#avatar-rigging

1 messages Β· Page 125 of 1

cedar scroll
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oh wait, nvm, unity needed to be restarted for some reason

drowsy wharf
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@west fern in case you haven't found out. Make sure your first 5 blend shapes look like this in blender
Note, blend shapes have to have at least SOME vertex movement even if it's just 0.00001 to be kept, otherwise they will be deleted.
CATS can set this up for you with the eyetracking system.
https://i.imgur.com/oTtJZ7S.png

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@cedar scroll Unity isn't really designed to just overwrite an imported package with a new version.
The way you're supposed to update any package version is by deleting the files with unity closed, then opening it and importing the new one.
VRCSDK folder and .meta from the Assets folder and from the Plugins folder as well.
Things may not work properly if you just overwrite, so be aware it may cause other issues.

wicked quiver
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yep thank @pine harbor

gritty nest
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@west fern regenerate eye tracking in cats

misty cradle
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if i try to automatic weights then i get an error like "bone heat weighting failed to find solution for one or more bones" what can be the problem? what i have to care for?

crisp tendon
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Remove doubles

misty cradle
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doubles??

crisp tendon
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Yes, in edit mode, click A, press space, type remove, chose remove doubles

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and then try auto weight painting again

misty cradle
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remouved 0 doubles

crisp tendon
gritty nest
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Unfortunately, sometimes it just fails for no reason

naive tree
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try seperating the materials, or the area u want to auto-weight

misty cradle
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how can is seperate materials?

drowsy wharf
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@misty cradle select the body, set it to edit mode, press P and hit "by material"
You can also just use CATS "custom" decimation mode to split and auto-rename the materials. Also has an easy re-join.

misty cradle
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seperating materials is also not a solution

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what else could be the problem?

drowsy wharf
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You may have to manually weight it...sometimes it doesn't work as rokk said

misty cradle
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probabaly, but i hate it

drowsy wharf
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I've yet to find anyone that likes it. Good at it or not...

misty cradle
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haha no, it's everytime better to makes this shit by yourself, better for learning and to comprehend issues

crisp tendon
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Weight painting is not one of those emoji

gritty nest
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Lmao

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Manual weight painting sucks. Automatic weights can get you 80% of the way there when it works.

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While rigging hands for example, I rarely have to fix up the fingers themselves after automatic weights. I only have to fix up the starting joint and the thumb.

drowsy wharf
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Manual generally comes out better once you know what you're doing and you have a bunch of experience with it...but automatic is still better to start with, then make minor changes. Equivalent of manual without the need to do the whole thing.

open hull
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Hello riggers!

minor shore
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what does dis mean

fading verge
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animal feet i guess

raven reef
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I don't know what you're getting at

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do you mean the red circle?

minor shore
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yea

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lol

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xD

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its not letting me move in play mode

raven reef
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I'm pretty sure that's because you do not have an animation controller

fading verge
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wut

raven reef
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but it shouldn't be hindering you

fading verge
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you selected the main model, right ?

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not the armature

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or body mesh

raven reef
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^

drowsy wharf
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and to clarify, no you don't need an animation controller on the model to move it around in play mode

magic sonnet
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what do i do if enforce t pose doesnt put the character in a t pose?

pseudo sedge
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@magic sonnet you can try to pose it into tpose by yourself, in Configure mode you can rotate bones after selecting them, so try to rotate them to be looks tposed (πŸ€”)

magic sonnet
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yeah i just did that. kept moving then enforcing t pose until unity gave in.

dusky oriole
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can someone kindly link me to a tutorial for rigging up a quad ( four legged avatar ) with humanoid rigging ? I looked on google and youtube but its not yeilding any results

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someone tried to explain it to me one on one but there was a language barrier\

sleek isle
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Sometime you dont need a exactly t pose character

dusky oriole
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got the Giraffe Ugandan working just saying thanks ^^

craggy cradle
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excusa me, how do i do really overdo mouth visemes? like super over drastic mouth movements?

gritty nest
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Basically yeah. It just means the mouth movement is more exaggerated

fading verge
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ye but how do you do it ?

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is there an option to set them to move way more ?

gritty nest
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You can increase the maximum range, but that makes it look weird

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It's something you can only really do while you're making the keys yourself

sleek isle
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I try to put eye tracking on a cyclops put in vrchat it dont work but in blender yes. What I do wrong ?

fading verge
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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 β€œempty”.
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 β€œempty”, but blender won’t export empty blendshapes.
3- The skinned mesh must be named β€œBody” and the armature must be named "Armature"

sleek isle
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So Turnout it was the head that was not named Head with a capital

worthy tartan
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oh god im about to tilt. i cant rig my avatar proper its always a mess.... (first time trying to rig...) such a pain 😦

crisp tendon
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What's giving you trouble ?

worthy tartan
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the entire blender, i try to do stuff but i have to hold so many different keys and its not very beginner friendly at all

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i managed to at least import my model i made in blocks, since mixamo isnt doing it proper

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and i added bones

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but thats it. im not an expert... its just killing me man

crisp tendon
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You shouldn't have to hold keys, learning the basic shortcuts is nice, but you can always press space to find what you need

worthy tartan
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cant post a pic here, dayum :/

crisp tendon
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You can upload to imgur

worthy tartan
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how do i set the cam view to perfectly front/top and so on?

crisp tendon
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use your keypad

worthy tartan
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thats helpful

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i try to rig BMO hes basicly a huge block with 2 arms and legs

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should be super simple right?

crisp tendon
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I wouldn't say super simple, he's not really proportioned like a human, so it's going to be odd

worthy tartan
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is there no way to tell blender that the block should not get all mushy

crisp tendon
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When does it become mushy ?

worthy tartan
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when it animated

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its forming the block

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i dont want that to happen

crisp tendon
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Oh yeah, you simply have to remove the weight painting

worthy tartan
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how do i do that

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(thank you for taking your time...)

crisp tendon
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Select your armature, set it to posse mode, then select the mesh and got into weight paiting, you can shift right click bones to see what parts of the mesh will be moved alongside the bone

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If you want the mesh to not move, simply chose the "Substract" brush and remove the weight paint on the bones you don't want to affect the mesh.

worthy tartan
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i have no clue man.. fk. why is mixamo not allowing that -.-

crisp tendon
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Mixamo does the hardest part

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Removing weight painting is very easy in comparison

worthy tartan
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can i put it in mixamo and then remove the weight painting in blender?

crisp tendon
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Yeah that's how you should do it, the instructions i gave you were for blender

worthy tartan
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alright brb

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i dont find a posse mode

crisp tendon
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You know how to switch to edit mode and object mode right ?

worthy tartan
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yes

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ah pose

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now i have to select the mesh... gah

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u must feel like youre talking to a mentally challenged person

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k its selected...

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substract... elts see

crisp tendon
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After you selected weight paint mode, you should see the menu brush next to it

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select substract, and the right click a bone, you'll see some colors appear on your mesh around that bone

worthy tartan
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yes

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purple

crisp tendon
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Purple or blue ?

worthy tartan
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the head bone is kinda sticking out and i click that cuz i think thats the one i dont want to behave ugly

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then my block is purple

crisp tendon
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So nothing happens when you use your brush on it ? You might want to look at other bones

worthy tartan
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oh

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it turns blue now

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didnt know i have to use the brush

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thats it?

crisp tendon
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i'll help you in a bit

worthy tartan
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dw

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i am a skilled waiter

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i think i give up for today, its late. thanks for trying to help me out but this is quite above my league sadly -.-

orchid fog
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Is there a way for me to change the maximum degrees of movement for eye-tracking?

