#avatar-rigging
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@fluid zodiac Yes.
did you view that video in #animation ?
@fluid zodiac yes. multiple times. it is already weight painted.
what does your bone hierarchy look like for the entire arm?
@fluid zodiac What do you mean? As in not controlling anything for the body
@fluid zodiac yeah, I don't know about "all_left_fingers" either. It was just there in the mmd.
delete it?
I would assume that is done in blender?
try in unity first
okay
if those bones are sharing a weightmap with your fingers, you might need to do it in blender
okay, I deleted the "all_left_fingers" bones in blender without accidentally deleting the model
so now I will try putting it into unity
im not sure how or if blender will recalculate the weights
how do i fix this https://imgur.com/a/3lnSOHL
enforce t-pose
can i just rotate the arms?
I have no idea what to do at this point. I removed all unnecessary (to my knowledge) bones and it is weight painted already
@fluid zodiac I want to die
is there a way to auto t-pose?
yes.
click the pose menu
no
omg im dumb XD ty
you have bones to repaint or find a way to recalculate
@noble jetty never give up!!! giving up means u accept failure
@slate finch but I did fail
@fluid zodiac yeah, I can't find the wrist bone in my weight painting menu
This clip is from season 3, episode 5 "Distant Hills" All credit goes to Mr. Bob Ross. He doesn't make mistakes, he has happy accidents.
the mesh is your canvas
oh, I am wearing a bob ross shirt right now
Well I will work hard!
... To find someone to help me do it
after deleting the bones
open weight painting
paint any dark spots on the mesh around the finger bones
it should at least significantly reduce the appearance of that mess
it should literally look like cancer on the weightmap viewer
@fluid zodiac I am almost certain the problem is the wrist not having any weight painting. It isn't even in the vertex group menu
MP3 version now available! http://to.pbs.org/pbsremixed If you like this, support your local PBS station: http://www.pbs.org/donate Bob Ross remixed by Symph...
I don't have experience with blender
just maya and motionbuilder
the jaw bone for my model is part of the head bone is there a fix? https://imgur.com/a/huCSthK
oh
it's useless afaik
really
ok
My dad is going to play vrchat
man am I excited
@fluid zodiac should I create a vertex group for the wrists
if that means binded, yes
this is what the cancer should look like
if you used maya
just select the right bone for that dark spot, then paint over it
but if it's really the wrists, then you gotta paint those
uh
I am using blender for the weight painting
how big of a difference would using that other program make @fluid zodiac
it's just another paintbrush
im trying to figure out how weightpaints work in blender
I KNEW IT!
IT IS THE WRIST
....now i just need to figure out how to weight paint the wrist...
psst
I hate blender
the buttons are so tiny
and for some reason, my weight painter is stuck on a bone
in unity the models hand is now going through the glove https://imgur.com/a/Fod4r7B
but in blender it is fine
@slate finch I think that might be a 3d modelling thing
@noble jetty ok, just right click the area around the wrist
then start painting
in blender weightpaint mode
@noble jetty how would i fix that
@noble jetty When I right click a bone in weight paint mode it just goes back to object mode
I might switch to blender for weightpainting lol
now if I could figure out xray bones in weightpaint mode
nvm, found the option under the armature object properties
and also drawmode set to wire
then you can see your bones through the mesh while you paint
clicking bones from the scene hierarchy viewer doesn't work
right-clicking on the bones inside your display port should keep you in weight paint mode
on the display port
where you see your entire model+bones
I don't know what it's called in blender
yes, I get what you are talking about.
The thing is, you weight paint for certain vertex groups (with bones assigned to them) instead of actual bones and there are no wrist vertex groups
merge your vertex groups?
shouldn't hurt anything, you are weight painting afterall
in CATS, there's a join meshes tool
@noble jetty if when you right click a bone it doesn't select it individually, you're probably not on.pose mode, always stay in pose mode before trying to weight paint
neat, im learning something new
I just discovered that
a bone needs to be in pose mode
I recommend this tutorial https://youtu.be/Tl4qTgwQwYw
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
oh wow, it even creates the vertex group for you
Simple, straightforward
Yep, any bone that you paint generates the apropriate vertex group with said weight information
okay, so I am finally able to select bones while in weight paint
you might need auto normalize to repaint the wrists?
but my wrists are the only things that do not have vertex groups
when I select them, it goes to my basis vertex group
I'd advise on using auto normalize at all times, it's pretty useful
have your mesh in weight paint mode, have a bone in pose mode; then in weight paint mode, you can right click your mesh or directly on the bones themselves to select and/or create new vertex groups
then paint away
I like this tool better than maya's already
YES!!!!
I finally learned how to read!
Okay, weight painting done
@opal aurora I can't test out my weight painting in my pose mode because "cannot change pose when 'rest position is enabled'"
On the row of icons under the hierarchy press the stick figure icon
Select pose mode
You need to have a bone or the armature selected for the icon to appear if i recall correctly
Oh right that might've sounded confusing, the row of icons under the hierarchy window
Yes!
Oh my god @opal aurora It worked (I think)
it used to be where if I rotated my wrists in pose mode my hands would become filled with cancer-aids
That's good to hear
but now the wrists worl
I'm gonna put it into unity and hopefully I didn't get my hopes up for nothing.
Make sure to set it back to rest pose before exporting, otherwise it'll export with the pose you gave it
oh
weightpainting is pretty wysiwyg
Then it should be fine
HOLY SHIT
GUYS
THE HANDS DON'T HAVE CANCER AIDS ANYMORe
I AM SO HAPPY HOLY ASS
@opal aurora Btw, I saw in a video that you should put the avatar descriptor inside of the head (even though I thought you put it in front of the gap between the eyes)
which do I do
inside your hair, ew
test it out for us
okay
just confirming - put the avatar descriptor outside of the eyes, like I usually do
Ye put it inbetween the eyes slightly inside the head
oh ok
@opal aurora doing .306 gets me thishttps://imgur.com/a/P5Ns1J4
is that shallow enough or not deep enough
I want to apply the flat lit toon shader but I have used so many versions of proto man I can't find the correct materials
Hmm... not sure, in general it's all about trial and error
I found 0.04 to be the best for me
But it may vary from person to person
oh
And definitively from model to model
yes
how do I add my visemes/lipsync
I seem to remember there being a component or something
@opal aurora
It's in the descriptor
Take a screenie of the descriptor (without the pipeline ID) i'm having a blank
goodluck!
