#avatar-rigging

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fluid zodiac
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is it unity or blender that has the problem?

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unity and motionbuilder usually yield the same results.

noble jetty
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unity

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@fluid zodiac

fluid zodiac
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are you sure?

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did you enforce t-pose?

noble jetty
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@fluid zodiac Yes.

fluid zodiac
noble jetty
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@fluid zodiac yes. multiple times. it is already weight painted.

fluid zodiac
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what does your bone hierarchy look like for the entire arm?

noble jetty
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@fluid zodiac

fluid zodiac
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did you leave all_left_fingers alone?

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I don't know about those bones

noble jetty
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@fluid zodiac What do you mean? As in not controlling anything for the body

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@fluid zodiac yeah, I don't know about "all_left_fingers" either. It was just there in the mmd.

fluid zodiac
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delete it?

noble jetty
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I would assume that is done in blender?

fluid zodiac
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try in unity first

noble jetty
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okay

fluid zodiac
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if those bones are sharing a weightmap with your fingers, you might need to do it in blender

noble jetty
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okay, I deleted the "all_left_fingers" bones in blender without accidentally deleting the model

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so now I will try putting it into unity

fluid zodiac
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im not sure how or if blender will recalculate the weights

noble jetty
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New type of cancer!

fluid zodiac
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yep

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those bones are problems

noble jetty
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oh

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when I put it in blind pose it looks perfectly normal

slate finch
fluid zodiac
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enforce t-pose

slate finch
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can i just rotate the arms?

fluid zodiac
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sure

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don't forget to hit apply

slate finch
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o ok

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ty

noble jetty
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I have no idea what to do at this point. I removed all unnecessary (to my knowledge) bones and it is weight painted already

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@fluid zodiac I want to die

fluid zodiac
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I know right

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it starts becoming an art at this point

slate finch
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is there a way to auto t-pose?

noble jetty
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yes.

fluid zodiac
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click the pose menu

noble jetty
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on the right click pose

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and click enforce t pose

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@fluid zodiac Should I give up

fluid zodiac
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no

slate finch
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omg im dumb XD ty

fluid zodiac
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you have bones to repaint or find a way to recalculate

slate finch
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@noble jetty never give up!!! giving up means u accept failure

noble jetty
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@slate finch but I did fail

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@fluid zodiac yeah, I can't find the wrist bone in my weight painting menu

fluid zodiac
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the mesh is your canvas

noble jetty
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oh, I am wearing a bob ross shirt right now

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Well I will work hard!

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... To find someone to help me do it

fluid zodiac
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after deleting the bones

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open weight painting

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paint any dark spots on the mesh around the finger bones

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it should at least significantly reduce the appearance of that mess

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it should literally look like cancer on the weightmap viewer

noble jetty
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@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

fluid zodiac
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I don't have experience with blender

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just maya and motionbuilder

slate finch
fluid zodiac
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dont use a jaw

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delet

noble jetty
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oh

fluid zodiac
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it's useless afaik

noble jetty
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really

slate finch
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ok

noble jetty
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My dad is going to play vrchat

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man am I excited

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@fluid zodiac should I create a vertex group for the wrists

fluid zodiac
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if that means binded, yes

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this is what the cancer should look like

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if you used maya

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just select the right bone for that dark spot, then paint over it

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but if it's really the wrists, then you gotta paint those

noble jetty
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uh

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I am using blender for the weight painting

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how big of a difference would using that other program make @fluid zodiac

fluid zodiac
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it's just another paintbrush

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im trying to figure out how weightpaints work in blender

noble jetty
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I KNEW IT!

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IT IS THE WRIST

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....now i just need to figure out how to weight paint the wrist...

fluid zodiac
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psst

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I hate blender

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the buttons are so tiny

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and for some reason, my weight painter is stuck on a bone

slate finch
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but in blender it is fine

noble jetty
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@slate finch I think that might be a 3d modelling thing

fluid zodiac
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@noble jetty ok, just right click the area around the wrist

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then start painting

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in blender weightpaint mode

slate finch
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@noble jetty how would i fix that

noble jetty
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@noble jetty When I right click a bone in weight paint mode it just goes back to object mode

fluid zodiac
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I might switch to blender for weightpainting lol

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now if I could figure out xray bones in weightpaint mode

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nvm, found the option under the armature object properties

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and also drawmode set to wire

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then you can see your bones through the mesh while you paint

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clicking bones from the scene hierarchy viewer doesn't work

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right-clicking on the bones inside your display port should keep you in weight paint mode

noble jetty
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right clicking on them on the right

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or on the screne?

fluid zodiac
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on the display port

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where you see your entire model+bones

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I don't know what it's called in blender

noble jetty
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yes, I get what you are talking about.

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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

fluid zodiac
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merge your vertex groups?

