#avatar-rigging

1 messages · Page 121 of 1

magic sonnet
#

all the bones work right if thats what your asking

gritty nest
#

It's this screen

#

The model should be facing you when you enter this screen

#

If it is not, turn the model around

#

You can do this by rotating the hips 180 degrees, because that's the root bone of the model.

magic sonnet
#

it was facing me

past python
#

Unity keeps saying that an avatar's shoulders and neck aren't under the torso's heirarchy, but everything I see seems normal. This is my first attempt to edit a model, as well. Anyone know what could be causing this?

gritty nest
#

@past python wrong bone mappings

#

When configuring the rig, the bone connected to the neck and shoulders must be mapped in the Chest slot.

#

If the upper chest was mapped and you unmapped it, you need to put the bone you just unmapped into the chest slot.

#

It's the three-pronged bone connecting the neck, shoulders and spine.

past python
#

Ah, I'll see if that gets it. Thanks much!

gritty nest
#

Happens a lot with Mixamo rigs because they have an upper chest

past python
#

It looks like there wasn't anything assigned to the upper chest.

gritty nest
#

In that case, follow the other instructions

#

The bone connected directly to the neck and shoulders has to be assigned to chest

#

The bone directly above hips needs to go in the Spine slot

past python
#

Looks like that was preset, as well.

#

Maybe it's something I messed up before I ported it to Unity.

gritty nest
#

Can you post screenshots of the entire rig setup, then?

#

Both the 3D view and the right sidebar

fading verge
#

They're definitely specified.

gritty nest
#

@fading verge your avatar isn't stuck in the ground halfway due to an animation, right?

fading verge
#

No.

gritty nest
#

Oh, and post a screenshot of your rig setup, too.

past python
#

Sorry, having problems uploading the screenshot to Discord.

fading verge
#

The mapping, correct?

past python
#

I'll look for a workaround

gritty nest
#

@past python use imgur

#

You cannot upload stuff here

#

@fading verge yeah, just the whole mapping

#

Just open the Humanoid rig configuration and post a screenshot of the whole screen

fading verge
#

Okay.

#

@gritty nest

gritty nest
#

Alright, that looks fine

#

How does it look in your scene? It's just T-posed, right?

fading verge
#

yep

#

I even manually deleted all the bones and reassigned them myself.

gritty nest
#

Are you sure you're looking at the right model? Click on the avatar in the scene, go to Model->Select in the inspector, then go to the rig and see if it actually works

#

One thing though, I see that the "apply" button is available in the bottom right

#

Have you actually clicked that?

fading verge
#

well, he's not t-posing in the scene actually

gritty nest
#

That's close enough, that's just the original pose so whatever

past python
gritty nest
#

@past python you appear to have the wrong hand bones mapped.

#

You entered a "Twist" bone instead of the actual hand bone.

fading verge
#

What am I supposed to be checking for in the inspector?

gritty nest
#

@fading verge at the top of the inspector with your model selected, there is a "select" button

#

Where you can select the actual model used

#

You might have two versions by accident

#

So when you select that one, you can go to Rigging and see if it actually still works

#

Other than that, try restarting Unity. Out of ideas

fading verge
#

a better question is, how do I check if the rigging works

#

because he's just

#

t-posing

gritty nest
#

I mean if you don't get any errors

#

And have the correct bones mapped etc

fading verge
#

well

past python
#

I edited the hand bones and got the same hierarchy error. Maybe I did mess something up beforehand.

gritty nest
#

@fading verge whoa whoa hold on

fading verge
#

ye?

gritty nest
#

I just noticed you have the wrong model lol

#

Your jean jacket is blue in rigging but red in the scene???

#

It's definitely a different model

fading verge
#

wait

#

wtf

#

.

gritty nest
#

That's why you can click Model->Select and see if you actually have the correct one.

fading verge
#

but then me big confusion

#

cause I did that

gritty nest
#

It'll select the right model in assets

fading verge
#

that model showed up

gritty nest
#

¯_(ツ)_/¯

#

And uh

#

He doesn't have a mask in rigging either

fading verge
#

well, I added majority of the things in through unity

gritty nest
#

Ohh, that could be why.

fading verge
#

yea

#

only the backpack was added in blender

gritty nest
#

That's kinda horrifying due to the massive amount of materials and meshes but whatever

#

In that case, I'm out of ideas

fading verge
#

still says it

#

hmm

past python
#

Just wondering, but since the chest and shoulders are optional, could I delete them and have no negative consequences?

fading verge
#

I'll just redo the entire model.

#

🤷

#

OHHH

#

I KNOW WHAT HAPPENED

#

so

#

you know how you're supposed to have the correct name of the armature.

#

guess who didn't have that.

#

lmfao..

gritty nest
#

Lol

#

@past python VRC needs them

#

So no

past python
#

Ah, my bad.

gritty nest
#

They're optional in Unity, but not in VRC

past python
#

Wait, would this model be compatible with this application? The chest doesn't look like what you described it as.

gritty nest
#

There's always going to be a bone that is connected to the shoulders and the neck @past python

#

If it's even remotely humanoid

#

Even if there are bones between the chest and the shoulders

#

There is one point where they "meet"

past python
#

Ah. Maybe I should just try a different model until I become more knowledgeable about it.

fading verge
#

Yeah, turns out that was the issue, going back into blender and renaming the armature fixed it.

viral fractal
#

i'm still trying to figure out how to lock motion controls onto one axis (like locking a hand to the fret of a guitar to allow for sliding up and down the neck freely) and just had a thought - is there a possibility to modify the rig to accommodate for this? like, is it possible to make an IK bone do that?

heady tree
#

Just recently picked up VRChat and have benn attempting to port some of my existing characters

#

Obviously there is some specific naming convention I'd need to follow for my bones, but I am unable to import the sample skeleton listed in the tutorials

#

Is there any sort of document anywhere that has a list of bone names and such?

crisp tendon
#

The skeleton in the sample avatar in our SDK ?

#

Also yes, in the pinned messages of this channel.

heady tree
#

the VRChat_Example_Avatar.fbx, I can't import it to blender, gives me an error

#

also thanks

crisp tendon
#

Yeah easily

heady tree
#

Aight cool

crisp tendon
#

This one you can't import in blender ?

heady tree
#

okay that seems to work

ivory radish
#

how is that weird anatomy lmao

#

its a bipedal

crisp tendon
#

it has two forearms for example

ivory radish
#

u can just not use the middle one

#

and count it as part of the front

#

u can also use blender's bendy bones

#

and stuff like that

crisp tendon
#

Yeah, but it's not normal humanoid rigging, that's why he asked

#

Unity and our IK system require specific rigging, so it wouldn't have worked right away

ivory radish
#

if it can stand on 2 legs and has enough joints then u should probably use humanoid rigging bc its a bipedal

crisp tendon
#

bipedal doesn't always work sadly

ivory radish
#

it works most of the time

#

thats why generic avatars are rare and when they are its when its not a bipedal

crisp tendon
#

I have 30 models who don't agree 😄

ivory radish
#

then can u add generic avatar gesture support and stuff lol

heady tree
#

My point is that my rig works perfectly fine for Unreal and my own game, since I'm the one doing animations and such manually
But since I'm porting to an existing game/software with it's own system and animations, I'd need to follow a specific convention

ivory radish
#

if ur not using a bipedal ur pretty much stripped of most things u can do on avatar

