#avatar-rigging

1 messages ยท Page 118 of 1

peak warren
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it was barely noticable, sso maybe not that important

hard delta
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i have no clue what went wrong, any ideas

gritty nest
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@hard delta post a screenshot of your rig configuration

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You're probably missing some bones, as the error message literally tells you

hard delta
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unity or blender pic?

gritty nest
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Unity

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The rigging window

hard delta
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ik that the issues but i never really messed with rigs

fading verge
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you are missing a chest bone

hard delta
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it shows in the hierarchy that i do have a chest bone

fading verge
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but it's not mapped

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just drag the chest bone to the "chest" slot

hard delta
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and i get a new issue

fading verge
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your chest bone is already assigned to spine

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you dont have a spine bone in your hierarchy?

hard delta
fading verge
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then you know what you have to do

hard delta
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ah, i see now. Thxs for the help @fading verge

peak warren
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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?

obtuse gazelle
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I don't think it does, cat. Some of my avatars have that problem but others do not.

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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

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In fact I think they bend too much sometimes, where those avatars turn into little gremlins if I sit on the floor.

peak warren
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or maybe legs too long, body too short?

obtuse gazelle
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My impression is that somehow some rigs can simply bend down further than others and I don't know why or how.

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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

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Problem is I did nothing special to their respective rigs

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When I get home I should look at them again

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Too many things I wonder if it relates to

echo drift
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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

peak warren
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on mine the head is up

echo drift
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@peak warren and it works without the legs collapsing in the ribcage?

peak warren
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when should they do that? when crouching? could test that

random lotus
calm needle
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bad link, doesnt show anything

calm needle
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you 100% sure that is the only bone being weighted?

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and is the bone currently being posed at all?

random lotus
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i nearly got it to work with the bone between the arm and upper arm bones but it still distorts a bit'

calm needle
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is it only doing that when you pose the bone or just weghting it in general?

echo drift
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@peak warren well my rig ISN'T supposed to do that but it does

peak warren
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I'm pretty sure the pose isn't reset properly, so the position of the vertices is adjusted by the new weighting

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yeah, flip the bone and try again

echo drift
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ok ๐Ÿฑ

random lotus
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but i managed to get it to weight properly without a ton of distortion

dense galleon
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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?

random lotus
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i got the arm to no distort

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but now the sleeve of the shirt is

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like nothing detatches and the shirt moves like it should

calm needle
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why is the whole arm and hand weight painted to the upper arm?

magic sonnet
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anyone got any tips on dynamic bone colliders?

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oh

gritty nest
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Increase radius is the only advice I can give

magic sonnet
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you again

gritty nest
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Lol

magic sonnet
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i figured it belonged here

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some people stick to certain chat rooms

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oh your kidding me

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i

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i

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i forgot to add the collider to the collider list in the dynamic bone component

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๐Ÿคฆ

echo drift
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ok, there's got to be a better way to copy all shape keys to a duplicate model

gritty nest
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Lol

magic sonnet
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ugh

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god

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@echo drift isnt that a nit pick?

echo drift
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๐Ÿ˜

magic sonnet
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besides

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i only know of one way to copy shape keys to models

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and you probably know it already

echo drift
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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

magic sonnet
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og

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oh

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yeah i had to do that with my model

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it was a pain in the butt to figure out how to do it but i got it

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how many shape keys do you have

gritty nest
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@echo drift dev version of CATS has "apply pose as rest pose" though

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And it preserves shape keys

echo drift
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normal visemes and blink animations

magic sonnet
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all i did was have both

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then delete the shape keys from one

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then do the posing

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then i clicked on the mesh of the other while highlighting a shape key

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and clicking on the first mesh

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then click the grey arrow

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and click transfer shape key

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then rinse and repeat till all are restored

echo drift
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@magic sonnet 'preciate the help but that's what I was doing, Rokk's method sounds like something I want

magic sonnet
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figured you knew

echo drift
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it's ok

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@gritty nest how does one get the dev version? the patreon?

gritty nest
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No

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Github or the auto updater

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You can select which version you want there

echo drift
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oh ok

crisp tendon
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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 ?

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Since arm and head movement is supposed to override animations, i would hope it works

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But maybe it would look stupid because torso wouldn't move with the head and arms

faint anvil
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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.

crisp tendon
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The error should be more specific

faint anvil
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How do I upload images to show

crisp tendon
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imgur, but usually copying the error text is enough

crisp tendon
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You're missing a neck

faint anvil
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There isn't a head bone so the neck is assigned as the head bone

crisp tendon
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Can't have a humanoid then

faint anvil
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hm can I just add a head bone and parent it to all the face stuffs?

