#avatar-rigging

1 messages · Page 123 of 1

fading verge
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How do I auto weight bones.. I have them created and so but I don't know if they're rotated right or weighted.. I'm new to making avatars..

slate hill
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I'm currently doing a research for my work to demonstrate VRchat acting capabilities, can anyone point me to a good public world that has good mouth synced rigged models that are NON anime? i'd really appreciate it if you can throw me a msg wit a suggestion

main parcel
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Well, safe to say im learning.... slowly lol. Always check weight paint, especially on dummy bones lol.

Im just happy my models lower half is resting how I would like it, the legs get a little janky due to them being digitigrade.

pearl lichen
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Who knows how to make 2d vismes ?

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I'll legit pay you to do them for my model XD

marsh brook
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Okay I am making an entire model from scratch and recently my mesh acted really strange

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Would this be the place to ask about that

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Ignore the purple eyes I haven't made any textures yet, not sure where I'd even start

marsh brook
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Nevermind, fixed it

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The normals failed

soft forum
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ehhhh need helpu

gritty nest
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That looks like bad weight painting on the model itself

soft forum
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big oof

gritty nest
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Could be bone rolls

soft forum
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and?

gritty nest
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And what?

soft forum
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im checking weight paint rn but bone rolls?

gritty nest
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Just select all the bones and set the roll to 0 by doing Clear Rolls

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In edit mode

soft forum
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blender?

gritty nest
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Yes

soft forum
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ok ty

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how do i fix bone rolls

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or where is the tab

soft forum
gritty nest
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That looks better, but it also looks like those pink things aren't weighted to anything

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Unless that's the intention

soft forum
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im tyring to delete those parts how do i select the diffrend polys

lime hill
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it says the spine has a bone length of zero in the map

lime hill
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alright now it says "spine hierarchy missing elements"

gritty nest
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Oof

paper stone
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Is this issue because the vertex groups also cover parts of his chest?

gritty nest
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It's just bad weight painting, not necessarily the fact that it's assigned to the vertex group

paper stone
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And I thought I had it there... lol

gritty nest
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You can fix that by going into weight paint mode, selecting the arm vertex groups, then subtracting them

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Make sure to leave auto normalize on

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Or go to the chest/spine bone and do Add instead

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Auto normalize sorta "guesses" where things go if you try to subtract

gritty nest
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Yeah, that's the issue. Make sure the red part is either blue or green

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In fact, I'd say it should be entirely blue

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The arm shouldn't move a belt satchel

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Is this Mixamo?

paper stone
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Yeah

gritty nest
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That makes sense. In that case, you'll have to fix up the weight painting manually

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Leave auto normalize on and just subtract the belt satchel with the subtract brush

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And anything else that shouldn't be moving with the shoulder

paper stone
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Alright, I'll see if that works. Thanks

lime hill
sleek isle
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Select the area in edit mode click remove in the mesh panel

lime hill
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thank you

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@sleek isle you are actually a god

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i was going to kill myself

fading verge
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I downloaded the curtain version of unity and now for the VRchat SDK it only pops up with one tab

dark pollen
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Whats the best force/gravity settings to keep long sleeves/capes facing down with arm movement?

pearl lichen
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I repeat anybody who knows how to make 2d lip syncing aka 3d vismes

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Pls

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Halp

late shale
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Really the only option is having a bunch of planes, each with a different 2D image, and the blend shapes move each one forward so only the forwardmost is shown

gleaming hill
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Hrm.
I was going to grab an existing model and rig that but I ended up making my own, lol.
Hence me taking forever to get to the rigging part.

My question is, my "example avatar" rig has some wonky leg bones- they're totally upside down on one side for some reason. Why is this, and does anyone know where I can download a non-messed up version of the rig?

gleaming hill
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Hrm, now I can't even find the tutorial I was using. Anyone have any tutorials for rigging avatars for VRChat?
The ones I've been finding keep assuming I have a pre-rigged model...

rose shard
tidal musk
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My cat ears didn't have any bones. I've basically put bones in them but I just can't put my finger on how to parent them to the head

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they're in my armature

gritty nest
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@tidal musk select one bone in edit mode, and in the bone tab, set the parent to the head bone.

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Then do the same for every other bone

tidal musk
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okay

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how many bones do you think I'd want

gritty nest
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For cat ears, one bone is fine.

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Per ear

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The head bone should have a bit of weight on the base of the ears, and this weight should diminish further out

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So that at the tips of the ears, the ear bones have full weight

tidal musk
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okay, thank you ^^

west scarab
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Greetings, I just downloaded an avatar, but there is something called "rigidbodies," Do I need this or can i just delete it off the avatar?

cold stone
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If I want to import spy player model from tf2, will rig stay or I have to rerig?

gritty nest
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Depends. You'll probably have a rig to work with

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But that depends on where you got the model from and how you're importing it. I think Blender's source importer also works with armatures

cold stone
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I will show image when I imported it

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You can add normal texture?

cold stone
gleaming hill
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@rose shard Thank you for the link!
For some reason I thought I had to use the example avatar's rig and line it up with my model. So I can just make a rig from scratch?

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I know a little about rigging in Blender, I just thought I had to use the provided rig for some reason. Still don't quite understand how it animates the avatars if you use a different armature though.

late shale
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Yeah, that's what the rig importer in unity is for

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That's where you tell it what each bone is

gleaming hill
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ooh, that makes sense then. do we need a certain amount of bones for our rigs? Like if an avatar has less finger joints than the example, is that fine?
Or do they all have to correspond to bones on the default avatar?

late shale
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It just needs to be a humanoid if you want to be able to do gestures and IK. Humanoid is a standard for unity, not vrchat or anything, and I think you can get away with 3 fingers and 1 joint each, but I'm not sure

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As long as you select humanoid and it doesn't give you any errors you're good

cold stone
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I have play VRchat long ago, you can toggle some model like hat?

late shale
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The one difference that is specific to VRChat is that it doesn't use the upper chest, so leave that blank

gleaming hill
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oh, this does look helpful. Thank you!
I'm still setting up the armature, hopefully it works.

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Do you know if eye bones are required? This character has no eyes, just a visor.

late shale
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Nah

gritty nest
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@cold stone install Cats Blender tool and click Fix Model

late shale
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Just an optional thing

cold stone
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Cats Blender Tool?

gleaming hill
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alright, cool. Thanks!
I chose this character mostly because he's simple to model and doesn't have much of a face, haha.

cold stone
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@gritty nest Why?

gritty nest
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Because it has built in support for Source Engine models, and it can also automatically display the textures on the model. @cold stone

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It makes the model more suited for VRchat

cold stone
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and can't find eye texture for it

gleaming hill
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is it possible to get the eye texture from another model, maybe?

cold stone
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I can't found it in texture file

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I will try search word

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Found it.

