#avatar-rigging

1 messages · Page 124 of 1

fading verge
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hm...Okay. So how do I go about fixing this? Am I going to have to delete the bone thats faulty and replace it with others? Should I be looking into a rigging tutorial as we speak?

gritty nest
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Well, you might be able to move the tip of the bone so it's positioned correctly

rare sleet
fading verge
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Say it were positioned correctly then would it cause the same error?

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in Unity?

rare sleet
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no

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basically unity expects them to be oriented a specific way

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when they are not it rotates them to fit

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that then reshapes the mesh accordingly

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its why you see alot of people with fucked fingers

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anyway just try to get the x axis all zeroed and match the y axis i showed in the second picture

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be sure to account for the body your using and its natural curve

fading verge
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alright thanks i'll give it a try

random spire
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anyone knows how to fix bending knees??'

delicate acorn
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what do you mean?

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do you want your knees to not bend or?

gritty nest
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He's on desktop and his knees are always slightly bent

crisp tendon
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I don't understand your image above Haceo, why is your head so misaligned from your legs ?

gritty nest
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It was an example meant for someone earlier

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Their bone structure looked similar to that

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Oh wait nvm, I misunderstood Haceo

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Now I'm also wondering why their example image has such weird rotations

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Mine are nothing like that

reef skiff
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adding hair to my model in unity breaks my head neck and chest, any ideas? i renamed everything in the hair so there's no chance of duplicate names on my model and on the hair itself 😭

vernal depot
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Hi, the model I'm using in Vr chat bends its legs inwards but i don't understand why. Has anyone dealt with this?

main sage
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yo, ik shapekeys and such can be made via the "pose to shapekey" thing in pose mode...but what about moving vertices? like, instead of having a shapekey cause the jaw bone to open, have a key move one set of eyes back into the head, and move the other pair forward to the socket position

gritty nest
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@main sage yes, that's how you generally make shape keys

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With a shape key selected in object mode, you can enter edit mode and you'll actually be editing what the shape key looks like

main sage
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o

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right

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forgot that kinda

marsh brook
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So.... I just finished making a model completely from scratch, texturing and all. And the UV seams are very, very visible. any quick way to solve that?

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I know it's due to mipmapping, but... ehm... not fun

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For now I'll just fill the bg of the texture with white in gimp

pale hull
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Select the UV markers along the edge of the texture and scale down by 0.99?

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Had a similar issue when working with pixelart sized textures

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That fixed it atleast

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Or disable mipmapping?

fringe citrus
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@vernal depot That's likely caused by your avatar's leg bones making an inward corner at the knee in its default rest pose.

wintry elbow
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can i make my neck weightless?

restive shale
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Sure

trim plume
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hi is anyone kind enough to help me

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i got a mewtwo model and i cannot figure how to make the jaw work becaues i suck at rigging

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can someone help me pelase?

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hello?

ionic bear
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I'm attempting to make my zenyatta model not stand but float, but the rigging tool in unity forces me to assign leg bones

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It looks so disturbing when he stands

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no idea how to fix it

restive shale
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You could use dummy leg bones

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Unity just needs to have bones asigned there to be humanoid

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but those bones dont have to be weighted to anything

ionic bear
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do i have to add bones in blender for it?

restive shale
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Yes

gritty nest
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You can forcibly move his bones to be straight

minor nest
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I am having an issue where when in Unity my model goes in to T-pose, like it should, however two fingers are scuffed and when I orient them to the proper position I get the error that it's no longer in T-Pose.

gritty nest
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Ignore that error

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Just manually force them into the correct position

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@minor nest

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You can still apply with the warning

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As long as the warning is in the fingers only it shouldn't matter

minor nest
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Awesome, thank you.

minor nest
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Too bad I figured out I was using the wrong model, so I have to start from scratch either way.

frank nest
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I intend to use actual hand controllers eventually, but do I really need pinkies? Every model I have lacks them.

fading verge
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no

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to use hand gesture you only need 3 fingers

frank nest
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Alright good

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With or without thumb?

gritty nest
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Thumb, index and middle finger are required for proper VR usage.

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However, the bones are allowed to be fake (not weighted to anything).

frank nest
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Alright good thank you

clear acorn
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Does anyone knows how to fix a glitchy arms? When I join other worlds, my arms flies around but when I go to my own world, it went back to normal

fervent monolith
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I have this gogeta model set up that i downloaded but when i put it into humanoid animation it makes the left hand twist 180 degrees. Does anyone know how to fix that?

clear acorn
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@ItsDerPing#8540 manually rotate it and ignore the "it's not in TPOSE"

vernal depot
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@fringe citrus Thank you

raven helm
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I think this belongs in here...
How can i check if the rigidbody/fixed joint is working correct in unity?

late shale
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for world particles?

raven helm
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no for bone rotation

late shale
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like a copy of your avatar doing the same movements?

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joints and rigidbodies are a unity thing, not vrchat thing, so you should be able to just go into play mode and move it around

lofty topaz
slim violet
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ok I'm having some problems rigging the envy demon from dragon age inquisition. it has 4 arms and I want them to move at the same time. like 2 left ones move together

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I've googled and looked at instructions on how to do stuff like it, but when I do, the lower arms start sinking into the ground

raven helm
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thank you^^

drowsy wharf
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@lofty topaz did you try doing an empty group to see if it'll create the groups at all?

lofty topaz
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I did

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Didn't work either

drowsy wharf
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something's...off, one sec

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I have no idea what's going on...lets just assume nothing...

  • Select armature in the scene list, make sure it's in edit mode.
  • Select the mesh and make sure it's in object mode.
  • right click the mesh (to select)
  • shift+right click a bone of the armature (to select both)
  • control P, auto weight
    If it's still not working, I'd say save and restart blender....I have no idea what could be stopping that without even an error message
lofty topaz
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Shiaat... I'll try and restart blender

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Nope.

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Nothing is working for this armature

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I'll just mixamo this shit out

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Reeeeeeeeeeeeee

drowsy wharf
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bleh...I have no idea what's causing it, maybe someone else will know...good luck

raven helm
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Hey i need help in something.
I want to make an avatar with multiple legs that moves each leg when i move

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Could someone help me how to do it?

scarlet violet
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anyone know good "bob" physics?

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Settings for dynamic bones

outer oriole
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So im getting a a cats error

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says hips not found

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when hips are there

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Hip bone is clearly there

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But when it does fix model it just

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deletes it

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I have remove zero weight bones disabled

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Can it not be the root bone?

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Do I need to make a dummy bone?

drowsy wharf
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@outer oriole make certain the spine and leg bones are coming out of it. You can most certainly make the hip the root

outer oriole
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Yeah it's all connect to it

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But I'll just give it another try ay

drowsy wharf
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heading to bed, but screenshots of the model's bones and/or the bone layout in the scene panel (hierarchy) would help

outer oriole
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Seems all fine

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When I press fix model even with remove zero weight bones not clicked

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just removes the hips

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maybes it just how i did the bones rendering them down from the armature

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ill start over

manic marsh
light kindle
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turn on autonormalise and try again (?)

bright atlas
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So after doing some work on my avatar I came close to getting CATS to work properly with it, but every time I try to fix the avatar it says it can't find the Head in the armature. I specifically set one of the bones to be the head, yet it can't find it still. How do I fix this?

gritty nest
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Post about it in the Cats Discord. Fix Model has an issue on certain models right now. It will literally delete the head bone and then complain about a lack of a head.

