the working one into the alternative head on the mesh in blender, it looks like this: http://prntscr.com/jwd8wb
but how will I make sure that it's actually weight painted into the head bone? for clarification I put the model into pose mode, then selected the head_bone and then the head mesh, but in unity the head is still static while the body moves
so the result I get is this: http://prntscr.com/jwdana
The vertex group of the mesh are different than the vertex group of the original head in blender, could this be the issue?
Yes
Obviously
They need to have matching vertex groups
That's the thing that defines which bone affects what part of the mesh @plush garnet
oof, that's kind of a problem, because I'm not sure if it's possible assigning a different vertex group to a mesh with a different vertex group
when they're completely different
Just name the vertex groups the same
oh, they're named the same though
Then it should be fine if they're siblings
It almost looks like the secondary mesh is parented to the armature
Or you forgot to Apply the rotation
I'd think it's a rotation issue but since I've already had an idle animation set for the original model, the body actually moves since they share the same body minus the head, but while the body moves the head is static in the air
naturally it is meant to turn when I press play and the animator override for it is on
And I think it is
hold up
The original is assigned to the parent of the armature while the head and hair are children of the armature, I have no clue how to fix it because in blender they're all parented the same
Larian studios made their models nigh impossible to work with outside the divinity 2 engine
It's a miracle I got the original to even work right in VRChat
ripped model ? 
They have their own engine modding tools that you use to export their models
I don't think I'm smart enough to rip them out myself
I have no idea what I did
but I somehow managed to fix it by just changing "Object" to Armature in the mesh modifiers, without pressing apply
it was empty for some reason
Ah, yeah
That would do it lol
Please do merge your meshes though
If the two heads have separate materials, you can set one of the materials invisible in an animation @plush garnet
Or use stencils to do the same thing
It's okay, I already took care of it, everything works as it should now, and It makes me happy
How do I into mouth rigging
all the attempts I've made at using bones to control the mouth just make the lips go crazy whenever one moves
https://gyazo.com/95bf9c47097533b9f1d227d394a79e8a dynamic bone number for this kinda hair?
uhmm, also a scarf and a short skirt numbers too if possible.
how would i see the bones through the meshes? need to do so if im to rig efficiently
@main sage select armature, go to the armature properties and tick x-ray
Could someone point me to the procedure for reimporting an armature in unity? I've added some bones in blender and want to see the new bones in my hierarchy in unity
I tried right clicking my assets and choosing "Reimport" but it didnt seem to show anything changing
@jaunty schooner Replace the fbx in the unity project folder
Thanks, I assume reimport might be a quicker alternative. I wasn't exporting the fbx file after doing my changes in blender like an idiot
Is there a way around the Shoulder Height limit
I can't upload my model because it says " spine heirarchy incorrect, please make sure that pelvis, spine, chest, neck and shoulders are mapped."
Check the rig configuration in unity, make sure everything except upperchest is mapped properly
The hip bone (that connects to the legs) does not seem to be mapped correctly
I did that and it says "Spine Transform 'Spine1' is not a child of Hips Transform 'Hip""
so do I drag Spine1 under Hip? (Sorry for so many questions, I am new to this)
So what could cause issues where legs rotate inward in full body? It happens of some models others it doesn't same bones same names, same settings etc. http://prntscr.com/jwk32t
@noble jetty don't move any of the bones around in the hierarchy, just map and unmap them from the list on the right side
Within Unity how do you rotate two sides of a body at the same time? i.e. both hands
I don't know what that means but I'll try to figure it out.
HOLY ASS IT WORKED
Thank you @opal aurora
No worries
โค
My new fave
fuck
I was able to upload
but it is stuck in t pose
I want to die
Quick question: How do I get the arrows to show up again during hierarchy configuration? http://prntscr.com/jwkkng
@rugged vale let me guess, if you move, your lower legs move forwards?
Instead of lifting backwards like a normal human walking
@placid sage kinda they flap to the sides. Cleared rolls from the whole model and will upload when I can. Net went out. Just wish I knew why it happens. Some models have eye tracking that flats the eyes but works
Cats test works fine.
