#avatar-rigging

1 messages · Page 120 of 1

ruby geode
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Oh, alright - I've tried to use cloth once but it didn't work quite right (probably user error on my side), I'll see if I can get it to work again. Thanks!

ivory radish
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have u seen the tutorial

ruby geode
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Oh, no I haven't, I'll check it out - thank you once again!

humble apex
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I'm gonna try the cloth thing.

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I don't think you need to have bones in the mesh you're applying the cloth to right?

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Or least, you don't need to have bones linked to the vertex group that is the mesh, right?

ivory radish
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well u do

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cloth is cloth

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u need bones that can move the cloth around

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lol

humble apex
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Ok.

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I have bones in a tie I'm wanting to move around,

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So do I need the individual vertex groups still?

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That make that mesh move?

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Or do I just need the vertex group made to separate the mesh?

ivory radish
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what

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u dont need to do anything lol u just need a tie thats preferably not part of the mesh

humble apex
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You know how when you make bones, you assign vertex groups on the mesh so the bones move that part of the mesh, rigvht.

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Right*

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Do I still need those? Or is having the bones in the tie good enough?>

ivory radish
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of course you need 'vertex groups'

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how else u gonna move parts of the tie around if none of them are weighted

humble apex
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ok then one sec

simple narwhal
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dynamic bones

humble apex
ivory radish
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what

humble apex
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I'm having this issue with the tie when assigning vertex groups to the bones

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That's why im hesitant to use the cloth

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It doesn't move uniformly

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Some vertices are just

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Idk, stuck behind?

ivory radish
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have u seen the tutorial

humble apex
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The tutorial for what

ivory radish
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cloth

humble apex
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A tie is cloth.

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And I saw the tutorial.

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The problem is that, I think it will look like shit in unity if the mesh doesnt move uniformly with the bones.

ivory radish
humble apex
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I know, I watched it.

ivory radish
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look at this part in specific

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if its a tie then why do you need cloth

humble apex
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Because it's still technically cloth.

ivory radish
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cloth is usually for... cloth.. like shirts, skirts, etc etc

humble apex
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It would work with with it.

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Basically like dynamic bones on it but better I imagine.

ivory radish
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usually its better only with stuff like this

humble apex
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Ah.

ivory radish
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where its supposed to act like a single piece of cloth

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bc chains of bones wont have the correct physics

humble apex
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Well regardless even if I were to use dynamic bones on the tie as you can see the vertices are fucked.

simple narwhal
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ctrl + z spam

ivory radish
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weight painting is incorrect

simple narwhal
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if it was unfucked in the first place

humble apex
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I mean it was. I just made more bones for the tie since the bones only went halfway up the tie so I could make it move completely in unity.

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Then I assigned vertex groups for them.

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I uh

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I don't know how to weight paint tbh.

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I didn't know that was the issue.

ivory radish
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well its the most obvious answer

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to 'my bones are not deforming the mesh correctly'

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its almost always a weight painting issue

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because the vertices of the mesh are not being correctly deformed

humble apex
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Yeah.

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I'll look up a tut.

ivory radish
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for a tie, separating it, segmenting the bones, and using blender's auto-deform should already work

humble apex
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I mean i manually segmented them by just.

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Using E to extrude.

ivory radish
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no i said segmenting

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not extruding

humble apex
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..

humble apex
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You mean in the bendy bones collapsible?

ivory radish
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the Segments property

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they make it easier to bend and more smooth

humble apex
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Yeah I see the option.

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Idk like.

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What to do with it though.

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Like, is 2 segments enough?

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Idk.

ivory radish
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as many as needed

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like i said

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u can try using auto deform

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then when u change segments

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u can see how it bends

humble apex
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What is auto deform.

humble apex
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I just found it.

ivory radish
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etc

humble apex
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It's the mesh deform modifier right.

ivory radish
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no

humble apex
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???

ivory radish
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click the link

humble apex
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Oh my god, you were talking about automatic weighting?

ivory radish
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yes

humble apex
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Why did you not say that?

ivory radish
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i call it auto deform bc it sets up the deformation weights

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but it means same thing

humble apex
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So I just segment it as many times as I want

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Same for each bone I'm assuming

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Then do automatic weighting

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Then hope it works?

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Right?

ivory radish
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it should work after using auto weight

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or at least i think so

humble apex
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captain

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what the fuck happened

ivory radish
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rip

humble apex
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the mesh is fucking gigantic now

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LMAO

ivory radish
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its called u probably parented to the scene

humble apex
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nah

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well

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hold on

ivory radish
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lol

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: )

humble apex
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All I have selected is the armature and mesh.

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And it just gigantifies the mesh.

ivory radish
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yes but its not parented to the armature anymore is it

gritty nest
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Oh, did you unparent the mesh from armature?

ivory radish
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^^^^^^^

gritty nest
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You gotta "Clear parent and keep transformation" if you don't want it to be gigantic

ivory radish
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or u can just not take it out of the armature

gritty nest
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That too

ivory radish
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xd

humble apex
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It's still parented to armature.

gritty nest
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Oh, uh

ivory radish
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what did u do 2 it

humble apex
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I shift-selected armature and mesh, which is body, insi-

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Wait.

gritty nest
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Go back to where you were before it became gigantic

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And CTRL+A apply the transforms

humble apex
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The mesh was already parented to the armature.

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Is that why

ivory radish
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like it said in tutorial

humble apex
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Like it had been parented with auto-weights at some point in the past I'm guessing

ivory radish
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if u want cloth u separate cloth from mesh

humble apex
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im not doing cloth anymore friend

ivory radish
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o ok

humble apex
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im just getting the tie bones to work

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lmao

ivory radish
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then just select the bones from the tie

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select the mesh

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and put auto weight

humble apex
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ok

ivory radish
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instead

humble apex
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i cant

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if i select a bone in object mode it selects the whole armature

ivory radish
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do it like it says in the link lol

undone cave
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Ummm

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What the hell happened

ivory radish
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lmao

gritty nest
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Thicc outlines @undone cave

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Set the outlines lower on the material

undone cave
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Not sure where to change that though

ivory radish
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shader

gritty nest
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Select the model's materials, in the shader settings decrease the outline width

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This happens a lot with Cubed's for some reason

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I would like to say "use Noenoe", but Shader Forge has some awful outlines.