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Y Bot for example

delicate acorn
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is dragging the leg bones down in blender enough to increase avatar height (assuming you don't have any mesh on the legs)?

gritty nest
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That depends on what you want to do. Lengthening the legs on MMD or anime-ish models sounds like a bad time

naive tree
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you can scale leg and knee on Z axis (remove checkbox from "inherit scale" on knee and ankle bone), then apply it as rest pos

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or you can scale entire avatar in unity 🤷

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but if scaling one bone, remove inherit scale on the first child so it doesn't scale it oddly

delicate acorn
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there isnt a mesh on the legs

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only on the hands and head

naive tree
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scale legs + origin point then I guess? I don't remember if setting just the origin point is enough

gritty nest
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Ohhh, I misunderstood your question @delicate acorn

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You have a floating avatar with no actual legs

delicate acorn
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yes

gritty nest
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I think raising the legs down in edit mode is your best bet.

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Make sure to get the feet, too

delicate acorn
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so just select everything below the waist and drag down?

gritty nest
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Just so everything is lower

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Yeah, or scale it on the height axis

naive tree
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S>Z

gritty nest
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You can also move around the tips and roots of the bones

bright atlas
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The one thing I'm concerned about with posting this model is it is partially edited. I had to manually merge some armatures in 3DS Max to make it work properly and clean up some polys that didn't have textures. Is that still fine to post in the CATS discord?

gritty nest
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I mean post your issue there

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You can open a ticket on the website and upload the model that only the Cats devs can see

bright atlas
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Okay, thank you.

random spire
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uhhh

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how do i solve the "error saving blueprint" thing on unity?

karmic turtle
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i hope this is the right channel, i have some trouble setting up the Cloth component correctly with full body tracking. It works perfect if just walk and move in general. but when i sit or lay down, it mostly rolls up or hangs somewhere down at my back showing clearly everything......i tried to play around a bit with stiffness and acceleration and so but that doesnt change much. only thing that helped a bit was putting the stiffness to 1 but that causes it often to get stuck somewhere midair. i use it on the skirt and dont really want to go back to dynamic bones. can someone maybe help me to not show my private parts everywhere? 😦

gritty nest
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@random spire detach blueprint ID and reupload

random spire
drowsy wharf
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@karmic turtle what you see in Unity doesn't translate well into VRChat, you want to use a lot of lower numbers, fading to more movement at the edges.
It sounds like you have a lot of movement up near the base.

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and by low numbers I mean really low you can go down past one decimal place ( IE 0.001 )

karmic turtle
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Oh alright, didtn went that low xD yeah i know it behaves different in vrchat than in unity. Guess its just a lot more trial and error. You mean with the constraints right? Currently i have the first few rows that have basicly no space to move, set to max distance. is that wrong?

drowsy wharf
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I haven't played with it enough to give you good answers on that, just that the scaling is way out of what you'd expect and often causes issues.

karmic turtle
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It would be so nice if what we see in unity would be accurate xD but thank you for the tips. I gonna try way lower numbers too. Also it reminded me of the constraints. Maybe it helps if i dont let certain points move that much.
Oh yeah, i followed that tutorial for the cloth settings :)

drowsy wharf
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yeah you want to make the cloth move more and move as it moves away from the anchor point, but minimal near that point

karmic turtle
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Reminds me of the horror with weight painting in blender xD

lime hill
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is it bad to have all bones (most of them) connected? I didn't connect the hips or first finger bones but would it make auto IK look better?

gritty nest
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Not necessarily

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It doesn't make a difference

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I have models where all bones are disconnected and pointing straight up, no problem

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But ideally there should not be a direct connection between shoulders and chest

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And legs and hips

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And wrist and fingers

wind ore
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@manic marsh not sure if anyone answered your issue with the tri
It's probably weight painted to another bone. So go through all your bones and make sure none of them are weight painted to that tri that's sticking out.
I'v had collars on mesh weight painted to like foot bones.

manic marsh
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no other bone had weight on it sadly

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the only way i found to fix it was by deleting the vertex and filling the whole in the mesh manually

wind ore
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are you making sure you have the option on that lets you select verts all the way through? not just the surface you can see

manic marsh
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i even tried assigning a weight of 1 from the vertex panel and it failed : /

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what was interesting is that it showed purple, witch normally cannot happen if any of the vertices are already painted

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so something went really wrong with blender there

wind ore
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could separate that piece of mesh, max out your weight and radius then try to see if you can catch w.e vert it is that's the culprit

manic marsh
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yep tried that too

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even made the single vertex an separate object and didnt work xp

wind ore
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odd question but

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did the mesh somehow not have an armature modifier

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lol

manic marsh
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it did

wind ore
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also try to reparen the model to the armature

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fixes that issues sometimes

manic marsh
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its just something about this model that is really scuffed, even the bones appear differently in unity vrpill

wind ore
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and you did say you looked at vert groups but it's possible those verts were not in a group somehow idk

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i'd re-parent the mesh to the armature - try to seperate / apply paint that way to avoid hitting other things then double check verts / make sure armature modifier is on.
other than that idk

manic marsh
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well ill try if it happens again

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now i gotta fix the bones

hot plank
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Is someone maybe willing to Weightpaint me my staff's hand ?
Its basically weightpainting one low poly Hand.
I rigged all bones into it, im just terrible at weight painting and i cant make it work...

blissful onyx
blissful onyx
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anyone?

rare sleet
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your animation is shit?

fading verge
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I just started today can someone guide me to making my own avatar?

slow gyro
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or are you looking to do a complete custom?

blissful onyx
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@rare sleet the problem is that this is the default idle animation for VrChat

blissful onyx
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How do I have to rig my avatar in order for it to be usable with the VrChat animation set?

subtle moth
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@blissful onyx

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like this

blissful onyx
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Thanks so much! :D
As it seems I have put my spine and chest bones in the wrong direction and forgot to add the root. XD

civic dew
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I've cut out bits of my avatar to replace it with a jacket, how would I set it up so I can weight paint the jacket with the avatar's bones?
(in blender)

gritty nest
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@blissful onyx you don't need the root

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I've only seen it on XPS models

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And having a root like that will break eye tracking if you want to use it

blissful onyx
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then it's probably just the spine, chest, neck and head that's causing my avatar to float away

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I also didn't use weight painting, but parented every part of the model under the specific bone

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could that be causing problems?

gritty nest
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That could cause issues yes

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Also that sounds horrifying, that must be a ton of meshes

blissful onyx
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each hand, shoulder, legs, feet, head and torso

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Then I'll redo it this evening.

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Do you have any tips on what I should watch out for when redroing the rig?

light kindle
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not having the rolls at 0

blissful onyx
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the rolls at 0?

gritty nest
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Bones have "roll" on them, make sure all rolls are set to zero. Unity might not handle them very well.

rare sleet
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is there a reason i have shadow and dummy bones i cant delete

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MMD bone tools says its a MMD shadow bone

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transform says i have nothing selected as well

rare sleet
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never mind they were hiding on other layers in the skeleton tab

blissful onyx
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Ok I've now removed all parenting from the bones

long stone
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so uhh

blissful onyx
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but all tutorials tell me to assign them by selecting bones and then pressing CTRL+P and choosing either "with automatic weights" (which never works) or "Bone" (which I was told wasn't correct)

cosmic mica
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how do i merge 2 armatues into one?

fading verge
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Use CATS model creation

cosmic mica
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i deleted cats long ago cause it does nothing but cause trouble for me

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is there no other way?

fading verge
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Google is your friend then

blissful onyx
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what am I doing wrong?

rocky plover
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hey guys how to i make bone chains respect gravity

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ok i made my observations and here they are

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gravity settings dont seem to do anything, however the force settings beneath them seem to work

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just set y to anything below zero and set stiffness to zero for to basicly fall to the floor

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and for no stretching to happen, set elasticity at .945

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this should work for stuff like rope

blissful onyx
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Nevermind I found that I was using the wrong idle animation and adjusting the y value of a bone managed to fix it

gritty nest
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Stretching with force shouldn't happen with a stiffness curve

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So the root bone is unaffected by the script @rocky plover

rocky plover
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it did not seem so

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i talked with a couple of pals of mine

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turns out the gravity settings DO work

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its just they only appear in game

gritty nest
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Gravity is pretty bad, you want Force 99% of the time

grizzled garden
gritty nest
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@grizzled garden you guessed correct

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In Blender, make sure the eye and head bones are pointing straight up.