Nope
19999 is the maximum ammount of pollies allowed by the sdk
Not that any higher would cause any discernible issues whatsoever but that's how it was developed and destributed
it finally works!
the lip syncing doesn't (probably some weight thing) but the hands are mostly
What kind of lipsync are you using?
Mhm
If you're using visemes, don't forget to assign them to the correct locations
When you first select viseme blend shape they'll all be blank
Every single one of them must be placed on a slot properly
aa to aa, ch to ch and sil to sil respectively, provided you used CATS to generate the shapes of course
I did that
Not sure why it doesn't work then sadly...
yeah. my mouth is stuck open
I think it might be the jaw bone
with weight painting the jaw has the mouth
Oh, if you use visemes you unassign the jaw bone
@opal aurora The mouth works! I will remove jaw and reupload though
turns out my mic was muted
Does anyone know any tutorials that show how to use Fixed Join for placeable objects?
@lament shoal what?
@lament shoal you can place an object in the hierarchy (like inside of a finger) to have it move with your hand
I know how to equip and unequip objects that are stuck on the hands, but how do I equip objects and place them in the world?
Like being able to spawn a drink can and place it on a table within the world
with it being permanently stuck to my hand
I heard you need to use fixed join for it, but I don't know how to use it for that purpose
Not sure if this is the right category for this kind of thing, but I'm having bone rigging issues. For some reason there's a small section on each ear (exactly the same spot on each ear) that isn't attached to the bones...? What's going on? https://1drv.ms/u/s!AtrdRRdPIc9ckGmV9ojejN6nppAh
You make it sound so simple, haha. ๐ I can't make heads or tails of weight painting, especially since I'm new to avatar modding, and since most of the work was already done for me... I'll try to research it a bit more. Thanks
To cut a long story short: Through a lot of trial and error, I managed to figure it out and fix the issue, haha.
I did find weight painting bothersome at first but to be fair you get better at it as time passes by (like most things ๐ )
Is this a correct weighting? And is the armature even correct?
https://i.gyazo.com/7e3fa5796322fce6e7280886fb222af4.png
@lethal plover the armature looks decent but I think there's a slight issue in hierarchy
You'll want a hips bone that's connected to the spine and both legs
Then an upper leg bone, lower leg, and then foot
You seem to have an extra bone or something
Remember that bones do not have to be connected
They only have to be parented
From the hips up, the bones should be Spine-Chest-Neck-Head
With shoulders parented to chest
So no upper chest?
You can parent bones without connecting them, they will get those dotted lines. I see that a lot for legs and shoulders
No upper chest if possible
oh
You can technically have those bones, but you'll have one unmapped spine bone
Same, I just had my final test today.
Now I can spend all of my time working on models and using them
Oh dude, same.
Can someone help me out?
?
maybe]
nvm
Now, I've been trying to get my Gnarl avatar to work, I just up and converted the body in mixamo (after I remove all the bones), cats full body tracking fix, unity, and still the legs collapse inside the chest cavity. I have reason to believe some setting in unity is messing me up.
Is there some setting in unity that can mess up full body tracking? like scale IPD?
Anyone know how to setup a scarf without dynamic bones?
like, no deformation at all?
no he want to have some jiggle to it
but without using dynamic bone
since he cant buy it
cloth
I only have one mesh, unfortunately
make 2 mesh then
@fading verge how do I do that
extra notes: - this might not be the right choice for your model if the cloth is stylized in a physically unrealistic way - like dynamic bones, this is not a...
thanks
@fading verge it says I need to separate by material and then join meshes but only have the cloth separated?
I select the cloth vertex group but it just selects the whole mesh
So I imported an XPS model but the head and tails of the bones are not connected, but the rig still works in unity and VRChat. What is the benefit of bones being connected aside from being easier to manipulate?
@fading vergety
So I'm trying to weight paint the head of this character for my head bone, but when I manipulate the bone, it seems that some verticies aren't being painted
suggestions?
basically if I don't look at the verticy at the right angle and right zoom level, it doesn't get painted
despite the brush size and strength
Well, fixed it by hiding the big stuff and deleting some overlaping topology
Alternatively, what you can do when no topology can be deleted or for some reason you just want to set all values at once, is enabling Face Selection or Vertex Selection
Then select all faces (A) or Linked Faces (L and holding the cursor over the relevant object)
Then use Set Weight
https://gyazo.com/d960e5d951e8c84f2374ccf7edab34f2
Interestingly enough, there doesn't seem to be an option to turn off brush occlusion like in Texture Painting Mode, that would allow you to paint vertices through faces.
need help
pole targets out front are knee roll, spastic ones in back are elbow roll
Whenever i hit fix armature i get this error
https://gfycat.com/DiligentReflectingFish
@subtle osprey thank you for the tip, I'll save this for later
does anyone know how to make it so i can have multiple avatars on and tracking the same gestures/movement?
hey my model looks good in blender but when i export the fbx and bring it into unity its all grey
i can manually assign each texture but ugh
@gloomy pollen Import the textures before you import the fbx
@shy marsh fixed joint everything to everything
That is, put frozen rigid bodies on all of your bones
And put fixed joints on all of the bones of the other models, and connect them to your own bones
I still havent figured out how to get around the fact that disabling fixed joint game objects glitch out the positions
@gritty nest alright thanks ๐
@sweet turret always have the joints active
You don't have to show the meshes, just make sure the armature is always active
But if theyre child of a prop i want to animate won't they be disabled by toggling the prop object?
@jaunty schooner anytime!
@sweet turret yes
You need to find a way so that it's always active
For example, put the fixed joints on an always active parent
When weight painting, is it possible to exclude vertex groups? Like make them unpaintable?
I assumed hidden faces/verticies wouldn't be painted but I don't think thats true
I just hid pretty much all of the model in edit mode and painted just the bow tie in weight paint mode
but after unhiding the model again, its all over the place
Getting good results with masking
just ask your question. it's pointless to just ask if somebody is here and if anyone can help
ok so i try to open settings in unity (vrchatsdk settings) but it doesnt open so what do i do
Why is making mouth visemes the biggest pain by hand
reinstall the sdk i guess
also why the fuck are you asking this in the rigging channel ?
Hi, a friend made an avatar in mmd, everythink works fine there, but in vrchat the neck moves with the head and doesn't stay in place. I am new to this and this never happened before, any fix?