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So Cubed's does outlines better

humble apex
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Yeah I can't select individual bones in object mode since it's all part of an armature already, so I'm just gonna try what Rokk said with the ctrl+A before i parent

ivory radish
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at least theyre consistent

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thats a terrible idea

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it will break parts of the mesh that are rigged correctly

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or at least make them less correct

humble apex
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what, me?

ivory radish
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and that doesnt make sense bc like i showed u

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it says select them in pose mode

humble apex
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oh

ivory radish
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ur obviously using object mode

humble apex
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It just switched me back to object mode when I tried to select the mesh too

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._.

ivory radish
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u have to use

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shift select

humble apex
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I did.

ivory radish
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then u press W

humble apex
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Wait will automatic weighting create new vertex groups

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I already have ones assigned

ivory radish
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that doesnt matter

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vertex groups are just how bones affect the mesh

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theres a vertex group for every bone with weight on that mesh

humble apex
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Alright whatever I'm just going to do what I did before where the model became massive and scale it back down.

ivory radish
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its just going to remove weight for that area near the bones and replace with calculated

humble apex
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oh wait i cant

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if i try to scale the mesh it scales the skeleton too

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g r e a t.

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this is so stupid man, why can i not just use automatic weighting

ivory radish
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bc again

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it resets weights for everything

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and automatic weighting isnt perfect

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its not going to 100% make your model have perfect weighting

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so u would have to spend about 10x as much time fixing all the weights

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than u would just re-weighting the tie

humble apex
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but its not letting me reweight the tie

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when i select the bones in pose mode then try to select the mesh with shift-click it puts me in object mode

ivory radish
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who cares did u not see instruction

humble apex
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which one

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you posted like 3

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the wikibooks?

ivory radish
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look

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u use weight paint mode upon selecting mesh

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then u select armature with pose mode

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and select the tie bones

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then u shift select the mesh

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then u press W

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.-.

humble apex
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you didnt mention weight paint mode which i still havent seen how to use

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google time

ivory radish
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u dont need to use it

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omg literally just follow directions

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and u will assign automatic weights

humble apex
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what do you do in the W menu

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It doesnt give me the option to assign automatically

ivory radish
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did u not do what i said

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select mesh in weight paint mode (not object mode)

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then select the bones u want in pose mode

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then shift select the mesh

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and press W

humble apex
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welp

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found weight paint mode

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the issue is pretty clear

undone cave
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Just wondering how do I move legs closer together

humble apex
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this has only made the issue worse

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it's not the literal legs, it's the bones in the mesh

undone cave
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Oh

humble apex
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youd need to edit it in something like blender

undone cave
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Thanks @humble apex

humble apex
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yeet

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yeah using the method you gave me didnt work at all wunder

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made things worse actually

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and now i cant select bones in weight paint mode

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fun

ivory radish
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what lol

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u did it wrong

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u select all the tie bones in pose mode, shift select the mesh (while in weight paint mode), assign auto weights, and it should make ur tie work

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worked for all ym other ties

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besides thats not even how a tie works just try rotating it

humble apex
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like this?

ivory radish
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ye

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then try rotating

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also on jiggle bones u want to use gravity and make sure u have colliders for chest and stuff

humble apex
ivory radish
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that way it collides with ur body and falls down when ur doing stuff like bending over

humble apex
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i know how to set dynamic bones with colliders in unity

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ye

ivory radish
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etc

humble apex
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wait

ivory radish
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now brb

humble apex
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gravity?

mystic badge
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Gravity

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Who gives a crap about gravity

humble apex
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You mean setting gravity in unity?

ivory radish
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u dont want the tie to stay put when u tilt sideways

humble apex
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With the dynamic bones component?

ivory radish
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no of the jiggle bone

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yes

mystic badge
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Just make the model 🅱oneless

ivory radish
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u want it to point down so u use negative gravity

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k brb

humble apex
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.. in unity? or in blender?

ivory radish
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did u not read

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no of the jiggle bone

humble apex
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you said "no of the jiggle bone" then "yes"

ivory radish
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`With the dynamic bones component?

yes`

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bc 'unity gravity component' != dynamic bones gravity component

humble apex
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fair enough

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ok, thank you.

ivory radish
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me brb now

humble apex
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bruh

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i cant weight paint this one bone in the tie that is causing the problem

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it just wont let me

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or rather the vertex group

earnest brook
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Is it a different object than the rest of the mesh?

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If so you have to select it in weight paint mode by right-clicking it

humble apex
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I did.

main sage
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there a way to seperate the mesh in Blender by Vertex Groups?

hard solar
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yep

mystic badge
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Ok, question

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How do I give this a humanoid skeleton?

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I can imagine that the head would be the turret?

hard solar
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give it a fake skeleton

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have the bones weight painted to nothing

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i guess expect the head

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but idk how thats gonna turn out when you look up

mystic badge
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Haha no idea

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You think it's possible to have the turret turn but have the gun elevate?

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Maybe have the turret as eyes?

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🤔

cyan adder
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@mystic badge shapekeys

mystic badge
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Shapekeys

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Alright

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I'll look them up in a bit

odd plume
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How do i add dynamic bones

humble apex
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buy it

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or find somebody who has it and who will give it out illegally(?)

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i think it's illegal

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idk

odd plume
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Damn, how much is it?

humble apex
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uhhhh

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16 bucks on asset store.

odd plume
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I may just have to find someone who has a download for it because I cant buy it right now

mystic badge
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20 dollars

silk holly
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I'm confused because the bone sizes were never changed

mystic badge
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Does it still work normal?

silk holly
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not at all

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somehow some of them got inverted it seems

mystic badge
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Maybe you need to go back and redo the bones?

silk holly
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I think I've pretty much found it

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the leg bones were upside down

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but pointing the right way

mystic badge
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The hell?

silk holly
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I had to actually invert and then rotate

mystic badge
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Aw shit

silk holly
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I merged three different armatures together

mystic badge
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Well, there you go

silk holly
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now it looks like I just have some weighting to fix

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cus one side of her skirt's retarded

wanton dove
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so how come whenever i try to remove the weight from something that was weighted wrong, it never accepts the change

ebon bear
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somebody know Blender import Biped(3dmax)

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?

ebon bear
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ok ..
If there is no rigging at all, what should I rig?

ebon bear
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somebody help me

I want to rigging with 3dmax.
But at the same time I want to edit it as cats
(I do not want this, but others who use my model want it)
Is this possible?
When I rig in 3dmax and move it through fbx, cats gets an error

stiff skiff
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What 3dmax do tho.. just askin' XD

shrewd iron
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I have a problem with my avatar, when I look straight down or straight up my head covers my view. I've tried every possible position of putting the avatar descriptor but it never gets rid of it. How do I fix that?

mystic badge
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Alright

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So

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how do i rig this?