I have an odd shaped avatar and when vrchat moves the eyes to the maximum amount the eyes (non-spherical) go through the head.

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perhaps a setting in blender before I export it?

raven reef
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yes you can set the eye moving range in blender with CATs you may have to fiddle around with the bones a bit though if the eye has a weird shape

orchid fog
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any way without CATs?

raven reef
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you can manually move the bones, upload it to vrchat and test it out like that 🀷

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but best to just use CATs because they let you see how far they move before you import it into unity

crystal wolf
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is anyone able to explain this to me?

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πŸ‘€

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gimme a sweet @crystal wolf ping once yakno

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πŸ‘€

late shale
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@crystal wolf you have center mode turned on instead of pivot. Top left next to the rotate/move/scale tools

crystal wolf
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I'll give it a shot sec

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Living legend, thanks my dude

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πŸ–€

sleek isle
naive tree
sleek isle
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thank!. But I wonder. what it the use of the line normaly ?

worthy tartan
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hey guys, how to i do xray view or something to select bones inside of a mesh

crystal vector
worthy tartan
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thank you!

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so when i do substract weighpaint, my mesh gets all mushy and messed up

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i actually want my bones to not change form of my BMO block avatar

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when i paint over it it changes form and spikes all over the place

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what am i doing wrong here

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i just dont want BMO's body to go all crazy when moving in VR

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results...

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im doing it exactly how they do it in the tutorials... except mine just goes all crazy

worthy tartan
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i tried mesh selection as well...

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please someone end my suffer

worthy tartan
manic marsh
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Are there other bones affecting the mesh?

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Like inconsistent weight paint on random bones πŸ€”

vital veldt
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So who wants to rig a model for me? anyone? anyone at all? I can't rig for the life of me, even mixamo makes it so the fingers are only one instead of five.

fading verge
crisp tendon
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@worthy tartan Try applying a new rest pose before doing this

crimson vine
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@worthy tartan Keep in mind that weight painting is percentage based. it's not about how much weight painted but instead what percentage of the weight that bone has over other bones.

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If a vertex has .0001 weight assigned on one bone but isn't weighted to any other bone then that bone has 100% of that vertex's weight making it follow the bone with full weight.

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The teeth arent weighted to the head at all in unity but in blender it's weighted just fine! I tried exporting to a different name in hopes to fully update the models data

fading verge
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SO
when i take lowerspine1 it make a tpose
when i take lowerspine it give critical error
if i take upperspine1/0 it give critical error
also the model is imported from a .mesh
WHAT DO I DO
WILL MY AVATAR STAY A TPOSE FOREVER

crimson vine
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Elaborate?

last orchid
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Im suddenly having trouble with the rigging part of making an avatar, I delete the upper chest and toes and set the chest to spine 2 but i get this error now for some reason: πŸ˜•
"Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck and Shoulders are mapped."

gritty nest
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Can you post a screenshot of your rig setup?

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Preferably with the green wireframe guy at the top

last orchid
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i dont have image posting perms

gritty nest
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Use imgur

last orchid
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ive done this before and didnt get this error

gritty nest
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You don't have the neck mapped

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As the message says

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Also please merge your meshes in Blender

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If you only have a head bone and no neck, insert a fake bone between chest and head

last orchid
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ill have to insert a fake bone but i have no idea how to do that since i use mixamo and dont touch the rig

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so i have to make a face neck to fix it?

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would head/neck/mixamorig_neck work?

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if i do that it says its not in a t-pose

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that seemed to work gunna test it ingame real quick

crimson vine
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You already have a head bone. for some reason unity hides all the bones at the very end so it hid the head bone

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@last orchid Select the very tip of the neck. The head's there it's just implied to be at the end of the neck bone

last orchid
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i selected head then neck and gave it the mixamo_neck and that seemed to work

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checking ingame now

gritty nest
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Nice

last orchid
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my guess is an update caused it

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also 19k polys OOF

viral stag
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I was trying to mirror this shirt I'm going to be editing, and it completely removes the mirrored sides weight paints after I duplicate and replace the other side of the shirt.. how do I assign it back? https://i.imgur.com/IjxvGlx.png

fading verge
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you only want to remove one side of the weight paint ?

viral stag
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No, like.. The Shirt was asymmetrical and I deleted half of it, took the other side, duplicated, and flipped it and merged and removed doubles, apparently that also messes up the weight painted for the side I replaced?

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So now my right arm is weight painted onto my left arm as well, I'm really new at this

fading verge
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hmm

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i don't know exactly how to do that

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but i'm pretty sure you can copy the weight

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i found this

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dont know if it can help you

viral stag
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I know it's using the same exact weight cause I mirrored it, I just need to get it to paint the left arm too

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i'll check that out, thanks

raven reef
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there is a thing called vertex weight mix under modifiers you can copy over weights there once you understand how it works

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a short call should be enough to explain it, if you fell up for it

viral stag
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sure!

viral stag
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super helpful!

raven reef
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no problem glad I could help

naive tree
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@viral stag use mirror modifier, it will apply correct weights

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or symmetrize/snap to symmetry, then xmirror the weight paint from 1 hand to other with applying 0.001 blur

viral stag
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I was just watching a twitch streamer that makes models, he removed one side of the shirt he was working on and dupe'd it

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aaa

naive tree
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don't dupe, mirror

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you dont want to duplicate mesh that needs different weights

viral stag
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I'll try that with something else on the model.. yeah

naive tree
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can seperate the part, then mirror it over, it will apply all the weights

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by applying Mirror modifier

viral stag
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this can be very difficult for someone who's more visual and hands on rather than reading, heck

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i think i understand

naive tree
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and done

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ways of how to do stuff always changes depending on what's needed etc

grand bay
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that is a pimpin color scheme

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I really should customize my blender

gritty nest
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Default is best

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All I customize is my startup scene. No unnecessary objects, Cats tab selected

noble linden
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How much should the shoulders and upper arm be weight painted...

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Should they be spread fairly even over the shoulder or priority to one or the other?

raven reef
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I don't think there is a perfect way of doing it but just test and see what works best for you

noble linden
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Hmm k

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Can't quite work out how much the IK is moving each part yet.

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Another issue I'm having... Shoulders rotating in when elbows are extended.

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I can have my arms by my side but elbow part out and the shoulder looks fine.... When I bring my elbows down, the shoulders rotate in and down.

fading verge
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Wondering why some of my models that have been fixed and rigged for full-body tracking sometimes have twisted legs. They work fine with standard VR and I check their bones for anything abnormal from model that do work properly with full-body tracking, but I can't figure out how to go about fixing this.

crisp tendon
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What kind of twitest legs ?

median echo
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Guys

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how do i Rig the Y-bot

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i can't upload it

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in Unity

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it says "Your rig has the UPPERCHEST mapped in the Humanoid rig. This will cause problems with IK.

crisp tendon
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remove the upper chest

fading verge
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Found this model by a game dev and it looks to be rigged badly in mixamo

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Better file here V

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Lemme upload my screenshots of the rig

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It's kinda messed up a little in game

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and when trying dance animations out on it in unity the model floats off the ground by a good 5-10 inches (or at least my edit which makes it taller and some more smaller head and arm proportions, which all I did was scale the bones in blender in pose mode then moved it centered in pose mode and set it to rest pose)

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Some close ups of hip bone which I'm not sure is causing the problem

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Going in and cleaning off the end bones now because they are grinding my gears.