#

or invisible bipedals

crisp tendon
#

Even with retargeting, you'll be able to use your legacy animations on your humanoid rigging

ivory radish
#

yes but not my point

crisp tendon
#

The convention is simple, but there's many ways to work around it

ivory radish
#

i have quadrapeds and bipeds on quadrapeds and etc

#

but i cant do things that bipeds can

crisp tendon
#

Sure, but the point is to use them in VR

ivory radish
#

the tracking i dont worry about too much

crisp tendon
#

Otherwise all my models would be generic

ivory radish
#

but i want the gestures and such

#

but they did say exporting tracking was a solution

#

also is there a smooth ride system

#

like if u walk up stairs its usually jittery and idk if theres a way to fix that other than to have the map change the collisions

crisp tendon
#

I should have asked if you planned on using a VR headset/full body tracking @heady tree

#

If not then don't bother about the humanoid convention

heady tree
crisp tendon
#

Was this with automatic bone orientation ?

gritty nest
#

Well, the bone rotations look off in Blender but the positions of the bones look OK

heady tree
#

I don't have a VR headset but I kinda wanted to use tracking, just to see if I could

#

oh right, that's a thing

#

okay that's much better

#

so is there a limit to how many bones in the rig?

crisp tendon
#

Outside of the convention, no

#

But lower is better

heady tree
#

right

#

so I've got bones in the face, would that work for any of the facial animations or would I have to switch to using shape keys?

#

same goes for the hands/feet

crisp tendon
#

If you want to trigger facial animations, i believe it has to be through shapekeys

#

and you can override hand gestures if you want to, but if the bones are correct, the SDK already has hand gestures

gritty nest
#

You need to use shape keys, but you can make shape keys by posing the face.

#

Should be pretty easy. If you have Cats Blender Tool installed, it has a "Pose to shape key" function built in. You can do it manually without Cats but it's a bit of a pain.

#

You gotta Apply As Shape Key on the armature modifier, then re-add it every time

heady tree
#

I think I could deal with manually doing shape keys

#

Anything in particular that those should be named?

gritty nest
#

Nope. Just make sure they're not named "Pose" or you'll lose track of them. Take a look at which lipsync options the VRChat SDK expects in order to get an idea of how to call them and which you need to make

heady tree
#

Alright, cool

gritty nest
#

The expected ones are listed here

#

The images seem to be missing unfortunately, but you can probably figure it out. You don't *need *lowerlid (it looks bad IMO)

#

And vrc.v_sil is just the shape key that is used when you are not speaking. This can probably be a blank shape key.

#

Cats Blender Tool can automatically generate all the necessary shape keys using just the "AA", "OO" and "CH" shape keys as a base.

crisp tendon
#

You can also get eye tracking through a shader, which was much easier to setup imo

#

Vilar's eyetracking if that sounds interesting

heady tree
#

http://puu.sh/AVlKJ.png because my character has a funky mouth and has bones in it, would have been easier to do it with pose/shape keys

gritty nest
#

Yeah, Vilar's shader is super great.

heady tree
#

thankfully I don't need to deal with eyelids or actual lip stuff, since the four mouth pieces are solid parts

gritty nest
#

I put it on an entire head for the creepy factor

#

Looks weird in mirrors

heady tree
#

so can I get away with keeping my bones labeled as Limb.L or will I need to go with LeftLimb

gritty nest
#

You can name them whatever you like.

#

I have models where all the bones are just sequentially labeled Bone0 through Bone55

heady tree
#

jinkies

gritty nest
#

Game rips

#

The only thing that matters is eye tracking. If you want eye tracking, the hierarchy from your model's "root" up to the eye bones needs to have a specific naming convention.

heady tree
#

I see

gritty nest
#

Armature->Hips->Spine->Chest->Neck->Head->LeftEye/RightEye

#

I recommend eye tracking if your model has eye bones

#

Oh, this also means you might have to merge extra spine bones if you have them.

heady tree
#

on that note

#

my skeletons have Root > Pelvis > HipRoll
and then Pelvis > Torso > Neck > Head > Eyes

gritty nest
#

Oof.

heady tree
#

where Pelvis is the pivotint the entire body from the pelvis, and hiproll is pivoting the hips/legs from the abdomen

gritty nest
#

You might be better off with that shader, then.

heady tree
#

I made a copy of the file so I can change stuff no problem

#

Oh yeah, does it matter if the rotation mode is in XYZ or WXYZ?

heady tree
#

facial shapes are done

#

granted there's not much you can do with four plates that just open and close but oh well

gritty nest
#

For lipsync, there is also the "Jaw Blend Shape" option that just takes a single shape key

#

That's just for mouth open/close, and it doesn't flap spastically like Jaw Flap does.

#

Underrated option

heady tree
#

eh, I've been wanting to do a lipsynch thing anyways

#

meanwhile, would I need to change this into a T-pose, or is the current "natural" position fine?

#

...in retrospect, I should have put the rig into a T-pose before making the shape keys

crisp tendon
#

We've all been there 😄

gritty nest
#

I think models can be in just about any position

#

But T-pose can make stuff a little easier for Unity

#

Or A-pose also works

#

You can manually change the rest pose, Cats Blender Tool makes it pretty easy without ruining shape keys

heady tree
#

welp too late, already put the rig into T-pose

#

I still have the original skeleton on hand though, I can bring that back up if the arms don't look right

#

ha ha time for shape keys again, nothing a shot of jager can't fix

late shale
#

Yeah as long as it's a tpose in the rig import, you can put it in any other pose you want in the scene

heady tree
#

aight so I brought the thing into unity, but I can't see the skeleton, and the face blend visemes aren't showing up in the avatar descriptor

gritty nest
#

Then that particular mesh has no shape keys

#

Your model should be one mesh in the end, called "Body" @heady tree

heady tree
#

it is one mesh, yeah

#

so I should just rename the model to Body?

#

also is there a way to reimport the thing without needing to delete the asset from the library?
reimporting doesn't change anything

gritty nest
#

Yes, you need to replace the FBX file using windows explorer

#

Reimport just makes Unity re-read the FBX from inside the assets folder

#

Although renaming the mesh Body won't necessarily help

#

If the mesh has shape keys in Blender and you're exporting the model and it has under 65535 tris, it should work.

jagged badger
#

i got my avatar in game but the arms are too spaced out when standing, any way to move them furter out from the body?

gritty nest
#

Try making a new idle animation, that would be the easiest way

#

On desktop that is

heady tree
#

aight, turns out I needed to export without applied modifiers

gritty nest
#

Yep

#

That makes sense

#

Because you can't apply modifiers without removing shape keys @heady tree

#

Unless you apply the modifier as shape key itself

heady tree
#

so I think I got it set up, just need to make some animations

#

how do I test it out? I recall reading that you need to have played the game for like 20-40 hours before you can importy avatars, and I just picked it up last night

gritty nest
#

Oh, that's gonna be a problem then, lol

#

You can't upload avatars straight away

#

And you can't locally test them

heady tree
#

bummer

#

the whole reason I got into this was so that I can try porting my existing game models into it, lmao

gritty nest
#

Yeah, I feel you. The trust system sucks.