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it says i dont have enough bones

ivory radish
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well duh

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thats not a person

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u can either make an invisible person (and have 0 animation other than turret) or u can use generic avatars and then add animations to the controller

mystic badge
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How do i do that lmao?

ivory radish
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how do u do what

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those r 2 different things

mystic badge
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how do i insert an invisible person

ivory radish
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u join the bones but its a pretty bad idea

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the turret again follows head so it could look at the floor and disconnect from the top part (usually) and again u wont have any animation whatsoever on it

mystic badge
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give me a basic model

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i cant find one for the life of me

ivory radish
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of

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u can literally just import like a mixamo t-pose skeleton or smtg

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and again its gonna look pretty bad when looking up and down and its going to be really stiff

mystic badge
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how do i move a whole model in blender?

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like, all together?

ivory radish
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u move the armature

mystic badge
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Alright

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i think im getting somewhere

mystic badge
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fugg dude

unique mesa
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Hmmm so its my first time rigging a model and i have a slight problem. When i try to Armature with automatic weights it rescales my mesh to a giant size x.x

wanton dove
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So what do i do if blender wont let me edit weights

wintry mesa
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When the body clips through clothes, is that fixed by parenting the clothing itself to a bone, or weight painting? Sorry if my verbiage is off, im kinda new to this

open hull
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it's a weight painting thing @wintry mesa

fading verge
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@unique mesa make sure to apply rotation scale location before joining your mesh with your amature

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on both the mesh and the armature

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ctrl a is the shortcut to bring up the menu

unique mesa
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@fading verge Alright! Gonna try that ^^

main sage
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ech

fading verge
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Question real quick attaching new hands to a model what do I do for parenting?

bright veldt
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Why do some animations on the face pulsate when you're trying to make a face in vrc? I tried making a cute smile with the eyes closed but it has this twitching look to it

light kindle
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2nd frames value isnt the same as the 1st probably (shinoa)

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shoulder>upperarm>lowerarm>wrist>fingers (upperarm might just be arm and lowerarm is elbow, havent used cats in a while) (lagoon)

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most rig names dont matter (excluding hips spine chest neck head lefteye/righteye for eyetracking)

silk zenith
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Hello hi

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First time rigging a model, don't think that's normal

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Can someone please hemp me make it look normaler

lucid orbit
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@sweet beacon Look in #tutorials for the Merging Multiple Models ones.

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@silk zenith You probably want #avatars-mmd but those are facial emotes. Use Cubed's Flat Lit Toon Shader on that model and try setting those emotes to Fade mode. If that doesn't help, odds are you're going to need to go into Blender and remove them yourself.

silk zenith
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Kinda worked

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I do get pupils ingame yeah? I forget

lucid orbit
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@silk zenith Looks like there's still more emotes. Keep in mind sometimes they need to be set in Cutout. It matters on the emote. It's why a lot of people just get rid of those until they become more comfortable with both Blender and Unity.

silk zenith
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Got it, ty

steep horizon
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would I have to use the CATS "custom model creation" if I want to take the hair+bones from 1 model and attach it to another?

unique frigate
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not necessarily but it definitely is the recommended route

gritty nest
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@steep horizon yeah, that would be the best option

carmine cloud
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I need some help with rigging my avatar

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it says the spine heirarchy is missing elements and ive looked it up and nothing is working

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are shoulders required

simple narwhal
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did you check the models bone map

carmine cloud
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im dumb so how would i do that

simple narwhal
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click on the model and at the top of inspector it says select

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hit that and then configure

carmine cloud
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if that came off rude i didnt mean it lol

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okay

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oh yeah i checked that

simple narwhal
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everything in solid green is what you need

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the dotted is optional stuff

carmine cloud
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I have everything in the right place

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everything in solid green is filled

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upper chest is empty

simple narwhal
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alright and in the bone armature it has to go hips > spine > chest > head and shoulders

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it will go in order as the list descends

carmine cloud
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what about neck

simple narwhal
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yeah neck instead of head*

carmine cloud
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k

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Everything seems right

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unity is beating me to death

simple narwhal
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does it all match up with the bone map

carmine cloud
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i believe so

simple narwhal
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whats the error say completely

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it should say what bones are unmapped

carmine cloud
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yeah the bones unmapped are pelvis, spine, chest, neck , and shoulders

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aparrently unmapped

simple narwhal
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could you post an image of what the model looks like in bone map view

carmine cloud
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yeah

simple narwhal
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any grey bones on the model are unmapped

carmine cloud
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i dont have pic permissions though

simple narwhal
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just create a new discord, paste the picture then copy the link and post it here

carmine cloud
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k

simple narwhal
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you can pm it to me too

carmine cloud
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ill pm it

lean lagoon
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So this happened today

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I just finished rigging a new model, and went to export it as an fbx like I always do

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it made unity, and any other application crash while trying to load it (tried maya, c4d, unity)

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Apparently it was because I exported using the 2016 fbx version, like I usually do

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the 2011 wouldn't export blendshapes

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so the 2010 version worked fine

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to anyone struggling with smth like this, change up the fbx version on export

wanton dove
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so i forgot, which should be the hip selection in unity for the hip bone if two are in the same place

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the one that controls the whole upper body?

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or the one that rotates the whole body?

pulsar rain
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when a model is laying on the side like T pose flat on the side then straight up and down how do i rotate it to fix that?

magic lotus
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Ok so I’m having the same issue that @carmine cloud was having, did that ever get solved and if so then how?

carmine cloud
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Nope

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all solutions didnt work for me

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:C

magic lotus
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Man this is aggravating me, I really want this avatar but after i did something to try and fix it, it was just a t pose model in game

elder crescent
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@wanton dove i believe hips should be the root bone or in other words the highest bone in the hierarchy of the armature

wanton dove
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Ok

uneven wind
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Could someone help me rig a model? And no maximo will not work here.

brave basin
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This will tell you how rig a model in blender

uneven wind
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eh...

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I know how to

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I was asking if someone could do it for me cos i suck at it, and model is a bit complex

fading verge
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so what do you pay?

simple narwhal
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vrc traders does commissions too

inland dagger
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Questions for any rigging wizards. When I port an FBX from Blender to Unity and go to rig it, there is a large bone at the top of the hierarchy called "Armature". It's not the armature as a whole, but a specific bone on the ground between the legs of the character. This character's bone structure is unusual, and this "Armature" bone connects to the spine going up, while from the hips down is a completely different bone set. I suppose I have two questions, then.