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When I pull it up in blender it does have a head bone. But for some reason it isn't importing properly.

crisp tendon
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What do you mean by not importing correctly ?

faint anvil
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Like when I export it as FBX and Import it into unity it goes missing.

crisp tendon
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What are your export settings for the fbx ?

crisp tendon
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Try exporting as an obj then and see if it disappears again.

faint anvil
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okay

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Does the obj file format retain rig information?

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Isn't it just the mesh?

orchid frost
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anyone by chance able to help me with applying a Armature to my 3d model on blender?

crisp tendon
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@faint anvil Should retain rig information afaik

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@orchid frost Which tutorial did you follow already ?

echo drift
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@gritty nest just letting you know the dev mode is working with my shape keys so far ๐Ÿ˜„

orchid frost
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@crisp tendon never mind. I just kinda spent a good hour trying everything and just found out how

solemn inlet
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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)

round abyss
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so what is REQUIRED for eye tracking to work

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is the naming convention optional or mandatory and does the hip rotation affect it

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do the eye end joints need to be there to determine the eyeballs size?

crystal vector
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@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

round abyss
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ok

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im using maya

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we dont do armatures

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_<

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but ill rename everything

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what about the eye bones themselves?

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I guess ill just add a group called armature

crisp tendon
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@solemn inlet No easy fix, you need a bone

solemn inlet
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damn

crystal vector
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@round abyss The eyebones have to be called LeftEye and RightEye

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The Hierarchie has to be Hips>Spine>Chest>Neck>Head>Left and RightEye

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The Mesh has to be called Body and the armature Armature.

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You can rename the armature later in Unity

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Eyes and head bone have to be standing straight up

crisp tendon
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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 ?

calm needle
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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

crisp tendon
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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

static parcel
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Is it best to rig a flag with just one bonechain or could I get away with two for top and bottom?

gritty nest
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One bonechain will actually look better imo

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Unless you want it to droop down

static parcel
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I was thinking of tinkering with dynamic bones to make it flap in one direction

viral umbra
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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

echo drift
crisp tendon
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Did you apply the armature modifier before deleting all your shape keys and applying as a new rest pose ?

viral umbra
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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 :(

gritty nest
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If you apply pose as rest pose with the CATS dev version, shape keys should still work

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If you're just shortening the body you could separate the head first and keep the shape keys on that

viral umbra
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Thx Rokk. Ill be checking that out

viral umbra
gritty nest
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Alright, cool

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I don't really need it since I don't have FBT

viral umbra
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I do, thats why I need need do alot of work to make my avatars work correctly :)

echo drift
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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?

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at least the feet ones

plush garnet
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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

echo drift
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@plush garnet Well from what I can see from myself, it might be a little bit of column a, little bit of column b

pale hull
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Looks like the fingers are wrongly assigned in unity

plush garnet
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Yup, a bone was wrongly assigned for the fingers despite it being the actual bone you'd think is meant to be rigged

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thanks, I managed to fix it

round abyss
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so

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I got the eye tracking working

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someone mentioned they need to be pointing straight up

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so no rotations at all?

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or just zero out the joint orient

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ill assume this is correct

crisp tendon
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you're doing it in maya ?

round abyss
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yeah

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I dunno how to use blender :<

crisp tendon
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oh boi

round abyss
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this is what I leanred to use in college

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_<

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on the bright side its working

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just oriented incorrectly

crisp tendon
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Nice !

round abyss
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one question tho

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@crisp tendon are they supposed to be looking down like this half the time?

crisp tendon
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If the eye bone is in the middle of your eye sphere, nope

round abyss
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hmm

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sometimes its normal sometimes its like this this seems to be the "default"

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10.657 hold this float for me

crisp tendon
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That's one of your reference ?

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The good thing with blender is that we have the cats plugin which does all the work for you

round abyss
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nah thats my non bindpose pelvis position

crisp tendon
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๐Ÿค”

round abyss
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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

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ye u lucky >_<

crisp tendon
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Just reading that sentence made me feel exhausted

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honestly blender is super easy to get into

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even more so if you have maya experience

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for what the cats plugin does, it's worth it imo

round abyss
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its defo centered

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yeah I should >_<

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but blenders hotkeys are wierrrd and spoopy

crisp tendon
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shouldn't the eye bone be going straight up ?

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or is it different in maya ?

round abyss
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it is

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both the rotate and the joint orients are zeroed out

crisp tendon
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So, what are the bones going into your eyeballs ?

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like, heading into it

round abyss
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lefteye and righteye

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Oh thats the head bone

crisp tendon
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interesting

round abyss
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is it because of how the bones look?