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shouldn't hurt anything, you are weight painting afterall

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in CATS, there's a join meshes tool

noble jetty
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@fluid zodiac I merged my meshes but it made no difference

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Hey it's exsgt!

opal aurora
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@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

fluid zodiac
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neat, im learning something new

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I just discovered that

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a bone needs to be in pose mode

opal aurora
fluid zodiac
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oh wow, it even creates the vertex group for you

noble jetty
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GOD DAMN IT ANoTHER TutorRIAl

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AhASHAHHAA

opal aurora
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Simple, straightforward

noble jetty
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wait what

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it creates the vertex group FOR you?

fluid zodiac
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dont click the add button in vertex groups

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yes

opal aurora
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Yep, any bone that you paint generates the apropriate vertex group with said weight information

noble jetty
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okay, so I am finally able to select bones while in weight paint

fluid zodiac
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you might need auto normalize to repaint the wrists?

noble jetty
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but my wrists are the only things that do not have vertex groups

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when I select them, it goes to my basis vertex group

opal aurora
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I'd advise on using auto normalize at all times, it's pretty useful

fluid zodiac
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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

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then paint away

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I like this tool better than maya's already

noble jetty
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YES!!!!

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I finally learned how to read!

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Okay, weight painting done

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@opal aurora I can't test out my weight painting in my pose mode because "cannot change pose when 'rest position is enabled'"

opal aurora
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On the row of icons under the hierarchy press the stick figure icon

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Select pose mode

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You need to have a bone or the armature selected for the icon to appear if i recall correctly

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Oh right that might've sounded confusing, the row of icons under the hierarchy window

noble jetty
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Yes!

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Oh my god @opal aurora It worked (I think)

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it used to be where if I rotated my wrists in pose mode my hands would become filled with cancer-aids

opal aurora
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That's good to hear

noble jetty
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but now the wrists worl

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I'm gonna put it into unity and hopefully I didn't get my hopes up for nothing.

opal aurora
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Make sure to set it back to rest pose before exporting, otherwise it'll export with the pose you gave it

noble jetty
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oh

fluid zodiac
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weightpainting is pretty wysiwyg

noble jetty
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I turned off pose mode

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I think it was in rest pose

opal aurora
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Then it should be fine

noble jetty
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HOLY SHIT

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GUYS

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THE HANDS DON'T HAVE CANCER AIDS ANYMORe

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I AM SO HAPPY HOLY ASS

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@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)

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which do I do

fluid zodiac
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inside your hair, ew

fluid zodiac
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test it out for us

noble jetty
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okay

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just confirming - put the avatar descriptor outside of the eyes, like I usually do

opal aurora
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Ye put it inbetween the eyes slightly inside the head

noble jetty
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oh ok

opal aurora
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I normally go for 0.04 some go for 0.03

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On the Z axis

noble jetty
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@opal aurora doing .306 gets me thishttps://imgur.com/a/P5Ns1J4

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is that shallow enough or not deep enough

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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

opal aurora
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Hmm... not sure, in general it's all about trial and error

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I found 0.04 to be the best for me

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But it may vary from person to person

noble jetty
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oh

opal aurora
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And definitively from model to model

noble jetty
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yes

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how do I add my visemes/lipsync

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I seem to remember there being a component or something

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@opal aurora

opal aurora
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It's in the descriptor

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Take a screenie of the descriptor (without the pipeline ID) i'm having a blank

noble jetty
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Oh I set up lip sync

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@opal aurora @fluid zodiac Alrighty, time to upload!

fluid zodiac
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goodluck!

noble jetty
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Thanks!

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I only just realized its poly count AFTER uploading

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is 15k bad?

opal aurora
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Nope

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19999 is the maximum ammount of pollies allowed by the sdk

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Not that any higher would cause any discernible issues whatsoever but that's how it was developed and destributed

noble jetty
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it finally works!

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the lip syncing doesn't (probably some weight thing) but the hands are mostly

opal aurora
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What kind of lipsync are you using?

noble jetty
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in unity>

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?

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like viseme blend shape or something

opal aurora
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Mhm

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If you're using visemes, don't forget to assign them to the correct locations

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When you first select viseme blend shape they'll all be blank

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Every single one of them must be placed on a slot properly

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aa to aa, ch to ch and sil to sil respectively, provided you used CATS to generate the shapes of course

noble jetty
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I did that

opal aurora
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Not sure why it doesn't work then sadly...

noble jetty
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yeah. my mouth is stuck open

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I think it might be the jaw bone

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with weight painting the jaw has the mouth

opal aurora
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Oh, if you use visemes you unassign the jaw bone

noble jetty
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@opal aurora The mouth works! I will remove jaw and reupload though

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turns out my mic was muted

lament shoal
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Does anyone know any tutorials that show how to use Fixed Join for placeable objects?

noble jetty
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@lament shoal what?

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@lament shoal you can place an object in the hierarchy (like inside of a finger) to have it move with your hand

lament shoal
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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?