1: How can I get rid of this "Armature" bone that doesn't seem to relate to any physical part of the model?
2: How can I link the spine bone to the actual hip bone on the other bone set?

fading verge
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blender click the armature go into edit mode delete the root bone

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pls post a pic of the armature preferable in blender with octahedral look

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your hierarchy should be hips as the root of all other bones that means a bone at the point were the hips meet the spine.

inland dagger
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Thanks a bunch for the response, but as it turns out, I was able to consolidate the two bone sets by adding a new bone in Blender near the pelvis and setting it as the parent to both root bones of the other two sets. This, for some reason, got rid of the fabricated "Armature" bone that was only appearing in Unity. I don't know why I didn't try this before...

high stream
crystal vector
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@high stream Maybe the rotation is locked or something

high stream
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hmm i don't think so.

crystal vector
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@high stream Try to deactivate the button with the three dots and the left and right arrows

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In the bottom left, where you can select the pose mode

high stream
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thank you kindly tips hat

crystal vector
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@high stream Did that work?

high stream
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yes

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it sure did

crystal vector
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Oh nice

high stream
carmine cloud
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Ive fixed my problem with the spine heirarchy having missing elements

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i needed shoulder bones

fading verge
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Hey guys. How do i make it so skirt bones recognize left and right leg bone colliders? I get in game and they just go straight through

vestal grail
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So I'm trying to figure out how to move the VRCCam around? I've moved the normal camera around thinking that'd be it but I can't seem to figure it out.

simple narwhal
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vrc cam only appears when uploading so change to scene view when uploading and then you can move the vrc cam around

vestal grail
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there a specific set of buttons, or does it appear in the GameObject menu when uploading?

simple narwhal
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its in the hierarchy

vestal grail
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ah, gotcha. Thanks dude

stark bronze
inland dagger
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Are you referring to the large bone at the base of the avatar?

stark bronze
inland dagger
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Right or wrong, that's thereabouts what mine looks like. Mine works, so give that a shot.

sinful sundial
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@ivory radish let's chat here

#

the walking animation is a humanoid one indeed, and the non-muscle bones even move in unity when I change the mask settings

#

but VRchat has some weird mask settings that doesn't allow them to move regardless

vestal dirge
#

It's the override system in Unity-- it preserves the initial animations mask

sinful sundial
#

oh?

ivory radish
#

ya but again use generic avatars if you are not making a bipedal

sinful sundial
#

yeah, but he's got humanoid arms and I wanna use em 😦

ivory radish
#

typically thats the best solution

#

thats what we were requesting

sinful sundial
#

and generic avatars sadly come with their own issues, like the descriptor and emotes

ivory radish
#

tracking and gestures and all that stuff for generic avatars

sinful sundial
#

ah, interesting!

#

I definitely support that

vestal dirge
#

I think exported tracking points for use with a generic rig is what the advanced users want.

ivory radish
#

as well as gestures and whatever

vestal dirge
#

Yeah. The current system is designed to track an animated human without too much fuss.

ivory radish
#

oh also

#

sitting parameter

#

i cant frikkin sit down with generic avatars

#

xd

#

so i need a sitting param so i can play sit animation and sit on things

sinful sundial
#

I just want the descriptor to accept the Z coordinate 😦

vestal dirge
#

Yeah, actually that's the easy thing that needs to get done first, lol.

ivory radish
#

u can just put root on top of seat

#

im pretty sure everyone with generic uses ground sit animations if not they can just move it down so they sit at 0,0,0

vestal dirge
#

Combine the sitting controller into standing as a blend tree

ivory radish
#

u dont need to use a blend tree

#

u could branch it from the locomotion blend tree

#

[locomotion]->cut off at transition->sit->cut off at transition->[locomotion]

#

u could use this to use sit-in and sit-out animations too like my jump-in jump-out

vestal dirge
#

No it has to be in the idle layer. Unless we consider sitting a type of locomotion.

ivory radish
#

oh

#

so how would u add it at tree

#

would u just add at sitting 1 switch to sit tree

vestal dirge
#

There'd be a sitting flag or bool-- for our internal case we need to transition immediately for the sitting ik to work. For a custom controller you could switch on the bool

ivory radish
#

so this

vestal dirge
#

There's a bunch of issues around where your animated head and tracked head would end up. That's the hard part about making it customizable

ivory radish
#

ye i understand that but i think the easiest way to go about this is

vestal dirge
#

Do you have VR?

ivory radish
#

--gestures
--sitting
--viewport
--clipping (optional)
--tracking
ordered from easiest to most difficult

#

no but i plan on getting one soon when i have enough $$$$$$$$$$$

#

like in the coming months

#

not that rich lol

#

$500 for a headset and $200 for 2 controllers

#

and also add a few hundreds for trackers later on

#

also vive is out of stock for some reason

#

also idk that much about C# cuz i havent coded in unity in like ages but ive been programming for stuff like roblox (lua), more advanced stuff tho like vehicle engines and neural networks and such

sinful sundial
#

whoaaa

#

500 for a headset?

#

my guy do yourself a favor and get windows MR if you're on a budget

ivory radish
#

i dont want MR a lot of people talk crap about it

sinful sundial
#

it's 269 for headset+controllers and a minor tradeoff

ivory radish
#

and idk about their trackers

sinful sundial
#

people talk crap about it because of buyer's remorse 😏

#

it's got better resolution than vive and oculus, and requires zero external trackers

ivory radish
#

ya but id like some trackers so i dont get those odd leg glitches and whatever

sinful sundial
#

however, the tradeoff is it doesn't track behind you for more than a few seconds, and the controllers feel a lot worse than oculus

ivory radish
#

i like the immersion and ive tried them at a friends house

sinful sundial
#

ah I see, leg trackers

#

fullbody feels unnecessary to me for the cost

#

but fair enough

ivory radish
#

another friend of mine spent like $800 on an omnidirectional treadmill but i didnt get to try lol

sinful sundial
#

phew 😮

#

that's a lot of disposable income aye

ivory radish
#

they still pay rent so idrk

#

lol

sinful sundial
#

😂 but hey I bet they have fun

ivory radish
#

i didnt like it that much tho

#

bc u can only stand in those (typically)

#

if someone made something that keeps u in place w/o needing 2 hold u like that then it would be better

vestal dirge
#

It is possible to combine WMR and trackers afaik

#

I've heard of people using Vive wands with WMR

ivory radish
#

ye i thought about doing that but i still need to get more $$$ and save up

vestal dirge
#

At least you can stage it then

ivory radish
#

tbh idk y i want vr, im prob only going to use it for vrchat and for making my own vr games but idrk i already have kinect and that crap

#

ive tried making mocap animations with kinect too lol it was awful

#

it wouldnt track my arm correctly so it would spazz out and i wuold have to record it like 10 times

sinful sundial
#

VRchat alone is a pretty good reason to buy a headset

#

it's an endless universe

ivory radish
#

i spend more time devving than i do on vrchat

#

for both making avatars and for making other games

gritty nest
#

I bought VR solely for this game

inland dagger
#

Not sure if this is the place to ask, but quick question: If there's an avatar whose arms clip through their waist for whatever reason: baggy pants, wide, armor, etc, can you widen their resting arm placement to ensure this clipping doesn't happen in the premade animations?

gritty nest
#

Yes.