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๐Ÿ˜ฎ

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I guess what imma try is offsetting the joint orient by 15 degrees

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cause that seems to be whats happening ingame

crisp tendon
round abyss
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yus

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OH

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vrc lowerlid

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I need to make those

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wait does the eyetracking look for those shapes?

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split left and right too?

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_<

crisp tendon
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lowerlid only needs to have one vertex moved slightly

round abyss
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yeah but would lacking that shape be why the eyes look down like that?

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because it needs the flex to lower the lid too?

crisp tendon
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I have no idea, but i believe the sdk looks for those to make it, so i'd say yes

round abyss
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mm

crisp tendon
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if there's none, might mess up the rest

round abyss
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right now im using an animator controller to get blinking

crisp tendon
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but again, both lowerlid only need to be the basis with a tiny tiny change

round abyss
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does eyetracking have its own blinking?

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like if you rig up the eyes

crisp tendon
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with cats plugin yes, i'm not sure if it does it automatically otherwise

round abyss
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hmm

crisp tendon
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with the plugin you can create both separately

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and try both separately in blender too

round abyss
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If I perfect this teechnique I could write a maya plugin to automate it

round abyss
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but I wouldent be able to translate stuff like in cats because autodesk has separate builds for separate languages

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for maya

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hmmm

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mk

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I can split em like dis

crisp tendon
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your lowerlid moves the upper lid ?

round abyss
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:V

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oops

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I was staring at maya all day at work my minds mush ;_;

round abyss
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fingers crossed

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sucess

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had to use positive 15 to get -15 in unity

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cause why not

naive tree
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if your eyelids are missing the next shapekeys (which are visemes) will get used, it's hardcoded from what i know

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yourmouth opens when u look down, moving or blinking

fading verge
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I need help yall

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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

earnest brook
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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

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The eyelids are rounded and more than just a few faces because it's a cartoony look

crystal vector
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@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

earnest brook
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I disabled blinking just to make it easier

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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

marble root
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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

fading verge
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cuz apparently the whole hair is moving

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it's not attached at all

marble root
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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

dark pollen
fading verge
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in edit mode, is there an extra bone in there ?

dark pollen
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Seems to be the regular leg bones

fading verge
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that's definitely a weight paint problem

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another bone is pulling on it

marble root
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uhh @dark pollen i think the socks (idk what's called but that brown mesh over there)has to be settled with weight paint

fading verge
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find which bone is moving that weird part

marble root
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in pose mode, click the selected bone, then click the mesh, then in the mesh go to weight paint mode

dark pollen
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It moves with the leg bones but not the knee bones

marble root
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look, the knee (i think?) has to be added lots of weight, until you gotthe same color as in the feet

fading verge
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i had that problem once

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and it was a stupidly small bone hidden in the leg

marble root
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use the weight brush, and this

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and ravage the area until it turns red

dark pollen
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Damn I found the bone, Didn't see it as it was hidden by the knee bone

marble root
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oh rip

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@fading verge so the hair itself has to be part of the main body mesh?

fading verge
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dunno

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check other hairs

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usually they have a part that's just weight painted directly to the head bone

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and you usually don't put dynamic bones on them

marble root
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huh

dark pollen
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Thanks for helping me figure out that mesh issue, that was the biggest problem >_>

marble root
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i checked a few tutorials and most of them applied dynamic bones for the hairs

unique frigate
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for hair bones with dynamic bones people typically make a "hair parent" in order to not put dynamic bones on the head bone

marble root
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well you mean like this?

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referring to the hierachy

gritty nest
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No, they make a root bone for the hair as described in Tupper's megatutorial

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It's a duplicate of the head bone that's parented to the head, and has all the hair bones under it.

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So you can apply dynamic bones to that root bone and it'll work straight away with just 1 script. No exclusions required

marble root
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wait, what, a duplicate head bone?

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like this, but has duplicate head bones?

gritty nest
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Actually, I think people using dynamic bones on hips with exclusions is the reason the viewpoint is above the head

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I remember such a thing happening

marble root
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ouch now i will need to re-rig the whole thing again

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and remake dem animations

woven vine
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oof

marble root
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spent a year on those thanks to life

woven vine
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oh no

marble root
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now i will have to scrap every single animations and do the whole thing again

woven vine
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jeez

marble root
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well tbh the animations are meant for my own game so i kinda made a ton of animations

woven vine
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hm

fading verge
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Dynamic Bones... how does one do?

woven vine
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idk i cant help

marble root
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well think of jiggle bones

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it similar to that

fading verge
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no i meant how can i make them

marble root
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it's a Unity Asset

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for $20

fading verge
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wait... what

woven vine
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on the unity asset store

marble root
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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

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just to see my hair and rigs not working properly

woven vine
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ok well idk crap about rigging, but you can go to mixamo.com i guess

fading verge
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omg

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forget the models then oml

marble root
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unfortunately mixamo refused to map my models

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that leaves rigging animations manually in blender

marble root
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well are there any ways aside on forcing me to remake those animations?