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The head bone is probably the culprit.

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If you only move the tip of the bone, you can rotate the bone without disturbing its position

grizzled garden
drowsy wharf
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@grizzled garden have you used the "fix model" option in CATS? It normally deletes end bones like that one.
Find the eye bone used in tracking and make sure the axes other than z are the same for both head and tail of the bone (straight up)

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As rokk said too, if you don't edit the head of the bone the eye won't move

grizzled garden
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Thanks for the help anyway guys

grizzled garden
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Actually that was Unity freaking out because of dynamic bones and colliders on the old version of the model for some reason. in game the eye tracking is now working so i'll just have to redo all the dynamic bones

misty cradle
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why is it a problem when a avatar has a upperchest?

slow gyro
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Doesn't need it I guess

crisp tendon
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It's not used by the current IK system I believe.

heady hedge
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Anyone know why the end offset would have no effect on the actual movement of the end length?

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No matter what value I do it never moves

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Sorry about the pink glitch, program doesnt like 4k

plain pewter
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Rave gif. Btw end offset add virtual bone in derection what you set. Dynamic bone script didn't work on single bone. Slightly decrease inert value, set end offset and move you model.

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If you didn't set force/gravity values, bones affected by script will be static until you move/rotate your model.

heady hedge
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I know that you have to move your model lol, but it is just that the end offset isnt affecting the bone

plain pewter
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End offset didn't affect existing bone, this just add virtual bone on the end.

heady hedge
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*affecting the dynamic bone

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I am seeing no change anywhere

rocky plover
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hey im using cats blender plugin and

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im trying to set up a root bone on something so that it dosent move, while the rope moves

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exactly how do i do that without that without the bone parenting tool on cats?(its not detecting the bone chain)

gritty nest
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Shift+D to duplicate the bone, parent it to the bone you just duplicated from

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Then parent everything else to that duplicate

rocky plover
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so the orignal bone is basicly untouched except the duplicate is parented to it

gritty nest
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Yeah

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For hair for example, you have a duplicate of the head bone

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The duplicate is parented to the head but otherwise in the same location

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And all the hair bones are parented to the duplicate of the head

rocky plover
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so that way the head dosent wobble when testing out the hair in unity

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THATS why my handle is wobbling

gritty nest
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Well yeah, only the root bone and all bones under it are affected

rare sleet
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and

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if the string is just the root, ime the bone wont move

gritty nest
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Oh right, the root bone isn't affected

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FYI, this is also why using root bones sometimes makes stuff stretch out, especially with Force. You can fix this by applying a Stiffness curve that basically makes the first bone not move.

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Or you can merge the first "layer" of bones into the root bone in Blender, which is also better for optimization and easier to set up.

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Use merge weights in Cats for this

rare sleet
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i prefer to commit the first segment of anything im weighting to the origin bone

gritty nest
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Yeah

rare sleet
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hair gets the first 1-2 inches commited to the head with its own bone in weighting

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after i weight it i rename the group to Head then delete the spare bone

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gives a clean attachment

rocky plover
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alright i still dont understand whats going on

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i tried making the most BASIC of models and copying what i saw

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and the "head" still wobbles, even when everything is parented correctly

gritty nest
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Wobbles how?

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You mean like a bobblehead?

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@rocky plover

rocky plover
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yeah

gritty nest
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Does it happen without dynamic bones?

rocky plover
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can i post pictures in this specific thread?

gritty nest
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Use imgur

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Yea

rocky plover
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basic right?

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a block. with another block serving as "hair"

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i made a dublicate of the "head" bone and i did not even move it

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and called it hair root

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i even used the menu to parent "hair root" to "head"

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and then i parented the hair chain to hair root

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but when i move block chan in unity, her "head" wobbles

rocky plover
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ok i was able to replicate the results with a cats fixed model

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its like im setting the bone script to the neck bone

rocky plover
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how do root bones not affect parts of the mesh they are stationed in

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like in skirts, root bones for skirts would be in a hip bone

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and for hair, that would be a head bone

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how do root bones, while being in the EXACT same location as these other bones, not affect the mesh?

keen storm
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may mouth opens when i look down

fading verge
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You are missing the left and right lowerlid blend shapes

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Remake the eye tracking and export the fbx again

rocky plover
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hey guys i figured it out

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turns out the "root" bone i was creating automatically had what's called a "vertex group" assigned to it. just had to unassign that and im golden

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no more bobble head

rare sleet
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.>

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for those who want to know thats what we call a weighting issue...

empty plaza
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im making shape keys for visemes, what is the difference between vrc.blink and vrc.lowerlid?

rare sleet
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.>

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its kinda in the name

fading verge
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Vrc blink is the blinking part
Lowerlid is used to stop the blinking and it is how your model is supposed to look like in the basis

empty plaza
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so for blink at strength 1.00 the eyelid is closed, and for lowerlid the eyelid is open?

fading verge
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Yes

empty plaza
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ok thanks

cyan badger
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is there anyway i can add hands in unity

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because i have my avatar completely done just realizing there are no hands to put music onto

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and i cannot place it back into blender or dont know how anyway to edit it please help

rare sleet
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no

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just chance putting it back through blender XD

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you should have made a .blend file XD

cyan badger
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x.x.

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x.x

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fml

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btw what do you mean a .blend file ?

restive shale
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when you save a blender project the format it uses is .blend

gritty nest
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@empty plaza @fading verge lowerlid is not used for stopping blinking

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It's a shape key that makes your lower eyelid move up a little bit. You can see this on Nikei.

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This happens when you look up/down in certain circumstances.

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But it's inconsistent and looks bad IMO.

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This is the primary reason people's mouths hang open without the eye tracking shape keys.

fading verge
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It never worked for me properly theb
Cuz i was convinced that it was used to stop the blinking

gritty nest
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It's very inconsistent yeah

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Most people leave it at basis

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MMD's don't come with the shape keys to make it work anyway

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And most people overdo the effect immensely if they make them themselves

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Even on Nikei it looks kinda bad, it's the reason why he sometimes looks like he's squinting for literally no reason

rare sleet
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apparently its on the base nanachi models XD

fading verge
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btw that's what CATS made with the shoulder bones.

crisp tendon
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rotate by 135°

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maybe -135°, not sure which way is which

fading verge
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@crisp tendon Just to make sure, it's the shoulder bone (the one that is vertical) that needs to be rotated right ? Also, if I rotate it doesn't move the other bones connected to it. That's normal behavior ?

crisp tendon
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Whatever angle you need to change for it to be horizontal and to stop at the shoulder itself

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I don't think we use shoulders with ik, so it's up to you on what you want to control with your bicep

fading verge
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I see. If I could just get rid of it that wouldn't hurt I guess... but the SDK starts screaming "You don't have shoulders bllaaaah !" lol

crisp tendon
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the bone still needs to exist for the humanoid configuration afaik

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yeah

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but for realism purposes, i'd make it as accurate as possible

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even if that means weight painting the shoulder and the bicep

fading verge
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Also the bewbs "bones" are also messed up. In MMD they are perfectly straight horizontal. Once imported in Blender with CATS, they end up crooked at like... 45 degrees upward angle.

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The toes are also messed up and angled at 45 degrees upward.

open hull
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Whadup Ma'Riggers

fading verge
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Pain.