#

But in the meantime, you should play a little, perhaps use public avatars

#

AFK'ing won't help, you need to actively play and interact with others

pulsar rain
#

so i found my model does not have any bones in the eyes anyway i can use a guide and make new bones for it?

astral vessel
heady tree
#

just set up some pose library stuff for the hands because I'm feckin' stubborn and I want to at least try to see if it works

lean lagoon
#

Guess I should ask this here

#

but is there a setting I have to turn on to make sure my avatar sounds fall on Avatar sounds instead of Sound effects in-game?

#

it's been bugging me for ages now

gritty nest
#

Is your SDK up to date? @lean lagoon

lean lagoon
#

I'm pretty sure

gritty nest
#

I'm getting the feeling that older SDK's might fall under the wrong mixer, which is weird

#

I think if the audio source is on your avatar object, it will fall under avatars

lean lagoon
#

I put mine on hips

#

is that fine?

gritty nest
#

Put it on your avatar's root object instead

lean lagoon
#

Oof that'll be a lot of re-do

#

but i'll try

gritty nest
#

Or perhaps try putting the audio source on a game object that's under your avatar but outside of your armature

#

Then you can raise the game object up

lean lagoon
#

eh I always have problems with putting random objects in

#

they make me teleport in random worlds

gritty nest
#

And by "random worlds", you mean "The Great Pug"

#

Because that's the only world stupid enough to do so, lol.

#

Even in the Pug, it should be fine as long as you keep the object within your avatar.

lean lagoon
#

lmao yeah

#

nah, I had them in the avatar

gritty nest
#

Just don't have an object way outside

#

And it can't be too big either

lean lagoon
#

pug is messy

gritty nest
#

It checks for bounds in weird ways

#

Yeah

lean lagoon
#

anyways, got all audio sources on the root, I hope it works out

#

otherwise i'll redownload the new sdk ig

#

well that didn't work

ivory radish
#

it checks bounds based on character scaling i think

#

thats y u can have large characters bc the imported size is very large and its cancelled by smaller scales

remote needle
#

I have hit a wall

#

For some reason

#

I could make avatars before

#

I can't anymore

#

The bones are just a mess

#

Trying to bring an mmd into well

#

vrchat

#

Dm if pepo can helpo

#

Or want the model too and can assist

#

Hina Takanashi

#

If you are wondering

native sail
#

Has VRChat fixed the awkwardness with the animation panel and stuff? I want to start adding props to my gestures, but it was a nightmare and I don't want to do that again

fading verge
#

anyone know if i can recover avatars from in game if I no longer have the original files

ivory radish
#

sounds like a bad idea xd

#

i always back up avatars on blender unity and in prefab

#

also stop spamming

viral fractal
#

@native sail what kind of awkwardness are you talking about?

ivory radish
#

why would vrchat be fixing something thats part of the unity engine

blissful lodge
native sail
#

@viral fractal every time I move anything around and exit the record mode, the model does not go back into T pose, and stays in the default animation pose. I used to have to duplicate my model 9+ times in order to preserve the character's T-pose, and also have the hand animation playing properly.

blissful lodge
#

kk

deft pollen
#

when i fix the left thigh bone on my model it doesn't save, any help?

heady tree
#

I'm finding a lot of VR-compatible avatars with digitrade legs, how's the bone setup for those?

heady tree
#

Also, what's up with dynamic bones, and how do they work?

ivory radish
#

its a script that makes things jiggle

#

and its pretty simple its as if that was a straight leg bone

fading verge
#

hey

#

anyone know how to make it so CATS doesnt merge meshes?

crystal vector
#

@fading verge You mean on fix model? You can't, because fixing the model requires a single mesh to merge all the weight paint and to do some other stuff

#

But you can separate the meshes after fix model again

opal aurora
#

Perhaps getting the meshes you don't want merged onto another blender instance would suffice?

crystal vector
#

Or you can unparent the mesh you don't want to be merged from the armature and parent it back to the armature afterwards

opal aurora
#

Actually, blender has a layer functionality, how would CATS react to meshes in different layers?

crystal vector
#

I believe cats just sets them all to layer 0. But maybe I only did this for the bones, not sure

opal aurora
#

Just asking since i've personally never tested it myself

mental lynx
#

So Im not sure if others have had this problem, before

#

But I did some changes to an existing model and now I get this

#

Yet nothing has changed with my armature, and everything is identical from what it was previously.

#

They react from my premade animations, they show up properly rigged, ETC.

#

I fixed it. For some reason, it was looking for an "armature.001" instead of armature.

#

Must be an issue with a previous import.

minor shore
#

wtf happened here

#

Dx

gritty nest
#

Full body tracking fix

#

I think you can undo that by scaling the hip bone to -1 in Blender, in edit mode

minor shore
#

also she always crosses eyes from time to time. apparently it's just for me but is there a fix for that?

daring hemlock
#

When I'm done creating my avatar, could someone please show me how to rig it?

crisp tendon
#

I'd suggest finding a tutorial for that, it's not a process that can be explained on discord

wintry elbow
#

in blender, the elbow bones on my model just keep getting dleted on export

#

correction, it only deletes what ever i have as right elbow

crisp tendon
#

Anything special about that bone ?

wintry elbow
#

nope

#

only thign different is that it has no weight

#

but other weightless bones dont disappear

wintry elbow
#

damnit i finally finished making my next avatar and then i realized the shoudlers arent rigged

#

is there anyway top replace the model while keep all my data on it

fading verge
#

how to i put my model into a tpose

#

its in a apose rn

heady tree
#

you move the arms up in max/maya/blender

#

you may need to apply pose as rest pose, and I know blender needs all the shape keys reset when you do that

gritty nest
#

@fading verge you don't need it in a T-pose necessarily

#

If you must, you can do it in Blender with Cats Blender Tool

#

Cats has Apply as Rest Pose without messing up shape keys, unless those shape keys are in the affected area

fading verge
#

Okay I have cats I'll give it a try and my issues is my arms are in my body and was told to do that to fix it

gritty nest
#

You need to make sure it is properly T-posed in the Unity rigging window

#

Where you configure the rig

#

It should automatically be placed in a T-pose, otherwise you need to manually rearrange it yourself

fading verge
#

RIP this is gonna be fun

lean lagoon
#

check the weight painting

#

make sure everything moves the way it should

sour lily
#

yeah i gave up i tried weight painting but it was just making it worse for me sadface

#

too bad i cant just give someone $5 to get my bones right would save me my sanity

torpid wave
#

anyone able to help me figure out how to delete an existing skeleton on an fbx file then save that fbx file so i can Remake a skeleton useable in VRChat? I need help ASAP ive been losing my mind trying to do this for the past 2 hours!!!

heady tree
#

Real happy that my rig fits

#

but how do I fix the feet?