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it's eye-iris

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only blue and brown is used

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It look like eye popped out

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Source Engine use texture to move when eye move

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But this?

cold stone
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@gritty nest Ok I clicked fix model

rose shard
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@gleaming hill The rig connects to the mesh using weight paints, basically if you weight paint the arm to the arm bones, it’ll act as one when you position the arm bones.

gleaming hill
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Ah. I have rigged things before, I just thought there was a particular method for VRChat avatars. I just finished rigging my model, though not sure on the next step.

rose shard
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Do you use CATS Plugin?

gleaming hill
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nope. Was I supposed to?

late shale
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it's a handy tool that makes some things easier, especially for MMD models.

rose shard
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^

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You can do it without, but it just makes things a lot easier.

gleaming hill
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ah. Yeah, right now I have my model made, textured and rigged in Blender, just not sure what I'm supposed to be doing next I guess.

rose shard
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Use pose mode to make sure it works

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If nothing happens when you position a bone, you need to weight paint.

late shale
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keep watching that mega tutorial, it's got everything

gleaming hill
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Yeah, it poses ok

rose shard
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You can probably just export it as an FBX and try it in Unity now

gleaming hill
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I ended up doing most of the weights myself because he's so boxy, lol
But the hands thankfully weighted fine on their own

rose shard
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That’s good.

gleaming hill
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do I need to name the bones exactly how they are on the example rig, I'm guessing?

rose shard
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Uh

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Sometimes it makes me do that

gleaming hill
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he definitely has an upper arm, lol
So I wonder if that's it

rose shard
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I would recommend just going to the rig of the mode via unity and making sure everything is looking good

gleaming hill
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how do I view the rig? I'm only familiar with Blender, still new to Unity.

gleaming hill
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Hmm. Well renaming the bones doesn't fix anything.

rose shard
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Uhh

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I’m not on pc atm

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So bear with me

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Goto the assets folder

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In unity

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Where you saved the fbx

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Then click on the fbx

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And press “view”

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Or something

gleaming hill
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Ah, I'm not at the PC either now, decided to take a little break. But I'll check that as soon as I get back. Thank you!

molten python
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I know this is a common issue with avatar's when using full body, but what causes the head to be in the chest when lying down? And is it possible to fix it? I'd say it's related to a bone being too long, such as the chest, but then wouldn't it happen whilst stood up? 🤔

deft pollen
gritty nest
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@deft pollen it very clearly tells you what is wrong

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Go to your rig configuration and make sure those bones are all mapped

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If they are, post a screenshot of the whole rig window

deft pollen
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oh, i am a idoit

gleaming hill
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I think the bones aren't parented right, so I'll go back and fix that

gritty nest
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It does look like a parenting issue

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A pretty damn big one

gleaming hill
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Yeah, hahaha
I feel like such a goof for not checking

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which doesn't seem right

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well, the list seems right.

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Yeah, I think I'm just not used to how Unity displays bones.

gritty nest
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It looks weird though, they should all look connected

gleaming hill
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I think it's because the shoulders aren't assigned to anything

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I just wanted the arms themselves to move, because having the shoulders move would deform the body and look odd

crisp tendon
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I don't think the shoulders are used with IK

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And you could create shoulders regardless of that, through lack of weight painting

gleaming hill
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I put shoulder bones there because I thought I needed them, but I didn't weight them to anything

gleaming hill
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gosh darn it!

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ok, I think I fixed it by barely weighting them to vertices that you can't really even see, lol

rare sleet
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You don't need to weight anything, as long as the bones exist you can map them in rigging

quiet gazelle
gleaming hill
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Oh, I didn't realize that. Ah well.

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Thank you for telling me though!

rare sleet
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You aren't parenting the mesh to the armature with armature deform

median echo
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I need help learning how to parent hair to head please

rare sleet
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Flat weight it

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I assume you mean to make it follow the head

median echo
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im not sure what flat weighting is.

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i positioned the hair on the head with its bones and im stuck there

rare sleet
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Unless you have a bone structure and weighting already, just select the mesh and add a vertex group titled head then go into edit mode, select all the verts in the mesh and assign it to the group at 1.0 weight

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Ohhhh

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Then if it has bones

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And it's where you want it

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Select the new armature and mesh and Ctrl+a location rotation scale

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only the hair bones remaining in the new armature and delete any leftover bones on the old armature, then select the new then the old and Ctrl +j

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That merges them

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Then just select the root bones of the hair and end by selecting the head bone and Ctrl +p keep offset

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To parent the hair to the head, and then just make sure your hair has a head group

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And you should be good

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I like to reparent the mesh to the armature with armature deform for good measure so there's no issues

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Hope that helps

gleaming hill
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The fingers are a little wonky because I think I messed up the weights, but I can live with that for now I suppose. (I don't have a headset so they're not going to be moving much anyway)

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also thanks @late shale for the tutorial link, it was super helpful.

late shale
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nice job

rare sleet
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Likely not the weights alot of people don't realize they need to bisect and or subdivide at joints

gleaming hill
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thanks!

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oh, well
I think it's something like that, yeah
I pulled the hands from another model (everything else I did myself, but I hate modeling hands)

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and the fingers all have two segments instead of three

late shale
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oh yeah you want a lot more than that

gleaming hill
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the first segments of the hand rig got pushed up into the palm so the animations got messed up, whoops

rare sleet
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Just look at the triangles in the location of joints, if there's unbroken edges going over your joints you will have unwanted flexing and skew

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Bisecting the mesh adds locations for the mesh to flex on

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Think of it like adding hinges to the solid mesh

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Can't make a wall a door without cutting it

gleaming hill
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I see
I think I get what you mean
I'm just not sure how to add more vertices without messing up the UVs

rare sleet
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Bisect

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It's a mesh tool

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In edit mode it should be the mesh toolbar then bisect and you draw a like over SELECTED faces and edges and cut them

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Easy way to learn is a cylinder and three bones

gleaming hill
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oh holy cow

rare sleet
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Weight the cylinder to the bones and then bisect

gleaming hill
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I wish I knew about this tool before

rare sleet
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Also try subdivide

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It'll significantly increase tri count tho

gleaming hill
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I was using CTRL+R to cut a loop around the fingers, but moving the edge pushes the texture around, which was bad

rare sleet
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Lol

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Use num5 for orthographic then num1 for front 3 side 7top 9switch views

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It'll help with bisect

gleaming hill
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mhm

rare sleet
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Also if you are making faces ever for whatever reason use split convex faces to fix the mesh so the areas that aren't flat get flat

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Don't know a better way to explain that one

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Last tool you really need with weighting is clean up

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Hitting mesh c r

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Removes doubles

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Cleans up verts and edges overlapping leftover from modeling

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Reduces tri count vert count and stops weight errors

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Oh and if you hit spacebar and type in intersect (Boolean) that's literally the best tool ever

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You need to have two meshes, join them, L select one (linked select) then do intersect bool Union or difference

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It'll combine the two where they intersect deleting the internal mesh(Union) or remove the material from the unselected mesh and seal it using the intersected leftovers(difference)

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Sorry for rambling

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Either way Union can merge submeshes together and make it easier to weight a mesh in a single pass rather than later by layer

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Hope that all made sense and helped

gleaming hill
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I think I get it
Thank you for the tips!

rare sleet
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Np

gleaming hill
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and no worries, I ramble too, lol

rare sleet
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I've only been learning this stuff since February

quiet gazelle
rare sleet
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From what I'm seeing you are complaining about the jacket sleeve not bending with the wrist

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If so it's due to the fact it looks like you are weighting the entire mesh in one pass with multiple layers

quiet gazelle
calm bramble
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Good morning, wise people, i'm having a issue with my neck, basicly imagine a gamers bad posture of the neck, that's basicly it, the neck pops forward, or the whole body pops backwards abit depending how you look at it. While doing poses in Blender everything seems fine, but when in-game the issue occurs. I've double checked all the parenting, and bone rolls. I've previously also tried moving the neck bone abit upwards, since i've heard that's a fix for the "Hip issue" when it pops forward when idle, so i figured it might be the same thing for the neck, which did not yield any results.