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i mean if i added a bone then the whole model needs to be re-rigged again just to accommodate a duplicate head bone

fading verge
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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.

main sage
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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

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@fading verge ...? idk why youd get an error for not setting upperchest, never happens to me or most others

fading verge
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Well, I'm having issues now; it tells me that I don't have the proper heirarchy

crisp tendon
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no neck

main sage
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^

fading verge
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How do I make that happen

main sage
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the Head tab of that thing on the right

fading verge
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what bone do I give it? All of them cause conflicts

crisp tendon
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If it's creating conflict you might need to fix the model beforehand

fading verge
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I have literally no idea how to do that

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I might set the neck to spine-middle

crisp tendon
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If you want a humanoid and animation, that won't work

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If you need to fix it, better start learning how

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Cats plugin in blender is your new best friend

fading verge
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But if I change the model in blender I have to throw away all the work I've already done.

crisp tendon
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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

fading verge
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Three days of work in the trash and I have no idea how to mess with bones in Blender.

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I'm at the end of my rope.

crisp tendon
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it's not difficult

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what have you been doing for three days ?

fading verge
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Learning everything, porting over the model from XNALara, adding textures, lowering polycount, etc

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I had to lower the polycount of every individual piece of the model

crisp tendon
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Why didn't you do the decimation in blender ?

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Using the cats plugin that shouldn't take too much time since it's automated

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and the textures should be applied automatically again in Unity

fading verge
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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.

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The textures weren't even applied in the first place to the model because I ported it over from XNALara.

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It came with texture files for each part of the model, which I applied.

crisp tendon
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Time to learn what it is then, because it'll save you three days of work

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Once you drop the fixed model in unity, it'll reapply everything like you did

fading verge
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Okay, I hope so

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So, what do I need to do to start?

crisp tendon
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Get yourself the cats plugin for blender

fading verge
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I have the DL link, how do I integrate it?

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Nvm, got it

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Alright, it's up now; what should I do?

crisp tendon
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Click on the cats tab in blender

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select XNAlara on top

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import it

fading verge
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done

crisp tendon
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Now you have all the tools available, decimation, fixing the bones if needs be, optimization, eye tracking

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It does pretty much everything automatically

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And when you're done, click again on top for XNALara and export it

fading verge
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How do I move around in Blender without moving the model?

crisp tendon
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Middle mouse

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and shift middle mouse for complete 3D movement

fading verge
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Quick decimation doesn't work.

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I can do decimation in Unity. My only concern atm is fixing the bones

crisp tendon
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have you tried clicking on "fix model" ?

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You can revert with ctrl z after if that does something you don't want

fading verge
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Already did

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Just made the model a pure white

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So I'll fix textures in Unity

crisp tendon
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textures are fixed, but not auto applied in blender, depends on the type of model afaik

fading verge
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Alright, so I reduced the polys to 18500, now how can i make sure the rig works bonewise?

crisp tendon
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Look at the overall skeleton, you also have your armature on top right

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But if it said "Model fixed" at the top when you hit the button, should be good

fading verge
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starting from scratch first

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Damn.

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Great.

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No head bone.

crisp tendon
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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

fading verge
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How am I supposed to figure that out?

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I didn't create the model.

crisp tendon
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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

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You can see the menu selected on the far right

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and x-ray at the bottom right

fading verge
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Alright, let me start over

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X-ray's on.

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Now what?

crisp tendon
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You can see the skeleton, which bone do you see, neck or head ?

fading verge
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How can I tell which is which, or spot the bone when it's unlabeled?

crisp tendon
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right click the armature, and press tab to go into edit mode

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where you enabled x-ray you can also enable names

weary condor
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Are there any tips for rigging characters that are suposed to move on all fours?

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I currently seem to only have a Spine problem.

crisp tendon
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Which spine ? Horse part or human part ?

fading verge
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I see head-neck-lower

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Every other head bone is mapped to face controls

weary condor
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uhhh, i suppose i can send a screenshot.

fading verge
crisp tendon
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Damn

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Well, there's surely a head bone in there

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And i can see the neck

fading verge
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I can't dig into it

#

Unless i can list all these out

crisp tendon
#

you can hide them individually by selecting them and pressing h

weary condor
crisp tendon
#

Oh, you want it to be humanoid ?

weary condor
#

i'm not sure if i'm supposed to change the setup, i want to make it walk as is.