#

nevermind I think I have an idea for the last one

crisp tendon
#

What's wrong with the feet ?

heady tree
#

they were clipping through the ground

#

I think I could bypass that by taking the head of the foot bone [which is at the ankle of the paw] and extending it down to the ground

heady tree
#

idle animation mostly works, except for the tail, ears, eyes, and claws

fading verge
#

Can someone please explain to me why the hands are distorted

#

Is the index and middlefinger just too short? do i have to make them longer?

spring depot
#

it could be a weight issue

#

slap the model in blender and open the weight painter and have a look

fading verge
#

KK

#

Yeah you are right the middle finger has no weight paint

spring depot
#

ay then just fix that up and you'll be right as rain

fading verge
#

Does this mean i have to go back to blender to fix it?

torpid wave
#

Anyone here good at making bones for avatars? If your willing to help me I can give you the finished file for Fortnite Ragnarok Skin

#

btw it is this skin ^^^^^^

gritty nest
#

@fading verge that message is not a problem

#

It can get problematic for full body tracking, but if you don't have that then it's not an issue.

#

Full body needs more than just correct leg angles to work correctly

calm needle
#

@fading verge probably a bit late on a reply for it but it might be the rotation of the finger bones. Check in blender if the bones in the fingertips are pointing in an odd direction or if they go to the tip of the finger correctly

gritty nest
#

He seems to have already confirmed that it wasn't weight painted

#

Bone rotation only matters if the bones are connected and not just parented

#

I have models where every bone is literally pointing up

#

And it's fine

#

Just, the base of the shoulder bone is fine but the tip is way above the shoulders, then a dotted line extends down to the elbow

dark pollen
#

Hey, anyone know good settings for force and gravity on long hair using dynamic bones?

gritty nest
#

I would stay away from gravity

#

You can use a small negative Y force

#

Like -0.02 to start with

dark pollen
#

Thanks I'll give it a try

gritty nest
#

One tip, if the hair is drooping down too much from the head it's probably the root bone's fault

#

Set stiffness to 1 and add a stiffness curve that starts really high (at 1) then drops down almost instantly

#

Then move the curve further to the right in play mode until you hit the desired result

wintry elbow
#

Ok i just finished configuring my avatar and everything and then i realized he has no shoulder bones, what should i do?

calm needle
#

depending on the model, you can get by by just adding phantom shoulder bones. Just really small bones with no weightpaint that only really exist for the sake of the sdk not yelling at you

wintry elbow
#

ok thanks, quick question is there any good way to replace the model in unity while still keeping my prefab intact

ivory radish
#

u have 2 do it in blender

#

then u can replace the file in unity by opening it up in the file explorer and pasting it there

wintry elbow
#

Ok thanks, but i am aware i need blender lol

heady tree
#

So how do I change some bones to dynamic bones?

#

or jigglebones or whichever

#

I've got dynamic bones imported into my project file

ivory radish
#

u just add them as component

heady tree
#

ah

#

so now what do I with this

#

I just need a little bit of jiggle/swaying

opal aurora
#

Drag a bone you want to act as the "root" bone for dynamic bones onto the root section of the component

#

If you want to use multiple roots you need multiple components

#

Each root acts as a chain in which any bones parented to it will move according to the bone they're parented to and their movement

heady tree
#

so I want the tail and ears to move around, that would mean I need 3 dynamicbones components/roots?

opal aurora
#

Essentially yes

heady tree
#

so do I need 3 components, or is there a way to do multiple roots with one component

opal aurora
#

Also never use the hip as a root, it breaks sitting in-game

#

1 component per root, sadly no other way

heady tree
#

aight

#

any other setting I'd need to fiddle around with?

opal aurora
#

Not that you need to but the settings for dampness, elasticity, (the other one) and inertia all affect how the bones move

#

Keep in mind the preview you see in unity is a bit more over-the-top than in-game (or was it the other way around?) so you'll need to do alota trial and error untill you get it just right

#

If you want some wiggly/bouncy animal ears or tail, or hell even long hair, i normally use 0.1/0.1/0.4(or 0.6)/0.6(or 0.4)

#

That's the values from top to bottom

heady tree
#

thanks

opal aurora
#

You can preview it in the scene by going into play mode and moving the model around

heady tree
#

oh jesus that's wiggly

opal aurora
#

And you can fine-tune the values whilst testing it aswell, but keep in mind the values don't save when you exit play mode, so keep tabs on those values

heady tree
#

yeah just figured that part out lel

#

ears aren't moving, but that's probably because they're only like one bone

#

and I really don't feel like reimporting the rig and doing everything all over again

opal aurora
#

Yeah, you need atleast 2 bones for it to function sadly

#

Just extruding a bone should do though

heady tree
#

and making the head the root proooobably isn't a good idea eitehr

opal aurora
#

Eyup, bobble heading isn't the way to go xD

heady tree
#

on that note, how about eye tracking?

opal aurora
#

It would probably explode

#

probably

heady tree
#

I meant getting eye tracking to work in general but okay

opal aurora
#

Oh, that topic's a bit iffy on my department, i can't be bothered to even try to manually make it, too much of a hassle from what i've seen

#

Hopefuly somebody can help ya though

heady tree
#

as far as I know, I think I have the correct bone heirarchy, but I don't see my eyes moving around in the mirrors

opal aurora
#

I think the eye bones need a specific name aswell, although i may be mistaken

#

Finally a tutorial that does it manually

pastel turtle
#

Is in need of a Mouth Rigger for my model XD

opal aurora
#

Viseme creation or legit mouth/jaw rigging?

pastel turtle
#

Viseme creation... XD

#

I got no mouth on my fbx and I have 0 skill on how to make a mouth for my avatar... XD

heady tree
#

Oh yeah, blinking doesn't seem to work either

#

yet again, there wasn't even a slot to put those into anyway

opal aurora
#

Personally i just animate blinking manually in unity via shapekeys

pastel turtle
#

@opal aurora So can you help me with my model?

opal aurora
#

Sadly no, i'm not all that great at making visemes (much less jawbones for that matter), i was just confirming if what you were asking for was indeed what you wanted

heady tree
#

hold up

#

that tutorial with the eye tracking, at the end there were some windows I can't see

opal aurora
#

The one on the right?

pastel turtle
#

Do you know anyone who can help me with this problem?

heady tree
#

yeah, on the right

#

VRChat Center in the middle and some sort of VRchat panel on the right

opal aurora
#

Can you give me a timestamp?

heady tree
#

around 22 minutes

#

22:04

opal aurora
#

Ah

#

They just dragged the uploaded content window there

#

You can access it via the vrcsdk at the top -> uploaded content

heady tree
#

ah

opal aurora
#

The vrchat menu just seems to be the standard avatar descriptor with the visemes assigned

heady tree
#

that still doesn't answer the eyetracking thing though

#

now that I think of it, almost every model I see with eye tracking just cheats it with those hollow-eyes

opal aurora
#

Oh right that effect works pretty well

#

Although most people seem to be using CATS to generate eyetracking nowadays

heady tree
#

I actually don't even know why they're not working

#

the visemes work fine, aside from the blinking

opal aurora
#

Maybe you've assigned the wrong eye bones in the rig config?

heady tree
opal aurora
#

Provided you followed the tutorial, you noticed that there were 2 pairs of eye bones created correct?

ivory radish
#

have u use CATS

opal aurora
#

Well, one of them was already present, but used as the basis for the actual eye bones in a sense

heady tree
#

why was there two eye bones anyway?