Could you screenshot the lower legs bones from left or right side in Blender
Want to see the joint where Left Leg and Left Knee are connected
^when your internet comes back xD
Is it possible to have gravity with hair? I know about dynamic bones. But I've only seen a "floating" effect where it slowly moves into a static position. I'm talking about rotation your head on the side and have the hair aim to the ground.
@safe gate Ofc it's possible. I apply minus gravity on my avatar's hair and it works decently.
So if your head is on a 90 degree angle the hair points to the floor?
Yes
huh
And goes back when head turns back
The value should be low like -0.02. Try and find what value suits your preference.
huh cool, thanks
@safe gate use force and not gravity
My character was rigged with mixamo, but it seemed to be prerigged so it didn't take manual setup. I set everything to what it is supposed to be, and it seems to be rigged correctly, but it is stuck in t pose.
new question, can I remove rig from a 3d model so I can rig it in mixamo
Yeah just remove the armature in Blender
I do not know how to open it in blender @safe bluff
File > Import > .extension of your model
Just delete everything except the mesh
You'll need to unparent the mesh first. Select it and hit alt p then keep transformation
Then you can safely delete the armature(s)
@late shale When I put it into blender the whole thing is called armature
@late shale is this something I do in unity?
No, it's in blender. That's why you have to unparent it first. Right click on the mesh itself to select it
@late shale There isn't really a mesh, a lot of different pieces that aren't together
Could someone point me in the right direction for assigning a bone to a vertex group? I deleted some bones that I believed weren't necessary and I've ran into an issue. I'd like to try and repair it myself instead of just starting over, was just curious to know how to do it
@jaunty schooner they just need to be the exact same name, that's it
The bone in question looks like Left elbow. There is also a vertex group named Left elbow
of course blender won't let me select the Left elbow vertex group to verify lol
Looks like most of it is moving fine, it's just a small portion that isn't weighted at sll
Go to pose mode on the armature then weight paint mode on the mesh, and it will allow you to select bones by clicking them while in weight paint mode
Yeah that would do it
that red spot is on the arm that works alright
not sure why thats the only part painted
So select the brush and paint it
can I verify fi its fixed in blender, or do I need to export the fbx and preview it in unity
Yeah just move the bones around a bit
in armature pose mode right?
Yeah
hmm, looks like I didn't paint it correctly
I've never weight painted before so
not entirely surprised
Here, this is a nice video that goes over the basics https://youtu.be/lWKw0v25KUY
Tutorial on weight painting and how to fix weight painting issues. Usually when a material moves with the wrong bone. Links: Model: https://mooniiiiichan-lov...
I made a successful version of this the first time, but I wanted to go back and try something different
so I'm just gonna leave those "extra" bones
hello, I'm having an issue with my avatar where all of my bones are shifted slightly to one side, causing some bad animation problems. I tried moving the rig in blender, but every time I export it into unity, it ends up like this. does anyone know how I can go about solving this? https://i.imgur.com/8XOgZWB.png
There should be a force tpose button, it's on a drop-down next to all the bone assignment stuff
yeah, I had it in t-pose, but I just had it like this to show how the rig isn't quite in place. https://i.imgur.com/ITv7snv.png
I'm not quite sure how to do it, but I need to move the bones separately from the avatar to put them in the proper place
You need to do that in armature edit mode in blender
oooohhh okay
Pose mode will move bones and mesh attached, edit will just move the bones
okay thank you!
Hello, I rigged a model in unity and everything seems fine till i go to the muscles and settings tab. The arms and legs of the model are flipped backwards. Does anyone knows how to solve this issue?