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Also it kinda turns to the side when moving forward and I don't know why

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Do I need to move apart the leg bones? (uploading does tell me angle isn't close enough to 180 it's like 160)

fading verge
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Fuck I broke it

fading verge
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Damn this was a undertaking to fix again

raven reef
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make sure to create backups

fading verge
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@raven reef I had but when I reloaded the blend it decided to go super tiny and on it's side and all hella messed up so i had to start over

raven reef
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damn, well it's fixed now anyways

fading verge
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Yup now I think I'm going to send it to the game dev who made it :3

snow dust
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How do you align T-Poses of 2 different armatures to each other? Trying to add clothing to a body, but they have different T-Poses, and moving the bones does not move the mesh with it.

fading verge
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is the only way to check if an avatar looks fine with full body, is to go in game and change into it (in full body)?

fading verge
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How should I fix my knees being bent on my model? I have a lower poly version of the same model with normal knees to compare

pastel breach
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its in progress so i still have a lot to do

fading verge
pastel breach
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thx i know how to use mirror now but how do i fix a bone to another bone tho?

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like parent them?

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anyway to fix that?

crisp tendon
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on the bottom right corner of your screen you can see a checkbox called Connect

fading verge
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be sure to set the bone rolls to 0 after you are done

pastel breach
fading verge
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looks good

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you have a neck bone, right ?

pastel breach
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lemme check

fading verge
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should be parented to chest bone

pastel breach
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yep

fading verge
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okay

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nice

pastel breach
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its very small tho XD

fading verge
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btw

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i see you don't have fingers

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you won't be able to use hand gestures, emotes and you can't crouch without fingers

pastel breach
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it doesnt have fingers tho and i dunno how to set fingers

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oh

fading verge
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you can just set fake fingers

pastel breach
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how?

fading verge
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doesnt need to be weighted to anything

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just extrude bones from the wrist

pastel breach
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i don't have wrists

fading verge
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you need one bone for thumb, index finger and middle finger

pastel breach
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on this

fading verge
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you need wrist too

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can still be fake bones

noble linden
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@fading verge Should bone roll always be 0?

pastel breach
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i'm back from eating so

fading verge
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yes

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for unity at least

noble linden
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My shoulders are at 8 atm. Maybe part of my problem.

drowsy wharf
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@pastel breach you're also going to want to rotate those feet bones and probably extend the leg bones until the foot is flat at the bottom or you'll have bent feet when it T-Poses you

noble linden
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Not sure if that's from Mixamo, or me.

pastel breach
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ok i made wrists now must i use E to make bones for the fake fingers?

drowsy wharf
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E = Extrude. The wrists were probably made the same way

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as Svelsien said, you need the thumb/index/middle fingers at minimum....I think you needed all 3 bones for each

noble linden
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Hmm... What about this Connected tick box... Should arms and legs always be ticked there?

pastel breach
drowsy wharf
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Not required, it will work fine without connected. That basically just perma-links the bones together

noble linden
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kinda handy anyway I guess. thanks

drowsy wharf
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@pastel breach yes. Just remember that is part of how it tells the placement of the feet (as well as the root height, I believe?)

pastel breach
noble linden
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If bone joints are not really close, will it glitch? Or is it all down to just the size/angle/weight rather than the actual bone position in space?

drowsy wharf
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the head of the bone is technically the only important part. Unity uses the rotation of the "head" of the bone to determine the motion....so technically the tail doesn't matter (except to determine rotation)

pastel breach
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are the fingers good?

noble linden
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Thanks Himeki

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I'm struggling with the model troubleshooting stuff but getting there. πŸ˜›

drowsy wharf
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@pastel breach as long as there's no weight, the orientation won't matter on the wrist/finger bones ...I honestly cannot remember if you need 3 of each of the finger bones, or if just one of each will do

pastel breach
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i dunno myself its my first character anyway

noble linden
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Feels like you just need to make a few before it really starts to fall into place πŸ˜›

drowsy wharf
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Safe way is to just make 3 bones per finger until told otherwise. Or you could test with just one for each and add more later if it needs them.

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yep, practice is always good for getting used to things

noble linden
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I can tell you that you can do less fingers though. πŸ˜›

fading verge
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yes

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you need 1 bone

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for thumb

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index

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and middle

drowsy wharf
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thank you Svelsien

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@pastel breach see Svelsien's comment above

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so yours is set. Just remeber to name them to make things easier on you πŸ˜›

pastel breach
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the char i'm gonna use has no real fingers just a numb for a paw

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here's the setup for the fingers too

drowsy wharf
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yes, I understand. You have one bone for each fake finger bone and the wrist. Just remember to name your bones to what they should be for (even if they're fake) because it'll help when you put it into unity

pastel breach
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alright i'll do it

noble linden
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Might be nice to be able to wiggle the end of the paw anyway?

drowsy wharf
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Naming the bones is a good habit to get into. Less confusion later on πŸ˜›

pastel breach
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ok

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done i named all the fingers now what?

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i guess

drowsy wharf
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is there a neck and head bone? can't tell from the image

noble linden
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I should try making a nice simple model like that at some point.

drowsy wharf
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I only see one, but it could just be small

pastel breach
drowsy wharf
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probably good then, armature wise

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remember to check for bone rolls and set to 0

noble linden
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Argh, why can't I drop an image into here.

drowsy wharf
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links only, yeah

noble linden
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WHY GOD?!

drowsy wharf
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it's...kind of a weird restriction when they have image channels

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I highly recommend "ShareX" for selective image capture and upload...gets around the issue

noble linden
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I just want to drop in an ingame screenshot jee

timid lava
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i guess its becouse you can send malicouse things in images thats why

noble linden
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K I dropped it into a private server chat and got the link from that.

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What is going on with these shoulders?

drowsy wharf
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drag....they have an image channel, that's out of the reasoning already

pastel breach
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thats what i do too lol @noble linden

drowsy wharf
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@noble linden did you check bone rolls already?

restive shale
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thats my advice

noble linden
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yes. all zero now.

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in fact it may be worse since?

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i'm not sure lol

pastel breach
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well checked all the bones and set their rolls to 0 now should i put in unity?

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or SDK?

drowsy wharf
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Import the SDK then anything else, avoids possible issues in reading

pastel breach
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how tho?

drowsy wharf
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how....what?

pastel breach
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wait i think i don't have sdk or something

timid lava
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sdk is on the site of vrc

drowsy wharf
noble linden
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You probably just want to look up a Youtube video of how to get models from Blender to VRChat

drowsy wharf
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also make CERTAIN you're using Unity 5.6.3p1

noble linden
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It'll guide you through setting up Unity and installing the SDK, shaders etc.

pastel breach
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ok

drowsy wharf
noble linden
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I can attest to that being a good tutorial. πŸ˜ƒ

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Did it myself a week or so ago.

pastel breach
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do i need to get the 64 or 32 bit?