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FYI: The chest bone has no weight paint what so ever, might that be the cause?

sleek isle
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If the spine have sweight paint of the chest area. Switch them place

calm bramble
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and the chest bone has 0 weights attached to it.

sleek isle
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Switch them then

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Shift s.

plucky talon
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wait my sdk keeps telling me that "make sure the parent of both shoulders and neck is the chest"

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any clue how to fix it?

manic marsh
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Whats your parent?

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The bone name

sleek isle
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You need to plave the shoulder bone in the box

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What your character look like

plucky talon
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here

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can't send a photo in here:/

sleek isle
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A men. If you cant parent thing i cant help you. Learn the basic. For your meme avatar.

plucky talon
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i already fixed it mate but thanks for helping

foggy juniper
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if your avatar's feet are through the floor do you just raise it in unity to fix it?

gritty nest
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I think you need to raise it in the rigging tab or raise the whole model in Blender by posing the hips a little bit up @foggy juniper

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Or move the feet/toe bones in edit mode

foggy juniper
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cheers

fading verge
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or you can pull it in unity rig editing

grim ibex
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it says my shoulders are off and not parented corrcetly

gritty nest
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Post a screenshot of the rig config in Unity

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Preferably using imgur

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The spine should go Hips->Spine->Chest

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And then both shoulders are parented to the chest

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Also, that rig looks odd.

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Shoulder bones are generally parented to the chest, but not actually connected

gleaming hill
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Mhm

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They're more where a collarbone would be, I think?

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And like Rokk said, not actually attached to the chest bone

gritty nest
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Yeah

grim ibex
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i looked at the test avatars rig while doing it so i probably went wrong there

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since i cant tell partened ones from connected ones

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I cant tell them apart

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like i said i am new to this but thanks anyway! i hope i get it fixed

gritty nest
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Yeah, Unity displays bones differently.

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You might want to open up the FBX in Blender instead.

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Unity displays them like that, as if they're all connected. The reality is, that three-pronged bone is just the Chest bone

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Unity draws connections from the base to the base of the next bone(s)

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The fact that bones can have a "tip" is essentially ignored in Unity.

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I have models where literally every bone is pointing straight up. Still works just fine in both Blender and Unity.

obtuse cedar
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anyone possibly know how to rig/get a model's legs to move without using a humanoid rig?

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let me rephrase that: how can i make a quadraped model? it can have a humanoid rig but i don't want it to seem like one

gritty nest
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A quadruped? Well, there are a few options, but they're not all pretty

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The easiest way is to assign the front legs to the humanoid rig

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Then use fixed joints to criss-cross joint the back legs to the front.

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So that when you move the left front leg, the right back leg also moves.

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Or just keep it split between left/right if that's your preference

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The problem is that walking animations cannot move any bones that aren't in the humanoid rig definition

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So you can't make custom walk animations that also make the back legs move, unless you use something other than bone rotations to do it.

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As horrifying as it sounds, shape keys are one of your only options here.

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The locomotion layer apparently has an avatar mask on it, but I have no idea what it looks like.

obtuse cedar
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ahhh

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thank ya, i had just found a pusheen model with some odd bones

digital rune
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Hey guys, not sure if I am at the right location.
I got a avatar, but it seems too high in polycount.
Any way to simply lower the polycount on Unity ?

gritty nest
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Decimate it in Blender @digital rune

digital rune
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Mmmm k

forest crane
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u can always reimport it to blender decimate and export back

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but it might come out as trash

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if its way above 20k

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@digital rune

digital rune
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mm k

wintry valley
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everytime I click loose parts on the new cats update it decimates my model, why?

rare sleet
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Character Joints @gritty nest not fixed joints

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In my experience fixed joints slip and desync at fast movements

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Character joint with everything zeroed

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Obviously setting the first as the seconds connected body

solar ravine
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can I use Character Joint as an alternative to final IK for skirt hacks...

solar ravine
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signs point to no

marsh portal
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it didn´t had any bones and i had to convert it cuz it was 61000 before

lean grove
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i need help adding animation to f+5 key with music

olive storm
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Can someone rig a Jafar avatar for me?

edgy ginkgo
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would anyone know if you could use VR with non-humanoid setups?

gritty nest
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Nope, you cannot

edgy ginkgo
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thought so

gritty nest
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You can either shoehorn your rig into a humanoid one

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Or you can make a fake humanoid rig and put your generic underneath

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Then use fixed joints

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Or character joints as I've been told

edgy ginkgo
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hmm, i wanted to make a mech from mechwarriar and be able to move the arms and torso only

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if i used a humanoid rig, and adjusted it, would that work? and make my own AO for it?

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or would the IK break it

gritty nest
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As long as it's not too far off, I think that could work

edgy ginkgo
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okie dokies, back to testing, thanks

swift lagoon
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So you do you need the leastest unity version to upload avatars?

gritty nest
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No, you need 5.6.3p1

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Any other version will not work

swift lagoon
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and the same vrchat sdk from the site?

gritty nest
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Yes, you need the SDK

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Not sure how else you would do it

swift lagoon
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Alright, I haven't done this inwhile and someone told me you need the latest unity now

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To use with the latest sdk

gritty nest
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Nope

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You still need 5.6.3p1. They switched from 5.3 to 5.6 like a year ago

swift lagoon
gritty nest
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Go to console and fix compile errors

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You have an erroring asset that you have to remove

swift lagoon
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Any idea?

gritty nest
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You have the SDK imported multiple times or something

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Delete the whole SDK and reimport, delete the Plugins folder too

swift lagoon
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Alright, thank you!

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Just starting over should be fine, right?

gusty charm
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Can I get some help if you can?

digital rune
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Question, how could I remove this

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I'm pretty new to blender, trying to get used to this.

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But I am not able to find a tool of whatever, to select single bones or such, to just remove it.

fading verge
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Hello, I’m trying to do a head swap but I’m not understanding how to do it. I tried watching a video but it just made me more confused.

sleek isle
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@digital rune select the armature. Go in edit mode(tab) select the bone you want(press shift to pick multiple) press x (delete bone)

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@gusty charm force T pose the option is bottom right. Might fix it. But maybe you have a problem with the hiérarchie

gusty charm
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Some of the bones weren't rigged properly? Like some of the model's thumb part were linked to the wrong bone.

sleek isle
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@edgy ginkgo rig the body like a humain but dont weightpaint the legs. Unity dont auto assigne bone without weighted vertex so you need to drag them yourself

gusty charm
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I enforced the T-Pose and... I've noticed several errors. I'll post them on imgur.

sleek isle
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Some time unity dont auto assigne bone correctly

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So drag them yourself in the box from the hiérarchie

gusty charm
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I've posted them just to get a better look at them?

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But yeah, I'm gonna try to fix that.