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And suffering.

rare sleet
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couhg 35 deg cough

fading verge
#

Also shoulders that exit the body.

wise wolf
#

hey guys! Might be an asked question already, but I have a shirt and a hair that doesn't move with the body when I try motion on unity. The body is rigged alright, but how do I make the sleeves of my shirt move with the arms? and the hair stuck to the head?

drowsy wharf
#

make sure they are weight painted to the parts you want them to move with

wise wolf
#

that's it? just weight paint them?

crisp tendon
#

Well, that's the minimum required

wise wolf
#

what does minimum do? I just want it to move with the arms yeah

crisp tendon
#

Sorry, I meant that weight painting them is the first and usually only step required to move mesh in relation to a bone

wise wolf
#

ahaa, thanks!!

crisp tendon
#

If your bones already exist and are correctly placed, just right click your hair mesh in object mode, then shift select your armature then hit Ctrl + P and chose "Automatic weight paint"

#

Then do the same thing with your shirt

#

When that's done, select all your meshes and join them

wise wolf
#

oh shit I tried that, but it only gave me parent with bone

crisp tendon
#

Make sure the active component is the armature

#

And does your hair already have vertex groups ?

#

You would probably need to remove them if they come from another model

wise wolf
#

Dang, 'vertex groups' you mean bones that were already there? I did import it from a different model

#

and I deleted those hair bones

crisp tendon
#

The vertex groups might still exist and that's why it's not giving you the option to create more

#

Also, did you make a new mesh out of the hair or just took it from the other model and moved it over to the new one ?

#

In edit mode, by selecting all the hair (press L on a vertex of the mesh to select all attached) and hitting Ctrl + P it should give you the option to separate the mesh

wise wolf
#

I downloaded it and imported the hair piece.. does that make sense?

#

like, hmmm

#

so I downloaded it from deviantart and using CATS, "import model", I imported the hair

crisp tendon
#

You just downloaded a hair mesh ?

wise wolf
#

yyyyyesss?

#

I am hopeless

crisp tendon
#

Ahah don't worry, we've all been here

#

Are the model and the hair piece the same file type ?

wise wolf
#

oh shit, do I have to pay attention to the .pmd .pmx thing?

crisp tendon
#

Yeah those

wise wolf
#

I think they are both pmd

crisp tendon
#

In that case, ask the folks over at #avatars-mmd and they should be able to help, I'm not too knowledgeable with old models

wise wolf
#

gotcha, thanks!

#

... they are pmx

#

oh well

crisp tendon
#

They should still be able to help you in that channel, if not, join the Cats plug-in discord server if you have more technical questions for the plug-in and maybe find a way to help

sleek isle
#

Parent the hair you imported to the head bone @wise wolf

subtle moth
#

why tho ...

#

Cats has an armature combiner for a reason 🤔

#

it makes this so much easier

sleek isle
#

For the sleve make surr the vertex goup have the same name as the bone of the arm before snapping them togueter manually or with cats

#

Or you would need to transfer the weightpaint with the modif tab later

autumn plover
#

need some help with a model me and a friend of mine are working on

#

the neck is broken

#

no idea how to fix it

#

the neck shouldn't be doing | to / the head should be tilting not the entire neck haha

subtle moth
#

Probably weight painting

#

as weight painting basically "defines" how hard something pulls on the mesh im guesing the neck is pretty red when you look at the heads paint

autumn plover
#

will check it out tomorrow its late for where i am

#

and it was an import so yea >_>

heavy raft
#

Guys help, i'm trying to make this skull kid avatar, but i literally can't rig him. If i use mixamo it just fucks up the body, and if i use a normal rig the animation in the game wont play and he will stay in T pose, please it's been like 3 hours i'm dying inside

civic loom
#

Mayby some problema with weight painting on the model?

heavy raft
#

weight painting?

#

sorry i'm new at this

small briar
#

So I'm trying to use dynamic bones on my hair, but whenever I move side to side or back and forth it clips through my head

civic loom
#

You need to check this avatar in blender and try to fix it, you need to learn some blender stuff before upploading

#

@small briar you need to add colliders in your head

small briar
#

I added one already

heavy raft
#

I suck in blender... can someone please help me rigging skull kid? I'm just trying to make custom animations, like the moon falling down but right now i can't because he looks like an abomination

civic loom
#

@small briar you do it wrong then

rose sequoia
#

I went through the avatar bones and set them all up yet when I loaded into vrchat my avatar didn't move at all

#

Can somone tell what happened?

subtle moth
#

@rose sequoia is it set to humanoid?

rose sequoia
#

Yea I set it to humanoid @subtle moth

subtle moth
#

hmm

#

So you load in

#

but are unable to walk?

#

@rose sequoia

rose sequoia
#

I can walk move around and look but the model does not move a muscle

#

It's like it's locked in a position

#

@subtle moth

subtle moth
#

yeah

#

umm

#

check your vr thing

#

how many controllers does it show

#

that happened to me when my vive found a non existent 3rd controller

rose sequoia
#

Desktop user not vr

subtle moth
#

oof

#

no clue then lol

drowsy wharf
#

@rose sequoia 99% chance those bones aren't weight painted if the mesh isn't moving with it.
Weight painting is required to tell the mesh what bone it should be following (or none at all by default)

rose sequoia
#

If that is the case how would I weight paint the bones?

crisp tendon
#

That's something you'll find a lot of video tutorials for on YouTube

#

Look into mixamo and automatic weight painting too if it looks too daunting

reef skiff
#

excuse me, ingame, when i move my head downwards my mouth sometimes opens, sometimes it doesn't, weird stuff, apparently it has something to do with eye tracking, does anyone know any fix?

fading verge
#

yeah

#

remake the eyes tracking in blender and export again

#

you are most likely missing the lowerlid left/right blendshape in unity

reef skiff
#

so if i have lowerlid left and right set as basis, this shouldnt happen?

fading verge
#

what do you mean set as basis ?

#

in blender when you create the eye tracking ?

restive shale
#

the top 4 visemes on your Body mesh are used for eyetracking

#

you want the top 2 to be blink left and right

#

and the lower 2 to be lowerlid left and right

#

if it is anything other than that itll fuck up

reef skiff
#

ah the lowerlids are always set as "basis" for me, guess not changing them is a mistake

gritty nest
#

@reef skiff you want them on basis though

reef skiff
#

what am i doing wrong then

gritty nest
#

Cats will generate empty shape keys for them and it'll work

#

Regenerate eye tracking, export model, try again.

#

Sometimes those shape keys disappear for no good reason, probably because they only change a tiny imperceptible vertex on the model

reef skiff
#

🤔

gritty nest
#

Lower eyelid movement is rather inconsistent so I recommend never using it

reef skiff
#

shall give it another try then without looking too much into it

misty cradle
#

can someone please help me?? like in the picture you can see something around the hips and upperlegs is broken... but in blender the bones and weight painting are normal, in unity everything looks normal, just in vrchat i see this problem... the upload window show me the message with "he angle between pelvis and thigh bones should be close to 180 degrees ..." but idk if this is the problem or not...
https://abload.de/img/unbenanntccegz.png

crisp tendon
#

Make sure to check bone roll in blender too

misty cradle
#

what exactly i have to check there?

fading verge
#

bone rolls

misty cradle
#

i know there is "Roll" value but what i have to do?? does it need a special value or what?

fading verge
#

set them to 0

misty cradle
#

didnt help

sleek isle
#

That's some sick pose

fading verge
#

what do I do when it says spine hierchy is missing elements

#

hey

#

can someone show me how to rig hair

#

?

rare sleet
#

im gonna guess our hips are in a fucked pos send image of bones in blender @misty cradle

gritty nest
#

@misty cradle it seems like your model might have inverted hips

#

Funnily enough, your model would probably work fine for full body tracking users

#

Try scaling the hips to -1 in edit mode in Blender

pulsar flicker
#

Anyone know how to add shape keys to lip piercings so it moves with my mouth

#

cant seemt o figure it out

tidal musk
#

does anyone know why the cat ears I added to my model are trailing behind me?

fading verge
#

probably not weight painted

tidal musk
#

they're painted

#

do I have to paint them to the head bone too?

fading verge
#

you paint the ear mesh to the ear bone

#

and the ear bones needs to be parented to the head

native sail
#

how many dummy bones would I need for my hands if I didn't have any?

fading verge
#

3

#

thumb, index and middle

native sail
#

thx

cyan adder
#

fixed

solid stump
#

Guides for making a cape of mine work like cloth in game? @ me in responses please.

fleet turtle
#

used a xps mesh from a game that had very good humanoid rigging that didn't need any real adjustments

#

i was able to program shape keys for visemes and eye tracking

#

and i used the CATs tool to tailor all of that stuff for VRC

#

visemes work fine

#

but rigging on eyes........no blinking and no tracking in game....