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of unity

noble linden
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You're gonna have far more questions than that if you don't go through a guide. It's not really something you can skip out on. πŸ˜›

drowsy wharf
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that...would depend on your computer

noble linden
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(surely everyone is using 64 bit windows by now?!)

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at least in vrchat anyways.

drowsy wharf
#

sadly no...there are still 32bit systems and OS...even Windows 10 has 32bit options....for some reason

pastel breach
#

i have an old-ish computer i got in 2012 or 2015 i guess

timid lava
#

do you have more then 4gb of ram

#

then you need 64 bit version

noble linden
#

Load up your file explorer and right click on This PC on the left and go to properties.

drowsy wharf
#

I've...sadly seen people with 8gb+ using 32bit because they simply don't know

noble linden
#

It'll tell you under System Type if it's 32 or 64 bit.

timid lava
#

8gb ram doesn't even work with 32 bit

noble linden
#

I thought it just didn't use more, rather than stopped running.

pastel breach
#

they both have 64bits the processor and the other thing

#

its a 4gb ram tho

noble linden
#

Time to download more RAM, sheesh.

pastel breach
#

what?

#

why download it? its only in physical right?

noble linden
#

Yeah I'm just meming

pastel breach
#

oh

noble linden
#

But 4GB is really quite low these days.

pastel breach
#

its not enough to run fortnite lol

noble linden
#

Ouch!

#

RAM's pretty cheap... But presumably the rest of your PC needs upgrading anyway.

timid lava
#

8gb ram is low already these days

pastel breach
#

thats why i need a better pc to play games

timid lava
#

google chrome eats 3gb of ram already

noble linden
#

Certainly if you have as many tabs open as I do!

pastel breach
#

guess i'll take 32 bit then

timid lava
#

just try the 64 bit one

#

if it works it works

drowsy wharf
#

I know drag...that's why I said "Sadly" and "they don't know"

noble linden
#

Yeah, 32 will work... 64 is better if it does work though.

#

If you got this far with Blender, you can probably build your own PC btw.

drowsy wharf
#

you can HAVE it on the computer, it just cannot be used by the OS

#

to clarify πŸ˜›

pastel breach
#

do i need any optional unity components?

noble linden
#

That's what I thought Himeki!

#

Dude. Read the guides above.

pastel breach
#

what do you mean by OS @drowsy wharf ?

noble linden
#

I take back what I said about building a PC. >_<

drowsy wharf
#

OS = Operating System (IE Windows, Mac, Linux)

pastel breach
#

oh

#

is it possible to add ram on a pre-build computer?

drowsy wharf
#

working with software =/= hardware build, setup, etc

timid lava
#

you should be able to replace ram

drowsy wharf
#

If it's not a sealed laptop, yes. If you don't know what you're doing and don't have someone to teach you. Don't do it.

timid lava
#

but you probably need to remove the ram you ahve right now

pastel breach
#

its a fixed pc

timid lava
#

on prebuild desktops you can change the ram always

pastel breach
#

my bro has a gaming laptop since he got his very first work pay

drowsy wharf
#

"fixed pc" doesn't actually mean anything useful to answer based on

pastel breach
#

i don't have a very good english with pc related stuff

timid lava
#

if you know what you need to buy if you have ddr3 or ddr4 or sodim ram then you can change ram

noble linden
#

Then watch some videos on it and you'll probably pick it up easier. Probably some in your language too.

pastel breach
#

i'm french

restive shale
#

oof sorry

timid lava
#

are there even pc terms in french? not that i know

pastel breach
#

also @timid lava like your pic

#

its downloading rn so i'm gonna let do the download

pastel breach
#

downloaded it and opened unity and i got the SDK

#

how do i put an avatar from blender to sdk?

restive shale
#

la keyboard

sleek isle
#

@noble linden it was alreasy rigged?

noble linden
#

@sleek isle it was rigged through mixamo but somewhere along the line of adjusting the model for FBT (adjusting the legs/body so it's more similar to my actual body) it's messed it up.

sleek isle
#

You need to move the shoulder with all the arm in pose mode a lillte more outside and apply as rest pose. So when vrchat drop the arm its no going to go trow the body normaly

#

You might nee to edit the weightpaint a little the chest area maybe

noble linden
#

Giving it a go.

noble linden
#

How much does the shoulder move when you are ingame?

#

If I pose the arm on its own it's fine, I need to bring the shoulder down a ton to get it to break like ingame.

#

So far I've not had any luck by moving the arms out. Will have to try more.

#

I'll try reducing the weight painting on the shoulders.

noble linden
#

Actually not much on them. Think I might have the arm weight extending too far.

noble linden
#

God, weight painting is a pain in the ass.

crystal vector
#

@scenic mulch You need to map them in Unity

median echo
#

Anyone know why Unity wont let me upload my avatars anymore currently. The publish button on all avatars are faded out a bit.

#

i have permission to upload, and i have done it before with my avatars but it wont let me anymore

scenic mulch
#

i did the moving around to fix the failed thing im still haveing that spine hirearchy missing elements

#

this is the lay out or how ever u call it the way the bones are layed out

#

im going to try to move the legs thing to the hips to see if that fixes it

fading verge
#

upper legs should be parented to hips

#

hips
-->Spine
----->Chest
-->Upper_Legs

scenic mulch
#

yea did that and it still saying that an elamint is mising

fading verge
#

no you didnt

scenic mulch
#

am im just missing a bone

fading verge
#

in your 2nd picture it's parented to the spine 1

fading verge
#

i don't see it in your picture

#

but you need hips --> Spine --> chest

#

neck and shoulders needs to be parented to the chest bone

scenic mulch
#

the neck is right above spine just vary small

fading verge
#

and chest bone ?

scenic mulch
#

ill if i can sub divide the spine and hope that works

#

becus it is so anoing to rewaght paint it

fading verge
#

yeah, that's a solution that should work actually

#

you also don't have finger bones

#

so if you rig it as humnaoid, you won't be able to crouch, use hand gestures or use emotes

scenic mulch
#

i do there just under the hand bone i only have 3 fingers on this

fading verge
#

you need at least one bone for thumb, index and middle fingers

scenic mulch
#

here what it look like

#

the one on the bottem is just going to be jiggle boned

fading verge
#

seems good

scenic mulch
#

what is paint to the chast

#

the arms and the neck/hade ?

fading verge
#

paint ?