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She doesn't have any shoulder rigs ( four arm bones ) , her thumb on her left hand is connected to the wrong bones and her glasses aren't clear.

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That's the general run down.

sleek isle
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@lean grove what kind of animation

digital rune
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ANybody have problems where viseme isn't there in Unity ?
But CATS made the vrc shapes.

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I have no option to select "body" in the Face Mesh list.

sleek isle
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The bone are not parent to the good bone or its in unity that they are not in the good box . The right would be useful to see

gusty charm
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It's a hundred times harder since all of the names are in japanese ...

sleek isle
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Cats plugin is supposed to translate them mosly

digital rune
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Can't do the viseme stuff, when the Body isn't there.
I'm clueless why it isn't.

sleek isle
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But for the finger if not. Change the name of the bone in blender yourseft like. Index1_L

gusty charm
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Let me try to remake the model again.

digital rune
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What am I doing wrong 😦

sleek isle
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Click the box

digital rune
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Which box ?

sleek isle
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Select the sound

digital rune
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I can't, it's all none.

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In both the body scebes

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*scenes

sleek isle
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Everything work in blender ?

digital rune
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This is what I got, I did the create Visemes

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It made the vrc parts of sillables.

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But when exported to unity, it doesn't show the body scene to select these sillables.

pseudo sedge
#

@digital rune is you model more than 65k verts and that splitted into 2 parts? if yes than shape keyses was deleted after splitting in unity, you need to split your mesh by yourself in blender for keep shape keyses

digital rune
#

Mmm yes, I think it is, I was gonna decimate it eventually, but I wanted to see if I got the visemes working.

#

mmmm

#

I think you're right there.

sleek isle
#

am use to have avatar with less then 5 k so i might have forgot that problem

digital rune
#

No problem, I kind of understand.

#

I learn every time a bit when falling hard on my face 😉

gritty nest
#

@gusty charm you don't seem to have followed the Cats blender tool process

gusty charm
#

I know, and now I’m redoing the model in the Cats blender tool.

#

Also I’m guessing I don’t need the emotes hiding in the head of the model?

brave basin
#

how do I create a invisible leg bone for Zenyatta

sleek isle
#

make bone and parent them like normal

#

and in unity drad them in the correct box

idle axle
sleek isle
#

lol

#

make your model bigger

gusty charm
#

Them Goofy legs-

#

Also, my character has glasses but they aren't appear transparent on Unity. Does that mean it's not working?

pseudo sedge
#

@gusty charm is shader that you are using allow transparency?

rare sleet
#

Also your normals may be backwards

swift lagoon
#

Thoughts?

subtle moth
#

@swift lagoon Crisp textures

#

looks dope

#

👍🏻

swift lagoon
#

Thank you!

last iris
#

So if i have a model that is literally missing an arm as part of the design. is it possible to just not map bones for that and still be able to import using the default vrchat animations?

swift lagoon
#

Yeah do you use a PMXeditor? @last iris

last iris
#

no i dont

swift lagoon
#

Look up some tuts on youtube, it's makes your life easier with bone mapping and such

#

The avatar I sent screen shot up there I replaced the shirt without bones

#

But I magine adding an arm is alot harder

last iris
#

alright ill look it up thanks!

sleek isle
#

Map the bone in the box. No need to be weightpaint only need to be there. So you still can have full ik something

gritty nest
#

@last iris just assign fake bones, it's fine

last iris
#

ok thanks

gritty nest
#

There's an avatar scaling tutorial that I've been sorta following along with (don't have full body so I can't really use the tracker positions as targets, using Y bot's proportions instead)

#

In here, he only scales the upper arms. Shouldn't you also scale the lower arms?

#

Otherwise the elbow would be in a weird spot

novel reef
#

Is it possible to use viseme blendshapes for the mouth on a non humanoid avatar?

late shale
#

Yeah I'm pretty sure visemes don't care if they're on humanoid

languid turtle
#

Does that guide include the bone structure and placements for Hips + UpperLeg bones?

#

Since that part is always scuffed with me, and cant find out what is causing it, may be missing 1 step for the Bones connected to Hip bone in FBT mode

#

Like should the bones be leveled with each other (Hipps + UpperLegBone) i cannot watch videoes for 3-4 days so that is not possible for me :p

jovial dune
#

I have a question but it's too late to expect answers

#

Praying a smart owl reads this soon enough lol

#

So my character's thumb is derped out because applying the t-pose settings in Unity moves the bones to a position that's just kinda off

#

Is there a place I can find a picture or something that I can reference so I know how to line the finger bones up for the base t-pose?

fringe citrus
#

@gritty nest because the lower arm has "inherit scale" still enabled, it inherits its scale from its parent bone (the upper arm) so scaling the upper arm will simultaneously scale the lower arm too by the same amount.

sleek isle
#

@jovial dune you dont really need to have a perfect t pose

gritty nest
#

@fringe citrus ohh, okay! I forgot about that, actually.

#

Thanks

fringe citrus
#

😁 👍

gritty nest
#

Now I gotta redo the proportion scaling lmao

#

That's fine

#

The skirt is the hardest part because it just looks comically oversized without rescaling those

long sierra
#

I have a question , why when i try to publish a skin it says : u must spend more time in the app . and i played more than 20 hours , need help

gritty nest
#

Play more

#

@long sierra

#

It's not based on playtime

#

You need to interact with people on your VRChat account

long sierra
#

yeah i did alot

#

like do i have to add more people ?

gritty nest
#

You need to play more

#

We don't know the specifics

#

Just keep playing the game and you will get a message

lime hill
gritty nest
#

Usually that means you got your avatar into the floor

fading verge
#

So I have a two tails on one of my avatars and when I import it from blender to unity one of the tails is sticking out and up in front of me while the other is in the proper place any solutions

random spire
#

got a problem with manual atlasing

#

can i ask here?

languid turtle
#

Top hat, that means the tail needs to apply its origin rotation so it points the same way as your avatar, or else it is saved with a different rotation and is applied when you put it in Unity, but you should study how you join the meshes. Since you only get that fault if the meshes are split up and not applied scale and rotation

fading verge
#

Also when I import the avatar into blender originally it loses the dynamic bones in the hair and ears

#

And the textures change

paper mango
#

@lime hill remove your animation override and put it back in

lime hill
#

i fixed it, that wasnt the problem

#

w o a h

mossy escarp
crystal vector
#

@mossy escarp Try to press join meshes once. It could be that you messed up the armature modifier and join meshes should fix that.

mossy escarp
#

@crystal vector , Thanks. It worked. It was missing an armature modifier.

heavy imp
#

just use miaxmo to auto rig

obtuse cedar
#

It's an XPS model

heavy imp
#

nvm

#

i got a lil problem myself.

#

dunno how to rig this little guy

#

I may just not rig em'

#

but I want to.

obtuse cedar
#

Do you not know how to rig or do you not know how to rig that

heavy imp
#

b0th

#

I usually use an auto-rigger : P

obtuse cedar
#

what program are you using

heavy imp
#

mixamo

#

it's like one of the only ones/

obtuse cedar
#

don't do that in mixamo

#

you're going to have to do that in blendr

#

no way you can do that in mixamo

heavy imp
#

I suck at rigging in blender tho.