#

on all fours.

crisp tendon
#

that would probably be much easier to make it generic and to create your own walk animation

fading verge
#

How can I select each bone individually

crisp tendon
#

right click it

#

you can also select an area by pressing B

fading verge
#

How can I see the name of what I select

weary condor
#

Creating an own animation, ouch. ๐Ÿ˜จ

crisp tendon
#

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 

weary condor
#

Uhh, must this be done in blender again?

crisp tendon
#

and the override sample in the SDK will automatically reverse the animation for the backward walk

#

You can also do it in unity

weary condor
#

I've reset the model so it has no things applied yet, set to Generic. Where to start next.. Ryan

crisp tendon
#

Youtube tutorials ๐Ÿ˜„

fading verge
#

I found a FaceRoot.

crisp tendon
#

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

weary condor
#

it's getting late, but i suppose i'll watch Remington's tutorial tomorrow.

fading verge
#

K, now what

crisp tendon
#

now right click the mesh once, you'll see the button change to object mode

fading verge
#

Wait, what mesh? The model?

crisp tendon
#

yep

fading verge
#

Object mode was on

#

Now what

crisp tendon
#

now switch it to weight paint mode

fading verge
#

Done!

crisp tendon
#

Cool, now find the head root bone from earlier

fading verge
#

Found it, how do I select it?

crisp tendon
#

right click it once

fading verge
#

Now wot

crisp tendon
#

What do you see ?

fading verge
#

A Cyan-outlined black line?

crisp tendon
#

screenshot pls

fading verge
crisp tendon
#

cool, now select the neck one you mentioned earlier

fading verge
#

Head_neck_lower?

crisp tendon
#

yep

fading verge
#

Done.

crisp tendon
#

Is it red now ?

fading verge
#

The model is pink.

crisp tendon
#

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

fading verge
#

The vertex groups?

crisp tendon
#

yep

fading verge
#

Oh boy.

#

There's over 100.

#

This'll be fun.

crisp tendon
#

you can use the arrows

#

takes three seconds

fading verge
#

Closest I can get.

crisp tendon
#

So the front of the face doesn't turn red, ever ?

fading verge
#

Nope...

crisp tendon
#

Welp, that's an interesting model

#

was it supposed to move originally ?

fading verge
#

Yes, but every single piece of the face moves

crisp tendon
#

And you want to keep those ?

fading verge
#

Well, I mean, this is how the facial model moves in game:

#

Timestamped already

#

I'm just trying to get the thing working tbh

#

I don't need a billion things on it

crisp tendon
#

Yeah, so no head bone, just a neck rotation

fading verge
#

Seems like it

crisp tendon
#

What you can do is paint the head red on face_root

fading verge
#

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

crisp tendon
#

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

fading verge
#

Will I still be able to look left and right? Or does that rotate the whole model when you aren't in VR?

crisp tendon
#

it rotates the whole model in desktop

#

so you basically don't need the neck

fading verge
#

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

crisp tendon
#

doesn't matter since it's a dummy bone

fading verge
#

Okay, so what now

crisp tendon
#

export it, and check if it lets you use that in unity

fading verge
#

I still have to "left click and use whatever bone"

crisp tendon
#

in the unity configuration window ?

fading verge
#

"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

crisp tendon
#

oh yeah, use that bone for the head in unity

fading verge
#

AH

#

Okay

#

So

#

Export the current model

crisp tendon
#

Yes sorry, should have made that clearer

fading verge
#

exported to fbx

#

I didn't deimate the model or use cats yet

#

Did I need to do those things?

crisp tendon
#

Not before you're sure that the armature is good

fading verge
#

How do I import it to unity again?

crisp tendon
#

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

fading verge
#

Damnit, gotta open investigator

#

how do

crisp tendon
#

what investigator ?

fading verge
#

The one to let me see skeletons and rigs

crisp tendon
#

You mean the humanoid configuration ?

fading verge
#

yes

#

Also, can I take a break because I need to eat like bad

crisp tendon
#

select your model, right panel

#

Sure man, take your time

fading verge
#

I don't have the right panel, I have to create it

crisp tendon
#

it's the inspector

fading verge
#

Yes

#

How do I make it if I do not have it

crisp tendon
#

"add tab"

#

right click next to services

fading verge
#

What do I set the neck bone as

crisp tendon
#

the one that worked earlier

fading verge
#

It's complaining about how it isn't a child

#

what do

crisp tendon
#

Then setting the head bone first, then go down the list for the neck and see when the error doesn't appear

fading verge
#

I'm gonna do this later

echo drift
#

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?

uneven wind
#

How can i save the mesh transformation after pose mode?

late shale
#

Go to mesh modifiers and click apply

#

Might mess up the rig though, I forget

#

@uneven wind ^

marble root
#

well tbh idk if this is already horrendous to look at

#

must be a mesh problem i think

fading verge
#

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?

crystal vector
#

@fading verge You shouldn't get the angle error ๐Ÿค” but just test it out, it might work fine

fading verge
#

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

crystal vector
#

Np!