#

he didn't explain that

ivory radish
#

fix model makes eye bones

opal aurora
#

It's odd, honestly i'm not sure myself, but even CATS generated eyetracking has 2 sets of eyebones, it might actually be a pre-requisit

ivory radish
#

for proper eye tracking u just

#

need blinking blend shapes, extra blend shape (can be eye widening, lid lowering, whatever u want as a 2nd eye idle) and bones so vrchat can use tracking

heady tree
#

I got the bones and the blinking blendshape is the yellow glowy bit flickering off

#

so all I need is that second pair of bones in the eyes?

#

the regular pair are in the center of the eyeball, so even that should be good enough

opal aurora
#

I'd advise on following the tutorial through and through assuming that the eyes on the model they are editing before making the new pair are the ones you have right now, again i'm really unsure of the implications for eyetracking as it's just... a pain honestly

#

But good luck regardless

heady tree
#

blegh

#

really I just don't want to go through the reimport process

opal aurora
#

Do you not have a saved .blend?

heady tree
#

is there a way to do it without having to like, delete the rig and add in the new one and put everything together from scratch?

opal aurora
#

You can simply replace the file directly and it'll keep everything in place

heady tree
#

nope, it just makes a copy

opal aurora
#

Eh?

heady tree
#

RMB - reimport does nothing

#

"manual" reimporting just keeps the old file and puts the new file right next to it

#

I've been having to delete the damn file and bring it in again

#

and I've lost count of how many times I've needed to do that yesterday

opal aurora
#

Well here's the gist of it...

#

You open your project in explorer (incase you can't replace it via blender directly)
You save the file somewhere with the same name and replace it directly from there (or just replace it via blender if it works)
You go back into unity (alt+tab a few times for it to reload the model)
Go into the rig selection area
Change it from humanoid to anything else
Apply
Back to humanoid
Apply
Go into configure and make sure everything is correct
Done

#

If the prefab isn't broken it will update accordingly

heady tree
#

okay that seems to be working

feral stone
#

Should I have two diferent root bones for the back hair and bangs?

split zinc
#

Unless you want them all to do differen't things, one should be fine?

#

I'm not a professional but thats what i'd do

#

I'm still trying to figure out how to fix weight painting on fingers

molten rock
#

Hi can anyone here help me with adding Mouth movement to my model I'm a complete noob when it comes to it please and thanks

split zinc
#

Does your model have Ah, Your and There visemes?

gritty nest
#

@feral stone you should place all of those in a single root probably

#

You don't have to separate the front and back hair

placid halo
#

so i am having this problem where as soon as I put my Avatar into Unity and want to configure the Skeleton, the Avatar suddenly is rotated 180° except for the feet and if I rotate the Hip-Bone 180° to make it right again, the arms get super messed up

#

any advice?

plain pewter
#

@placid halo check bone rolls in blender.

placid halo
#

im sorry but i dont know what you mean, could you explain?

#

thing is I feel like when I google it then I would just get general help but no specialized for Blender > Unity

plain pewter
#

Just in case, save blender file. Select armature, enter edit mode, select all bones and press alt + R

placid halo
#

tried, but nothing happened

#

if youre trying to tell me to set the rotation in blender, already tried that

#

or rather apply the rotation

plain pewter
#

Not in pose mode

placid halo
#

ye i know

calm needle
#

looks like the model was facing the wrong way in blender

placid halo
#

already tried that and also didnt work

calm needle
#

in blender, when you hit the 1 on the number pad, do you view the characte's face?

placid halo
#

yes

calm needle
#

have you tried applying the rotation?

placid halo
#

as i said, yes

calm needle
#

to the armature and mesh itself

#

by apply, i mean the control + A function

placid halo
#

yes i know, did that, didnt help

calm needle
#

strange

#

check the bone names

#

are the left and right swapped by accident?

placid halo
#

i mean for some reason the feet are facing the right direction

#

eh lemme check

#

fml

#

yes

#

lmao

calm needle
#

blame unity trying to auto guess it

placid halo
#

did have to create the entire skeleton on my own, shit happens i guess

#

ty tho

calm needle
#

ah, so you named it based on the view and not the actual left and right :P. At least it's an easy fix

#

not the first time ive seen it happen

placid halo
#

no i tried naming it the direction they are on, but i guess i was just too tired

#

sat on that thing for like 7 hours straight, shit happens

calm needle
#

yeah, i understand that one all too well 😛

#

so much time spent on fixing fingers with manual weight paint

placid halo
#

know that feeling

#

I ripped this model from a mod, it had no skeleton and half was T-Posed the other half was posed differently, it was such a shitshow to just piece it together and manually weightaint the entire thing

#

but much love, ty

split zinc
#

in unity and blender the left hand is fine, but as soon as I import it into vrchat it seems to break?

gritty nest
#

@split zinc the left hand doesn't have any transparency on it anywhere, right?

#

Could be inverted normals, happens sometimes when mirroring

#

Flip the normals on the left hand

split zinc
#

nope, no transparency

#

And how do I do that? I'm not that used to blender quite yet

gritty nest
#

Select all the vertices belonging to the left hand

#

Then in the Cats Blender Tool sidebar, there's a Normals->Flip function

#

What exactly is wrong though?

#

I thought it was a transparency issue because I'm sorta half blind right now and thought the hand was blending into the wood @split zinc

split zinc
#

fingers aren't supposed to be like that

#

also wrist

gritty nest
#

Sorry, ignore my earlier advice since I misread you entirely

#

Haha

#

Anyway uh

#

Looks like a bone rolls issue

#

Posing the hand works fine in Blender?

#

Set all bone rolls to 0

split zinc
#

Posing the hand works, yes

#

and ..?

#

how?

gritty nest
#

Select all bones while in edit mode and do Clear Rolls

#

It's in the spacebar menu

split zinc
#

okay

#

Anything else?

#

@gritty nest

gritty nest
#

Dunno

#

In the unity rig configuration

#

Check that it's t posed correctly

#

If the fingers aren't properly stretched out, manually rotate them until they are

split zinc
#

It was

slim vine
#

can anyone help me with rigging an avatar? no matter what I do i get errors about either hierarchy or the avatar being humanoid but not having defined bones or something

cosmic surge
#

does the model have all necessary bones ?

slim vine
#

I think so. I apologize if i cant answer some of these questions very well I'm pretty new to this whole thing

#

unity gives the check next to configure when i have it auto rig

#

but vrchat gives errors

#

and various youtube tutorials arent helping

cosmic surge
#

do you get the errors in vrchat or when you try to upload the model ?

slim vine
#

in the vrchat sdk in the build window

#

i did try using a bone structure of a similarly shaped model but it told me it wasnt humanoid (when both were) and that it wouldnt have vrchat animations

#

so i didnt do that

#

would it help to see some screenshots in dms?

cosmic surge
#

hmm can you take a pic of the the error in teh build pannel

slim vine
#

sure

#

ill dm you

feral stone
#

Is there something specific that needs to be done, or a specific bone Io need to place the coliders?