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Like being able to spawn a drink can and place it on a table within the world

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with it being permanently stuck to my hand

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I heard you need to use fixed join for it, but I don't know how to use it for that purpose

noble jetty
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I don't think you can

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well, I don't know how

mighty sigil
fading verge
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not weight painted

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just weight paint that part to the ear bone

mighty sigil
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You make it sound so simple, haha. ๐Ÿ˜› 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

mighty sigil
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To cut a long story short: Through a lot of trial and error, I managed to figure it out and fix the issue, haha.

fading verge
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I hate weight painting

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I just chop up working limbs and merge weights

limpid scarab
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I did find weight painting bothersome at first but to be fair you get better at it as time passes by (like most things ๐Ÿ˜ƒ )

lethal plover
gritty nest
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@lethal plover the armature looks decent but I think there's a slight issue in hierarchy

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You'll want a hips bone that's connected to the spine and both legs

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Then an upper leg bone, lower leg, and then foot

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You seem to have an extra bone or something

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Remember that bones do not have to be connected

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They only have to be parented

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From the hips up, the bones should be Spine-Chest-Neck-Head

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With shoulders parented to chest

lethal plover
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So no upper chest?

gritty nest
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You can parent bones without connecting them, they will get those dotted lines. I see that a lot for legs and shoulders

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No upper chest if possible

lethal plover
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oh

gritty nest
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You can technically have those bones, but you'll have one unmapped spine bone

lethal plover
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Now i will need to reweight some mesh...

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Good thing I'm on holyday.

gritty nest
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Same, I just had my final test today.

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Now I can spend all of my time working on models and using them

lethal plover
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Oh dude, same.

noble jetty
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Can someone help me out?

safe bluff
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?

restive shale
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maybe]

noble jetty
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nvm

echo drift
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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.

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Is there some setting in unity that can mess up full body tracking? like scale IPD?

noble jetty
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Anyone know how to setup a scarf without dynamic bones?

fluid zodiac
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like, no deformation at all?

fading verge
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no he want to have some jiggle to it

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but without using dynamic bone

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since he cant buy it

fluid zodiac
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cloth

noble jetty
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I only have one mesh, unfortunately

fading verge
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make 2 mesh then

noble jetty
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@fading verge how do I do that

fading verge
noble jetty
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thanks

noble jetty
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@fading verge it says I need to separate by material and then join meshes but only have the cloth separated?

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I select the cloth vertex group but it just selects the whole mesh

jaunty schooner
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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 verge
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@fading vergety

jaunty schooner
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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

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suggestions?

jaunty schooner
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basically if I don't look at the verticy at the right angle and right zoom level, it doesn't get painted

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despite the brush size and strength

jaunty schooner
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Well, fixed it by hiding the big stuff and deleting some overlaping topology

subtle osprey
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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

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Then select all faces (A) or Linked Faces (L and holding the cursor over the relevant object)

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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.

fickle plover
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Pogo rig

uneven wind
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need help

fickle plover
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pole targets out front are knee roll, spastic ones in back are elbow roll

uneven wind
jaunty schooner
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@subtle osprey thank you for the tip, I'll save this for later

shy marsh
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does anyone know how to make it so i can have multiple avatars on and tracking the same gestures/movement?

gloomy pollen
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hey my model looks good in blender but when i export the fbx and bring it into unity its all grey

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i can manually assign each texture but ugh

crystal vector
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@gloomy pollen Import the textures before you import the fbx

gritty nest
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@shy marsh fixed joint everything to everything

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That is, put frozen rigid bodies on all of your bones

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And put fixed joints on all of the bones of the other models, and connect them to your own bones

sweet turret
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I still havent figured out how to get around the fact that disabling fixed joint game objects glitch out the positions

shy marsh
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@gritty nest alright thanks ๐Ÿ˜ƒ

gritty nest
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@sweet turret always have the joints active

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You don't have to show the meshes, just make sure the armature is always active

sweet turret
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But if theyre child of a prop i want to animate won't they be disabled by toggling the prop object?

subtle osprey
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@jaunty schooner anytime!

gritty nest
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@sweet turret yes

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You need to find a way so that it's always active

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For example, put the fixed joints on an always active parent

jaunty schooner
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When weight painting, is it possible to exclude vertex groups? Like make them unpaintable?

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I assumed hidden faces/verticies wouldn't be painted but I don't think thats true

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I just hid pretty much all of the model in edit mode and painted just the bow tie in weight paint mode

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but after unhiding the model again, its all over the place

jaunty schooner
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Getting good results with masking

idle sandal
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guys anyone ther

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i need help lol

fading verge
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just ask your question. it's pointless to just ask if somebody is here and if anyone can help

idle sandal
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ok so i try to open settings in unity (vrchatsdk settings) but it doesnt open so what do i do

wispy tiger
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Why is making mouth visemes the biggest pain by hand

fading verge
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reinstall the sdk i guess

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also why the fuck are you asking this in the rigging channel ?

wanton scroll
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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?

wispy tiger
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Sounds like a weight painting issue

wanton scroll
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okay, never worked with that before :S

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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.

jaunty schooner
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Is it possible to permanently change my character's mesh via the poser in blender? I need to create a T-Pose

late shale
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Yeah there's a new button in cats, something about applying pose as rest pose. You'll need to update to get it

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@jaunty schooner

jaunty schooner
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I'm probably doing it wrong, but the button is greyed out for me

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I've posed one of the bones, but it resets when I click stop pose mode in cats, whats the proper procedure?

crisp tendon
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Any idea why my idle animation gets crushed into a ball, but same animation is fine for movement ?

jaunty schooner
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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

orchid frost
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Could I borrow someone's time. I need someone to help me with rigging cause internet walkthroughs are not so effective for me.

solar ravine
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@fickle plover omg

eager hill
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Alot of my avatars have their hips thrust forwards when sitting down. Whats a common cause for this?