Sounds like a weight painting issue
okay, never worked with that before :S
in blender it works fine, when i rotate the head in pose mode, but when i rotate the neck it is what it looks like in vrchat.
Is it possible to permanently change my character's mesh via the poser in blender? I need to create a T-Pose
Yeah there's a new button in cats, something about applying pose as rest pose. You'll need to update to get it
@jaunty schooner
I'm probably doing it wrong, but the button is greyed out for me
I've posed one of the bones, but it resets when I click stop pose mode in cats, whats the proper procedure?
Any idea why my idle animation gets crushed into a ball, but same animation is fine for movement ?
A tip for fellow first time riggers like myself, make sure you can see the polygons of your mesh before you start making your bones
it makes it a pain to paint the weights when the bones aren't positioned in good places https://gyazo.com/3f2a274fd74465274286a28ff255cb37
Could I borrow someone's time. I need someone to help me with rigging cause internet walkthroughs are not so effective for me.
@fickle plover omg
Alot of my avatars have their hips thrust forwards when sitting down. Whats a common cause for this?
is it just a case of lowering the hip/root bone?
@eager hill Did you get the warning in Unity that your hip bone is rotated?
I always get "the angle between pelvis and thigh bones" warning not being 180 degress
i had the same warning with the default blue man rig too
(for avatars that sit correctly)
the ones that are messing up are rigs from the game the character is from
if i lean forward when sitting its fine, if i sit normally, the character leans back and the hip/crotch is up XD
@eager hill do you have dynamic bone scripts on the hips themselves?
Even if you have exclusions
hey
somebody help m,e?
I tried eye tracking using cats(blender plugin).
But it turns in a strange direction
What is the problem
Also, it rotates anyway even if it is in the wrong direction
But when I work it to unity, it does not rotate at all in nelnd shapes
What is the problem
??
im having an issue with the angle between the pelvis and thigh bones. Anybody know how to fix this?
mine is stuck at 86.6
Have you tried reposing the upper legs in blender?
I'm running into an issue with my arms that I have no idea where to start on
It feels like they're too long on the model
When I reach out in a T-Pose with my controllers, they are still bent at the elbow
but if I reach straight up they're fine
it's almost like she's not allowed to reach past a certain distance
anyone know what I should be looking at here?
When your bone placement is on point for weight painting ๐ https://gyazo.com/321503409eea9a1f2ab4cb75733919b7
can someone help me with rigging. when I set it up only a few verticals actually move with the pose.
not sure if this falls under rigging, but no matter how high I place my character in Unity, the position in-game doesn't change
stuck to the floor
@jaunty schooner you talking about mine?
@jaunty schooner I wish. I went back a few steps to try to figure out a issue I was having only to get more issues when I go to prev steps
anyone able to explain why adding a armature to a model and adding weight paint 1 does not move the avatar in pose mode?
cause I've tried in a couple different ways but they all offer the exact same result.
i can try and help you later
@orchid frost
heyhey
somebody help m,e?somebody hel
I tried eye tracking using cats(blender plugin).
But it turns in a strange direction
What is the problem
Also, it rotates anyway even if it is in the wrong direction
But when I work it to unity, it does not rotate at all in nelnd shapes
What is the problem
??
Could my Y position not having effect related to the feet bones?
EDIT: Unassigned the feet in the human rig, no differnece
@ebon bear take some screenshots
Idk what's up with the thumbs https://cdn.discordapp.com/attachments/211286604029886464/460257697397473301/unknown.png
Where can I get help?
to make an avatar work with full body tracking, the spine and pelvis "must be at zero", what does that mean?
To be honest i've got no clue whatsoever, every model is different in its own way but i guess they found a compromise by making the pelvis overlap the spine, causing the spine has lenght of 0 in unity, no idea of how that even remotely functions but that seems to be what they mean
Fbt should work just fine on a model without said pre-requisit however, provided your body's proportions and height are similiar enough to that of your model as far as i'm aware
@cosmic mica "must be at zero" is not a requirement of the VRCSDK and spine length of zero causes lots of issues. What are you referring to that is telling you this?
someone else told me it. I watched a tutorial and got it. the top of the leg/hips bones must align with the top of the pelvis bone.
Cool, yeah having a horizontal arrangement of pelvis and leg bone origins does help for a more stable rig for full body, and pointing the leg bones down and pelvis up is ideal. [The SDK recommends 180 degrees]
My legs are seemingly twisted inwards for some reason, and I haven't found a solution to this, using full body and it looks like this.
https://imgur.com/O7iVOie
Walking looks like this
https://imgur.com/883NsxL
I mean honestly the bones LOOK normal to me.
https://i.gyazo.com/773654ba4f010da654ad96cf159cd250.png
https://i.gyazo.com/74fd5916e4590b315711fa6e372f509a.png
guys,
i have a dino model and i want it to work with vr tracking
indominus rex
how would i keep it in its body layout and still use it fine
i dont want it upright
do i have to make a dummy skeleton?
and bind those parts to it?
or what?
any help is appreciated
Probably your best bet
it shoudl be doable but expect to have some super tapping feet and probalby the body rotation around the head when you turn
HEL
PLEASE
PLEASE
HELP
GUYS
noBODY?
reallly?
vrchat is broken
can smeoneo help me?
Hey everyone I have a question on eye blinking, this is my first time with shapekeys customly and was wondering how would I go about making goofy blink in a proper stance? should I use a custom animation so its fluid? Or is there a way to make the shape key follow a more direct path? as for currently it turns out like this https://gyazo.com/8111d6bebb1303b74b326e0709511475
for odd shapped eyes like that, a custom one is probably the best way to go about it
So animation?
yeah
Alright thanks ๐
yeah, lots of ways it can be done
Yeah, just new to this so trying to find the easiest way
depending on how you want to do it, it could be as simple as having the eyelid be a different mesh and it gets enabled for a split second to blink or you have mulfiple blendshapes that trigger to get a nicer looking blink, or actual bones in the eye lids. Many ways to do it ๐
hm alright, ill look into it
when I rotate the bones in blender, do I need to have it rotate correctly on the local x axis or is it a different one?
@cosmic mica is the top the 'head' of the bone?
huh?
doesnt matter in blender - unity corrects it anyways
as long as the head doesnt appear crooked you can move the bones with either local or global
ok
If my avatar in Unity has a position of 1 on the y axis (elevated), why is it stuck to the floor after uploading?
@jaunty schooner did you accidentally animate on your main model instead of a duplicate?