#

So far theyre in Leg L/R and hips

sleek isle
#

I have a realistic character but the eyes tracking in blender seen a little off. The two eyes dont have the same range. I probably because its work better with anime character, but can I fix it oriun vrchat its going to look oke ?

grand bay
#

oh hey, this is where you hang out rokk

fading verge
#

@feral stone use cloth component

feral stone
#

@fading verge I did, worked out well, thank you!

slim vine
bronze elk
#

Anyone know how to parent a object such as hair to a bone (head)?

faint turtle
#

i've been trying to fix it by rotating bones, but it didnt work

#

i'm so confused

crisp tendon
#

@bronze elk Try selecting the mesh, then shift select the armature, and ctrl + p to armature with automatic weight paint

bronze elk
#

@crisp tendon Tried that, didnt work. However i noticed it gave me a parent to "bone" option.

#

that seemed to work fine

crisp tendon
#

Whoops i missed that option, good catch, glad that worked

bronze elk
#

thanks for the help.

grand bay
#

having some difficulty with the weight paints

#

for whatever reason the mesh shrinks when I move the bone it's supposed to be attached to

#

it rotates out of time, and shrinks down to nothing the further from its origin point I go

#

it's a mechanical avatar, so I don't want to use typical weight paints, I want connected parts to move as one

#

oh, well, I guess I didn't need to do anything. The problem happened after connecting all the bones

#

seems like they connected in the wrong direction

restive shale
#

If a mesh is shrinking it's usually because the mesh is also weighted to another bone

grand bay
#

it was, but I didn't know that

#

it would shrink

#

good tip

fading verge
#

so when I set my model to humanoid it forces into t pose and it looks like this

#

and I can rotate the spine to fix the weird bulged out part and then just rotate the chest back, but when I do it says its not in t pose and the spine is in red. I'm pretty sure this is a rigging issue, any help?

ivory radish
#

then use reset pose button

#

and it doesnt matter that its not in tpose

#

it needs 2 look like its in tpose so the animations will import with the correct muscle settings

#

if its not in tpose then the muscles will be offsetted and not look right for other models

#

so just make sure its in tpose state

#

doesnt necessarily mean that the importer thinks its tpose

fading verge
#

@ivory radish does this mean I need the muscle animation editor?

#

cus I just did what you told me and reset its pose and it still looks messed up once i uploaded it

ivory radish
#

no

#

u reset the pose and make sure they are in full tpose stance

#

u also need 2 make sure the hips are rotated correctly

jovial dune
#

After rigging a model in Mixamo, when you're renaming the bones you can just delete Spine1, right?

#

Because it rigs Spine > Spine1 > Spine2 (Chest) > Neck and so forth

late shale
#

No don't delete it, just make sure spine2 isn't assigned in unity

jovial dune
#

Spine2 or Spine1?

ivory radish
#

depends but just pick whatever looks more like its useful

jovial dune
#

Alright lol

#

Also, do I remove the toes from the rigging stuff in Unity?

#

I already have upper chest disabled and chest set to the chest bone

ivory radish
#

if u want

#

u dont need 2 and it lets u tiptoe

fading verge
wide berry
#

what is a reccomended gravity setting in unity?

gritty nest
#

Gravity for what?

#

@wide berry

wide berry
#

long pigtails

gritty nest
#

Oh, you mean dynamic bone?

#

Don't use gravity, use force. Start with small values like -0.02 on the Y axis

#

Then test in play mode and adjust

wide berry
#

thank you ^^

grand bay
#

Also, if you're trying to make something look like it's being dragged down, nothing is better than just twisting the bones yourself

fringe beacon
#

typically this problem surfaces when i squat very low with my avatar (like sitting on the floor) only

#

i'd also rather not delete that part of the body

gritty nest
#

You mean the butt clipping through the clothes?

#

You either need to put a little more leg bone weight on the butt, or more hip weight on the skirt/clothes

#

Or if you're never gonna see that part, delete the vertices (separate into new mesh so you don't mess up shape keys)

ivory radish
rare sleet
#

what was the solution to the clicking configure in rig inside unity but it being blank

vale charm
#

Hello, I didn't finished any avatar yet, is it a problem if the axis of the bones for the legs aren't oriented in the front?

ivory radish
#

probably

#

if ur going 2 use animations from other humanoid rigs or 2 use ur animations in other humanoid rigs then u need 2 make sure the characters are in T-Pose

#

it might work possibly tho if thats how u leave the tpose

#

bc the pose the character has chooses where resting position is for the muscles

#

but it might sometimes mess with rotation in animations

hardy radish
#

can anyone help me? the fingers on my character dont move in VR while the rest of my body is animated fine

#

don't know if its a skeleton problem or what

ivory radish
#

not mapped

hardy radish
#

what does that mean

ivory radish
#

u dont have any finger bones or u didnt check the mapping 2 see if they were mapped

hardy radish
#

i have finger bones and they are weight painted

ivory radish
#

** u didnt check the mapping 2 see if they were mapped**

hardy radish
#

they are, but its a weird situation

#

whats with no direct picture uploads

gritty nest
#

Use imgur

#

It's probably "full body IK will be disabled" warnings because you didn't map all the required finger bones, or the finger bones are weighted to the hand

#

Or whatever

hardy radish
gritty nest
#

You need a middle finger bone mapped, at least one

fading verge
#

i'm pretty sure you need thumb, index and middle finger

ivory radish
#

u cant map those

#

^

#

read the warnings in the upload window next time

gritty nest
#

Just put the pinky finger bones in the middle finger slot

#

It's fine

hardy radish
#

it gives no warning

ivory radish
#

'thumb, index, middle finger bones are not mapped full body ik will be disabled'

#

something like that

gritty nest
#

It definitely warns you in the upload window that the finger bones aren't all mapped

ivory radish
#

^^

gritty nest
#

But that's beside the point

ivory radish
#

and besides u should always check mapping 2 see if everythings right

gritty nest
#

You can just put the pinky fingers in the middle finger slots

#

And it will work

ivory radish
#

unless ur copying avatars from another humanoid

#

and ye

hardy radish
#

I'll try it and get back to ya, thanks

#

and for me it simply doesnt warn me they are all not mapped

ivory radish
#

r u sure the window is expanded bc it says so

#

huh close enough lol

#

ive had 2 fix that warning so many times that i memorized it

gritty nest
#

There's a similar warning about leg bone angles which matters less

ivory radish
#

ye its just a bit glitchy

hardy radish
#

the only warning about full body ik is the leg one, like you said rokk

#

getting this model in and working has been a pain in the ass for so long

#

ayy, it worked after I switched the middle and pinky finger like rokk said. Thank you all for the help

gritty nest
#

Cool

native sail
#

what does it mean "Spine hierarchy missing elements"?

fading verge
#

you are missing some bones

#

hips/spine/chest/neck/shoulders most likely

native sail
#

do they need to be named properly?