#

I just want this to be a monsteraity

obtuse cedar
#

that's the only way you're gonna be able to do it unless you wanna pay someone to do it for you

#

¯_(ツ)_/¯

heavy imp
#

to rig, I just put bones, linking to each other in it?

#

or is it more complicated?

#

cause I tried rigging manually myself

#

but didn't work

obtuse cedar
#

its more complicated, you have to wet paint it sometimes

heavy imp
#

screw it.

#

lemme find some sketchy @zz thang

obtuse cedar
#

im gonna repost my thing since its more of a "i dont know how to do this but i know the basics of blendr" rather than "teach me how to do this"

#

The problem never becomes apparent until I load up into VRchat.
Please @ or dm me if you find any fix for this. I'm so tired and want to cry lol
I'm willing to send the file as the file is public anyway

heavy imp
#

so uh.

crisp tendon
#

reset the bone roll if you haven't already

heavy imp
#

is it your model?

obtuse cedar
#

will do ruuubick

#

@crisp tendon do you possibly know the keybind for this?

fading verge
#

go into edit mode

#

on the armature

#

press A to select all bones

#

press ALT+R to reset the rotation

#

all bone rolls will be set to 0

obtuse cedar
#

Bone still looks the same

fading verge
#

how is the hip bone positioned ?

obtuse cedar
#

Let me get a screencap for ya

#

This is the hip bon

#

The bottom bone is the pelvis. I've tried assigning the bones that were in hip bones to the pelvis as a and it appeared to work, but when I went into unity, the textures went wonky (bending in all types of different directions on the shoulders and forearms)

fading verge
#

is it normal that it's so small ?

obtuse cedar
#

No. t's not. I just loaded up the other model I use which is the same character in a different costume and the hip bone looks different. It looks like a pelvis bone.

#

Nevermind

#

It is supposed to be that short

fading verge
#

pretty sure a bone that small will cause some issue tho

obtuse cedar
#

I'm gonna try replicating the rotation of the bone on the other model

#

That just completely broke the model f

#

Beauty

fading verge
#

did you you just update the one already in the scene

heavy imp
#

help

obtuse cedar
#

@fading verge it was the updated on

#

apologies, wne tot eat something

fading verge
#

put a new one in the scene and test it*

obtuse cedar
#

yes thats what i did

#

it was the new one, after i had rotated the hip

native egret
#

Any idea how to fix this issue full body tracking gives me?

fading verge
#

how do i make shoes fit my avatar the front of her feet are hella wide

heavy imp
#

yo

#

this non animated guy clips through floor plz help

fading verge
#

Did u change it’s position in unity?

heavy imp
#

yes

fading verge
#

I’ve had a similar problem and I just changed the size and avatar descriptor until it was good so try fiddling with that if that don’t work then idk

heavy imp
#

dang

gritty nest
#

It's the same thing as I explained earlier

#

Position of your avatar is overridden ingame

#

Put it in an empty game object and raise it up

#

Or lower the mesh origin point itself

quartz juniper
#

can anyone help me?

#

i have a model i need to rig but there's an error when i upload it to mixamo

fading verge
#

Shift A in Blender make bones ur self, Auto Weight Paint, and fix Weight Piant @quartz juniper

quartz juniper
#

?? @fading verge

#

all i asked is if the format matter

fading verge
#

What's format then

#

cause FBX is way to goo

#

go*

quartz juniper
#

the tutorial uses MMD while i use some other format

#

cause that's how the model came

#

and MMD is only anime shit

#

@fading verge

fading verge
#

oof

#

I don't do mmd

#

I Rip from games

quartz juniper
#

same

fading verge
#

Literally rip from Jojo Eyes of Heaven

quartz juniper
#

wat

fading verge
#

itz a Bandai Namco Game

quartz juniper
#

what i did is to take link from smash melee i think from deviantart and uploaded it to blender

fading verge
#

That's not ripping

quartz juniper
#

oh

#

.__.

fading verge
#

That's just taking models from Deviant art

#

lul

quartz juniper
#

k

#

still tho

fading verge
#

I just rip straight from game

#

but U gonna have to Export to Fbx if you want to Mixamo it

quartz juniper
#

when i take the model to blender there suppose to be a body section

#

but there's aren't

fading verge
#

Pic?

quartz juniper
#

1 sec

fading verge
#

k

fading verge
#

Is there a way to move the shirt i added to the back ?, because i can't select my shirt or i'll select all my body inclued

rare sleet
#

Or ya know, learn blender

sleek isle
#

Hehe yeah more resource in english

swift lagoon
spark bison
#

sooo anyone have a clue why on earth this is happening? I've been doing this rig for a while and it has worked so far but not on this avatar. More images in the link.

fading verge
#

bone rolls set to 0 in blender ?

#

try to also make them first child like the warning tells you to

#

in unity

spark bison
#

Well look at that, the bone hierarchy was wrong in unity but in blender they be correct. Now it's complaining about not being a humanoid rig...

spark bison
#

well now they are the right way around, but... now the avatar seems like it wants a horse or a donkey beneath it. Rotations are set to 0.

#

Any ideas for that?

spark bison
#

https://imgur.com/a/YAQ7smV the problem still persists. No idea what could be wrong. Rotations are zero (tried also 30,60,90 +-), moved the knees forward so it has a bend direction. Gave it a more straight resting position. Nothing. I am stumped.

steel idol
#

Hey does anyone know a place where I can get good tips for weight painting and basic rigging?

naive tree
#

@spark bison straighten them up and bend like a knee forward

#

and be sure that the knees are bent slightly

#

so IK know how to bend legs

spark bison
#

It seemed to have been the full body fix I placed. I removed the bones and reassigned them and that fixed the issue. The base model itself has a v shaped leg resting position so had to move the bones accordingly. Without the full body fix it's all right.

naive tree
#

it's because the full body bones are pointing up

#

but your bones are sideways

#

and so it ends up in weird pose

spark bison
#

Also in my previous message I did mention how I gave it a more straight resting position but that didn't help. I'll keep messing around with it but for now it's suitable without full body. Thanks for the tip tho.

proven nacelle
#

Hey guys ^^

#

I'm wondering if anyone knows a way to convert shape keys to bone movement in blender?

#

I have shape keys for the character's mouth but the way it's built, it'd be much easier to use the jaw flap thing

gritty nest
#

@proven nacelle jaw flap looks bad tbh

#

There is also "jaw blend shape"

#

Which takes one shape key and acts like jaw flap

#

It's easy to turn bones into shape keys, the other way around not so much

proven nacelle
#

Aha, that jaw blend shape sounds like exactly what I'm after

#

The character's mouth is more like a muzzle so it only really moves up and down, there isn't much point in individual shape keys for different mouth sounds

gritty nest
#

Yeah, that's what I suspected. That makes sense

proven nacelle
#

And I didn't want to have to set up all that viseme stuff

gritty nest
#

It's hard to get lipsync properly done on non-human mouths

proven nacelle
#

Fair enough

#

I do have multiple different blend shapes for different mouth sounds, but they all look mostly the same so I figured it may be easier to just create a bone and use that

gritty nest
#

I would recommend using those shape keys if jaw blend shape doesn't work out. It might end up making you spastically vibrate your mouth

#

Because that's what regular jaw flap does

proven nacelle
#

Ahhh really? I didn't realise that

gritty nest
#

It'll look better than you might think

#

Jaw blend shape is something I have never tested

#

But jaw flap just looks awful in general. Jaw hangs half open all the time, and then vibrates up/down like every frame

proven nacelle
#

Thank you 😃 so you think it's better to stick it out and use blendshapes

#

I've never had much luck with that in the past but I've followed the process before

gritty nest
#

I would say so, that's what most people do, and it's guaranteed to at least work

#

But you can always use jaw blend shape as a fallback

#

Cats Blender Tool can generate the necessary shape keys from the AA, OO and CH shape keys alone

proven nacelle
#

Sounds good ^^

#

Ahh, I've heard of that but not used it

#

Thanks for the advice anyway

worthy ravine
#

It's missing an arm bone, and I'm trying to decide how to go about making it compatible, in the way that will be most fun to use.