#

you mean parented ?

scenic mulch
#

yea

fading verge
#

shoulders and neck are supposed to be parented to the chest

#

chest is parented to the spine

#

and spine to the hips

scenic mulch
#

ok now im more lost then ever

#

i did all that and it still saying it missing something

fading verge
#

what's missing ?

fading verge
#

and in the avatar mapping tab ?

scenic mulch
#

like what it look like in there ?

fading verge
#

yes

fading verge
#

you are missing shoulders

scenic mulch
#

oh shi your right and it now fix

#

thank you

fading verge
#

np

scenic mulch
#

i ben working on this for 3 days trying to fix this

fading verge
#

you got a lot of patience

scenic mulch
#

now i get to do the fun part and add the jiggly bones to hes tell and hair woot XD

fading verge
#

have fun

frank perch
#

hey guys i have an avatar but bones are little odd care to help please?

fading verge
#

hey my avatar gets dragged to the ground whenever i try to use full body on it

crystal vector
#

@frank perch How odd exactly?

magic sonnet
#

sorry to butt in but im having a small crisis, every time i enforce t pose on my model he sinks into the ground and past experience tells me that this will cause problems later

pine harbor
#

try moving the root bone upwards after enforcing T-pose so that the model's no longer in the ground

#

in the rigging screen, not the scene

magic sonnet
#

dang i forgot to weight everything to the root

scenic mulch
#

is there a way to copy a Wight paint from one bone to another

pastel breach
#

i think you can use the X axis mirror to copy the weight paint to another part for easier weight painting

scenic mulch
#

ok this is what im trying to do i found out what is going rong when i tern my head left to right and well the head has no wait paint and the neck has it all

#

that what im trying to copy it to the head and then reset the neck where the neck supost to do

main sage
#

whenever i use Fix Model on this one thing im tryin to add via Animation, it causes the bones to be mirrored...under the ground

#

like the entire armature is rotated 180

#

id say it may just be as easy as rotating the whole thing back in place, but i was unsure if thats a good idea

wise oriole
#

I just got a Vive on Thursday and so I got to try the hand tracking. They seem to be fine for the most part, but I'd like it if it matched my hand more. I'm not sure if it's different for Rift, but on my Vive pointing my hand straight out makes the VR Chat hand point down. I think that the angle is matching the tracking ring for the Vive controllers. Is there any way to fix that?

harsh reef
#

can i rig in unity or do i need blender

main sage
#

need blender to do it efficiently

harsh reef
#

ok ty

fading verge
#

@scenic mulch would you be able

#

to help me rig up old taric model?

scenic mulch
#

um i can get a newone

#

but i dont know about an old one

fading verge
#

i have old taric model, im having trouble with it @scenic mulch

#

i used this tutorial to get the model into vrchat

#

the model came with a skeleton too but i think i need to figure out how to properly get the texture

#

and import it to unity

scenic mulch
#

um when u did it this way did u just gram the .skn and skl becus in the file there shuld also be the .dds of the sin as well

versed crane
#

So, an issue recently developed in a model I'm working on for a friend. I haven't quite nailed down the cause yet and was hoping someone might know. When they go into full body tracking, the legs on this model only decide to flip around as they walk and... well lets just say it looks about as weird as possible.
https://i.gyazo.com/1002da85141af7d2c4a7466588d552e5.mp4

vale charm
#

Hello, how do I add bones that aren't part of the base humanoid rig on Unity?
I'm stuck with my dynamic bones for the hair not working work because it's not a direct child to the head.

naive tree
#

@versed crane in Unity scene view bend the knees slightly, they are perfectly straight or bent a little backwards

versed crane
#

I figured it out, thanks. I had reference bones that were screwing up how unity checked things. All fixed though!

crisp tendon
#

@vale charm You can move that bone under the one you need, or in blender you just change the parent bone

fading verge
#

Is there a way to make your jaw bone move when you talk in game?

magic sonnet
#

anyone know of any way to copy all the names of bones from one model to another identical model in blender? its ok if there isnt, it just means i have more work to do.

crystal vector
#

@magic sonnet I don't think so

magic sonnet
#

dang

fading verge
#

hi, does anyone know why when i try to pose my character in a new animation on unity (for an idle) and i press play it puts her back into that broken crouch pose

versed crane
#

@naive tree So... seems my fix didn't fix it. I tried bending the knees a bit, but there was no change it seems.

wise oriole
#

I'm trying to add Eye Tracking to my model. I've done it on other models no problem, but this time it's attaching to the wrong bone. The testing shows that it's grabbing the wrong part. So I change the selection, create again, test again and there's zero difference. Renaming the bones has no effect either. The bone that shows in the testing mode is the one that is attached to the part that is moving, but it's not the bone that it's supposed to be moving.

#

The problem persists when deleting the eye bones created by CATS, confirming the proper bones in the creation menu, and creating it again.

#

Deleting the bone that it seems to be replicating still has the issue.

#

So it seems there's nothing I can do to fix it unless there's a way to force it to use specific vertexes for the eye tracking, and I don't see where in the menu that'd be.

manic marsh
#

Cant you manually select which bone to be used as the eye bones from the creation tab?

wise oriole
#

I can and do, but that's not doing anything.

#

The bones I'm trying to use work as intended. Posing them moves them as it should. But the CATS eye tracking creation is ignoring it somehow.

manic marsh
#

Ok thats some scuff stuff going on there

#

πŸ€”

wise oriole
#

That's why I'm here.

gritty nest
#

The original eye bones should not be named LeftEye and RightEye

#

Have you asked for help on the Cats discord as well?

pastel breach
wise oriole
#

The original eye bones were not named LeftEye and RightEye. I've tried using all sorts of different names. And no, I have not.

warped nexus
#

Is there someone good with blender bones that can help me with something.

#

If someone does ping me

#

I made the rig but I don't know if it's ok or not

#

It does that for some reason

#

and that

drowsy wharf
#

are you just talking about the distortion in the head, or the actual turning of it and the bone?

warped nexus
#

when I'm moving the bone

drowsy wharf
#

that last image definitely looks like a weight painting issue though

#

something on the head is bound to other parts it shouldn't be (like the shoulder)

pastel breach
#

how do i bend legs or arms

#

i mean uses the bones to change the positions of legs or arms

warped nexus
drowsy wharf
#

rotate the bone and the body follows. Body must be weight painted to follow the bones

warped nexus
#

and this too

pastel breach
#

how do i rotate bones?

drowsy wharf
#

that also looks like weight painting issues, can you screenshot the weight painting on that part?

pastel breach
#

i'm pretty new to blender

warped nexus
#

my character is full of parts

#

all the parts are blue

drowsy wharf
#

@pastel breach select bone with right click in pose mode. Select rotation mode and drag the axis you want to rotate

#

you've...got a lot more issues than just general weight painting then...have you merged your meshes yet?

pastel breach
drowsy wharf
#

ALT+R will reset rotation on that bone

pastel breach
#

i stopped pose mode

warped nexus
#

I didn't because I don't know if I merge all the parts. I'll just be able to have one UV map

pastel breach
#

on CATS

drowsy wharf
#

but that looks like weight painting issues. Some things are bound to the bone that shouldn't be, and the tips of the feet don't seem to be bound to anything

#

@warped nexus always merge meshes. UV maps are based on materials not meshes

warped nexus
#

okeh

drowsy wharf
#

you're not seeing the proper weight painting because it's only selecting one mesh at a time

warped nexus
#

so how mateials works

drowsy wharf
#

I can't explain all of it, I highly suggest looking up some tutorials on them

warped nexus
#

I think I got it

#

is this well merge

#

I tried to find merge but I couldn't find it so I try to find join

#

and it did that

#

and it shows the model all together

ivory radish
#

how do you make the hair as cloth work well

#

it works really well but the problem is when the character rotates too much the hair can group up on different sides

gritty nest
#

Yeah, that's the problem with cloth. It has no elasticity that makes it go back to where it was