#

In case it really messes the hips up, just rotate the hips bone so it points straight up

#

In Blender

wide berry
#

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?

fading verge
#

if you have the same bone name and hierarchy, yeah

wide berry
#

and if its different?

fading verge
#

then you either redo it or press F2 and change the hierarchy to the correct path

wide berry
#

coolio thanks again

rugged latch
#

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

gritty nest
#

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

rugged latch
#

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

gritty nest
#

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

rugged latch
#

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?

gritty nest
#

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

rugged latch
#

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

gritty nest
#

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

rugged latch
#

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

gritty nest
#

@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

rugged latch
#

wait... the blendshapes matter?

gritty nest
#

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.

rugged latch
#

hm... yeah, they're not there, cause my model is kinda split up for animation reasons...

gritty nest
#

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

rugged latch
#

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

gritty nest
#

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

rugged latch
#

because of turning off and on stuff via mesh renderes

empty flame
#

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

calm needle
#

check the bone rotations in blender. if its doing what i think it is, they are inverted on one side

empty flame
#

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

thorn willow
#

@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

#

?

empty flame
#

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

thorn willow
#

Unity is really a meme engine

#

at times it works perfectly other times it can destroy your work

empty flame
#

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

thorn willow
#

it sure does hell hate Valve rigged models judging from how much they fuck up finger bones

opal aurora
#

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

thorn willow
#

@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

plush garnet
#

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?

lament shoal
#

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
#

This is what my bone hierarchy looks like

plush garnet
#

@lament shoal Did you by chance set your chest to Upperbody2 while your shoulder and hips are parented to Upperbody?

lament shoal
#

I'm not sure, does this show that?

ripe flare
plush garnet
#

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?

ripe flare
#

When I just imported particle effect bundle, I can't enter playmode

earnest brook
#

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

fading verge
#

maybe the bones are painted wrong

#

try checking how they rotate manually in pose mode

earnest brook
#

@fading verge When I rotate them in pose mode they rotate around their centres, as you'd expect

fading verge
#

oh

#

strange

#

cats rotated them around the y axis I remember so idk about this issue

earnest brook
#

For some reason the armature is rotated 90 degrees in x-axis

#

Changing that doesn't fix the problem though

main sage
#

CHEESE GROMMIT, CHEESE

earnest brook
#

I do like a nice bit of gorgonzola

subtle moth
#

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

fading verge
#

did you check if they move in blender ?

subtle moth
#

yeah, they do in pose mode

#

@fading verge

fading verge
#

are they properly assigned in unity ?

subtle moth
#

yup

fading verge
#

dunno then

#

also your parenting seems wrong too

#

judging by that warning message

subtle moth
#

yeah, only the legs

#

they dont matter that much

gritty nest
#

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

fading verge
#

i still didnt manage to fix my knee bending problem

#

tried to rotate

#

still the same

fluid zodiac
#

my feet keep sticking together when I stand still

#

any ideas to fix it?

late shale
#

Bend the knees forward a bit so it knows which way to go

fluid zodiac
#

in the avatar definition, or the original model itself?

late shale
#

Either way. Probably the avatar definition because it'd be faster, but on the file would be more permanent ยฏ_(ใƒ„)_/ยฏ

fluid zodiac
#

didn't work :/

#

it's like the model has almost zero feet spacing in-game

#

and I know i'm facing the correct axis

late shale
#

Try removing the toe bones

fluid zodiac
#

that helped

#

are toe bones important?

late shale
#

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

fluid zodiac
#

ty for the tip!

#

now I just need to figure out the full-length animation trick

mystic sparrow
#

so how would I set it up so both of the arms move at the same time

rigid stratus
#

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?!

crystal vector
#

@rigid stratus Look up some weight paint tutorial

rigid stratus
#

@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 =_=

crystal vector
#

Select the mesh and then switch to weight paint mode

rigid stratus
main sage
#

ogod, i legit know nothing about weighting stuff besides like fixing some stuff / un-weighting

#

like all ik is 0 and 100 #-#

empty flame
#

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

late shale
#

Other than cats, is there any reason you can't just use 3dsmax then?