It currently doesn't have animations, just some dynamic bones
the hips, spine, chest and neck currently don't have weights painted. I highly doubt thats the cause though, as I have another (working) floating avatar that is the same
Also, my camera position is higher in-game than where its set in my avatar descriptor
Been having such a hard time figuring out how to name the bones to this FBX avatar but the guy who is even good with avatars have a hard time with it.. but itโs something I wanna get good at
Why when I set my eye bones and go to "Create Eye Tracking" does it create new eye bones down near his clavicles?
And they're also pointing straight up as opposed to forward
@pulsar rain how do you mean?
Is it possible that my dynamic bones are pulling down my mesh to the floor by gravity?
gonna try using mixamo and remove the bones from the FBX wow model
@jaunty schooner Yeah, set force to something like - 0.01
Thats what I heard
All my bones have these values https://gyazo.com/c008b0222b3c2a93cc36c5d02333331d
@crystal vector when you say force, what are you referring to?
@jaunty schooner There is a force input field further down
ah
but that should only be necessary if I've changed the gravity values correct?
it seems like it would be tied to gravity
nah, don't do anything with gravity, just use force
sorry, I meant that it seems like the force slider is tied to gravity, like a relationship of some sort
I uploaded with the changes, will test it tomorrow
@ivory radish you should probably lead with a written statement with what your problem is
idk y
the error messages should refresh once you fix the issues
click on head, show us a screen cap of that as well
looks right to me. I suggest using cat's blender plugin to translate the bones though
I'm not able to myself, I've had issues with bones showing red in this menu and not knowing why
it doesn't help that the bones are in chinese
just try publishing
will it let you?
@ivory radish Your model is not in a correct t-pose, as all those red bones and lines indicates. Click on "pose" on the lower right corner and "enforce t-pose". That'll let you have a correct humanoid setup.
that doesnt matter when i put it in tpose the rigs all broken and ive already fixed other ones and they worked fine w/o it
When it's correctly set up then the head and such will be recognized.
If not, restart unity.
oh i think ik whats wrong
it might be bc for some reason the names of bones are changed in the original
https://imgur.com/5mRdYK8 someone tells me to remove upper chest then this appears
Thereโs 2 separate bones, chest and upper chest, itโs strange, put whatever bone that was your upper chest into the normal chest slot, and keep upper chest empty @pulsar rain
thank u
Np
Any1 with a clue why legs would act as if they had bone rolls in full body? they go 90-180deg
I've had that issue a couple of times
you could try bending the knee in the rigging window in unity
to help the ik know which way it is meant to bend
it happens
sometimes it is nearly unfixable for me
usually there is some solution, but on one of my models I just can't fix it
it's a robot though so it is sort of passable
oof, gonna have to upload couple of them and then ask some1 to help with test
@naive tree You got full body now? ๐ฎ
@restive shale @naive tree actually, you should be bending the knee in your scene
Not the rigging tab
Just slightly
The Final IK guy covered it briefly in one of his introductory tutorials
Bending the knee in the rigging window won't do anything, it looks at how your model is in the scene
I usually just rotate the lower legs back slightly
If you happen to have Final IK, you can put a full body biped IK on the avatar and see which way it's gonna bend. Red squares on the elbows/knees means it doesn't know which way it should go
You'll see arrows pointing forward if you bend the knee a little
@gritty nest i fucking love you โค
Wait, it works?
I rigged and worked perfectly.
I fully identified the snow track in the cats.
Can I check it in Unity or VRCHAT?
I feel it is not moving.
But I do not know why
it should work, at least the arrows point forward now
i mean.. if it doesn't ill let youi know ๐
About how far did you bend it forward @naive tree ? Because I had the same problem :P
Don't have the IK Asset, unfortunately
But, I'll try some numbers
Think -10 will be enough?
there is no magic number
you need to move the bone until it's good
he used final IK to know that
Fair enough. I suppose I won't know until I test it
I just don't want to have to get into full body to find out >_>
@gritty nest Where can I find Final IK actually? That'll be VERY useful to me when making Pokemon happen.
Alright, thanks. I'll grab that when I get back home
It's around 80 euro, but if you got the money
Oh. Well if I somehow ever get that much. I'm still in college, so I don't think it'll happen any time soon
looks like a good product
does adding a dynamic bone to the bone itself in the armature have the same effect as adding the dynamic bone to the avatar itself?
yes
just make sure you organize it in a logical way so if you ever have to edit something you know what you did
I'm just not looking forward to having 10 dynamic bones in my inspector view XD
Yeah, I like it better this way for sure
just wish I could figure out why the avatar is sinking down in-game
@late shale your suggestion didn't resolve the issue, just made things worse XD
hey how do u
prevent the charcater from 'tiptoeing' when looking down
i want to keep toe bones mapped
do i need to do the 'leg bones need to be rotated 180 degrees' thing
You probably need to adjust the distance from center of your viewpoint
I think that would mean it's too far back, maybe
or it's too far forward, idk ยฏ_(ใ)_/ยฏ
@late shale that value didnt work either
didn't work how?
my viewpoint by avatar descriptor for some reason is VERY farr forward, almost 2 feet ahead of the dot. at this point i had to move the dot so far back its well behind my head. What is this? How do i fix it?
@jaunty schooner that's just because the value is still too high, I was just guessing
@cosmic mica set the dot to 0,0,0 and if it isn't already, move your armature to the dot so it's right between your heels
will moving the armature mess up anything?
nope
cool
ohhhh yeaaaah now i see it
its got bird feet that are a bit forward
i get it now! thank youuuu!
In that case, just directly beneath the head
ideally you want to be able to set the height and it would be right in the middle of the head, then go forward just a tiny bit so it's between the eyes.
unfortunatly that trick did not work
the viewpoint is still 2 feet ahead fo the face
it gets super awkward when someone gets close to you - to them they are standing in front of you, but to you they are literally at your face
im forced to move the viewpoint way too far back for this oddity.
what are the values of your descriptor?
guys
has any of u managed to create a none humanoid model and allow hand tracking?
because i do not want it upright
dinosaur?
You will always have to rig it as humanoid
i tried
Then put your generic rigged dinosaur under it
x:0 y:1.45 z: -0.04 The z axis is the one giving problems, no matter how far backwards i put it, the hand is still too far from the face. For this model in particular im judging by touching my nose. to my viewpoint my hand should kinda disappear out of eye range since its under my nose.