#

There is no way to fix that

#

You could try adding some downward force rather than gravity @ivory radish

#

Or alongside the gravity

gritty nest
#

How many meshes is your avatar?

ivory radish
#

i have 1 mesh for every clothlike part

#

so jacket hair and then body

gritty nest
#

Ah, you use cloth on all of that? That explains it

ivory radish
#

and ya i want it to react like clothes

#

and not dynamic bone

gritty nest
#

Anyway, I don't think you can change that. Maybe add some more constraints so the hair can't actually move that far away

ivory radish
#

where

#

i put constraints like at the top of the head

#

so idk why it does that

gritty nest
#

I don't just mean max distance 0 to keep it on the head

#

But also smaller constraints or paints on the rest

ivory radish
#

how u make it less bouncy also

gritty nest
#

I think you increase the damping or something

ivory radish
#

didnt help much but this is good ig

#

how do you think i would do the jacket

#

should i just dynamic bone

gritty nest
#

That's up to you. For stuff that's so close to your body, I personally would not even bother with anything like Cloth or Dynamic Bone. But if you must, I think Cloth would be a better choice. Dynamic bone would clip a lot unless you made the movements subtle

#

But with Cloth, you gotta watch out and make sure the cloth mesh is very low poly

#

Or it'll lag

ivory radish
#

ok but how do u make stuff like

#

ropes

#

with cloth or something

#

bc i want to like make this dangle

#

and i dont want it to deform the thing at bottom

gritty nest
#

So that's like a hanging accessory around your neck?

ivory radish
#

ye

gritty nest
#

Use dynamic bone, definitely

ivory radish
#

kk

gritty nest
#

Put a single bone in the dangly bit

#

So it'll move as a whole

ivory radish
#

ye but how do i

#

set it up now so it dangles

gritty nest
#

If there is a singular bone in the dangly bit, just add a dynamic bone script and set its parent as the root bone.

#

And add exclusions if necessary. For example, if the bone directly above the dangly bit is the neck, you will want to exclude your head

ivory radish
#

nvm

#

think i got it

#

how this look

gritty nest
#

Nice

#

That's actually how you would expect it to look

fading verge
#

can I add jiggle bones to my model in blender and have them work in game?

gritty nest
#

Yes, that's how dynamic bone works

#

As long as they eventually end up as regular bones

#

Because Blender does actually have addons called jiggle bones

fading verge
#

so to clarify I don't need that $20 unity plugin if I know how to do it in blender?

gritty nest
#

Oh, you definitely still need Dynamic Bone for Unity either way

fading verge
#

you do

#

ah

gritty nest
#

Unless you can bake it into all the walking and idle animations

fading verge
#

Good luck.

gritty nest
#

And even then that will only work for walk, not for regular movement

fading verge
#

Also

#

the knees are bent forward a bit when I'm standing in game but they straighten out properly only when I look directly upwards

ivory radish
#

i think ive gone 2 far

fading verge
#

i, too, enjoy dropping to 5 fps from only one avatar

ivory radish
#

lol

#

i think it has

#

5 dynamic bones and 1 cloth

#

how bad is that performance-wise lol

fading verge
#

more of a collider problem

#

apparently colliders are laggy as all fuck

ivory radish
#

o

#

mine has interactable ears and tail

#

2 lazy 2 make other stuff work

fading verge
#

Anyone might know what's wrong with my legs?

ivory radish
#

it should be

#

hip -> spine -> chest

#

i hope this one works

fading verge
gritty nest
#

That avatar isn't necessarily laggy though

#

But if you're gonna use dynamic bone on the jacket, make sure to merge the mesh

#

For multiple reasons, one of which is a disappearing jacket

#

Only use separate meshes if you need to enable/disable them in an animation, or if you want to use Cloth on it

#

And texture atlas if possible

#

@fading verge spine seems fine, hips should also move the whole body.

fading verge
#

damn

gritty nest
#

Go to the humanoid rig configuration

#

The one that shows your model T-posing with the green bones in the body

#

Then post a screenshot of your model there

fading verge
#

kk

ivory radish
#

holy hecc

#

it works ftmp

#

hair still annoying but u can like interact with individual strands

gritty nest
#

@fading verge sorry to ask, but can you show it from the side?

fading verge
ivory radish
#

can u guys help with hair thing tho

#

i wanna keep it like that but with the strands not flipping around to other part of head

#

cuz ingame its all working perfecly

fading verge
ivory radish
#

except for hair

#

also is there some sort of mirror shader or something

#

so can make like a handheld one

gritty nest
#

@fading verge that looks fine. Unfortunately this might just be an unavoidable result of the game's IK

fading verge
#

damn I was afraid of that

gritty nest
#

There is no mirror shader, what you can do is add a camera though. Only visible locally

#

Should be perfect for a handheld mirror

fading verge
#

Thanks for looking into it though

tired pawn
#

Doesn't even move in game though

#

I reimported the dynamic bones maybe it will fix it

drowsy wharf
#

Anyone know what would cause the avatar configuration to flash up then vanish? (select avatar->rig->humanoid->from this model->Click configure)

rare sleet
#

Define vanish

drowsy wharf
#

Green-humanoid configure panel appears for a short second or less, then is gone from the screen.
Scene is still on configuration

rare sleet
#

And by disappears you mean grey inspector or you mean the inspector can show normal functions

drowsy wharf
#

inspector stays up, defaults to top level of the avatar-clone it adds for configuration.

#

If I select the avatar in assets and hit configure again, inspector returns to avatar after sometimes flashing the configure window

rare sleet
#

Ok that is weird

drowsy wharf
#

yep...nothing in console to help either

rare sleet
#

I've never seen that

cedar bloom
#

Guys need help, in Blender when i rotating bone it just squeeze not fully moving around

fading verge
#

another bone have weight paint on that part

cedar bloom
#

THANKS!!!!

#

i spend 2 hours

wicked quiver
ivory radish
#

the inside colliders are done wrong

#

it keeps it constrained between the spheres

#

make them larger and closer together

#

also put it around the ear not on top of it

#

and for the hands make a gesture that toggles the istrigger property of the colliders

#

if u don't physical objects that have player collisions cant be held correctly

wicked quiver
rare sleet
#

dear sweet christ what have you done to your poor unity

wicked quiver
#

move hierarchy side

warm coral
#

@cedar bloom Hey quick question, what was that model?

cedar bloom
#

@warm coral i can give u only original one

#

@warm coral i took only suit from there

warm coral
#

I just wanna know what it is, that's all

#

Like, the character

cedar bloom
#

Idk how it calls on eng

#

Jap only

warm coral
#

It looked similar to that

#

So I was wondering bc

#

That model is an avatar of mine

#

Ripped the model from that game and those parts hanging off your hips reminded me of that

wise oriole
#

@gritty nest You tried to help me with the eye tracking yesterday and suggested I try the CATS discord. I did and they found the issue. In short, the old vertex groups got renamed incorrectly by CATS and so it was hooking on that instead of the new one. They've fixed it in the newest dev build, but I can work around it by renaming them myself.

gritty nest
#

Cool, thanks for the update

fading verge
#

?