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is it just a case of lowering the hip/root bone?

crystal vector
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@eager hill Did you get the warning in Unity that your hip bone is rotated?

eager hill
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I always get "the angle between pelvis and thigh bones" warning not being 180 degress

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i had the same warning with the default blue man rig too

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(for avatars that sit correctly)

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the ones that are messing up are rigs from the game the character is from

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if i lean forward when sitting its fine, if i sit normally, the character leans back and the hip/crotch is up XD

gritty nest
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@eager hill do you have dynamic bone scripts on the hips themselves?

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Even if you have exclusions

ebon bear
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hey

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somebody help m,e?

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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
??

eager hill
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@gritty nest no dynamic bones on the hips

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(including exclusions with hip in them)

gritty nest
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Alright

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Because that can cause weird stuff to happen

random lotus
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ive learned something

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blender does a shit job for weights

fading verge
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im having an issue with the angle between the pelvis and thigh bones. Anybody know how to fix this?

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mine is stuck at 86.6

jaunty schooner
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Have you tried reposing the upper legs in blender?

silk holly
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I'm running into an issue with my arms that I have no idea where to start on

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It feels like they're too long on the model

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When I reach out in a T-Pose with my controllers, they are still bent at the elbow

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but if I reach straight up they're fine

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it's almost like she's not allowed to reach past a certain distance

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anyone know what I should be looking at here?

jaunty schooner
orchid frost
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can someone help me with rigging. when I set it up only a few verticals actually move with the pose.

jaunty schooner
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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

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stuck to the floor

orchid frost
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@jaunty schooner you talking about mine?

jaunty schooner
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nope

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might be a similar issue

orchid frost
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@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

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anyone able to explain why adding a armature to a model and adding weight paint 1 does not move the avatar in pose mode?

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cause I've tried in a couple different ways but they all offer the exact same result.

jaunty schooner
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i can try and help you later

jaunty schooner
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@orchid frost

ebon bear
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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
??

jaunty schooner
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Could my Y position not having effect related to the feet bones?
EDIT: Unassigned the feet in the human rig, no differnece

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@ebon bear take some screenshots

ebon bear
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ok wait

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click link

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there more image

bright veldt
ebon bear
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Where can I get help?

cosmic mica
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to make an avatar work with full body tracking, the spine and pelvis "must be at zero", what does that mean?

opal aurora
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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

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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

vestal dirge
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@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?

cosmic mica
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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.

vestal dirge
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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]

kindred thicket
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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

winged crater
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guys,

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i have a dino model and i want it to work with vr tracking

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indominus rex

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how would i keep it in its body layout and still use it fine

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i dont want it upright

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do i have to make a dummy skeleton?

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and bind those parts to it?

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or what?

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any help is appreciated

solid adder
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Probably your best bet

calm needle
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it shoudl be doable but expect to have some super tapping feet and probalby the body rotation around the head when you turn

serene oracle
#

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

calm needle
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for odd shapped eyes like that, a custom one is probably the best way to go about it

serene oracle
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So animation?

calm needle
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yeah

serene oracle
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Alright thanks ๐Ÿ˜ƒ

calm needle
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yeah, lots of ways it can be done

serene oracle
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Yeah, just new to this so trying to find the easiest way

calm needle
#

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 ๐Ÿ˜›

serene oracle
#

hm alright, ill look into it

echo drift
#

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?

cosmic mica
#

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

echo drift
#

ok

jaunty schooner
#

If my avatar in Unity has a position of 1 on the y axis (elevated), why is it stuck to the floor after uploading?

gritty nest
#

@jaunty schooner did you accidentally animate on your main model instead of a duplicate?

jaunty schooner
#

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

pulsar rain
#

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 itโ€™s something I wanna get good at

fallow lake
#

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

jaunty schooner
#

@pulsar rain how do you mean?

#

Is it possible that my dynamic bones are pulling down my mesh to the floor by gravity?

pulsar rain
#

gonna try using mixamo and remove the bones from the FBX wow model

crystal vector
#

@jaunty schooner Yeah, set force to something like - 0.01
Thats what I heard

jaunty schooner
#

@crystal vector when you say force, what are you referring to?

crystal vector
#

@jaunty schooner There is a force input field further down

jaunty schooner
#

ah

#

but that should only be necessary if I've changed the gravity values correct?