#

You can make a new idle pose and override the IDLE slot in the override controller @inland dagger

#

Making your own idle pose is fairly easy. Do you have Muscle Animation Editor?

#

Regardless of whether you have that or not, I can give you the following pointers

#

Set Root T.Y to 1 to get the model out of the ground. Stretch the lower legs completely. Move the upper legs back so your feet are touching the ground. Pose arms as desired.

#

Rest can be left default

#

Or you can copy the idle animation in the "Male standing" animations model and fix it up slightly (set head, chest and spine rotations to 0)

inland dagger
#

Wow, that was prompt! Thanks mate, I'll look into this.

ionic lake
#

What is the best way to rig a Roblox character model?

subtle moth
#

see pinned messages

ionic lake
#

Does every bone need to have a weigh for to be loaded into VRchat?

ivory radish
#

no

open hull
#

can anyone tell me about custom sitting animations?

light kindle
#

uh theyre animations of something sitting

open hull
#

yeah, do I just use the AvatarControllerTemplate and edit that or is there more to worry about?

ivory radish
#

u use that

#

sitting idle are a bit weird tho

#

i cant get the positioning to work right

open hull
#

yeah I always end up looking right a bit

#

is there a quick way to reverse an animation clip?

ivory radish
#

ye u can edit it in animation editor

#

or u can use negative speed on import

last forum
#

Can anyone help me I can’t choose mesh files in unity

naive tree
#

be more specific

last forum
#

Like I’m trying to get a mesh file into unity for a model but when I’m going to select it isn’t there

#

when i try and import a asset meshes dont appear

safe bluff
#

It sounds like a filetype unity can't read

lime rock
#

can someone help i made this zero two model and her eyes when i put her in game tends to be very derpy

#

any suggestions?

modern torrent
#

my hiearchy is correct

#

but it sys spine hiearchy incorrect

#

make sure......

#

can someone help?

gritty nest
#

@modern torrent Assign Spine2 in the chest slot

#

Leave the rest unchanged

#

The bone mapped in the chest slot needs a direct connection to both the neck and shoulder bones

modern torrent
#

thx

ionic lake
#

Can someone help me get Eye tracking working?
I don't really know how it's suppouse to work

limpid kettle
#

so uhh.. i downloaded an auto-rig addon for blender but dunno how to install it cuz there is alot of files and dunno which one to pick ._.

sinful elk
#

umm hello im dark and idk how to rig a cat xD if one of you know plz help me out

pseudo sedge
#

@ionic lake https://www.youtube.com/watch?v=gCPcg9y4ZBM

nova hornet
#

Does anyone knows how to make some decent Tail Physics?

gritty nest
#

Dynamic bones

#

Low elasticity, pretty high damping

nova hornet
#

kk

#

Thx

main sage
#

is there a way to tell if something in Blender / Pose Mode is at a 90 degree angle or such? this model came in a sort of X pose (aka arms out like t-pose, but legs are also out in the same fashion)

#

and i wanna get em lined up to change the rest position

#

nvm think i got it

covert marsh
#

So im super new to all of this (please bear with me) and ive encountered a problem that says "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck, and Shoulders are mapped" would anyone know how to fix this

#

Never mind, fixed it 😄

tame skiff
#

So what happens when the neck, chest, spine, and hip bones all all in the exact same location?

main sage
#

nothing really, unless your hoping for super accurate to rl movement

viral mica
#

hi

simple narwhal
#

if all the bones are in the same place them its impossible for you to upload the avatar as a humanoid

#

it has to go hips > spine > chest > neck and shoulders

crimson vine
#

WHYYYY

#

I have an avatar with detached parts to the model. Just floating circles for pupils but for some odd reason in Unity AND ONLY IN UNITY their movement is inversed.\

tall jungle
#

Is the right eye rigged as the left one and vice versa?

blazing obsidian
#

So the body I have selected is saying there is only a select amount of visemes but in blender it says completely different, that they are all there

#

anyone know why it's doing that?

#

Alright, so will I still be able to talk with them, the selected few?

crystal vector
#

@blazing obsidian You have to select something in every slot, otherwise it won't work. So just select some shape keys twice or more

blazing obsidian
#

Ohhh okay!!

#

Thank you so much @crystal vector

crystal vector
#

You're welcome 👍

inner cedar
#

I’m looking for advice from someone who’s somewhat familiar with Vilar’s eye tracking shader.

I’ve been having this issue where the eyes periodically jump out of the sockets. I’ve managed to confirm this is only happening with that particular shader.

crimson vine
#

@tall jungle The eyes aren't rigged. they're just a completely normal set of vertices weighted to the head bone

sleek isle
restive shale
#

check if that mesh is also painted to another bone

sleek isle
#

Oh yeah. still paint on the head. thanks @restive shale

restive shale
#

np fam

sweet turret
#

My model already has eye bones and they look fine. Do I need to click create eye tracking? It seems to mess it up and the eyes rotate weird afterwards.

#

like the axis they rotate on is weird and the eyes clip into the sclera

restive shale
#

If you have eye bones and appropriate visemes already you can just rename them

#

and make sure the bones are straight up

wise veldt
#

im tryna make a weird roblox char to import to vrchat with bones but i have no clue how , if you are avaliable please dm me

sweet turret
#

They're pointing towards the eyes @restive shale

#

Will that cause problems?

restive shale
#

im not 100% sure but it is best to point them straight up with no bone roll just to be sure

gritty nest
#

@sweet turret yes it causes problems

#

Both the head and the eye bones need to point straight up

#

Just move the tips of the bones up and above the root of the bone

#

That will make sure the bone stays in the same position but has a different rotation

#

If you don't do this, the eyes will track downward instead for example, and you'll look creepy

sweet turret
#

Oh, I see. I'll have to change that then. Thanks for the help @gritty nest . I see you often helping out around here and just want to say it's appreciated.