#

when I inspect the skeleton, there is nothing red or missing

fading verge
#

@native sail show a picture of the mapping tab of the body

ivory radish
#

i dont know why

native sail
fading verge
#

you are missing a neck bone

native sail
#

🤔

fading verge
#

also i can see that you have multiple meshes

native sail
#

well i gues i'll do something about that

fading verge
#

you should merge those

native sail
#

blender rips every time i try to merge them

#

it comes up with an error

fading verge
#

merge them manually then

native sail
#

plus its a psp model so i don't think it will be too bad

fading verge
#

it will

#

there is a good reason why people are merging meshes

native sail
#

well rip the model, blender refuses to take it

pastel turtle
#

And it can not move up and down either i want to to stay on floor level and just move when I move XD

pastel turtle
#

NVM

ivory radish
#

help

#

aa

manic marsh
#

Pssst

#

Fixed joints

#

:wink :

wintry mesa
#

Does anyone know why weight painting would cause textures to disappear within game? The texture that's disappearing isn't even on the same body part

wintry elbow
#

Its probably not weight painting then

ivory radish
#

no help with my thing

wintry mesa
#

Its the only difference in the model I added, so it has to be the culprit, it just doesnt make sense

rare sleet
#

If you reweighted it then you reimported it meaning you had several other things that could cause the issue

olive kestrel
#

^is another mesh showing through or something

hardy radish
#

can anyone help me with this. My model in unity has its tail and head thingies point straight back, so I try to fix it by moving the bones in the bone configuration, but it looks like nothing changes.

#

but outside of bone editor, including in the animation thing, it looks like this

hardy radish
#

never mind, I figured it out

boreal magnet
#

Does anyone know how to fix the blushing in Unity? Whenever i try to add it to an emote or hand gesture its comes out as a red square. But its in blender perfectly

opal aurora
#

@boreal magnet what shader are you using?

boreal magnet
#

CubedParadox/Flat Lit Toon

#

@opal aurora

opal aurora
#

What rendering mode are you using for it?

#

cutout or transparent?

boreal magnet
#

are you able to edit the shader and rendering mode specific to the blushing?

#

kinda just figured it was part of the face in general

opal aurora
#

It should have a specific material for it normally yeah

gritty nest
#

@boreal magnet you should use Standard or Noenoe shaders for transparent stuff

#

Cubed's does not support transparency, only cutout and opaque

#

The fade and transparent modes won't work ingame

neat marlin
#

Looks fine in Blender + Unity

light kindle
#

probably bone length/bone position/bone roll issue

olive kestrel
#

my legs bend inward, what do i need to do to fix it? i tried adjusting the bones a bit bit it only got worse

#

is there a quick way to test the ik without uploading every time?

sleek isle
#

Put a walk animation on a duplicate in unity

#

Or something

#

From the sdk

light kindle
#

do the reverse of what made it worse

gritty nest
#

@neat marlin that looks like the full body tracking fix

#

See if the hip bone is inverted in Blender by any chance

#

It should be facing up, and the leg bones should be connected to the tip of the hips bone and not the root

#

Otherwise you'll have to scale it to -1 and then reconfigure the humanoid rig in Unity

hardy radish
#

can someone help me? this imported model is having a strange issue in unity. It says that the bone "Spine1" has a length of zero, but it clearly has a length in blender

light kindle
#

that doesnt matter

hardy radish
light kindle
#

cats does tell you to ignore it

hardy radish
#

okay, I'll see if it still works then

ivory radish
#

i set those as the eye bones

#

what am i doing wrng

#

normally it rotate around the eyeball

light kindle
#

cats does not work well with non mmd models

#

you will have to find the right movement range for the eyes and probably reposition eye bones

#

make sure you save before setting range or resetting position

ivory radish
#

no but i dot understand

#

what the hecc is up with the rotation

light kindle
#

un hide the bone

#

its probably at the center of the head (both bones)

#

so they rotate from that position

#

and do not work well

crimson plover
#

are xps avatars already rigged and animated?

ivory radish
#

wat

#

wat bone

fading verge
#

by making it first child

#

just move the bone to be in the first position in the hierarchy in unity

pastel turtle
#

How to do that because I'm a total newbie here with unity still I just got down with figuring shaders out XD

fading verge
ivory radish
#

idk how 2 fix the tracking

pastel turtle
#

I do not even see that any where XD

fading verge
#

press the arrow on the left side of "left leg" and "right leg"

fading verge
#

move the knees to the first position now

#

above the armor thingys

pastel turtle
#

or do i place it inside of hips?

fading verge
#

no you place it above the "armor_piercing" objects

pastel turtle
gritty nest
#

@fading verge nice GIF lol

fading verge
#

thanks.

gritty nest
#

@pastel turtle don't move them out and in, that will break prefab

#

Just drag them so they come first

#

Rearrange them

#

It looks fine now though

pastel turtle
#

I tried dragging them but it did nothing XD

gritty nest
#

So you'll just have to see if it's still fine ingame

fading verge
#

look at my gif again

#

you have a line that will appear when you can let go of the mouse button

#

it will drop it at the correct place

gritty nest
#

No, the line needs to be outside of the other bones

#

The way you did it right now reparents the knee to the armor

#

You need to make sure it just comes first, before the armor

pastel turtle
#

Ok got you XD My window was to small XD TY

fading verge
#

yes

#

now open up knee too

#

and check if the feet are first child too

pastel turtle
#

They seem in right order?

fading verge
#

yes

ivory radish
#

does no 1 kno how 2 fix it

fading verge
#

ignore

pastel turtle
#

K then im good to go thank you Mr. Svelsien 😄

pastel turtle
#

Ok I came across a new problem IDK if you can help me with it though.
I made a sort of hovering turrets with a gun on it but I just want it to follow me around remain in its elevated position as I do dances, sit and so on where do i attach such a thing at to my model to where it acts almost independently from mine but still moves when ever I move from one place to another? Do I put it here?
https://cdn.discordapp.com/attachments/468224140344819714/469525983746064384/unknown.png

pastel turtle
#

No help on this one?

sleek isle
#

On the hips probably. So its not going to rotate like crazy when you move

#

But if you want a robot like in nier that fallow you slowly idk

pastel turtle
#

yeah i want it like a robot near me and just follow me around but is still attached to my model and does not move when I do dances and stuff XD

sleek isle
#

The only think i can think but i dont know if its possible in vrc. It would be to make the robot act like a camera that follow your model offset

pastel turtle
#

In mmd I could to attach it to the all parent bone and it would act like I want it to XD

sleek isle
#

Try to attach your robot on the armature so it would follow your body in the x and z axe. Would maybe kind of work

#

Search a tutorial how to make object follow another object after wards with short delay

fading verge
gritty nest
#

It depends on how you want it to move and rotate.