#

it seems like it would be tied to gravity

late shale
#

nah, don't do anything with gravity, just use force

jaunty schooner
#

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

jaunty schooner
#

@ivory radish you should probably lead with a written statement with what your problem is

ivory radish
#

idk y

jaunty schooner
#

the error messages should refresh once you fix the issues

ivory radish
#

what is the issue... .-.

#

all those bones already mapped

jaunty schooner
#

click on head, show us a screen cap of that as well

ivory radish
#

all mapped

jaunty schooner
#

looks right to me. I suggest using cat's blender plugin to translate the bones though

ivory radish
#

idk y it saying not mapped

#

do i need to map all fingers

jaunty schooner
#

you dont "have" to map any fingers

#

or toes

ivory radish
#

then wtf can u help fix

jaunty schooner
#

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
#

no

#

thats y am asking

#

am using newest sdk

jaunty schooner
#

I'll let someone else jump in and assist you, I don't know the answer

#

apologies

pale hull
#

@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.

ivory radish
#

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

pale hull
#

When it's correctly set up then the head and such will be recognized.

#

If not, restart unity.

ivory radish
#

oh i think ik whats wrong

#

it might be bc for some reason the names of bones are changed in the original

pulsar rain
serene oracle
#

Thereโ€™s 2 separate bones, chest and upper chest, itโ€™s strange, put whatever bone that was your upper chest into the normal chest slot, and keep upper chest empty @pulsar rain

pulsar rain
#

thank u

serene oracle
#

Np

naive tree
#

Any1 with a clue why legs would act as if they had bone rolls in full body? they go 90-180deg

restive shale
#

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

naive tree
#

true, i think they are too straight

#

and IK just doesn't know

restive shale
#

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

naive tree
#

oof, gonna have to upload couple of them and then ask some1 to help with test

limpid scarab
#

@naive tree You got full body now? ๐Ÿ˜ฎ

naive tree
#

nah

#

but i have a world and only 1 avatar breaks for full body

gritty nest
#

@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

naive tree
#

@gritty nest i fucking love you โค

gritty nest
#

Wait, it works?

ebon bear
#

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

naive tree
#

it should work, at least the arrows point forward now

#

i mean.. if it doesn't ill let youi know ๐Ÿ˜„

slate bobcat
#

About how far did you bend it forward @naive tree ? Because I had the same problem :P

gritty nest
#

Very slightly is all it takes

#

Remove full body biped script before upload though

slate bobcat
#

Don't have the IK Asset, unfortunately

#

But, I'll try some numbers

#

Think -10 will be enough?

fading verge
#

there is no magic number

#

you need to move the bone until it's good

#

he used final IK to know that

slate bobcat
#

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 >_>

warm coral
#

@gritty nest Where can I find Final IK actually? That'll be VERY useful to me when making Pokemon happen.

pale hull
warm coral
#

Alright, thanks. I'll grab that when I get back home

pale hull
#

It's around 80 euro, but if you got the money

warm coral
#

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

jaunty schooner
#

looks like a good product

jaunty schooner
#

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?

fading verge
#

yes

#

just make sure you organize it in a logical way so if you ever have to edit something you know what you did

jaunty schooner
#

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

late shale
#

What, using force?

#

It has to be really low like -0.0001

ivory radish
#

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

late shale
#

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_(ใƒ„)_/ยฏ

ivory radish
#

u mean

#

the Z for the viewing thing?

#

i put it where the guys eyes are

jaunty schooner
#

@late shale that value didnt work either

late shale
#

didn't work how?

jaunty schooner
#

didnt resolve the issue, seemed to bring the bones downwards

#

and static

cosmic mica
#

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?

late shale
#

@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

cosmic mica
#

will moving the armature mess up anything?

late shale
#

nope

cosmic mica
#

cool

#

ohhhh yeaaaah now i see it

#

its got bird feet that are a bit forward

#

i get it now! thank youuuu!

late shale
#

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.

cosmic mica
#

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.

late shale
#

what are the values of your descriptor?

winged crater
#

guys
has any of u managed to create a none humanoid model and allow hand tracking?

#

because i do not want it upright

#

dinosaur?

gritty nest
#

You will always have to rig it as humanoid

winged crater
#

only one that worked was general grevious

#

no dummy skeleton?

gritty nest
#

Oh, hmm

#

That's a good idea

#

You could make a completely fake humanoid armature

winged crater
#

i tried

gritty nest
#

Then put your generic rigged dinosaur under it

cosmic mica
#

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.

gritty nest
#

Put rigid bodies on the arms of the fake humanoid model

#

And put joints on the dinosaur arms

winged crater
#

?

#

still a beginner

gritty nest
#

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.

winged crater
#

ok?