#

You too @restive shale

gritty nest
#

No problem, I'm glad to help

restive shale
#

Another day saved rokk

gritty nest
#

We did it

restive shale
#

Achievement Get

sweet turret
#

You can have a place in my personal hall of fame.

sweet turret
#

The eyes don't seem to move ingame

#

if I move the eye bones in unity they move, and the bones are set under unity rigging config screen so I don't get it

warm coral
#

Huh. I should try that when doing eye tracking when I get the chance. If I ever move on from Pokemon that is...

sweet turret
#

Don't pokemon have eyes?

#

lol I moved the bone and renamed them and now the eyes are still looking down and blink is somehow tied to a mouth viseme

sleek isle
#

I put dynamic bone on jewellery but they dont move at all even if they are weight paint

#

I dont understand why

gritty nest
#

@sweet turret the first four blend shapes are used for blinking and lower eyelid

#

Make sure the first four shape keys are blinking related, even if they're empty.

#

It's fine to have them empty but you might need to move one vertice slightly so it actually gets exported

#

You also need to assign the correct eye bones in unity

#

The fact that your mouth randomly opens means that the rest of your hierarchy is correctly set up for eye tracking

#

Of course, cats Blender tool can automatically create proper eye tracking

sweet turret
#

Ohh that makes more sense. So CATS pushes the blendshapes to the top of the list when you create tracking

gritty nest
#

Yes

#

It makes new ones

sweet turret
#

Oh ok. I just need to fix the clipping then.

#

I usually just move the sclera back slightly but was wondering if theres a way to avoid it completely.

#

I guess the new eye bones that cats creates are more forward

#

Doesn't help that blender crashes every other time I click create eye tracking lol

warm coral
#

Just looked back here. No, Pokemon models don't have eye bones and such. The eyes are textures on the face.

sleek isle
#

I have a chain on a staff and when I put a dynamic bone. it dont move what could be the problem ?

rare sleet
#

I'm assuming it's weighted and was assigned to the armature with armature deform after the weighting

sleek isle
#

yes @rare sleet

#

and in unity when i rotate it dont move but in blender yes

rare sleet
#

Sounds like it's breaking in export

sleek isle
#

@rare sleet yeah it was, but now it rotate in unity but the dynamic bone dont work

rare sleet
#

That sounds like you may just have bad values or the bones aren't parented correctly (sequentially) or that you have one bone and are using it as the root instead of having a root and the bone you want to move

rare sleet
#

So it was the latter
The root in the script doesn't move, only children of it do

#

@sleek isle create bones at each end of the staff and set the ones you have as children to each of those

#

Use the new bones as the roots

wise veldt
#

i need help with importing a random roblox char but idk how to get the bones ready and rigged

rare sleet
#

That's a lot of work

wise veldt
#

yep

#

concluding the char doesent even have bones itself

rare sleet
#

Yea then that's a full rig, I have videos detailing rigging manually in blender

wise veldt
#

can you send me it?

#

i watched over 10 vids on how to get bones into a char and rig it too but none of them are detailed enough

rare sleet
#

If it's a simple character shouldn't take too long but depending on how anal you want to get with the formalities it could take near 6h

wise veldt
#

nah its just a 6pc body

#

9 total peices thats it

sleek isle
rare sleet
#

So you select the head, duplicate it. Make it a child of the real head.
Rename it Root_accessory (or whatever you like).
Make those extra bones children of that main root.
Assign the root as root in unity

#

That's what cats does with parenting

#

I find it easier to do it manually tho

sweet turret
#

For some reason "Ah" and "There" are at the top of my blendshapes and are messing with my model ingame how do I not make that happen? lol

#

I used cats to make eye tracking and visemes and normally that works fine

rare sleet
#

You can move them down the shapekey list with the arrows to the right

tame skiff
#

@simple narwhal
"if all the bones are in the same place them its impossible for you to upload the avatar as a humanoid
it has to go hips > spine > chest > neck and shoulders"

I think you misunderstand. I do have the hierarchy set up like that, but the bones are all located at the same coordinates

sweet turret
#

Why would my models mouth open when I walk? I don't get it

#

Oh it's when I look down. Even though I've moved the blendshapes :/

gritty nest
#

@sweet turret check them in Unity

#

Empty shape keys don't get exported so you need to manually move a vertice a tiny bit

sweet turret
#

@gritty nest It worked. Thanks.

sleek isle
#

So to continue with my chain. I there a way to make a bone to point down and giggle a little bit ?

rare sleet
#

Gravity y -0.003

warm coral
#

@sleek isle You still need help on making the dynamic bone work?

#

Oh nvm

sleek isle
#

i just want the chain to follow the gravity a little bit

warm coral
#

Haceo helped out with it.

rare sleet
#

It's the same value I used with my butterfly knife

sleek isle
#

ah i find

rare sleet
#

Also if you do that you want to zero the elasticity dampening stiffness and adjust the inert so it is effective

sleek isle
#

just add a little bit of - in force to and its perfect

rare sleet
#

Yes but force is local

#

Gravity is world

#

So movements of the object influence force orientation but not gravity

gritty nest
#

I would use force instead of gravity

#

Gravity is kinda eh

#

Force is local depending on where the script is, put it on your avatar's root object (as you should be doing) and it'll work

#

Use a stiffness curve if the force makes the bones droop down or stretch too much

rare sleet
#

Only issue I've had with gravity is with hair where in switching world's I had to reload the avatar

#

Otherwise it stretched way too much with rotation

#

Otherwise it's useful for weapons and props

#

And if you use a low enough value it still takes inert into account

#

But either way one or the other will work

simple narwhal
#

fraggington then you have to move the bones in blender

tame skiff
#

@simple narwhal , I know how to move them, I'm trying to see if I can get away with it

simple narwhal
#

you can try testing it ingame but i doubt it'll work

crimson plover
#

How would you guys do this?

#

Anyother auto riggers that are better than mixamo

echo drift
#

It's in blender render, I tried using nodes, I have no idea what is causing the textures to be black like this in blender

gritty nest
#

Tried setting the material to Shadeless?

#

It's probably a lack of light while GLSL shading is on

#

@echo drift

echo drift
#

maybe... lets see

#

Well it's multitexture, the transform window already has shadeless checked... 🤔 @gritty nest

#

I added a hemi light just for grins and that doesn't work either

#

oh i got it now...