#

?? any suggestions

crystal vector
#

@fleet turtle Pasta:
VRChat won’t enable eye tracking at all unless three requirements are met:
1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist! Those bones are also the one you use in the mapping.
Exact names are required, there can be no in-between bones.
The bones don’t need any vertices skinned to them. They can be “empty”.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be “empty”, but blender won’t export empty blendshapes.
3- The skinned mesh must be named “Body” and the armature must be named "Armature"

fleet turtle
#

No Spine 2?

#

Just to verify

#

Also, why does vrc mess up eye tracking when it works in CATs

#

And i don't mean tracking in general, i mean it rolls the eyes in the back of the head

#

Or worse

crystal vector
#

@fleet turtle No Spine 2. Is your head bone standing straight up?

fleet turtle
#

i'll double check that model l8r then on the head bone

stuck portal
#

hey, does anyone know why when i've attached the mesh to the armature with automatic weights, the whiskers and eyebrows havent attached to anything? they dont move at all when i change things in pose mode. its all one mesh, so it cant be anything like i forgot to attach a certain mesh https://i.imgur.com/AAdZ9FF.png

simple jetty
#

You can just weight paint them on to the head bone, no idea why it wouldn’t automatically do it if it’s one mesh

stuck portal
#

thanks, never really sorted the weights myself but seems to have worked ^^

strong shoal
#

My model's feet has an ankle bone but I want to add a toe bone since I have full body. How do I go about adding and rigging?

#

The ankle bone starts at the ankle and ends at the toe, for reference

crisp tendon
#

Use E in edit mode to extrude that bone, make it go to the end length, and weight paint it

distant bronze
#

quick question... where are the save files for unity?

fading verge
#

in the destinaton where you installed unity

shadow swan
#

When I search for eye tracking on YouTube, every result shows that it is required to have a small mesh of a character's iris with a rigged bone to make it work.
But isn't it possible to have a texture of a iris glide over the surface of a mesh to track movement?

crisp tendon
#

texture attached to a mesh, sure, texture can't just float on nothing afaik

#

you can also do eye tracking with shaders

shadow swan
#

Neat, asking because I have quite some odd shaped eyes to work with.

civic dew
#

I've re-exported my model after adding visemes with CATS and now it says it's not in T-Pose? I've made sure to reset the pose in blender, not sure if that even affects it at this point.
https://prnt.sc/kq09bt

Lightshot

Captured with Lightshot

gritty nest
#

Enforce T pose @civic dew

civic dew
#

In blender or unity?

gritty nest
#

Unity

#

In pose at the bottom

civic dew
#

Ah, thanks a bunch!

#

Now it's saying nothing is mapped, yet i look in configure and everything is mapped?

gritty nest
#

Is your model half in the floor in your scene? Because of an animation for example

#

Could be doing that default crouch pose

civic dew
#

It's not doing that pose (i've seen it before). In configure, it's in T-Pose, in game scene, it's in A-Pose.

#

There's even a check next to the configure button.

gritty nest
#

Restart Unity, sometimes that happens

civic dew
#

(didn't see message until now)

I've restarted, same thing.

late shale
#

Everything in the configure menu affects how the model gets imported into unity, but if you've broken the prefab (if the model's name in hierarchy is black, not blue), then it won't follow suit in the scene. Selecting all the bones and clicking revert to prefab at the top right of inspector might fix this, but it might also remove any props and stuff you have if they're directly inside a bone. If that happens, just revert to prefab, copy the transform of the bone with the gear icon, then undo and paste the transforms back into the bone

civic dew
#

I'll try that. Thanks.

#

I can't find where it says "revert to prefab"? I've selected all the bones in the armature in the hierarchy, and can't seem to see much in the inspector.

late shale
#

oh it's just revert, not revert to prefab. But it's right below the name, tag, and layer

civic dew
late shale
#

Have you done any unity work on it? Like adding props and animations and stuff

civic dew
#

I've added an animation override, and changed the material for glasses that is weighted to the head.

late shale
#

Try just re-adding a fresh version of your model to the scene

civic dew
#

Ok, seems like the only option.

late shale
#

There are several options but that's the easiest if you haven't done a ton of work in unity

civic dew
#

Not a ton.

#

I've made a couple other models, that's all.

late shale
#

Nah, I mean work on that model specifically, not your experience level

civic dew
#

Ohh

#

Wait.. for some reason I can revert the bones individually.. but not at the same time.

#

I guess i can just select the hips, idk.

late shale
#

Hm, they're all in the same prefab, unity should let you. Oh well

civic dew
#

Eureka! I reverted the hips and it turned blue.

#

Thanks, couldn't have fixed the model without your help vrclike

late shale
#

no problem. It's definitely important to learn about prefabs. You can make your own too if you ever have something you want a bunch of, then they'll all copy eachother

#

just drag a model from the scene down into the asset list

civic dew
#

I'll have to make a map sometime so I can effectively use that :P

shadow swan
#

I am not too sure how I do this.

crisp tendon
#

In Blender, click on your eye mesh, there's a tiny wrench icon on the right panel that appears, click on it, and you'll probably see an armature modifier in there, just remove it

shadow swan
#

Oh there it is, thank you again!

idle axle
#

Any one how to fix the issue?
Auto weight doesnt want to wokr on this model

#

(click on link )

crisp tendon
#

have you tried typing that error in google ?

idle axle
#

Didnt provide me with the solution

drowsy wharf
#

Those arms may have some issues with how they're currently set.
Assuming that is shoulder>arm>elbow>wrist you want the wrist entirely inside the hand (the large side at the wrist point), the elbow should reach from there to the elbow point, the upper arm section should go all the way to the shoulder, and the shoulder should move inside (size looks right though)

idle axle
#

That wasnt the solution. However, some good eye. coz you are right Thanks for that.

#

What else could couse the problem?

idle axle
#

Update. So I deleted the body and the clothing seem to weight well

plain vault
#

i got a problem

#

my daffy duck jojo model is like backwardsw

#

i made it from scratch, so idk wtf is wrong with it

#

likke, when uploaded, it faces backwards,

#

and if i invert the scale to -1. the model faces forwards, but everything but the head bends the wrong way

#

like the bones are still animating as though they are backwards, leading to the avatar leaning like michael jackson

delicate acorn
#

does anyone know how that audio-visualizer mouth thing works?