#

if you have 2 hips then you already have an issue there

opal aurora
#

Oh the memories, models just plain fubar due to multiple main body sections back in the day

#

Those were fun

pearl laurel
#

ah sorry, here maybe a screenshot will help

opal aurora
#

But yeah, a new set a bones sounds iffy

pearl laurel
#

cats adds that is what i ment ;;

fading verge
#

I still have my first attempt at fixing an MMD model

#

Its

#

special

opal aurora
#

That... doesn't look right... not sure why

fading verge
#

sorry, this model seems pretty much broken

pearl laurel
#

AH really,, ??

fading verge
#

two hips!!

gritty nest
#

Uh, this

#

This just seems like butt bones guys

fading verge
#

this is what you need to have

opal aurora
#

Did you apply fbt after fixing it once before?

gritty nest
#

Guys stop pls

fading verge
#

those arnt too hard to fix in blender

#

lmao rokk

gritty nest
#

@pearl laurel what do Hip_L and Hip_R do? They look like bones used for butt jiggle. The existence of a Root bone confirms this.

#

Everyone go home now, the model isn't broken

fading verge
#

awwwww

#

πŸ˜•

crystal vector
#

πŸ”¨

gritty nest
#

I'm sure Hotox is relieved lol

fading verge
#

Fix CATS, hotox

#

ah?

#

it breaks models

crystal vector
#

Ok fixed

fading verge
#

fix yer shit

#

nice

gritty nest
#

Noice

fading verge
#

ok thanks bb

opal aurora
#

Rename hip to butt problem fixed

#

Taadaa

fading verge
#

why is the butt bones called hips

opal aurora
#

^

crystal vector
#

To not make it obvious that you are lewd SalitySaltySenpai

opal aurora
#

Confusion + 50

gritty nest
#

Probably a translated bone

fading verge
#

look at my screen

crystal vector
#

"hips" 😏

fading verge
#

i got thighs and butt bones

#

you need to embrace the lewd

gritty nest
#

Tiddy_L

opal aurora
#

Googel censored butts, mystery solved

fading verge
#

Or, my favorite

#

when the breast expansion viseme is called "dream"

#

or when the breats were translated into "milk", lel

opal aurora
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Welp

gritty nest
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Lmao

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Or "sag prevention"

opal aurora
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Oh god

gritty nest
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I see that one sometimes

fading verge
#

i had a key shape called "cdream" too on a model

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would make the hips and butt bigger

opal aurora
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Trully the pinnacle of modeling

fading verge
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those willy japs

pearl laurel
#

OOPS sorry, uhm they..dont move anything LOL

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its just an extra bone

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maybe its something invisable?! but otherwise if its useless, I just put left leg and so as normal right?

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@gritty nest ; v ;

gritty nest
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Yeah, put leg in leg slots

pearl laurel
#

thank you!

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❀

echo drift
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Hey, I was uploading a modification of the avatar I was working on. But every time I try to test the avatar in world, the weight paints are all over the place. Everything is stretched out in a polygonal mess. I have no idea.

gritty nest
#

@echo drift test all the shape keys in Blender

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Or in Unity

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See if any of them make the model explode. In particular, the blink and lowerlid shape keys should be checked first

echo drift
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@gritty nest ok

gritty nest
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This can happen if you delete vertices on the model without separating them into a new mesh first

echo drift
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oh shit... I did do that. That explains it 😐

gritty nest
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You might be able to separate the face from everything else, then delete the shape keys on everything else

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Then merge back together

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If you can't do that, you will have to redo your edits or redo the shape keys yourself

echo drift
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Well thankfully I had a save iteration that had working shape keys so I did transfer shape keys and that fixed it

wicked quiver
misty cradle
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how do i rigg/wight paint extra things like a chain or what ever so the beginning of this will hang on the same place like in blender and the rest will move because of dynamic bones? i tried something but the thing is not on the correct place on the avatar

wise oriole
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@misty cradle Do you have the bones for it set up already or are you just needing help on the weight painting part?

misty cradle
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i know how to rigg and weight painting in general, but i have a special problem with this

wise oriole
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Then what's the issue? From the sounds of it you'll just need to assign the bone for the dynamic bone further down the chain.

raven reef
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^

misty cradle
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hold on, i will make 2 screenshots..

misty cradle
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@wise oriole do you have an idea?

wise oriole
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I don't know what you think the issue is

misty cradle
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look at the screenshot

wise oriole
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I see the screenshot. I don't know what you think the problem is.

misty cradle
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the figure is ingame not on the place like in blender

crystal vector
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Is it in the correct place in Unity?

misty cradle
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yes, as long the avatar is stiff, but in a animation window i see this issue too

crystal vector
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@misty cradleTry parenting Figur1 to the Hips

misty cradle
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what is the easiest way to parent it?

crystal vector
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In edit mode in blender

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Select the Figur1 bone, go into the bone tab and scroll down to the parent selection

misty cradle
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ah i see, thx

misty cradle
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and it's also the solution for my problem, thx again πŸ˜ƒ

wise oriole
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What reasons would there be for my model.... "kinking" like in the picture below. It was working fine yesterday and then today I made (what I thought were) unrelated changes and now I can't get it back to where it is supposed to.
At the same time, the thumb decided it didn't ever want to open all the way. I'm betting that they're related, but I don't know how.
I've checked the bones in Blender and Unity and they seem to be right (axes and everything) and it's not the custom animation I added because the problem persists after removing it, so I have no other ideas.
https://i.imgur.com/wsnVgB7.jpg
https://i.imgur.com/tyqUVmJ.jpg

crisp tendon
#

What do you mean by "kinking"

wise oriole
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I guess it's not super clear from the screenshot but the lower arm is twisted from where it should be causing the elbow to buckle in very unsightly ways. You can kind of see it where the blue line is coming from on the top picture. That line is supposed to be perfectly straight through the whole arm.

crisp tendon
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Is it supposed to be ? I know there's forearm rotation but i don't think your upperarm should be rotating with your wrist

wise oriole
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Yes it is. Here's what that line looks like in Blender: https://i.imgur.com/zRwumnG.png
The root cause has to do with the arm/hand not matching up with the tracking. It's something like 30 deg off on two axis. The first one was fine, since that's the case on all models, and has to do with the difference between the Vive tracking ring placement and the wand grip placement. This second one is new, in the clockwise direction (at least on the left hand), and doesn't apply to other models.

naive tree
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be sure that your bone rolls are 0, and if you're using full body, then ask if others can see the same, cuz there's a local bug with full body arm twist @wise oriole

wise oriole
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@naive tree The bone rolls are zero and I'm not using full body. I'll try asking others to see if they see it.

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@naive tree I just had someone confirm. They can see it too, so it's not just local.

naive tree
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it's local bug with full body tracking

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so if you're not FBT, then it's smth else, was my point

wise oriole
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There was always a possibility that it's not just FBT, so I had to make sure that that wasn't what was happening.

naive tree
#

true

fading verge
#

One day i will learn how to weight paint

gritty nest
#

Make sure you export without leaf bones

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Just manually rotate the fingers the correct way in Unity

fading verge
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i could but i don't want to do rotate the fingers everytime i make a change to the model in blender

#

aka future proof

fading verge
#

send me a starter tutorial

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for rigging

gritty nest
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Pretty much everything you need

fading verge
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thanks

timber geyser
#

how do i make my hair move when i touch it in game? pls help

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can't find a tutorial on youtube

thorny oracle
#

Dynamic bones and dynamic bone coliders on ur fingers

timber geyser
#

thx πŸ˜„

gritty nest
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Colliders on hands (one per hand) is probably less performance intensive

fading verge
#

Anyone good at rigging that anyone knows here that I can commission?

median echo
#

Hey so is it possible to get errors about avatar parts not being specified even if they are? in Unity

gritty nest
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@median echo you mean hands and feet?