#

I know several people who do

empty flame
#

In general stuff just seems to be catered towards blender
It's a program I've been meaning to learn anyways so oh well

crystal vector
#

@rigid stratus
Are the meshes joined?

rigid stratus
#

yes they are

calm needle
#

@mystic sparrow You would use a system of rigid bodys and fixed joints. ๐Ÿ˜‰ i setup that same character if you need any assistance

mystic sparrow
#

@calm needle yeah I might need some help with that but itโ€™s 3am so Iโ€™ll yell at you later

calm needle
#

textures are all there if you need them

mossy dew
#

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.

gritty nest
#

That's a proportions issue

mossy dew
#

So I should reduce the overall size of the model?

gritty nest
#

I think you need to shorten the arms or legs, forgot which

mossy dew
#

This also might be an issue. When I go in game, its viewing my character from behind.

gritty nest
#

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

plush garnet
#

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?

gritty nest
#

The head mesh must use the base armature

#

Other than that, yes

plush garnet
#

As in, it needs to be assigned via the rigging skeleton?

#

Because my mesh doesn't appear on it

gritty nest
#

The head mesh must be affected by your "main" armature

#

Whether it's enabled by default or not

plush garnet
#

Hmm, let me see if I can clarify how it is

gritty nest
#

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

plush garnet
#

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

#

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

gritty nest
#

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

plush garnet
#

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?

gritty nest
#

Weight it to the head

#

Which should already be done

#

So the hierarchy should look like this (example)

#
  • Avatar
    -- Armature
    -- Body
    -- Head1
    -- Head2
plush garnet
#

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

#

The vertex group of the mesh are different than the vertex group of the original head in blender, could this be the issue?

gritty nest
#

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

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

gritty nest
#

Just name the vertex groups the same

plush garnet
#

oh, they're named the same though

gritty nest
#

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

plush garnet
#

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

fading verge
#

what a mess

#

wait

#

are those meshes ?

plush garnet
#

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

fading verge
#

ripped model ? vrpill

plush garnet
#

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

gritty nest
#

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

plush garnet
#

It's okay, I already took care of it, everything works as it should now, and It makes me happy

earnest brook
#

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

wide berry
wide berry
#

uhmm, also a scarf and a short skirt numbers too if possible.

main sage
#

how would i see the bones through the meshes? need to do so if im to rig efficiently

gritty nest
#

@main sage select armature, go to the armature properties and tick x-ray

jaunty schooner
#

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

crystal vector
#

@jaunty schooner Replace the fbx in the unity project folder

jaunty schooner
#

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

hybrid furnace
#

Is there a way around the Shoulder Height limit

noble jetty
#

I can't upload my model because it says " spine heirarchy incorrect, please make sure that pelvis, spine, chest, neck and shoulders are mapped."

opal aurora
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Check the rig configuration in unity, make sure everything except upperchest is mapped properly

noble jetty
#

I am pretty sure I rigged it correctly, I am not good at making avatars though.

opal aurora
#

The hip bone (that connects to the legs) does not seem to be mapped correctly

noble jetty
#

oh

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I know my hip is rigged, but I guess it's probably in the incorrect location

opal aurora
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Check the mapping on the right

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You got jointroot as the hip bone

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Instead of hips

noble jetty
#

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)

rugged vale
#

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

Lightshot

Captured with Lightshot

opal aurora
#

@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

safe gate
#

Within Unity how do you rotate two sides of a body at the same time? i.e. both hands

noble jetty
#

I don't know what that means but I'll try to figure it out.

#

HOLY ASS IT WORKED

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Thank you @opal aurora

opal aurora
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No worries

noble jetty
#

โค

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My new fave

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fuck

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I was able to upload

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but it is stuck in t pose

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I want to die

hidden nymph
placid sage
#

@rugged vale let me guess, if you move, your lower legs move forwards?

#

Instead of lifting backwards like a normal human walking

rugged vale
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@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.

placid sage
#

Could you screenshot the lower legs bones from left or right side in Blender

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Want to see the joint where Left Leg and Left Knee are connected

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^when your internet comes back xD

safe gate
#

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.

placid sage
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@safe gate Ofc it's possible. I apply minus gravity on my avatar's hair and it works decently.

safe gate
#

So if your head is on a 90 degree angle the hair points to the floor?

placid sage
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Yes

safe gate
#

huh

placid sage
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And goes back when head turns back

#

The value should be low like -0.02. Try and find what value suits your preference.

safe gate
#

huh cool, thanks

gritty nest
#

@safe gate use force and not gravity

noble jetty
#

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.