Put rigid bodies on the arms of the fake humanoid model
And put joints on the dinosaur arms
I can't really get any more specific than that. Put rigidbody components on each of the arm bones of the fake humanoid armature.
Put fixed joint components on the dinosaur arms, and connect them to the rigid bodies of the humanoid arms.
And once you do that, the dinosaur arms will copy the movements of the fake humanoid ones
same with feet? and head?
it managed to work a lil but it moves to far out of proportion
also when i merge armatures, why does one disappear?
Because you merged them?
yes
Merge armatures is meant for stuff like
joined them
Merge armatures is meant for putting clothes from one model onto another
ahh ok
And transfer the weights correctly
thanks a lot man
for dynamic bones, I should be choosing the first bone for my root right? not the end?
Yeah
Is there any animation sets floating around to use with anthropomorphic characters?
free to download
when you download, there's an option to download with a mesh, you want to uncheck that
Anybody know if it's possible to have 2 pair of arms move separately via gestures?
hello someone help me?
would someone be able to critic the rig of my model to see if there area i should improve on? if i gave the file? it to help improve my skills. pr should i make a video then past the link? exsample, arm bending proper. clipping area are ok or not. trying to make my model solid as possible. if need to use IK bone in area or not.
I have a problem with my eyes.
My eyes work perfectly in cats.
And also in Unity.
But in the game, it appears briefly and disappears in a flash.
I think it's the wrong move.
It's never a shader issue.
What should I fix?
@ebon bear remake eyetracking, and be sure it's 1 mesh
@naive tree So this time it moves.
But the eye is not in the desired position because it moves too far.
How do I fix it?
@ebon bear select everything (including armature) > ctrl+A> do it for rotation/location/scale
then remake eyetracking
change range in eyetracking to 0.15 - 0.2, if they clip eyewhite then u seperate the eyewhite, delete shapekeys from it and move/scale till eyes dont clip > rejoin meshes
http://prntscr.com/jznc02
Is there any quick way for Blender to divide this bone into three different bones without needing to re-weight paint?
I would've separated the tongue bone and tongue mesh into their own objects, selected the bone in edit mode and hit W and "subdivide" until I have three. Then deselect it, select the tongue mesh and then the bones and hit CTRL+P and automatic weight paint. Then all three bones should deform the tongue. After all that you just merge the mesh and bones back into the rest.
I'll try it... Thanks, Zarniwoop
I desperately need help on applying heterochromia eyes!!! @-@
I have a konko model, but for the life of me I CANNOT add heterochromia eyes to her because both of the eye ends share the same texture
@copper imp how do I do that? I used a PMx editor but it didn't work
Are the eyes both different meshes
Because I would just apply the different textures to the separate meshes, then combine them
Then you will have 2 material entries in UNity
No they are one meshtogether
You would need to seperate them first
I am not sure how to do it in Blender, I am a Maya man myself
The only thing I can do right now is seperate the the eyes and drag one around. But that's it :/
Create a new material
In the materials view, not the textures
Assign it the same eye texture
Select the eye verts and assign it the new material in edit mode
And you're done
Dumb question, is it possible to deform the shape of the eyes to give that cartoony effect like this? https://vignette.wikia.nocookie.net/p__/images/b/b5/Cloudy-meatballs-disneyscreencaps.com-2028.jpg/revision/latest?cb=20150630223233&path-prefix=protagonist
my guess is no
Yes
You mean like pupil dilation?
It depends on which part you need. But either way, it's definitely possible.
well... more like deforming the sphere into non sphere shapes like, one's smaller than the other
Just make a shape key for that
Can reshape the mesh any way you want within that shape key
No
I mean, it might be difficult with eye tracking
You'll need to make sure that eye tracking only affects the iris and pupil, rather than the whole eye.
I figured. I wanted to make sure. Thanks @gritty nest
does eye tracking even work anymore? i havent seen any models with it in a while.
you apply specified bones as the eye bones in the rigging slots in unity and it should be automatic from there, right?
Could anyone help me out? I need help on figuring this out. https://gyazo.com/efdfc1703e53968cf3af2bb3ca4e8d72 https://gyazo.com/baf082da8f6938769d134562346614b2
When I use vrchat to test the movement everything is currently working fine but my chr does not reach out as far as they can when I do. is there a way to fix that?
You might have your avatar descriptor too far forward. Try to put it right between the eyes.
somebody help me? pls
did you set the right shape keys for eye tracking?
https://puu.sh/AMEVd/eac6a0b101.png Does anyone know how to fix this?
https://i.imgur.com/cYlddkn.png Anyone know how to fix this?
Looks like that area of the mesh is painted to another bone
@finite forum yes
why my eyes wrong tracking??
it was work perfect inblender, in cats , in unity
It's the only explanation I can think of
that is weird
Did you check to see if the eyes are mapped correctly when rigging in unity?
@rose shard try selecting all the bones and hitting alt g and alt r
https://i.imgur.com/BjUo4jk.png didn't work
how did this happen
why is one hand connected to another without weight paint?
I checked the children,
so it's probably parented I guess
annnd that cant be right either,.
because they are parented to their lower arm bone
whyyy
Hi all! I have a character that I made my self I'm having a hard time making it look nice in game. The knees are always bent and my character is slouched over is fixing it just a matter of raising the hip bone in edit mode or
Did you try changing your height in the VRchat system menu?
Yeah im just testing in desktop mode to make sure it looks good there raising and lowering the height doesnt seem to do anything there
Does it happen when you enforce t-pose in the unity editor?
hmm no i dont think so
clear the bone roll?
yea looks fine in unity
haven't done that yet! could you give me a quick 1 2 3
that sounds like it would be it though
Just press alt+R with the bone selected in edit mode
can't remember if you can do it with all the bones selected to do all of them
ya it works if you just select all and hit it
@bleak wasp try to move your hips bone to the floor in blender, or a bit down
some models bends if theres no space between hips and spine, also make sure spine doesn't Connected to hips
how it looks in game
https://cdn.discordapp.com/attachments/438787344498294784/461500805527109633/unknown.png
https://cdn.discordapp.com/attachments/438787344498294784/461500634345111562/unknown.png
Ignore the holes plz haha I have like a long shawl over her
and i removed a bunch of the mesh to maek sure it looks okay without it on first
did you try to shorten the spine?
https://cdn.discordapp.com/attachments/447951479236591636/460779304104493067/unknown.png the shouldesr are in a weird spot too i thought maybe its because i sculpted at A pose instead of T so i moved the arms up in and set as rest position but still no dice
To shorten it should I just click the top part of the bone and shift it down?
i havea p big spine bone so ill give that a shot
haha thank you!! I really want to make it look nice in game it's my first model I've made so been quite the struggle
Like in the base mesh? I'll try maybe rotating her back in pose mode and setting as rest position and that might get it?
nah
her spine
slightly forward
not sure if that matters though
its not supposed to be like the line on the right
its supposed to be straight
freehanded ๐
is that Shimarin?
yea!