#

the avatars I see it on have a bandana around their mouth with a X on it, with the visualizer in front

calm needle
#

just a series of cubes with visemes changing the cube sizes

delicate acorn
#

How would I even go about doing that?

late shale
#

Same way as you'd set up regular visemes, except with cubes instead of lips

#

There are plenty of tuyorials

rare sleet
#

Tuyorials galore

#

Lmfao

sleek isle
#

Yolo for ut

fading verge
#

I need help with the bones

#

I am having major issues

gritty nest
#

Can you be a little more specific?

fading verge
#

It's hard to explain but when I set the receptor, it tells me I need to rig the bones

#

I check and everything is fine

#

like I said it's really hard to explain

fading verge
#

So I have a model all set up but it doesn't have a bone rig..... I have no idea how to do that.......

rare sleet
#

GG

#

thats weighting

terse knoll
#

I'm trying to upload a retextured version of Robot Kyle, but it's telling me that it can't find the pelvis, spine, chest, neck, or shoulders.

crisp tendon
#

You'll need an exorcist

#

and some glue

fading verge
#

isnt that the model from hero academia ?

#

yep

#

missing weight paint

#

you got it from vrart

#

i recognize his style

#

he posted the WIP in the modeling channel

#

oh ? so he allows his models to be edited

#

you deleted all your message i see. So you edited it without permission i guess

wind lynx
#

I dont want this around on public servers 😃 but yeah its all good to edit it! As long as its not inappropriate

#

I dont think bathing suit is inappropriate

#

🤔

fading verge
#

it's fine

#

it's just a bathing suit

wind lynx
#

Do you know about any tutorial?

#

To fix this problem?

fading verge
#

you had a lot of mixing weight

#

seemigly at random spot

#

so any tutorial on weight paint for blender will do

#

check others working models to see how they are weighted to get an idea

wind lynx
#

alright will do 👍 Ill tell you if It fixed

#

thnx 😛

terse knoll
#

I'm trying to upload a retextured Robot Kyle, but can't figure out what to set as the chest bone.

#

Should I make Root the spine and Ribs the chest?

harsh reef
#

How many hours would you guys say it takes you on average to rig a model for VRChat?

crisp tendon
#

Humanoid ? 15-20 minutes max

harsh reef
#

really?

restive shale
#

It depends on how complex the rig is

harsh reef
#

man I wanna try making (or at least rigging) an avatar

restive shale
#

and how good you want the weight painting

crisp tendon
#

Rigging is probably the easiest part of the process

harsh reef
#

OK well thanks

crisp tendon
#

unless i'm forgetting something

restive shale
#

easy but time consuming

#

you must have some real slap bang weight painting if it only takes 20 mins

crisp tendon
#

i'd say weight painting is time consuming, rigging itself is peanuts

#

Meh, the only good weight painting i need are for the fingers

restive shale
#

I would consider weight painting part of rigging

#

Do you just mean making the skeleton?

crisp tendon
#

both

restive shale
#

oof you should go to games done quick with that speed

crisp tendon
#

I'm just that good 😎

#

but honestly, it's just having done it so many times, you learn the correct way to do it

rare sleet
#

^ it's an art more than a science, you learn better techniques everytime you do it

gritty nest
#

Properly rigging hands takes me like 30 minutes now

#

But I've become decent enough at it

rigid bough
#

@gritty nest why is it that no matter even if weight is maxed out i still cant get this part of the clothes to not clip with the legs

gritty nest
#

Not sure why you're pinging me specifically, but there is definitely another bone with weight on the mesh. @rigid bough

#

Check the other vertex groups

#

Make sure it's all normalized

#

If you're weight painting manually, turn on auto normalize

rigid bough
#

most recent person i saw 😄

#

not sure much of how weight painting works so just trying to figure it out

#

damn the auto normalize did it

gritty nest
#

I always leave it on because you just get issues otherwise

sleek isle
round dagger
#

For skirt to not clipping best way is to use clothes component in unity

astral ridge
#

For parenting the skirt is it better to parent it to the hip, one leg or both legs

drowsy wharf
#

If you're making individual hip bones, go with a hip->skirt root for the parent to avoid weird issues if you decide to use dynamic bones or similar

#

if you just want it to move with the leg instead you don't need skirt bones at all, just weight paint it to the leg bone where it should move, and the hip near the top

astral ridge
#

I have the root bone for the skirt but where would it be best to link it? @drowsy wharf

drowsy wharf
#

er...you are talking about the parent of the skirt root right?

#

was covered in the hip->skirt root

astral ridge
#

Ohhh

#

Nvm :p

obtuse tinsel
#

i need help with thighs and stocking, when i move he leg the stocking isnt moving perfectly along iwht the thigh and clips through

heady tree
#

Is there a way to manually configure the eye rotations for the eye tracking?

#

no matter what I do, they point the wrong direction

#

so far I've tried

#

changing the rotation of the eye bones in blender
changing the rotation of the bones in unity's skeleton view
changing the rotation ofthe bones in the scene
changing the rotation of the bones in the animations

#

no matter what I do, only the back of the eyes show

#

even going full ham on debug and giving the eye bones different rotations in both skeleton, scene, and animations, it still uses the back of the eye for tracking

heady tree
#

seriously does nobody have a way to fix this

late shale
#

You might want to try vilars eye shader. It's a lot less finicky

heady tree
late shale
#

Yes it will, it rotates the entire eye as a separate mesh

heady tree
#

can it be manually adjusted?

late shale
#

Yes

heady tree
#

okay now how do I install this thing

#

nope doesn't work

crisp tendon
misty cradle
#

is it possible the place a bone a bit different without vrchat will replace the bone? e.g. the head and neck bone are a bit more down but vrchat force the bones up and the mesh looks broken because of this

heady tree
#

the eyes are spheres with a concave front with a plane acting as a hologram-type of eye

#

like I said, a shader isn't going to cut it

#

I need to manually change the bone rotations but it's impossible to debug because it's a hidden automatic process

crisp tendon
#

Why would it be impossible ? If it's determined by a bone rotation, it's easy to have you eye's mesh, regardless of how weird or complex it is, to work with a bone and to use that shader ?

heady tree
#

like I said, no matter how I moved the bones around, even if they were pointing in different directions in the skeleton t-pose, the scene view, and in the animations, it would still point the other direction

#

which is why I'm asking if there's a way to change the actual eye tracking stuff

heady tree
#

so the solution was to take the character's model
and take the eye mesh
and flip them 180 degrees on the bone's axis
which, to say the least, is blasted stupid

fading verge
#

hello

#

can someone please teach me how to automatic weight or gradient weight armature for ears

#

its not working because im doing it on an existing mesh

#

i get error messsage

heady tree
#

assuming you're working with blender:

make sure the mesh is parented to the skeleton
make sure the mesh has an armature modifier, with the skeleton selected
in the vertex groups section, check if there's groups with names identical to the bones you want to be weighted
have the skeleton be in pose mode , and having the mesh selected, hit ctrl + tab to go into weight painting mode, and then select the bones you want weighted
if the mesh turns purple, there is no weight data on the mesh from that bone
if it is dark blue, there is weight somewhere, but otherwise everything is not weighted
if it is red, everything is weighted
in the T menu, have [add] selected, and adjust the strength to however you see fit
you can also move the bones to check on the weights as you go

#

otherwise for automatic weights,

make sure the mesh does not have a parent nor an armature modifier
select the mesh, and then select the skeleton, and hit ctrl P > Set Parent to > Armature Deform > With Automatic Weights

#

but it may be messy in some cases, so you may need to go the manual route sooner or later for cleanup

fading verge
#

well that doesnt work with an existing armatur/mesh

#

thats why i asked

#

do i have to remove all vertex groups in that area

#

or?

#

delete bones

#

remove all the weights from everything

heady tree
#

those methods should work

#

you could also delete the vertex groups in question

#

what's the error that comes up?

fading verge
#

well

#

my vertex are missing

#

when i added the ear bones

#

theres no vertex groups

drowsy wharf
#

you could separate the mesh by material then do the same to do auto weight paint, and then re-merge meshes

heady tree
#

if you do parenting by automatic weights, then it adds the vertex groups

misty cradle
#

is it possible the place a bone a bit different without vrchat will replace the bone? e.g. the head and neck bone are a bit more down but vrchat force the bones up and the mesh looks broken because of this

fading verge
#

sooo yeah i might have some problem.. with my model

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aparently there is a video called ninja re bang bang

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and i decided to make an avatar for it

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turned out okay

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but the bones into unity..