#

@gritty nest thanks for trying to help 😊

gusty valve
#

hey can someone help me with rigging

#

im using mixamo but its not working

echo drift
#

I can try @gusty valve but I can't guarantee anything 😅

gusty valve
#

ok thx

#

do i send it in pm?

#

it keeps telling me i need to put the pins on the model even if they are

static parcel
#

Got a bit of a unique situation with this Marina avatar where I want to see a representation of her front 'hair' tentacle to interact with it. Transparent cylinders perhaps.

#

Is there a way to make those follow the bones without being parented? I think VRchat would just make them invisible if I did.

gritty nest
#

@static parcel try parenting them to the neck. No guarantees

#

Or make them loose entirely and joint them to the head instead

manic marsh
#

Anyone know why the spring component doesn't work, it works fine in unity and even in the avatar preview from the menu.

crimson plover
manic marsh
tender mortar
#

If u talking about spring joint I heard that locally it will look broken but it should look fine for others. I haven’t used it myself tho

fading verge
#

I've already attempted reimporting a couple times on the common chance that it's a unity issue. If you have any ideas, an @ would be appreciated~

finite forum
#

did you try reassigning the left foot to the correct bone?

fading verge
#

The hierarchy is proper. That's why I'm lost.

#

The extra leg bones are a product of setting the rig up for full body.

#

The model has no feet, but unity requires them so there are unweighted bones.

gritty nest
#

@fading verge have you tried actually configuring the rig?

#

When you go into Configure, you should be able to assign the feet

#

You should also not be getting any "model not in T-pose" errors

fading verge
#

It doesn't let me.

#

It's stuck at an import error.

gritty nest
#

But what happens when you click "Configure"?

#

It always lets me do that

#

Check the Console for any compile errors perhaps

#

The button isn't greyed out either

fading verge
#

If I click it, it just refuses to switch to the configure scene.

gritty nest
#

Any errors in the console?

fading verge
#

You know what. Reimported it again and suddenly the configure scene loads on the first try.

gritty nest
#

Oh, weird.

fading verge
#

I think Unity just goes buggy.

gritty nest
#

It does

#

A lot

#

I had it crash on me yesterday as I was trying to add dynamic bones

fading verge
#

Can someone help me with some things with my vrchat model?

muted dragon
#

i need help too for rigging my Zeraora's fingers x-x

#

and resolve the feet problem that merges oddly with the floor of my house x-x (+ blinking issue)

restive sparrow
#

For some reason on every single avatar I rig, no matter which method I try or bone I edit, the right leg in VR tries to role itself to one side. This behavior pulses back and forth. I even grabbed other avatars and mimicked their structure or values to figure out what I did wrong and nothing has fixed the problem.

south bear
#

Need some help

#

does anyone know how to move some bones from one armiture to another

#

in blender?

fading verge
#

You can use CAT to do that

south bear
#

UM

#

really

fading verge
south bear
#

its just that this rig that im editing is very very fragile

fading verge
#

ah

south bear
#

and also

#

i need to update cats

#

i havent done that in a while

#

nvm

#

found it X3

fading verge
#

cats works great. I've been able to fix a lot of my models with it. I'm so use to 3ds Max

#

and Unity doesn't seem to like 3ds max 90% of the time. Even with FBX files. It's probably just me.

tall jungle
#

Cats works great most of the time

#

But if you do a bad eye tracking with it, I don't think you can undo it or overwrite it

south bear
#

wont work

#

requires me to fix the model

#

no

#

it doesnt work

#

its just done nothing

#

time for manual work

#

Which iv beeen doing this entire time

fading verge
#

Also, I found a bug and solution with avatar visemes. Sometimes when you're putting them in, they wont work. Make sure that you do not have a controller in the "Animator", or custom idle animations / sitting animations. I had to go through about 2 hours worth of work making a few sets of visemes, and redoing parts of the model and face mesh.

south bear
#

Yeah

#

cats is shit for custom armitures

#

it broke mine

#

:Tc

#

i never use cats for anything that isnt mmd

fading verge
#

I use cats alongside 3dsmax

south bear
#

cause it breaks the model

#

3dsmax is bad

fading verge
#

ik

south bear
#

IMO

fading verge
#

but i have it for free

#

some rendering in it is okay

#

I use it mostly because I have had a class on it.

#

and even then im not very good XD

south bear
#

no the time it takes to start up

#

and the fact that blender has the stuff and works better

#

really doenst do anything

fading verge
#

It takes like 10 seconds for me.

#

so idc that much about startup time

south bear
fading verge
#

oh wow

south bear
#

i wanna attach the hoods bones to the head

#

this used to be a ik rigged model

#

i just simplifyed it

fading verge
#

you can just probably make them all a child of a dummy bone, then make that a child of your head bone

south bear
#

well

#

its a kind of a requirement

#

as in the source of this model has physics based stuff in the hood

#

and i wanna emulate it as closely as i can

fading verge
#

I mean you can directly make them a child of the head and have to mess with all of that

#

but dummy bone will probably be easiest

south bear
#

how would do the child bone stuff

#

as its on a competely diffrent Rig set

#

:Tc

fading verge
#

Duplicate the head bone, but make sure you don't duplicate any of the children. Disconnect it, then go and take the hood and make the bones that you would put on the head to the dummy bone

#

That way if you have to edit any of them, you don't have to worry about the head bone being edited as well.

#

and you should be able to just leave it that way. Just make sure you name the dummy bone something else so stuff wont get confused

#

then you can hopefully delete the rest of the extra rig

#

it will remain separate, but you can make the head bone the parent of the dummy bone

#

and things shouldn't change.

#

You just kind of ignore the dummy bone at that point. I do a similar process in 3ds max to get capes and stuff onto characters.

#

But it may be helpful if you keep them separate, that way you wont run the risk of your physics effecting other parts of the model.