#

I personally put those things outside of my armature.

rare sleet
#

lol

#

i just helped someone with something like this but a bit smoother :3

native sail
#

question, how would you put a model that is not in t pose, into a t pose?

#

i had a model that was tposed, but it glitched and went into an idle animation

#

its stuck in idle animation

native sail
#

I feel like that can be a bot command lol

#

/tpose

fading verge
#

it's pinned in "animation"

native sail
#

(shh I'm not that good at finding things, thanks tho)

neat marlin
#

@gritty nest That could actually be it. I’ll sort that out and let you know how it goes. Thanks!

native sail
#

side question, can you have two different gesture overrides?

#

I want a sword in one hand, and a shield in another, how would that work?

#

I tried having them in different gestures, but that causes a vrchat error, even after fixing the tpose bug

cosmic surge
#

Some here that knows about unity automapping for bones ? I have all bones, some without attached vertex groups or polies, and unity forces me to set those by them myself

deft crown
#

What can I do to fix this?

pastel turtle
#

Um how to find my cam ball?

#

the tiny grey-ish ball because it never spawned for me when I made new project and imported my character into it XD

deft crown
#

It probably did spawn but just hard to see

#

You sure its not there?

#

@pastel turtle No wait im done, did you add the cam ball as a component yet?

pastel turtle
#

No XD

#

I add descriptor if that is it XD

deft crown
#

Yea thats how you get the camera ball

pastel turtle
#

XD it was so small when I zoomed in to find it inside my model it did not show it XD But found it after view was set to 0, 0, 0 :D

ivory radish
#

does no 1 kno how help fix tracking

pastel turtle
#

@ivory radish Did you try CAT mod in blender?

ivory radish
#

but before eye tracking its working

cosmic surge
#

Someone here that knows about unity automapping for bones ? I have all bones, but some are without attached vertex groups or polies, and unity forces me to set those by myself. What do they need to be automaped ?

gritty nest
#

@deft crown seems like a lack of weight painting

deft crown
#

You know how to fix that?

#

Or does that require me to redo the entire model

fading verge
gritty nest
#

@deft crown check if there are misnamed vertex groups for the arms

deft crown
#

Not home at the moment but I’ll do it when I do

#

Get home*

deft crown
#

@gritty nest Where would I find the vertext groups?

#

vertex*

cosmic surge
#

select the mesh and then on the rigth in the menu (at half hight of the screen) you have the mesh symbol there you will find them

deft crown
#

Do you think you can include a pic, im pretty clueless lmao @cosmic surge

cosmic surge
#

no sorry i would need to reboot my pc for that

deft crown
#

ohhhhhhhhhh

#

That vertex group lol, I was looking in unity for it

cosmic surge
#

ahh well then my direction make no sense at all ^^

deft crown
#

Lmao

ivory radish
#

use pose -> reset

#

in mapper

#

and then try sample bind tpose

deft crown
#

Would I do this in unity of blender?

#

Or*

pastel turtle
#

How to make colliders work in unity?

#

and not glitch through my avatar?

deft crown
#

@ivory radish It didnt work, any other method?

fading verge
#

By chance is it possible to merge multiple armatures in blender? I've some models I ripped from one of the SK games and since each of the models are essentially modular the head, body and hair all have their own armature.

gritty nest
#

@fading verge make sure both armatures are in your Blender scene

#

Press CTRL+A to apply the rotation, scale and location on both of them

fading verge
#

All of them are positioned where they need to be.

gritty nest
#

Select both and press CTRL+J to join them

#

You might have to reparent a bone or two

#

If the armatures are actually identical but the meshes are in different places, try the Cats merge armature function instead, or reparent the mesh to the other armature.

fading verge
#

I was under the impression that the joining method didn't function when trying to parent bones. from different armatures.

gritty nest
#

It does

#

But that depends

fading verge
#

No, none of the armatures share bone names.

gritty nest
#

For example, I've seen game rips where importing a head mesh still gave me an armature for the entire body. In that case, I just reparent the mesh

#

In that case, you can join the armatures

#

You will end up with two different bone roots, so you'll just have to reparent those. It's pretty easy

#

I did that yesterday so I know it should work

fading verge
#

I don't think there are proper roots for anything other than the body because I got rid of anything that wasn't going to be practical for the extra armatures.

gritty nest
#

I mean like root bones that aren't parented to anything else

#

For normal humanoids this is usually the hips

fading verge
#

Oh, yeah.

#

That's all fine and dandy.

gritty nest
#

But if you merge another armature that's only the head, you will end up with the hips and the head next to each other. In that case you'll have to reparent the head so it's under hips, etc...

fading verge
#

I just need to connect a neck to a spine and the hair to the head.

deft crown
#

Can anyone help me fix this? I dont get why this is happening?

#

I already set it to humanoid

sleek isle
#

Maybe not weighpainted. Did the model could move arms/legs in blender or unity?

rare sleet
#

If not I can also guess if it is weighted it wasn't set armature deform to the armature lol

neat marlin
#

@gritty nest That'd did actually fix the issue! Thank you!

cosmic surge
#

I have a model without hands. I added hand bones to be able to make facial gestures. It works in game. But unity does not auto map the bones. What rules apply ?

#

i think i found some restrains. The hands needs vertex groups that overlap with the group for the elbow (maybe need to be connected). Ring, middle and index finger need distinctive groups.

sleek isle
#

Yes

leaden rivet
#

i think im gonna need some more time to learn

cosmic surge
#

@sleek isle was the yes to my post ? since it is not working i expect other restrains

late shale
#

unity won't auto map bones without any weights, you'll have to manually map. You don't need to do anything with the vertex groups

cosmic surge
#

hmm to bad thanks for the info

olive kestrel
#

is there a way to like.. see all the bones affecting a certain part of a mesh or something

#

had an issue where a weird bone was painted to something and took me forever to figure it out

#

or like paint an area for all bones at once

gritty nest
#

@olive kestrel you can just go through all vertex groups while looking at an area

sleek isle
#

You can select a vertex and see in the (n) menu what bone are attach to it

pastel turtle
amber thorn
#

What would cause the chest of a model to go into the head?
It looks fine in Blender/the pmx, but in Unity that happened

pastel turtle
#

Ok i tried as shown in the video above that I posted but my character just flops to floor how to make a more realistic skirt physics on my model XD

rare sleet
#

Values of dynamic bones vary depending on every difference in the bone setup, length, number of bones, gaps in bone strings, everything changes the values you would use

pastel turtle
#

Well Im singling out the skirt... XD

rare sleet
#

What?

pastel turtle
rare sleet
#

You realize dynamic Bones only move a child relitive to the root you define

#

The root doesn't move

#

At least it doesn't if you only define a root and nothing else

pastel turtle
#

yep I got root as Skirt_0_0 and so on XD

rare sleet
#

I see I misread

#

But anyway yeah you should have that rooted to a single parent and make that parent the dynamic bones root

pastel turtle
rare sleet
#

They all change over every difference between systems

pastel turtle
#

?

rare sleet
#

The only recommendation for dynamic bones values I can make is use curves

pastel turtle
#

TY for trying XD