#

One suggestion has been to use a fake bone, but I'm unsure how that will end up looking in motion.

fading verge
#

it's missing a wrist ?

#

also some of those bone arent properly placed and rotated

#

be sure to set the bone roll to 0 for all of them

gritty nest
#

It's more like missing a lower arm

#

You could argue that the whole black thing should function as a giant hand

worthy ravine
#

Bone roll noted. Will be sure to do that too.

#

And yeah, I feel like I want the entire "gauntlet" section to act like the hand, for maximum control of how it positions itself.

gritty nest
#

Yeah, you definitely want the gauntlets as hands then

#

You probably want to subdivide the upper arm somewhere, the question is where

#

Or you could make a fake wrist bone and use the lower arm to position the hands. This will be hard.

worthy ravine
#

I figure I either need to fake it, and just have a stiff upper arm going into the wrist, or...
Make a new bone and use that middle bit of the "arm" as a joint. I don't think it's intended to bend in the source material, but might still look ok.

#

Will be my first venture into weight painting, although fortunately the hard edged mechanical nature of it might make it easier?

#

Oh... actually that's something. Should I be decimating before weight painting?

gritty nest
#

That's up to you

#

I don't know actually

#

I think weight painting is easier before decimation, but it'll look slightly better if you do it afterwards, especially considering the joints

dusk nest
#

i cant get my weight painting to work

#

what did i forgot

#

when i go to weightpaint it dosent let me to select a bone it just goes of the weightpaint

fading verge
#

armature to pose mode, mesh to weight paint mode

dusk nest
#

Ty

#

when you take 3 weeks away form blender you forget the little things

rare temple
#

So, to do eye tracking I need bones to my eyes. I've tried following tutorials. No dice. Anyone here aware of a good tutorial for idiots like myself?

pseudo sedge
rare temple
#

Cheers!

bright atlas
#

Is there a tutorial on merging two meshes into one while keeping their weight map intact? I haven't been able to figure this out and I have a character with separate meshes that need to be merged

gritty nest
#

Do they both have armatures?

#

Use Cats armature merge

bright atlas
#

I guess I wouldn't really know how to do that, I don't use blender but I could give that a shot

outer oriole
#

So if a model im putting into vrchat
has ik helper bones
Like twist bones and shit
Should I delete those or leave them
A model I'm working on when I roll back the elbow to like
my side around my ribs
Putting my hands near the ribs rather
The elbow stretches out and goes nuts

crisp tendon
#

Make sure they don't have weight paint on them

#

Zarniwoop showed me something cool to deal with that

#

Use theVertexWeightMix modifier on your mesh

#

And make sure to delete the helper bone (B) after you've done the switch

#

yeah, dissolve sucks balls in comparison

#

yikes

calm needle
#

oh yeah

#

i love that modififier

#

another thing if doing manual merges is remembering to update the mesh to point ot the new armature

crisp tendon
#

Do you guys have a personal solution for copying UVs on similar meshes ?

#

ctrl + L doesn't work for me

calm needle
#

are the meshes 1:1?

#

if so, control + shift+t has a transfer uv option

crisp tendon
#

thanks

brisk badger
#

Anyone know how to add bones to an avatar? i have a stock model i really want to add bones too but I'm a scrub at blender

calm needle
#

do you want these bones to actually move the model or dummy bones for the sake of vrc requiresments?

brisk badger
#

to acually move

outer oriole
#

Yeah I ended up figuring out

#

IK Helpers are good for other games but since VRchat uses its own shit and basically ignores IK Helper bones apart from moving them around with the parent

#

So on some models it might help but on others like the one I ported VRchat just went weird

restive shale
#

I tend to get rid of them

fading verge
naive tree
#

how is vertexweightmix different from mixing bone into parent if your goal is to transfer weight, mixing bones seems quicker to do so

#

there's an option in cats "merge weights", which transfers all weight from a selected bone to its parent and then deletes the selected bone

restive shale
#

I use merge weights a lot

naive tree
#

which is nice to get rid of random leftover bones, like twists

#

nope

restive shale
#

It's a useful tool with a lot of features

#

This is the first time i've met someone who is too good for cats apparently

naive tree
#

new issues? like?

#

then it shouldn't be a problem for you to name some

restive shale
#

Of course thatll remove bones

#

it removes bones

#

I've never had that issue

naive tree
#

that's because of not applied scale/rotations

#

i think cats fixed that now

#

that it applies transforms now

fading verge
#

that's why video and forums/discord servers exist

#

to help some people

naive tree
#

I mean.. people make tools to make stuff easier to work with, or bypass every tedious shit u don't need to do

#

and cats is very useful outside of VRC

restive shale
#

cats is great for the laymans who just want waifu models

#

if you want more than that, then thats fine

naive tree
#

yea and you learn how to fix those issues that cats can't deal with 🤷 what's the problem though

#

I'd never want to go back to time when we didn't have cats

#

sounds elitist and pretentious

#

nothing more

restive shale
#

Agreed yuumi

naive tree
#

oof dude

#

be sure to n ot use any other tools then

#

cuz by your logic they're just holding you back

restive shale
#

I only make my 3d models out of artisan mud

#

which i then scan into my computer

fading verge
#

Never Used CATS
Still talk shit about how bad it is

restive shale
#

layer by layer with my scanner

#

Nice green text svel

#

I used 3ds for unreal

naive tree
#

if there's a tool that can make my work easier - I'll use it

restive shale
#

Do it

#

I dare you

naive tree
#

saying that a tool adds more issues than it helps is silly though

#

when you haven't used it, and just go by SOME people experience

restive shale
#

It is still in active development tbh

naive tree
#

issues appear with EVERY single tool

#

and it's not perfect

restive shale
#

Doesn mean it was caused by cats

#

considering pretty much everyone who plays vchat uses cats to some degree

#

You can't blame the tool for someone hitting the wrong button

#

It's not the knifes fault someone stabs themself

#

Cats doesnt claim to

manic marsh
#

We need saftey caps on CATS buttons

restive shale
#

Because it is a useful tool

manic marsh
#

:wheeze:

restive shale
#

built for use with vrchat models

#

If cats had that I'd try it

fading verge
#

CATS is a perfectly good tool that do his job properly almost all the time
it's dumb to talk shit about it because some people can't use them properly and fucked up a single part of their model

restive shale
#

Agreed svel

#

You might just be bad at using cats tbh

fading verge
#

it is made msotly for MMD models

#

so if you use the fix button for non-MMD of course it will fuck it up

gritty nest
#

Cats Blender Tool works fine for non-MMD's

#

However, "Fix Model" will not always work spectacularly well

#

It only properly supports MMD's, XPS, and perhaps Source

restive shale
#

You tell 'em boss

gritty nest
#

But there's a lot of other features besides "Fix Model" that Cats makes much easier. @arctic grotto

#

Cats is basically a catch-all Blender addon for getting models into VRChat

#

Even if you don't use Fix Model, there's still literally every other feature that's available. Visemes, eye tracking, armature merge

#

Even useful stuff for non-VRChat purposes, like Apply as Rest Pose

#

Or applying a shape key as the new Basis

#

You can technically do it in Blender, but it's a pretty difficult process that will probably make you lose your shape keys.