I wanna get this rigged i even have the tiling texture prepped for her shawl im gonna sauce it up a ton once I don't look like a monstrosity in game haha
da heck is a shawl
xD
does the ting have bones tho?
you could put cloth on there 
try to unmap or map Toe bones, try to move toe bones a bit down in blender maybe something will change /shrug
It's that thing that goes over the shoulders! ya it has bones i weighted it to the elbows and arms with cloth physics i dunno how it would react to that
hmm shortening spine bone up didnt seem to do anything
and gotta get prepped for work ughh
the unity cloth component works really nicely for long skirts and sheets of cloth like that
you use capsule colliders for collision
then if you raise your arm you actually raise the cloth
haha yeah ive used cloth components before
๐
very nice but always haver weird stuff with it i think it will work in this case tho
They always glitch out for me ๐
Same unless its like
a cloth hanging out of a pocket or like a flag or ribbons or something
havent tried those yet
i tried putting it on a dress, ended up flying towards the sunset for no apparent reason ๐
i like to keep is trigger unchecked, to fly over the map like a rocket while i jump
like you
also by putting Z to 0.000001 you can be glitchy and walk from the map on your screen
Cloth colliders aren't glitchy, you fly away when you forget to check Is Trigger
ughh man one day ill figure out this stupid leg bending problem
somebody help me
my eyes wrong tracking
it was work perfect inblender, in cats , in unity
but in vrchat it was wrong
how it looks in game?
don't move
@ebon bear are you using visemes?
visemes? what is this?
@ebon bear anims on talking, you can see this part of settings in Avatar descriptor, i'm not sure but if i remember proper eye tracking doesn't applying without visemes or /shrug also eye bones must be named properly as Left eye Right eye and be parented to Head bone
doesnt cats do the renaming and creation on its own?
yes givemeall do this
I used cats and (even also except for it) used the same name as the structure of the other models. It is also a perfect configuration
ย But it does not work.
i'm so tired everybody can not fix myavatar
My model's eye tracking does not work properly
Even the mmd files downloaded from the internet do not move eyes
What did I do wrong?
What I did.
mmd download -> blender -> cats plugin -> import -> fix model -> eye tracking setting(perfect) -> export -> import unity -> test (perfect) -> upload vrchat -> not move my eyes
I have confirmed that it is one mesh and confirmed its name as LeftEye / RightEye. It was a child of Head. What did I do wrong
VRChat wonโt enable eye tracking at all unless three requirements are met:
1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist!
Exact names are required, there can be no in-between bones.
The bones donโt need any vertices skinned to them. They can be โemptyโ.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be โemptyโ, but blender wonโt export empty blendshapes.
3- The skinned mesh must be named โBodyโ.
@ebon bear post a screenshot of your model hierarchy in unity
Expanded from the main model all the way down to the eyes
In your scene, not the rigging tab
Yes, I left this because it was not
Originally it was not exist
Did you accidentally add any Dynamic Bone scripts to the Hips?
no
Is there no way to avoid shoulder slouching on avatars in VR? As opposed to it looking normal in Desktop mode
For some reason when I go to upload an avatar to unity and I hit build & publish it just says future proofing your content then that message goes away and nothing happens.
https://cdn.discordapp.com/attachments/397089848122408961/461620055365386259/unknown.png https://cdn.discordapp.com/attachments/397089848122408961/461620306352668672/unknown.png ive got an avatar with large sleeves that have their own bones. ive spent a while trying to fix it and get the bones to move with the arms. bone parenting, weight mixing, im unfamiliar and tried my best but it just didnt work out how i wanted. does anyone know a simple way to fix this?
You'd probably want the bones going the other way, perpendicular to the arms
what if i remake the bones
or could i delete them completely
and merge the meshes
and weight paint it
ive never really weight painted but i can figure it out probably
You'll want the meshes merged if they aren't already
https://youtu.be/lWKw0v25KUY here's a quick video that goes over wight painting basics
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...
thanks
is this the only method?
because no matter how i do it
it always fucks up
@late shale any other ideas?
is there like automatic weight painting?
Can someone help me with rigging my avartar? I cant seem to rig it correctly. Then again, I am doing it for the first time using Mixamo. My current issue is that the avartar's wrists are halfway up the forearm and the fingers dont really bend at all. Is there a different way to rig a model that more customizeable or precise?
you can try to rig manually in Maya
https://www.youtube.com/watch?v=Ah-Jk7d30ks
https://www.youtube.com/watch?v=LaO3wNXADw8 )
or in blender, but thats bit harder i think
and mixamo not often rig fingers properly
im having problems rigging my avatar in unity.
it says that my spine hierarchy is incorrect but idk whats not connected
@sacred meadow make sure your Spine parented to Hips, UpperChest is unmapped, shoulders and neck parented to Chest and Chest in chest slot
ok
Anyone know how I can transfer this FBX to blender?
I keep getting an ACII FBX not supported
ASCII FBX isn't supported. It needs to be a binary FBX file.
you can convert ascii to binary with 3ds max, online converters aren't good as i know, or you can try to find ascii importer script for blender @pearl bone
Somebody help me
I have rigging issue
My model's eye tracking does not work properly
Even the mmd files downloaded from the internet do not move eyes What did I do wrong?
What I did. mmd download -> blender -> cats plugin -> import -> fix model -> eye tracking setting(perfect) -> export -> import unity -> test (perfect) -> upload vrchat -> not move my eyes I have confirmed that it is one mesh and confirmed its name as LeftEye / RightEye. It was a child of Head.
I check
Hips - Chest - Spine - Chest - Neck - Head - LeftEye
And my mesh name is Body
hey why is blender zooming in and out when i do alt+ctrl
instead of radial painting?
i cant figure it out
man_shen you need to make sure the eyes are rigged in the head to that and not Eye_L and Eye_R
I said LeftEye and RightEye
in bone rigging?