#

ill need to research this...

gritty nest
#

And once you do that, the dinosaur arms will copy the movements of the fake humanoid ones

winged crater
#

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?

gritty nest
#

Because you merged them?

winged crater
#

yes

gritty nest
#

Merge armatures is meant for stuff like

winged crater
#

joined them

gritty nest
#

Merge armatures is meant for putting clothes from one model onto another

winged crater
#

ahh ok

gritty nest
#

And transfer the weights correctly

winged crater
#

thanks a lot man

jaunty schooner
#

for dynamic bones, I should be choosing the first bone for my root right? not the end?

gritty nest
#

Yeah

jagged badger
#

Is there any animation sets floating around to use with anthropomorphic characters?

jaunty schooner
#

free to download

#

when you download, there's an option to download with a mesh, you want to uncheck that

desert dune
#

Anybody know if it's possible to have 2 pair of arms move separately via gestures?

vestal hedge
#

Asset bundle upload failed

#

what should I do

ebon bear
#

hello someone help me?

neon quiver
#

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.

ebon bear
#

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?

naive tree
#

@ebon bear remake eyetracking, and be sure it's 1 mesh

ebon bear
#

@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?

naive tree
#

@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

lofty topaz
#

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?

Lightshot

Captured with Lightshot

pale hull
#

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.

lofty topaz
#

I'll try it... Thanks, Zarniwoop

pearl bone
#

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
#

Did you apply the different textures in Blender?

#

@pearl bone

pearl bone
#

@copper imp how do I do that? I used a PMx editor but it didn't work

copper imp
#

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

pearl bone
#

No they are one meshtogether

copper imp
#

You would need to seperate them first

pearl bone
#

I do that with the tris editor?

#

If so, how do I separate them?

copper imp
#

I am not sure how to do it in Blender, I am a Maya man myself

pearl bone
#

The only thing I can do right now is seperate the the eyes and drag one around. But that's it :/

gritty nest
#

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

echo drift
#

my guess is no

gritty nest
#

Yes

#

You mean like pupil dilation?

#

It depends on which part you need. But either way, it's definitely possible.

echo drift
#

well... more like deforming the sphere into non sphere shapes like, one's smaller than the other

gritty nest
#

Just make a shape key for that

#

Can reshape the mesh any way you want within that shape key

echo drift
#

hmmm... and it won't cause the eye to pop out?

#

the bad kind of pop out?

gritty nest
#

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.

echo drift
#

I figured. I wanted to make sure. Thanks @gritty nest

ebon bear
#

somebody help me?

#

pls help me T_T

cosmic mica
#

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?

ebon bear
#

In unity

#

That was working well

#

But not in vrchat

tardy harbor
orchid frost
#

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?

late shale
#

You might have your avatar descriptor too far forward. Try to put it right between the eyes.

ebon bear
#

somebody help me? pls

finite forum
#

did you set the right shape keys for eye tracking?

static tusk
rose shard
restive shale
#

Looks like that area of the mesh is painted to another bone

rose shard
#

hmmmmmmmmmmmmmmmmmmmm

#

It's not ๐Ÿ˜›

ebon bear
#

@finite forum yes

#

why my eyes wrong tracking??
it was work perfect inblender, in cats , in unity

restive shale
#

It's the only explanation I can think of

finite forum
#

that is weird

#

Did you check to see if the eyes are mapped correctly when rigging in unity?

late shale
#

@rose shard try selecting all the bones and hitting alt g and alt r

rose shard
#

how did this happen

#

why is one hand connected to another without weight paint?

restive shale
#

It is either parented

#

Or painted to hand or a child of hand

rose shard
#

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

bleak wasp
#

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

earnest brook
#

Did you try changing your height in the VRchat system menu?

bleak wasp
#

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

earnest brook
#

Does it happen when you enforce t-pose in the unity editor?

bleak wasp
#

hmm no i dont think so

earnest brook
#

clear the bone roll?

bleak wasp
#

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

earnest brook
#

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

bleak wasp
#

ya it works if you just select all and hit it

earnest brook
#

give that a go

#

I'm new to this so no idea if that's not it

bleak wasp
#

all good! I really appreciate it

#

Didn't work unfortunately

pseudo sedge
#

@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

bleak wasp
#

kk will do that now

#

Mm doesn't seem to have fixed it either

pseudo sedge
#

how it looks in game

bleak wasp
#

and i removed a bunch of the mesh to maek sure it looks okay without it on first

subtle moth
#

did you try to shorten the spine?

bleak wasp
#

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

subtle moth
#

try both directions

#

bottom up

#

and top down

#

really nice model though

bleak wasp
#

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

subtle moth
#

i just noticed

#

shes actually slightly leaning forward

bleak wasp
#

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?

subtle moth
#

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 ๐Ÿ˜›

pseudo sedge
#

is that Shimarin?

bleak wasp
#

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

subtle moth
#

da heck is a shawl

#

xD

#

does the ting have bones tho?