#

Cats just automates it

#

Otherwise you have to duplicate the armature modifier, apply the top one, and then you got the mesh in the right place. Then you need to apply the rest pose on the armature.

#

"Apply as rest pose" in Blender only works on the armature, not the mesh

#

So you need to copy the armature modifier and apply it to the mesh separately

#

But then you'll lose your shape keys

#

And that's just one example

#

What if I need to pose the head slightly differently?

#

The point is, Blender makes it difficult (and sometimes literally impossible without manually moving the mesh), Cats makes it easy.

#

Proportion rescaling in Unity sounds like hell tbh

#

I get why it works, but as soon as you need to change the armature and resample, you'll have to redo it

restive shale
#

computers just numbers 😮

gritty nest
#

And if you shorten the legs, you can't shorten the skirt as easily in Unity

crystal vector
#

@arctic grotto I think you have a negative impression on CATS because you only see people when they complain about it. But there is a huge number of people who have no issues with cats and use it on a regular basis. You probably wont hear them all the time saying how CATS saved them so much time.
But I agree, creating eye tracking is pretty buggy on non mmd models and manual texture atlas is always better (until today probably).

gritty nest
#

Cats saved me a stupidly large amount of time

#

The eye tracking generation usually works pretty well for me even on non-MMD's

#

The armature merge function is by far my favourite addition

#

They're also super quick when it comes to support. At one point I reported a model with broken shoulders after using Fix Model, a fixed dev version of Cats was uploaded literally 30 minutes later.

#

Not saying that my experience will be the norm of course, before you all start expecting Hotox to fix your models 😂

crisp tendon
#

Agreed, the cats plugin is a godsend

bright atlas
#

Funnily enough, I actually have a question about cats since I'm having trouble. I tried merging armatures on my model that has multiple meshes, I can't seem to get it to work. Whenever I merge the armatures it causes one of the meshes to severely increase in size and rotates 90 degrees, then gives me an error that it reset. I hadn't messed with the model beyond importing it so I don't know where to go from here

#

It recommended me to fix the model, which I tried, but it tells me that bones are missing and it can't fix the model

#

The root problem I'm having is I've tried merging multiple meshes in 3DS Max and it leads to the weight maps being completely messed up, and I do not know much of anything about blender beyond the scripts suggested to me

gritty nest
#

@bright atlas you need to CTRL+A apply the location, rotation and scale on both armatures

#

And all meshes

#

Then you can merge

bright atlas
#

So just hit CTRL+A and apply them when they're selected? It seems to uncheck the other boxes when I apply a different system

#

Like after I apply location, I try to apply rotation and it unchecks location

crystal vector
#

@gritty nest There is a new shortcut in cats for this, just click apply transforms in the model options

bright atlas
#

Just tried that, still reset the second armature

gritty nest
#

Oof, Cats becomes even better

crystal vector
#

mmmh

#

Can you send me that model?

bright atlas
#

Yeah, one moment

worthy ravine
#

Just the translation feature alone is a godsend in my opinion.

#

Trying to guess how to correctly assign 30 different materials all written in moonspeak, was something that horrified me until I realised CATS existed.

#

The Fix button got confused and set the eye bones to the chest, or some such weirdness, but the time saved regardless in every other aspect, makes fixing the imperfections perfectly bearable.

upbeat ore
gritty nest
#

You need to select the right vertex group

#

That has the same name as the bone

upbeat ore
#

i dont get you ?

#

in the scene?

#

ah yeah, i found it 😃

#

thanks!

late shale
#

If you set the armature to pose mode then go into weight painting on the mesh, it allows you to click on the bones themselves. But you can also select the bone from the list of vetex groups on the right

upbeat ore
#

the bones dont highlight when i select them in the list, and some are in japaneese so i cant read them

late shale
#

They won't if the armature is not in pose mode

#

Also use cats to translate

upbeat ore
#

ah cool, where the potion to translate in cats?

late shale
#

It's near the top I think

upbeat ore
#

fixed the issue for future reference , the bone was painted to another bone aswell 😃

crisp tendon
#

That is weird weight painting 🤔

upbeat ore
#

i did that to try fix the issue, allthough it created more

crisp tendon
#

If that works, that's good enough !

upbeat ore
crisp tendon
#

that looks much better 😄

north prawn
#

Umm i need some help rigging this Maui

#

i got all the bones placed but it still doesnt work

#

Also i have no idea what im doing

solid adder
#

@north prawn you have the bones, but it needs to have weight paint. You can do it manually or try automatic weight paints (I would suggest automatic despite it not looking good, but you can touch it up a bit if you know how to do it)

#

I'll try to find a link I used that will guide you on how to rig a model

#

@upbeat ore you do have the right bone selected when you painted that, correct? To me it looks like you have your spine selected, but your left upper arm painted, which will cause problems.

tired zenith
#

Can somebody please just P L E A S E make a Postal Dude model for VRChat because I can't model for shit

rare sleet
#

why dont you just commission someone

north prawn
#

How does one commission

fading verge
#

ask in the vrc trader discord

north prawn
#

Thanks

lime hill
#

so lets say i have a bow in blender. IK is enabled so in pose mode when i move the bones on the string back, it pulls the arms or wooden part of the bow with it a bit. a very realistic pullback pretty much. does this transfer over into unity? if not, how can i replicate it to work with vrchat?

gritty nest
#

It won't transfer over in Unity very well

#

The best way to do it is to weight paint a string bone so you can pull it back and achieve the same effect @lime hill

#

You might be able to use Final IK but I dunno

lime hill
#

i was thinking that too

#

the weight painting

chrome jungle
#

My legs tend to get crossed when I'm seated

#

Is there any ways to fix that in unity ? I don't want to go into blender again ree

gritty nest
#

What do you mean crossed?

chrome jungle
#

Hm

gritty nest
#

The default idle sit animation for female avatars has crossed legs

chrome jungle
#

Oh boi, not this seated

gritty nest
#

Ohh, you mean like

#

Yeah, I get it

chrome jungle
#

When I'm just on the ground in VR

gritty nest
#

You'll probably have to go back to Blender to fix it

chrome jungle
#

My legs just get really close or even touch themself and i'm just reeee

#

Fk me

gritty nest
#

If your upper and lower leg bones are connected, you need to select the armature, go into edit mode, and move the knee joint a little bit forward. Tiny little bit

#

To "hint" at the game's IK system which way the leg bends

#

You might also be able to pose the legs a little bit to do that

#

So just rotate the upper leg like 1 degree forward and the lower leg 1 degree backward, apply as rest pose

chrome jungle
#

🤔

#

I'll keep that in mind for my next avatar

#

Fk it

#

Thanks !

gritty nest
#

If you have Cats Blender Tool installed, make sure the bone you want to combine is a child of the other bone

#

Then select the bone in edit or pose mode, and click "Merge Weights" @subtle veldt

raw crest
crisp tendon
#

Still unsure, i've tried a lot of different rotation head/neck/chest/hips and i'm stumped, if anyone here knows, i'd like to know too.

granite moat
#

Quick question, does anyone know why my cape is transparent on one side and visible on the other ?