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it wont work at all

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can some one help me via call?

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this was my goal

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this was the main part

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you have an armature ?

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yea

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this is the result

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can you move anything in unity?

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in the bone config?

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yes

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and the whole thing in the main section

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but i need live call help

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i mean text is fine

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but youknow

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"themore I know"

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what is the exact problem with this model?

#

shoe me the avatar mapping tab

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you are missing a chest and the shoulders

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and you are also missing fingers apparently so you won't be able to use hand gestures

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i dont need fingers

#

but how can i do the chests and shoulders

#

could you help me in call?

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so i can show it to you in live

#

and that would be more precised

#

just look at how other models are made

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...

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nevermind

fading verge
#

so could anyone help me in call?

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because i cannot find any solutions

fading verge
#

so can someone actually help me?

#

i still need help ...

raven reef
#

what I would recommend is that you first try importing a different model to get used to working with models, cause I assume this is your first model you are doing

#

the model like this would probably have the impact of about ~10 models combined because of inefficient meshes

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@fading verge

#

that's where I would start and then in some time you should be able to do this project then you'll also probably be a lot happier with the result instead of haphazardly trying to get this to work

fading verge
#

1 question..

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would you just take a look to the bone armature?

#

thanks

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also rigify

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some just msg me

#

so he was helpful

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and did what i asked from the community

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or at least 1 ppl

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so gg

terse knoll
#

What is the correct way to reorder the parenting of bones? When I just reordered the hierarchy in Unity, the model lost it's humanoid rigging and wouldn't animate in-game.

rare sleet
#

blender is where you should be doing this

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hips>spine>chest>neck>head

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hips>legs>knee>ankle>toe

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chest>arms>elbow>wrist>fingers

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thats how to lay it out

terse knoll
#

I can't figure out how to edit the armature in Blender though.

rare sleet
#

google can tell you

gritty nest
#

@fading verge you can't expect everyone to be at your beck and call for every little thing

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Subdividing the spine or adding fake shoulder bones is self-explanatory if you have Blender knowledge

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If you don't have Blender knowledge, answering one question will just lead to 5 more.

main sage
#

ech, stupid lip meshes are sticking together...either that or its only one mesh with no division between the 2

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prob the later

fading verge
#

is that a Source model @main sage

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if so then it's the meshes sticking

gritty nest
#

@main sage did you remove doubles by any chance?

main sage
#

ye its source @fading verge

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and nope, didnt remove doubles

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idk how id fix the meshes sticking

calm needle
#

the way the source models improt, the doubles are automaticly removed which leads to this since the mouth is a perfect seem when closed. 😛 i know exactly what model that is

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its possible to get something close if you cut the seem and then manually fix each viseem

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tedious but doable

main sage
#

um k

gritty nest
#

Isn't there a way to stop it from removing the doubles?

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Like an import setting

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Because this sounds like a really dumb thing to do automatically

main sage
#

unsure on how id fix, but ok

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x3

calm needle
#

the way it imports, not really at least not easily. The visemes are read via the vert position. So unless you are able to properly move the verts off of each other ever so slightly before import but that isnt easy since you cant really tell what goes where

main sage
#

ech

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guess i just gotta deal with no eye movement or talking .3.

#

blinking iz dun

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i mean, im just decompiling models straight from Gmod / SFM workshop

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soooo

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ugh, i just wanna make this work and look decent enough ><

#

but yeah, that really needs to be disabled -w- whos idea was it to make it auto remove-doubles

calm needle
#

i think it has to dow tih the importer. If i remember correctly, its reading position of verts for each tri but it cant tell whcih tri connects to what and just auto joins anything sharing the same position

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and telling it to not auto join any of the tries breaks the viesemes

main sage
#

ugh. i really want to be able to make this a fully working thingy with mouth movement and such

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even if i had to find out a way to manually go in and seperate the lips i would

gritty nest
#

Knife tool

calm needle
#

when i fiddled with it, i manually split the mouth seem. When you activate a viseme you will see half the verts on the seem go the the right spot, half to the wrong

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i just moved the wrong ones to about where it looked good

main sage
#

unsure on how to do so, but ok. only real thing i know how to do with verts and such is reduce them to make somethin less Geometric / less tris

#

not seperate x3

#

im super noobish to this mostly, sorry x3

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idk how to make the knife or whatever work

#

cuz its not doin anything

calm needle
#

in edit mode, you change the select mode to edge and select the seem of the mouth

#

you can go to the context menu or use control + E and select edge split

main sage
#

ah

calm needle
#

its mostly trial and error but it is fixable

main sage
#

k i did it, didnt seem to really do much.

#

or if it did split it, none of the shapekeys were changed

#

nvm

main sage
#

eh

#

think i did decent enough

fading verge
#

Is there a way to minimize shoulder breakage in fullbody

#

?

rare sleet
#

Define shoulder breakage

#

Do you mean the fact that there is more shoulder movement when using fbt and it makes the armpits stretch and the shoulder meshes clip?

#

@fading verge ^

naive tree
#

shoulder bones do not move when you're in fbt, so idk what he means by that

rare sleet
#

Actually they move less

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Either way scuffing of shoulders is on the avatar creator for sucking at weighting

mossy flame
#

Does anyone now why my pupils sink into my eyes when i test them in cats plugin for the eye tracking?

worldly palm
crimson mauve
#

Does the mesh have the armature modifier on it like it should?

worldly palm
#

Ha.... Thanks! XD

crimson mauve
#

My neck bone seems to bend pretty far side to side, I'd say around 35-50 degrees when I move my head instead of just pulling the model with it. Is there a way to stiffen the bending of the neck?

mossy flame
#

does anyone know exactly what the merge weights button does in the model options in the cats plugin in blender?

fading verge
#

it will transfer his weight paint (and the vertex group i believe) to the parent bone

main sage
#

O O F

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almost dun fixing the last of the 3 shapes i need to make visemes

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hopefully

#

hope that a TH expression is close enough to CH

slender snow
#

anyone up to help me with my avatar? ive done most of it its just being weird

wheat ruin
#

yo has anyone had a problem with bones getting messed up and some missing when exporting from blender then putting it in unity

slender snow
#

i have, idk how to fix it.

wheat ruin
#

this shit is so annoying

slender snow
#

yeah, my character says its uploaded but i dont even see it in vrchat.

wheat ruin
#

damn

slender snow
#

Yeah. I’m just about ready to give up and just use random ones I find tbh.

wheat ruin
#

nah u dont wanna do that

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cause once u figure it out

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its will feel better than just getting a random once

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it*

slender snow
#

I guess. It’s just really making me mad rn.

gritty nest
#

@slender snow what Unity version are you using? I can almost guarantee that you ignored the hundred warnings telling you to use Unity 5.6.3p1

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And the link on the VRC website giving you the right version

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No other version will work

fading verge
#

So one of my models wasn't in a perfect tpose, so what I did was just delete the side that wouldn't fit and mirrored the side that did fit, so what I now need to do is transfer the weight painting to the other bones, so what I did was just copy one sides vertex groups which contains the weight painting and then unpaint the unwanted sides on both, so now I have a correctly weighted side and then a side that has no weights, but a vertex group with the weight painting on it, now what I am doing is pulling my hair out on how to either link the damn bones to the fucking vertex group, or copy and paste the weight painting from one to the allready existing one using blender, any help would be appreciated.

delicate acorn
#

How do I copy individual bones? I go to copy my arm to make another arm and it copies the entire armature, please help

#

nvm

hot plank
#

Does it really matter that the angle of the hips is 180° for IK Fullbody-Tracking? Mine's atm 80°-90°

crimson mauve
sleek isle
#

@hot plank cats nake you avatar usable for ik its not going to for if you dont click that fix full ik option

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@crimson mauve have you try in game

crimson mauve
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Yeah, wasnt working but I got it fixed. each bone needed a veetex group with 0.001 weight painted

drowsy wharf
#

@crimson mauve can you show the finger setup in blender?