#

If your model is half in the ground due to an animation, that will happen.

median echo
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yeah it says, "Your avatar is humanoid, but it's feet aren't specified" "Your avatar is humanoid, but its upper arms aren't specified" "Humanoid avatars must have head, hands, and feet bones mapped"

#

those are the 3 errors

gritty nest
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But is your model half in the ground?

median echo
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no, its standing

gritty nest
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Doing a crouching pose rather than a T-pose or A-pose

#

Oh

#

In that case, restart Unity and try again. Otherwise, a screenshot would help

median echo
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yeah i had closed unity and reopened it.

median echo
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@gritty nest Thank you for your help

crystal wolf
#

Anyone know how i can make this use one mat?

#

after i make it 1 mat it disappers

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confused how to make it work right

#

i got it sorted, all good

wise oriole
#

I did some more testing on my issue from yesterday. It's definitely a problem with the model, not with a configuration or something. Reimporting the model and only giving it a basic avatar descriptor and it still happened. I now have something that's a much better illustration of one of the symptom/causes, since you can see the controller and hand at the same time. I still don't what what's causing it to fix it.
https://i.imgur.com/DvyYTw0.jpg

late shale
#

Your arms aren't long enough, right?

wise oriole
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I'm pretty sure they were fine before, but I guess that's one possibility. Is there a way to scale the... applied skeleton without changing the model's scale? This height is the height its supposed to be and it'd like to keep it that way if I can.

late shale
#

Yeah you can stretch the arms in blender. But if your avatar descriptor is out on the bridge of your nose, it might help to bring it back into the middle of the skull. I tend to prefer it back here anyway

#

It's not technically the proper way to do it, but it should fix your issue, and I feel more comfortable being able to see more of my body anyway.

wise oriole
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Wouldn't you be able to see parts of your model you're not supposed to see? Like the back of hair?

late shale
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Nah, everything weighted to the head bone disappears to you anyway

wise oriole
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Well, then I guess I'll try that out and see if that solves the problem.

cyan adder
#

anyone know how to do tubing right?
ive had avatars with tubing that goes from the head to chest and ive seen people using IK bones to make it so the tube bones stretch and move smoothly instead of ripping the verticies

wise oriole
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@cyan adder That's likely a bone weighting thing. Do you know how those tubes are weighted currently.

cyan adder
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i have eveyrthing weighted right, like on the tube

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but the way how bones work is everything is suppose to be linear

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i have the tube controlled by the head but the tube itself connects into the body

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and i cant really do that

#

for how bones work

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ive seen people do it in vrc

wise oriole
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@late shale While that was a good change (fixing a smaller issue), it didn't fix the primary problem. I believe that it mostly has to do with the hands being rotated inwards much too far. Any idea what could cause that? The bones don't have faulty rotations. At least, not in Blender.

#

Why can't you do that with the way bones work? @cyan adder

late shale
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Try stretching the whole arm just a little in blender

cyan adder
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ill explain houdini

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the main tubing is on the head and goes down to the chest

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move the head and it moves the entire tube

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which is how blender does bones

#

why wont this embed

wise oriole
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@late shale Stretch it? It's a rotation thing.

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What do you mean by "embed"? @cyan adder

cyan adder
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embeding the image

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thats an embed

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this is what i want it to do

wise oriole
#

Oh. You're talking about the image, not the bones.

cyan adder
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why the FUCK wont the image embed

wise oriole
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@cyan adder I don't really have the expertise to really tell you, you'll have to get help from someone else. I would think that you may want to have the lower half parent to the body somewhere.

cyan adder
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you cant though

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if you parent the bottom part of the tube to the chest

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then the tubing will be broken

wise oriole
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@cyan adder Have you tried constraints?

cyan adder
#

a what

wise oriole
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A bone constraint.

cyan adder
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never heard of it

late shale
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You should be able to do it with joints. Look up settings for rope made out of joints

manic marsh
#

Are bone constraints supported in vrc tho?

late shale
#

rigidbody constraints yeah

manic marsh
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Well the rigid bodies but i mean exported from blender

gritty nest
#

No

#

You have to set them up again in Unity

#

Blender stuff like IK and bone constraints are only useful for creating content within Blender

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For example, even for VRC usage it could be nice having those things for animation purposes

wise oriole
late shale
#

unity just displays them differently, showing the points from the beginning of one bone to the beginning of the next bone. It doesn't change the behavior

raven reef
#

^

wise oriole
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Then I guess that that means that the hand doesn't fit will to VRC's animations? It looks good in blender (including when posed) but horridly messed up in game.

worldly palm
frosty egret
#

I have been having trouble with my mmd avatars raising the floor height when i play, anyone else having this problem? This is the first time ive seen the problem but i am a novice, still learning the best ways to rig, I can use other avatars and touch the floor, but as my mmd avatars I cannot touch the Virtual floor, I hit the real floor first so i cant pick up things off the ground. any advice??

crisp tendon
#

I believe that leg proportions are important for that, mmd generally are not respecting humanoid proportions and that results in not being able to touch the floor/grab things correctly

worthy tartan
#

hey guys... i really cant manage to make my BMO avatar a solid block and only the arms moving. i tried how its explained in the tutorial but the shape always gets spiky and out of place in blender... might someone want to do it for me? i offer to pay 10€ as well

#

if someone wants to help me out with that id be glad to be pinged

gritty nest
#

@worthy tartan if the shape keys make your model "explode", you are removing vertices

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Separate the vertices first before removing

slate hill
#

question, do i need completely round eyeballs or can i get ride of the back side and just have half a sphere for the front?

pine harbor
#

half a sphere should be enough -- most MMD models don't have a full eyeball, and they seem to work fine for the most part

slate hill
#

fantastic, thank you sir

low pine
#

I edited a rig for an avatar I already imported to vrc, how do I swap out the updated model in unity?

#

even if I can just xfer all of the components easily it'd save me a lot of time

crisp tendon
#

What do you mean by swap out ?

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I think that if you haven't modified the mesh, you should be able to overwrite the current model in your asset folder, and Unity should do it for you

low pine
#

i tried swapping it out here but I just got a mess of polys

crisp tendon
#

Can't you export on top of it ?

late shale
#

That's what can happen if you edit the mesh of something where you've broken the prefab. Prefab means if the file is updated, the object in the scene will follow suit. And when you change stuff on it too drastically it will pop up "this will break the prefab, are you sure?"

#

You'll have to re-add the model back into the scene fresh and transfer over any unity work you've done to the new one.

fickle plover
fading verge
#

lit

fickle plover
#

bone weights are hard

#

but when you get em right it's p satisfying

subtle moth
#

damn thats so smooth

#

nice work πŸ‘Œ