Yes
eye_l and eye_r will still exist
and can get auto mapped sometimes
do you have multiple models in one project?
I already delete and edit weight value
And it was 1mesh
1 model
I try many ver
Delete old bone or not
I do not use new bone or not
Weight edit ...etc...
i tried reloading the blender inputs but its not helping
ctrl+alt+LMB just keeps zooming
Does the empty object trick for flying avatars also work on humanoids with a custom idle animation ?
in theory, yes? although i know you have to do some extra steps lately due to the mirror update doing some wierd things to the collsiions
My issue is that the idle has to bring your model's head into the model's t-pose head Y position, so it shrink's the model on idle
I tried doing it with a gameobject, baking the Y position into pose, but that didn't work, so i'll try draggin my model up in the humanoid configuration ? Or i might need to edit the pose in blender
Can somebody please tell me why it's stretching my bones and breaking when in-game or using animations? https://i.imgur.com/XvkuV0a.png
Are my bones not set up correctly or something?
Which bone is stretched ?
Can anyone tell me why my avatars hair is no longer skinned to the head bone? Every other hair bone moves with the head bone but the top of it. I swapped hairs from one model to another using cats custom option btw.
https://gyazo.com/3f4a04b15aceec43b7db0fd377cab628
https://gyazo.com/21fd58277846b654ccf855610c65fcfd
nvm ill just redo it all... again
Ok, moving the model up in the humanoid config did not fix the issue
Which bones do I need to have in order to my character have full IK? Thumb, index and middle?
yep
Right, thanks
Does anyone know how to solve this issue with arm rotation? After asking others it seems to be client side for me, and they see it as normal. It happens in FBT after changing worlds. Redoing the T-pose upon arrival in the new world fixes it. https://i.imgur.com/6O5yfrO.jpg
I wish I knew a fix for that issue
sounds like unity might be having trouble trying to find what the normal values are, you might have to go into blender and rotate the bones a little so unity can see where everything is supposed to be
looks like potentially bone roll. Also was the sdk giving warning about bone parenting?
Somebody help me
I have rigging issue
My model's eye tracking does not work properly
Even the mmd files downloaded from the internet do not move eyes What did I do wrong?
What I did. mmd download -> blender -> cats plugin -> import -> fix model -> eye tracking setting(perfect) -> export -> import unity -> test (perfect) -> upload vrchat -> not move my eyes I have confirmed that it is one mesh and confirmed its name as LeftEye / RightEye. It was a child of Head.
I check
Hips - Chest - Spine - Chest - Neck - Head - LeftEye
And my mesh name is Body
@calm needle No warnings. The armature hierarchy is normal. All bone roll is set to 0. I suppose I'll start messing with bone roll and see if it changes anything
@fringe citrus You should apparently be able to reset it by toggling Mute All Players By Default
Oh, thanks! Yeah I've noticed when there's the occasional lag spike and reset all players FBT from client view that fixes it too
I wonder if that would fix the same issue when you see other FBT players legs locked from the hip down
So I have no idea what's going on and why it's clipping in the weirdest way. Like I can understand arms or legs clipping through when moving and rotating, but... I just don't know.
https://imgur.com/a/YeoeNjR (album)
@strange totem did you decimate it?
If I could get some help with a quick goof...
Alright, I'm pretty sure I missed a step, but I created all the bones, pathed them out to the model told them to parent, and when I get into unity I can see the bones moving in skeletal form, but not the actual models hand moving.... what did I forget to do in Blender?
@strange totem unfortunately that sometimes happenens when decimating, yes
because polygons might get dragged closer to eachother, resulting in a different position than originally
@subtle moth Well darn. Thanks. Time to give up / start over or something I guess. Guh.
@strange totem you could load your fbx back into blender, and manually edit the clipping parts
/ remove the skin thats covered by clothing anyway
@subtle moth I still have the blender file, so I've been trying. I edit stuff further in away from the clothes, and delete what I can. Much more and there's be really really obvious holes in the model.
I can't even seem to really track down which vertexes are suddenly deciding to go on an adventure once it's in VR chat since both in Blender and pre-upload Unity show it being fine.
@strange totem if you're getting holes appearing you might want to try doing "remove doubles" on your mesh. If you have overlapping but separate vertices they can look fine in blender and unity, but pull apart when the model moves. Be careful about removing doubles on the face though. Sometimes it causes the lips or teeth to stick together so might want to deselect that first.
@fringe citrus It's not so much the holes as it is once the model is in VRChat the boob suddenly sticks out through the clothes like 10cm.
When you want to rig but c4d puts random spots to like all the bones
like why my software betray me
weight painting is hell
Does anyone know how to weight paint like this? https://youtu.be/1Qa__hBkwxQ?t=9m2s
I haven't found a video with this particular method so I made my own. Also I'm calling it the Syncopated Booty Shake. Timestamps 0:00 Intro 1:04 Removing obs...
the guy in the video says CTRL + ALT + Left click but it just slides the camera for me
anyone know how to rig a non humanoid model? i have a feeling im not doing this right
any tutorials for avoiding the sdk rigging stretching and deforming the bones when importing to unity?
can someone teach me how I can spawn an object with a gesture like rnr
for example just a cube
Alright, I give up with trying to rig this model. I simply dont have enough knowledge or experience. Thanks for the help, guys, even if it didn't lead anywhere.
@indigo prawn https://www.youtube.com/watch?v=GkVJSd3Js8o
you essentially just need to add the object to where your models hand is, disable the object so it's invisible and then create an animation that enables that object again
then you just pair it with an emote in the CustomOverideEmpty animation controller
basically adding an "object.isactive" property to the animation
same thing you do when adding sound to an emote
for ex. my running animation has a clock ticking rapidly as its sound
Can someone link me a tutorial or pm me steps on how to rig emotes to the F2-F8 keys. Since Iโm playing PC, itโs quite difficult to quickly express emotes from the menu.
ok so uhh
i assume it's with rigging since it leads to me to the rigging panel in unity
but when i click on my avatar it only shows this
never mind im 2 IQ sometimes
i just had the panel locked
forgive my brains
Hey is there any chance I can get some help with the bone hierarchy for when you're uploading an avatar? I've been having troubles configuring the bones so that they work but it just hasn't been working out for me. The only thing that's worked is this - https://gyazo.com/3ed38d4579b27d4004ef5bb6cb6ab71f although it looks weird when I move around in vr and causes these errors - https://gyazo.com/e4b327ceaed8e49900d35860b04238be
@bronze ridge Too many spine bones
this is my bone structure and it works perfectly
If you don't want to go back though, you cna change which bone is in which area.