#

you could put cloth on there tororo

pseudo sedge
#

try to unmap or map Toe bones, try to move toe bones a bit down in blender maybe something will change /shrug

bleak wasp
#

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

subtle moth
#

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

bleak wasp
#

haha yeah ive used cloth components before

subtle moth
#

๐Ÿ˜›

bleak wasp
#

very nice but always haver weird stuff with it i think it will work in this case tho

subtle moth
#

They always glitch out for me ๐Ÿ˜„

bleak wasp
#

Same unless its like

#

a cloth hanging out of a pocket or like a flag or ribbons or something

subtle moth
#

havent tried those yet

#

i tried putting it on a dress, ended up flying towards the sunset for no apparent reason ๐Ÿ˜„

pseudo sedge
#

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

gritty nest
#

Cloth colliders aren't glitchy, you fly away when you forget to check Is Trigger

bleak wasp
#

ughh man one day ill figure out this stupid leg bending problem

ebon bear
#

somebody help me

#

my eyes wrong tracking
it was work perfect inblender, in cats , in unity
but in vrchat it was wrong

pseudo sedge
#

how it looks in game?

ebon bear
#

don't move

pseudo sedge
#

@ebon bear are you using visemes?

ebon bear
#

visemes? what is this?

pseudo sedge
#

@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

subtle moth
#

doesnt cats do the renaming and creation on its own?

pseudo sedge
#

yes givemeall do this

ebon bear
#

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.

ebon bear
#

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

fading verge
#

VRChat wonโ€™t 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 donโ€™t need any vertices skinned to them. They can be โ€œemptyโ€.
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 โ€œemptyโ€, but blender wonโ€™t export empty blendshapes.
3- The skinned mesh must be named โ€œBodyโ€.

ebon bear
#

all clear

#

My model meets all your requirements

gritty nest
#

@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

ebon bear
#

wait

gritty nest
#

Not the rigging tab

#

Your scene

ebon bear
#

ok

gritty nest
#

You have "end" bones for some reason

#

Merge those into their parents

ebon bear
#

Yes, I left this because it was not
Originally it was not exist

gritty nest
#

Did you accidentally add any Dynamic Bone scripts to the Hips?

ebon bear
#

no

viral stag
#

Is there no way to avoid shoulder slouching on avatars in VR? As opposed to it looking normal in Desktop mode

vocal pilot
#

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.

lime hill
late shale
#

You'd probably want the bones going the other way, perpendicular to the arms

lime hill
#

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

late shale
#

You'll want the meshes merged if they aren't already

lime hill
#

thanks

lime hill
#

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?

thorny sluice
#

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?

pseudo sedge
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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

sacred meadow
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im having problems rigging my avatar in unity.

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it says that my spine hierarchy is incorrect but idk whats not connected

pseudo sedge
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@sacred meadow make sure your Spine parented to Hips, UpperChest is unmapped, shoulders and neck parented to Chest and Chest in chest slot

sacred meadow
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ok

pearl bone
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Anyone know how I can transfer this FBX to blender?

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I keep getting an ACII FBX not supported

civic parrot
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ASCII FBX isn't supported. It needs to be a binary FBX file.

pseudo sedge
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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

ebon bear
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Somebody help me

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I have rigging issue

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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.

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I check
Hips - Chest - Spine - Chest - Neck - Head - LeftEye
And my mesh name is Body

gloomy pollen
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hey why is blender zooming in and out when i do alt+ctrl

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instead of radial painting?

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i cant figure it out

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man_shen you need to make sure the eyes are rigged in the head to that and not Eye_L and Eye_R

ebon bear
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I said LeftEye and RightEye

gloomy pollen
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in bone rigging?

ebon bear
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Yes

gloomy pollen
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eye_l and eye_r will still exist

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and can get auto mapped sometimes

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do you have multiple models in one project?

ebon bear
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I already delete and edit weight value

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And it was 1mesh

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1 model

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I try many ver
Delete old bone or not
I do not use new bone or not
Weight edit ...etc...

gloomy pollen
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i tried reloading the blender inputs but its not helping

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ctrl+alt+LMB just keeps zooming

crisp tendon
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Does the empty object trick for flying avatars also work on humanoids with a custom idle animation ?

calm needle
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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

crisp tendon
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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

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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

viral stag
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Are my bones not set up correctly or something?

crisp tendon
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Which bone is stretched ?

bright grail
viral stag
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nvm ill just redo it all... again

crisp tendon
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Ok, moving the model up in the humanoid config did not fix the issue

lofty topaz
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Which bones do I need to have in order to my character have full IK? Thumb, index and middle?

crisp tendon
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yep

lofty topaz
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Right, thanks

fringe citrus
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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

restive shale
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I wish I knew a fix for that issue

finite forum
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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

calm needle
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looks like potentially bone roll. Also was the sdk giving warning about bone parenting?

ebon bear
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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

fringe citrus
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@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

crisp tendon
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@fringe citrus You should apparently be able to reset it by toggling Mute All Players By Default

fringe citrus
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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

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I wonder if that would fix the same issue when you see other FBT players legs locked from the hip down

strange totem
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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)

subtle moth
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@strange totem did you decimate it?

strange totem
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Yes, I did

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@subtle moth Would that cause things to randomly start sticking out?

tough violet
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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?