#

I'm only using 2 textures and the polly count is about 2.5k

fading verge
#

use a shader with doublesided

#

either use NoeNoe

#

or if you use cubedtoon

granite moat
#

Im using toon's

fading verge
#

put a white tinted outline with width 0

granite moat
#

Ill give it a shot thanks, first time rigging and texturing my own avatar

rare sleet
#

cubeds new version HAS a doublesided version fyi

gritty nest
#

@rare sleet yeah but Flat Lit Toon Lite is broken

#

If there's a directional light stuff breaks

rare sleet
#

as far as i saw only for baking

#

mhmm

#

meh i just make my own shaders now anyway

forest igloo
#

Thought it was fixed

gritty nest
#

It has a broken screenspace effect

forest igloo
#

Yes

fading verge
#

wut

forest igloo
#

But still

rare sleet
#

ohhh thats what that is

forest igloo
reef skiff
#

if i for example add hair to my model in unity, on the head, my head neck and chest get broken, like stretch to hell instead of move like usually. i did rename everything in the hair so there's nothing called like "body" "neck" or armature. what could be wrong 😭

heady tree
#

Do the eye bones need specific names?

#

I have them as Eye.L and Eye.R

#

they work fine but eye tracking doesn't work

#

I also have blinking visemes with all shape keys in the correct order and spelling but they don't work

lucid orbit
#

The eye bones need specific names and your Armature needs to have a very specific structure leading to said eye bones.

heady tree
#

the heirarchy is good

rare sleet
#

Are you using cats first of all, second what does your avatar descriptor look like

heady tree
#

no cats

rare sleet
#

Cats is required for the most part to set up proper eye tracking and blinking and allows blender based eye tracking testing

#

Also holy bloody piss

#

Do not.... Tell me you dont have separate meshes

heady tree
#

every avatar I've ever picked up is in separate meshes, and mine are usually in one piece

#

just the head is a separate mesh, because modifying an object with shape keys is goddamn messy if you slip up

lucid orbit
#

You did merge your meshes, right?

rare sleet
#

Nope

#

He didnt

heady tree
#

if I did, the head would implode

rare sleet
#

Why

heady tree
#

because modifying an object with shape keys is fuckign messy

rare sleet
#

There's no reason that would happen

#

Ive been at this quite a while and that's not the case for merging meshes

#

Only thing you can't do is add modifiers to the mesh with shapekeys

lucid orbit
#

Merging meshes does not mess up shapekeys unless you've forgotten to apply all your decimation modifiers first.

heady tree
#

that's a big issue too

#

using decimation

#

[laughs in lowpoly]

rare sleet
#

I'm done...

#

Have fun

#

🚪

heady tree
#

says you, I have to drink because of how fascinating unity is being

rare sleet
#

It's not unitys fault you don't know wtf you are doing

heady tree
#

ah yes, it's my fault that I'm modelling and rigging mostly for an independant game in unreal and am apparently supposed to rely on an obscure tool to get a miniscule detail to work properly in a unity game

rare sleet
#

Yes actually

heady tree
#

oy blin I love having to rely on tools and automatic processes

#

where do I find these cats

rare sleet
#

It's a tool designed for vrchat

#

This community doesn't find it obscure

lucid orbit
rare sleet
#

Lol

#

Someone is in a better mood than me

heady tree
#

requires blender 2.79

#

o fug when did that get an update

lucid orbit
#

Well, ever since it was released, most people don't care for my technical explanations and would rather just use a one click tool that fixes almost everything.

heady tree
#

I prefer to do everything manually

lucid orbit
#

(Gee, I wonder why? Hee.)

chrome jungle
#

Actually you could setup the eyes bones alone, i did it back in the time when cats didn't exist / was ood ; it's just easier to use CATS plugin now :p

heady tree
#

well having an explanation to do so manually would be greatly appreciated

signal forge
#

Hello, sorry to interrupt, can someone help me in #development-advanced Im having some problems with Unity and SDK

#

im honestly not sure where support is LOL

#

my bad

#

;-;

lucid orbit
#

Yup. I'm one of the old guard that did everything manually before all of these conveinient tools appeared.

chrome jungle
#

I was a desktop user back then ; i'm encounting so much problem with my recent VR headset now :>

#

That's the bones CATS create for the eyes tracking ( so ; the right name aswell )

#

If you have some time to spend @heady tree

#

I've followed this video back in the time

#

Still love his voice ; smooth

heady tree
#

that's it? just two bones?

chrome jungle
#

Check the video ; but basically yeas

#

It goes trough visemes aswell

lucid orbit
#

Yeah, following that should work.

heady tree
#

do the bones have to be like Eye_L, or does Eye.L work too

#

because I always go with Bone.L/R

chrome jungle
#

The Eye_L/Eye_R aren't used

#

It's just the old bones basicaly

#

Lul

#

So it should work i guess

heady tree
#

I see.

fading verge
#

Has anyone else encountered and found a fix for the spine/model messing up after assigning the chest and enforcing T-pose?

#

Just realized I cant send any images...That's inconvenient haha..

restive shale
#

you can upload images to imgur

#

and send the link

fading verge
#

ah good idea

restive shale
#

👌

fading verge
#

The diagram to the right that I exclude from the images always remains green.

#

I have also double-checked to make sure all of the important parts are assigned correctly.

#

I am not assigning an upper chest or anything like that...this happens when I assign "Chest" to the Chest area.

#

huh

#

weird

#

how is the bone in blender?

#

give me a sec and ill try to send a couple of images showing the bone structure within blender. Admittedly I have very little knowledge regarding this stuff.

fading verge
#

I apologize for making you wait so long for these images... i've been trying to figure out how best to capture images of the armature in a way that is easiest to comprehend and less of a mess...

#

In trying to do so I noticed the spine appears a little crooked... Perhaps this is the problem..

rare sleet
#

O.O

#

why tf is that bone from your hips to your neck...

fading verge
#

Idk...any proposal what I should do?

rare sleet
#

match it to what a normal spinal system looks like

fading verge
#

Welp, I guess now is the time to learn

#

bone too long

#

and tilted

#

no surprise it breaks completely

#

you should probably check others models and fix them with CATS to see how they are supposed to look like

rare sleet
#

(from the top: Chest, spine, hips)
this

fading verge
#

I didnt create this model personally. And I hit the fix model button on it, but hit "keep end bones" as well. Though you;'re not talking about the fix model button are you?

rare sleet
#

doesnt matter

fading verge
#

ah ty lol

rare sleet
#

fix does little for mispositioned bones

#

does even less for the weighting that the mesh may carry from them