You rigged a model in... unity?
i meant set up
Ah alright
mb
It may be that your model has incorrect bone rolls, which then unity flips it "properly", messing up the mesh in the process
In blender, you need to go into edit mode on the bones, select them all and hit alt+r, that will set all the rolls to 0
Remember to reset the humanoid config, by simply changing the rig type to none, applying and then back to humanoid and apply
Well, now it looks even more broken https://imgur.com/a/r43fV8J
this is in Mapping https://imgur.com/a/cRw1aUk
Now the bones are standing straight and the model is laying down https://imgur.com/a/3bfpkLS
rig it again with left and right on the actual left and right this time, looks like you messed up on that
How can i fix my character to not act like Michael Jackson? (45 degree)
i am trying to do a head swop but for some reson it gos in to the gut of the other model i am doing this on blender
Hi, I'm having a bit of an issue with an avatar I created. It's done but for some reason the legs keeps spreading out whenever I jump or look around to where they'd have to move and take the same spread position. Been trying to fix this for five days. Tried looking for fixes/solutions and nothing worked from the few solutions I've found. Any suggestions or help would be appreciated.
https://i.gyazo.com/a3a9d574adfc1e1871632e078ed35f40.mp4
has nothing to do with your size in game?
Nope. The avatar is a little over 6'6
Could anyone tell me how i can fix my finger tips? https://gyazo.com/37f81e8564e9d84252f825522c6c050c
im wondering
I added shoes to this model and i was wondering how I can like connect the bones?
hay, for some reason when i connect these 2 bones it ends up connecting at the other end of the bone i want to connect. https://imgur.com/a/voVkxjB https://imgur.com/a/23cVwcx
^anyway to fix
@urban quest apply scale and rotation in blender and set origin
@slate finch open your bone inspector in blender and select the proper bone as the parent in edit mode
Or rotate the bone
it is connected to the wrong part of the bone
@abstract shore have you tried using miximo
@fading verge That's what I used to rig it. Somewhere along the way while I was editing the model something must have went wrong. I just started over and re-rigged it with miximo.
The legs were fixed but I had to redo the face visimes, fingers and a lot of other things. I just finished and am now uploading it into vrc again. Hopefully everything is fixed.
@fading verge I figured out how to fix my issues last night, but thank you!
@fading verge Just tested the model in-game and it did it again..
I went into pose mode and the legs are positioned just like they'd be in the game when I jump.
https://orig00.deviantart.net/4ab9/f/2018/171/5/5/screencap_by_kingjion-dceypca.png
@abstract shore Are there shapekeys moving the legs maybe?
@crystal vector I checked all my shapekeys and nothing looks like they're affecting the legs. Also when I try to fix the pose it keeps going back to the one before in my screenshot for some reason.
@abstract shore Maybe try to apply the transforms to the armature
@fading verge it keeps connecting to the wrong end of the bone even if i change the parent
@crystal vector Okay so I set it back in the t-pose and did that and it didn't work. Cleared the transformations of the armature so that it's in the default t-pose and applied the pose and that didn't work either. After I fix the pose and export it to an fbx file for some reason it goes back into that pose specifically after I export it. ๐ค
My hands are fucked up, I've tried rigging, weight painting, bone rotating and the hands won't work.
should I restart?
I would
I just usually throw humanIK on my models, then clean up with weight painting
unless you're a weightmap artist, weight painting significant parts for your rig can turn into a mess
oh
well the fingers and stuff were already weight painted
and in blender I can move the fingers in pose mode and they are perfectly normal
did you completely configure the avatar definition in Unity?
including finger proximal and intermediate
do you mean the bone rigging or something else that I do not know of because I am a noob
yes, I completely configured it. @fluid zodiac
do you have a copy of motionbuilder?
unity and motionbuilder are like best buddies when it comes to animating/testing rigs
Download a free trial of Autodesk MotionBuilder 3D character animation and virtual production software.
in motionbuilder, you can also retarget mocap files onto your rig using humanik and it will transfer to unity as an animation
I did not know about this either, thanks
Check out this great MotionBuilder tutorial as it covers how to characterize a skeleton created by our good friends over at 3dmotive!. Some pretty cool tips ...
@fluid zodiac I do not understand how or why I use this
a benchmark