#

You shouldn't have rigging issues in Unity if you keep them separated. Just make sure that when you import them that its below your main rig in the hierarchy.

south bear
#

alright

#

so

#

im using a contraint

fading verge
#

it should

south bear
#

just gotta fix up something

fading verge
#

sometimes it works for me, sometimes it doesn't, but it looks like that will work

south bear
#

well

#

ima find out

fading verge
#

You can also set it up, and work with the hierarchy in unity

south bear
#

true

#

but

#

it can break

#

from time to time

fading verge
#

very true

south bear
#

well

#

il give that a try

#

yip

#

it works

#

WOo

fading verge
#

Nice!

distant coral
#

hi!
can anyone help with attaching bones from one model to another?

idle axle
#

Hallo, I have a problem with a avatar. When you try to croutch on vrchat, only the hands go with it. but the rest of the body just stays standing in vr

gritty nest
#

@idle axle did you get a message about full body IK being disabled because the fingers are missing?

idle axle
#

Yes

gritty nest
#

In the SDK

#

Well

#

There's your issue

#

If your model has no fingers, you need to make fake ones. At least one thumb, index and middle finger bone on each hand.

idle axle
#

Well, I get that message really offen, but it works 100% of the times other then this

gritty nest
#

No, that's a different message

#

That is the leg angle not being 180 degrees

idle axle
#

So I only need a fake qeightless bone right?

gritty nest
#

Yes

idle axle
#

awsome thanks

echo drift
#

Hey, in VRChat, my finished model has it's eye textures appear in the first second then the eyes disappear. I thought it was the descriptor at first.

gritty nest
#

@echo drift sounds like an eye tracking issue

#

Make sure both the head and the eye bones point up in Blender. You can move the tips of the bones to do that

echo drift
#

oh? ok i'll look for that 🤔

gritty nest
#

If you look closely into a mirror or camera, you might see your pupils pointing down

echo drift
#

aaaahhhhh...

hot glade
#

hello

#

can somebody help me out for a second

#

oh i cant drop here a screenshot

#

meh

gritty nest
#

Imgur

hot glade
#

i just added horns to my avatar

#

and this happened after i tried to upload it

#

btw there is no audio listener i checked everything in the armature

#

okay thanks i deleted that now

winged mirage
#

Anyone here knows how to merge 2 different models

echo drift
#

@winged mirage my guess is figuring out what is the main armature of the two meshes you want, copy pasting the parts from the other to the main in edit mode, bring the 2nd textures into the main, fixing weight paints (maybe some vertices merging)

#

now, my issue, where in the custom overrides is for custom sitting? (sorry if this is the millionth time someone asked this ☹

gritty nest
#

It's just IDLE

#

Except you put it in the "Custom sitting anims" slot

#

So you need two animation override controllers if you want a custom sit animation

#

You can just duplicate the standing one, replace idle, and put it in the sitting slot

echo drift
#

the example assets has the customoverride empty. so just two of that? 🤔

gritty nest
#

Yes

echo drift
#

Sorry, I'm feeling more stupid than usual... first custom override is standing, second is sitting?

toxic kiln
#

amyone know how to see the view point because I can't even see it on the screen

gritty nest
#

@echo drift your avatar descriptor has two slots for custom overrides

#

One is "Custom Standing Anims", one is "Custom Sitting Anims"

#

You have an override controller for standing and one for sitting

#

I think you can figure out which one goes where

fading verge
#

@toxic kiln when I have issues locating the viewpoint ball, I set its location to 0,0,0 so I have a defined spot I know where it'll be.

viral fractal
#

i asked a while ago and got no luck so i'm gonna try again, would anyone know how to lock the tracking for VR hand controls to a specific axis?

#

The general idea is to lock the hands to the neck of a bass guitar so i can move my hands up and down the neck without needing to keep an eye on my hands so they don't clip through the guitar

#

preferably i'd have the guitar connected to my hip bone or chest bone or something so it can move along with me and my left hand would be able to move up and down the neck while changing finger shapes with the various emote controls

#

right hand free so i can do windmills and shit lol

versed crane
#

(I have a post in Avatars that probably pertains to this one, should I repost it here?

viral fractal
#

yes, please

versed crane
#

Heyo, uh, quick question. I through together a model for a friend as I've done over and over again since January, but for some reason it developed a fault while being animated. The hips area appears to be rotated and swapped around, while the rest of the avatar is fine, and three hours of troubleshooting has gone to no avail on my end.
Normal:
https://i.gyazo.com/291bd4f7f1587b3696025b0f1fd712e1.png

median thunder
#

Hey guys, anyone here had the same problem? I put the view position ball over my avatar's nose between the eyes, however when I use it in vrchat, my view position is at the height of my avatar neck. Anyone know how to fix it?

gritty nest
#

@versed crane did you apply the full body tracking fix by any chance?

#

You'll know it's applied when the rig configuration says the Spine transform length is zero

versed crane
#

Yep, I put it on and it fixed it right away last night. XD

magic sonnet
#

how come every avatar upload now is facing backwards?

gritty nest
#

Oof, is that Cate Archer from NOLF?

magic sonnet
#

HOLY

gritty nest
#

You probably have the mesh the wrong way around

magic sonnet
#

SOMEONE REMEMBERS

gritty nest
#

Yep

#

You're like the second person that actually has a model of her

magic sonnet
#

i tried turning both around yet it still happens

gritty nest
#

Seems like nobody else knows

#

Anyway, make sure the mesh and the armature are facing forward

magic sonnet
#

i own the game

#

just ripped it earlier today

gritty nest
#

In Unity when you select your avatar, the white line begins between your feet and extends forwards

#

You might have to rotate the mesh in Blender and then CTRL+A apply the rotation

magic sonnet
#

hmm

#

okay

gritty nest
#

Or you could rotate the whole model 180 degrees in Unity, but I'm not sure if that even changes anything. I heard it does.

magic sonnet
#

sadly i deleted the librarian ghost but i can try with cate

#

wait, turn the mesh or the whole model?

gritty nest
#

In Unity, rotate the whole model 180 degrees

#

Look at the white line at your feet

#

Should start between your feet and extend forward

magic sonnet
#

k

#

darn

#

tried turning around in blender and in unity

#

didnt work

#

i wonder

#

nope

#

tried turning just the mesh

#

and just the armature

#

didint work

#

the cate archer doesnt bother me as much

#

though i do wish i could get the librarian ghost working

gritty nest
#

After turning it around in Blender, you need to CTRL+A apply the rotation

#

Then export

magic sonnet
#

i did

gritty nest
#

Oh

#

Go into the unity rigging setup and maybe turn it around there

magic sonnet
#

?

gritty nest
#

You need to redo the humanoid rig configuration after you make changes like that

#

Chances are it's the wrong way around there and you can just rotate the hips to fix it

magic sonnet
#

so? rotate the hips 180 degrees?

#

honestly im not an expert or even a rookie when it comes to fixing problems

#

thats why you see me here often

#

actually

#

i might see the problem now

#

nope

#

i give up

gritty nest
#

While you're configuring which bone goes where, you can manipulate the model

#

If it's not facing forward, turn it around