noble jetty
#

new question, can I remove rig from a 3d model so I can rig it in mixamo

safe bluff
#

Yeah just remove the armature in Blender

noble jetty
#

I do not know how to open it in blender @safe bluff

safe bluff
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File > Import > .extension of your model

noble jetty
#

uh

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which armature @safe bluff

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there are 3

safe bluff
#

Just delete everything except the mesh

late shale
#

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)

noble jetty
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@late shale When I put it into blender the whole thing is called armature

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@late shale is this something I do in unity?

late shale
#

No, it's in blender. That's why you have to unparent it first. Right click on the mesh itself to select it

noble jetty
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@late shale There isn't really a mesh, a lot of different pieces that aren't together

jaunty schooner
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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

late shale
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@jaunty schooner they just need to be the exact same name, that's it

jaunty schooner
#

The bone in question looks like Left elbow. There is also a vertex group named Left elbow

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of course blender won't let me select the Left elbow vertex group to verify lol

late shale
#

Looks like most of it is moving fine, it's just a small portion that isn't weighted at sll

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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

jaunty schooner
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this is how it looks currently

late shale
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Yeah that would do it

jaunty schooner
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that red spot is on the arm that works alright

#

not sure why thats the only part painted

late shale
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So select the brush and paint it

jaunty schooner
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can I verify fi its fixed in blender, or do I need to export the fbx and preview it in unity

late shale
#

Yeah just move the bones around a bit

jaunty schooner
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in armature pose mode right?

late shale
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Yeah

jaunty schooner
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hmm, looks like I didn't paint it correctly

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I've never weight painted before so

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not entirely surprised

late shale
jaunty schooner
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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

urban quest
#

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

late shale
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There should be a force tpose button, it's on a drop-down next to all the bone assignment stuff

urban quest
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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

late shale
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You need to do that in armature edit mode in blender

urban quest
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oooohhh okay

late shale
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Pose mode will move bones and mesh attached, edit will just move the bones

urban quest
#

okay thank you!

slate finch
#

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?

opal aurora
#

You rigged a model in... unity?

slate finch
#

i meant set up

opal aurora
#

Ah alright

slate finch
#

mb

opal aurora
#

It may be that your model has incorrect bone rolls, which then unity flips it "properly", messing up the mesh in the process

slate finch
#

ok

#

how do i fix the bone rolls?

opal aurora
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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

slate finch
summer bramble
#

rig it again with left and right on the actual left and right this time, looks like you messed up on that

sleek isle
#

How can i fix my character to not act like Michael Jackson? (45 degree)

restive flame
#

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

abstract shore
#

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

summer bramble
#

has nothing to do with your size in game?

abstract shore
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Nope. The avatar is a little over 6'6

tardy harbor
quasi mauve
#

im wondering

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I added shoes to this model and i was wondering how I can like connect the bones?

slate finch
slate finch
#

^anyway to fix

fading verge
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@urban quest apply scale and rotation in blender and set origin

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@slate finch open your bone inspector in blender and select the proper bone as the parent in edit mode

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Or rotate the bone

slate finch
#

it is connected to the wrong part of the bone

fading verge
#

@abstract shore have you tried using miximo

abstract shore
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@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.

urban quest
#

@fading verge I figured out how to fix my issues last night, but thank you!

fading verge
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@abstract shore pose mode

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I had a model that had the legs messed up in pose mode

abstract shore
crystal vector
#

@abstract shore Are there shapekeys moving the legs maybe?

abstract shore
#

@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.

crystal vector
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@abstract shore Maybe try to apply the transforms to the armature

slate finch
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@fading verge it keeps connecting to the wrong end of the bone even if i change the parent

abstract shore
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@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. ๐Ÿค”

noble jetty
#

My hands are fucked up, I've tried rigging, weight painting, bone rotating and the hands won't work.

#

should I restart?

fluid zodiac
#

I would

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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

noble jetty
#

oh

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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

fluid zodiac
#

did you completely configure the avatar definition in Unity?

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including finger proximal and intermediate

noble jetty
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do you mean the bone rigging or something else that I do not know of because I am a noob

fluid zodiac
#

this place

noble jetty
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yes, I completely configured it. @fluid zodiac

fluid zodiac
#

do you have a copy of motionbuilder?

#

unity and motionbuilder are like best buddies when it comes to animating/testing rigs

noble jetty
#

@fluid zodiac No.

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@fluid zodiac Does it cost money?

fluid zodiac
#

in motionbuilder, you can also retarget mocap files onto your rig using humanik and it will transfer to unity as an animation

finite forum
#

I did not know about this either, thanks

fluid zodiac
noble jetty
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@fluid zodiac I do not understand how or why I use this

fluid zodiac
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a benchmark