You see the circles next to the bone names?
if you click on that, you can choose which bone is the chest and stuff
Also, for the arm error, check if there are any bones between the lower arm and the hand. if not, then you're better of re-rigging it yourself instead of using the valve stuff
because idk what's causing htat
Yeah I tried doing that but all it did was cause errors with the neck and arms. This is what I did that caused it https://gyazo.com/78bba4029abeccc1ea3c1a818a10c421 maybe I just need to remove the spare bones in the spine? Or just go back into blender and fix up the skeleton
Oh thanks, I'll give it a try
humans i need help
i have a weightpainted right arm but no left
@ me if you know the solution
how do i copy paste the right to become the left without the right arm controlling the left arm
@fading verge Please don't paste your message in many channels, one channel is often enough
soo i have a model from a game and the armature moves fine except for the hair
http://prntscr.com/k108sa the hair bones dont seem to work at all
but they seem to work in unity just fine with dynamic bones
so i dont know if its just blender being wierd or something
I have existing bones in a model but whenever I modify the shape keys, the bones stay in the same position, what do I need to do to make the bones conform to the model?
@ivory radish I see, but whenever I export the fbx to unity and attempt to manipulate the model the bones move and the model stays in place.
That sounds like the right thing, but honestly, I have no idea how to correct that
how do I bind specific bones to verticies?
i'll try and get a pic 1 sec
thanks!
cant get a good model to show but this video should help https://www.youtube.com/watch?v=Tl4qTgwQwYw
Quick intro and guide to skinning/weight painting. this video is meant for those with a basic understanding of Blender
i've never really bothered with weight painting but you should go into blender and choose the weight paint option when selecting your mesh
yup just tried it out around all the bones, lets see if that helps haha
Thanks!
ah no. same isue in unity
issue*
is there no specific way to tell a bone to bind to a vert?
apparently theres a way to automatically do it
you just have to select all the bones then ctrl + p and select with automatic weights in blender
that just asks if I want to keep parenting or connect?
dunno what either of that means since i've never done weight painting before
i'd just try both
No worries, thanks for the info!
t
hey somebody helpme?
I can hardly understand my situation.
I am using the same bone.
It is clearly the same bone
However, Mesh 1 is eye tracking properly, Mesh 2's eye tracking was not doing
All meshes are named 'Body'.
Their weight values are the same
Only Mesh 2 has some mesh modifications (very few)
All meshes work perfectly in unity-humanoid testing
What's the problem with this?
@ebon bear I think you can only have one mesh with working eye tracking
no
@crystal vector
you misunderstood my words.
I have one bone, and there are two meshes that use it.
But I manage it separately.
My file is 'file with bone + mesh1 + mesh2.'(File0)
And the file with only bone + mesh1 (File1)
And the file with only bone + mesh2 (File2)
(All bones are the same. It is not another bone with the same value. It is really one bone.)
If I register File1 in this state, my eyes will move properly
But File2 does not work properly
This proves that my bone is no problem
I do not quite understand what my Mesh difference is.
All Mesh's name is 'Body'(It's not a copy, it's just one bone)
Naturally, skin weight is no problem.
Are the eye bones mapped?
The weight for the eye part was confirmed.
I did the same for the two meshes.
But one does not work
And I always do unity humanoid testing.
In the test, both meshes move the same
I have to solve this now to create another avatar someday.
The reason I configured this file was to see where my problem was.
When I can not fix this problem from bone fix, I doubted the flaw in the mesh,
Tests have shown that the differences in the meshes have created a difference in eye tracking
But I do not know the difference.
Community Manager Tupper gives an update on the 2018.2.2 update. 0:30 Favorite & Recent Worlds 01:32 Sync Video Stream 02:43 VRChat Home Kit 03:42 VRChat SDK...
Anyone know how he has such excellent lip sync. I have used CAT with similar model but havent achieved that good of lip sync, are they using somether method to achieve this?
maybe they make their own visemes ?
if youre good with symmetric mesh editing or there are plenty of face bones, making 3 base visemes and then using auto visemes shouldnt be too hard
I've stumbled upon a problem, I've been fully rigging a model, weight paint and everything, so far the model is as good as done, Animations work 100%, Desktop mode works 100% in VR Mode it works 100% but once I switch to Full Body Tracking I run into a issue, it seems that my upper legs are twisting around while the rest from the knee down to the feet is all fine.
I've been redoing a lot of things by now in blender but I can't get this to work and I'm kinda running out of options or possible things I could do to get it to work correctly.
Anyone here that has some advice/suggestions for me?
P.S I did apply the CATS full body track fix which didn't fix it either.
did you make sure that you fixed this warning 'leg and hip angles are not close to 180 degrees, will not work well with full body IK and tracking'
Where would I see this warning?
Build and publish panel right? it gave me 0 errors
just a headsup about polys
unless there is another place I have to check then I wouldn't know.
o
It all seems fine to me and I honestly don't know what else to do anymore
I've made the bones point straight down, move em back a bit, forward, redo a bit of weight painting, I'm running out of options to try :|
Unless I'm overthinking it and not seeing it.
@fading verge they make their visemes manually for those models
Or maybe Morph3D has it built in
The default lipsync that most models have is really just a blend of three different shape keys.
But you can make all of them manually
It actually makes quite a difference.
Some MMD models have shape keys for individually posing the face, mouth, tongue, teeth, etc
Hi Rokk..thanks for getting back to me. I have been using a fuse model that gets asigned blendshapes when up loaded to mixamo for rigging. Have tried to do it with CAT plugin and also manually tweeking but not with the same success. If anyone out there is using fuse / mixamo models and has really good lip sync technique, I will happily pay them to do on my model or to do a tutorial. It really does make such a difference when its done well. Thanks again Rokk
Hello, I'm currently attempting to add bones to a model to later set as dynamic bones - I'm using edit mode and the E key to add bones from the spine and after that I plan to weight paint them, but I generally have not the slightest clue as to how to properly add and align bones; am I doing this right according to the attached screenshot? ( https://i.imgur.com/b0cUWo0.png )
what are you trying to make dynamic
The new bones that I'm adding to the trenchcoat, I know how to make bones dynamic I'm just unsure when it comes to adding new bones and weight painting. I would just like to know if adding bones as I am is right or wrong.