subtle moth
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@strange totem unfortunately that sometimes happenens when decimating, yes

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because polygons might get dragged closer to eachother, resulting in a different position than originally

strange totem
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@subtle moth Well darn. Thanks. Time to give up / start over or something I guess. Guh.

subtle moth
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@strange totem you could load your fbx back into blender, and manually edit the clipping parts

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/ remove the skin thats covered by clothing anyway

strange totem
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@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.

fringe citrus
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@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.

strange totem
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@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.

lean lagoon
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When you want to rig but c4d puts random spots to like all the bones

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like why my software betray me

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weight painting is hell

subtle moth
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it is

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have it auto weighted

wary harness
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the guy in the video says CTRL + ALT + Left click but it just slides the camera for me

acoustic marlin
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anyone know how to rig a non humanoid model? i have a feeling im not doing this right

viral stag
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any tutorials for avoiding the sdk rigging stretching and deforming the bones when importing to unity?

indigo prawn
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can someone teach me how I can spawn an object with a gesture like rnr

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for example just a cube

thorny sluice
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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.

simple narwhal
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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

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then you just pair it with an emote in the CustomOverideEmpty animation controller

humble apex
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basically adding an "object.isactive" property to the animation

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same thing you do when adding sound to an emote

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for ex. my running animation has a clock ticking rapidly as its sound

cyan nexus
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Can someone link me a tutorial or pm me steps on how to rig emotes to the F2-F8 keys. Since Iโ€™m playing PC, itโ€™s quite difficult to quickly express emotes from the menu.

steady bobcat
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ok so uhh

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i assume it's with rigging since it leads to me to the rigging panel in unity

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but when i click on my avatar it only shows this

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never mind im 2 IQ sometimes

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i just had the panel locked

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forgive my brains

bronze ridge
lean lagoon
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@bronze ridge Too many spine bones

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this is my bone structure and it works perfectly

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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

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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

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because idk what's causing htat

bronze ridge
twilit plume
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You can use Cats Blender plugin for Source Engine avatars.

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@bronze ridge

bronze ridge
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Oh thanks, I'll give it a try

fading verge
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humans i need help

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i have a weightpainted right arm but no left
@ me if you know the solution

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how do i copy paste the right to become the left without the right arm controlling the left arm

crisp tendon
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@fading verge Please don't paste your message in many channels, one channel is often enough

random lotus
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soo i have a model from a game and the armature moves fine except for the hair

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but they seem to work in unity just fine with dynamic bones

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so i dont know if its just blender being wierd or something

tough violet
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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
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shape keys dont modify bones

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shape keys move the vertices of the mesh

tough violet
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@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.

simple narwhal
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seems like a weight painting issue

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ie the bones arent pulling on the verticies

tough violet
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That sounds like the right thing, but honestly, I have no idea how to correct that

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how do I bind specific bones to verticies?

simple narwhal
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i'll try and get a pic 1 sec

tough violet
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thanks!

simple narwhal
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i've never really bothered with weight painting but you should go into blender and choose the weight paint option when selecting your mesh

tough violet
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yup just tried it out around all the bones, lets see if that helps haha

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Thanks!

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ah no. same isue in unity

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issue*

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is there no specific way to tell a bone to bind to a vert?

simple narwhal
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apparently theres a way to automatically do it

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you just have to select all the bones then ctrl + p and select with automatic weights in blender

tough violet
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that just asks if I want to keep parenting or connect?

simple narwhal
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dunno what either of that means since i've never done weight painting before

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i'd just try both

tough violet
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No worries, thanks for the info!

ebon bear
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t

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hey somebody helpme?

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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?

crystal vector
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@ebon bear I think you can only have one mesh with working eye tracking

ebon bear
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no

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@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)

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Naturally, skin weight is no problem.

crystal vector
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Are the eye bones mapped?

ebon bear
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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

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I have to solve this now to create another avatar someday.

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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.

fading verge
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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?

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maybe they make their own visemes ?

ivory radish
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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

pseudo rune
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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?

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P.S I did apply the CATS full body track fix which didn't fix it either.

ivory radish
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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'

pseudo rune
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Where would I see this warning?

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Build and publish panel right? it gave me 0 errors

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just a headsup about polys

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unless there is another place I have to check then I wouldn't know.

ivory radish
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o

pseudo rune
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It all seems fine to me and I honestly don't know what else to do anymore

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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 :|

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Unless I'm overthinking it and not seeing it.

gritty nest
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@fading verge they make their visemes manually for those models

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Or maybe Morph3D has it built in

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The default lipsync that most models have is really just a blend of three different shape keys.

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But you can make all of them manually

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It actually makes quite a difference.

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Some MMD models have shape keys for individually posing the face, mouth, tongue, teeth, etc

fading verge
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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

ruby geode
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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 )

ivory radish
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what are you trying to make dynamic

ruby geode
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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.

ivory radish
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oh you probably might not want to use dynamic bones

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u can use cloth which is probably more realistic unless u just want it to be more stiff