#

ah, yeah, completely blank vertex groups get deleted...technically.

fading verge
#

Hm
For some reason the dynamic bones on my avatar work fine within unity, but when my avatar is uploaded to the game, they don't work?
Is there something I'm doing wrong?
I've checked to put the script on the avatar itself, not the armature.

#

Hope it's not on the vrchat sdk side-

novel reef
#

Did anyone here try final ik? How good is it for vrc compared to mechanim?

gritty nest
#

In what way exactly? I have Final IK and it has its niche uses

#

But not every component is whitelisted

#

It's also not a replacement for the animation system by any means, it's an addon

novel reef
#

Does the grounder work in VRC? @gritty nest

wet zinc
#

Does anyone know how to fix a model that when they walk or run the hips spastically move side to side?

gritty nest
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@novel reef yes

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Sorry for the list, but

            "RootMotion.FinalIK.IKExecutionOrder",
            "RootMotion.FinalIK.VRIK",
            "RootMotion.FinalIK.FullBodyBipedIK",
            "RootMotion.FinalIK.LimbIK",
            "RootMotion.FinalIK.AimIK",
            "RootMotion.FinalIK.BipedIK",
            "RootMotion.FinalIK.GrounderIK",
            "RootMotion.FinalIK.GrounderFBBIK",
            "RootMotion.FinalIK.GrounderVRIK",
            "RootMotion.FinalIK.GrounderQuadruped",
            "RootMotion.FinalIK.TwistRelaxer",
            "RootMotion.FinalIK.ShoulderRotator",
            "RootMotion.FinalIK.FBBIKArmBending",
            "RootMotion.FinalIK.FBBIKHeadEffector",
            "RootMotion.FinalIK.FABRIK",
            "RootMotion.FinalIK.FABRIKChain",
            "RootMotion.FinalIK.FABRIKRoot",
            "RootMotion.FinalIK.CCDIK",
            "RootMotion.FinalIK.RotationLimit",
            "RootMotion.FinalIK.RotationLimitHinge",
            "RootMotion.FinalIK.RotationLimitPolygonal",
            "RootMotion.FinalIK.RotationLimitSpline"
novel reef
#

So I take it my avatar would move like that on a slope? Amazing....

crisp tendon
#

@wet zinc Do you have a gif of it ?

gritty nest
#

@novel reef I don't think you have that much control over it honestly

#

Your avatar is hidden deep inside a player object that you have no direct control over. This player object is what handles your movement, collision, and physics.

novel reef
#

Even with a non humanoid rig? is mechanim replaced or does FinalIK just add itself on top of it?

gritty nest
#

Final IK is added on top

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Unless you don't have an animator at all

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Or a generic rig with no animator controller

novel reef
#

I want to use it for animals so it is for generic rigs.

wet zinc
#

@crisp tendon I'll gif it hold on

gritty nest
#

Yeah, but I don't know how well it will respond

#

I would not buy Final IK solely for this game

#

You can test it out if you already have it though

novel reef
#

And I have a plan for the next weekend... 😉

wet zinc
crisp tendon
#

Do you have a custom walk animation ?

wet zinc
#

No, those are left blank

crisp tendon
#

What does your skeleton look like in blender ?

wet zinc
#

Everything looks normal in the rig so I'm not sure why its acting weird

stiff flicker
#

How do i fix bone length is zero?

#

it dosent look zero

#

Oh thank you.

#

i just need IK to work

wicked quiver
#

some not right

noble linden
#

I have an model I'd like to rig so I've tried throwing it into Mixamo but it doesn't seem to be passing over the textures. :/

#

Any ideas?

crisp tendon
#

What do you mean ?

fading verge
#

you dont need texture to rig it in mixamo

noble linden
#

I'm not too hot on materials in blender yet... Can I just re-assign them after or something?

crisp tendon
#

in unity

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don't bother about materials in blender

wicked quiver
#

how fix it

noble linden
#

At some point I want to start adding props in Blender though but I guess that's a good start.

crisp tendon
#

Props will probably be in Unity too

noble linden
#

I think I'm gonna need to make more visemes for this too. :/

#

There's only 3 lol

#

Though I guess I can still work with that for now.

magic sonnet
wicked quiver
gritty nest
#

@wicked quiver forcibly turn the legs around

#

In that window

fading verge
#

No one here knows how to fix the dynamite bone problem? Aw man

ancient marsh
#

dynamite?

restive shale
#

he means dynamic

hallow igloo
#

Am thinking about making a modle and rigging it should i use blender or just use mixamo

sleek isle
#

When i look up my knee point outside but when a look down they are strait. How to fix that small problem

fading verge
#

I mean dynamic bones

#

fuck auto correct

willow cloak
#

Helloooo

#

But the rigging is messed up as well as the as the gestures and facial animations, if someone thinks they can give me a hand can you send me a dm? 😃

crisp tendon
#

We don't allow mentions of that website on this discord.

restive shale
#

#ruuubicked

willow cloak
#

Thats kinda dumb tbh but alright

lethal nimbus
#

i need help

#

pls

gritty nest
#

@lethal nimbus in Unity, assign the AvatarTPose animator controller to a duplicate of your avatar. Observe which way the knees bend in play mode.

#

Make adjustments in the Unity rigging tab as necessary, such as fixing the way the knees are pointing

lethal nimbus
#

thank you very much

#

I tried setting it to T-pose mode and the knees do not bend. I was crouching down in the image.

#

is there an alternative method i can use to sniff out the problem?

fading verge
#

Still can't seem to find the solution of the dynamic bones that's not working within vrchat

#

It's really odd? I had no trouble with it during the past

#

It stopped working when I updated to the recent SDK, I'm not sure if that's the problem.

zealous spindle
#

anyone have a tutorial on how to mix weight paints together in blender?

#

i have this xps model that has loads of bones assigned to different muscles which are all assigned to a main bone (for example left leg, left arm, right hand etc.)

wicked quiver
fading verge
#

oh uh

#

try turning them around

minor shore
gritty nest
#

Looks like missing textures. @minor shore

#

If it's a japanese model, make sure you're extracting with japanese encoding

minor shore
#

i dont mean the purple

#

i mean the arm deforming

#

lol

crisp tendon
#

Is that supposed to be your arm pose or did you rotate it yourself ?

minor shore
#

i was just moving it in pose mode to check if it works fine

#

before hitting fix, the arm moves just fine

gritty nest
#

Oh, you're talking about the arm

#

This seems like unweighted bones after hitting fix model

#

Maybe try submitting the model to the Cats team on their website

minor shore
#

oke i will try ty

pine harbor
#

@wicked quiver if you haven't found a fix to the problem yet, check that the bone names on your legs haven't been switched (as in, left leg bones are called Leg_R or Knee_R instead of Leg_L and Knee_L) -- your avatar looks like it's being twisted 180 degrees at the hips, which is what Unity will think is the proper T-pose if your left and right bones are misnamed

#

the arm bones having the wrong left/right names can also result in that same kind of distortion

west fern
late shale
#

it's trying to move your eyes up but your blend shapes are out of order so it's moving your mouth instead

west fern
#

you know how to fix?

sleek isle
#

I try rotate/move and it still bend too much

sleek isle
#

put the character in female animation fix it :/

cedar scroll
#

im so confused, so the left is from the old vrsdk, and the right is the new one, how do you use the new one? why is it so different?