#avatar-rigging

1 messages · Page 127 of 1

gritty nest
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You also need to unmap upper chest and put spine2 into chest

naive tree
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also u want to merge your meshes

gritty nest
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Oof, that too

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You're gonna lag people

fading verge
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remove upperchest

gritty nest
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You have RightUpLeg and RightLeg, assign those in upper leg and lower leg respectively

rigid oriole
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I put spine 2

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ok

gritty nest
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Unmap upper chest and put Spine2 in regular chest

fading verge
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There is an unmapped bone between spine1 and hips

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Try that one

rigid oriole
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Btw what are meshes and how do I merge them

fading verge
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Meshes are chunks of your avatar

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Usually you have one mesh which is your entire avatar

rigid oriole
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ok

fading verge
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Having a lot of meshes makes your game lag a lot

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A LOT

rigid oriole
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How do I mesh them

fading verge
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You join them in blender

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Do you have it?

rigid oriole
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No rip

fading verge
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It's as easy as clicking a button in blender

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Its free, download it

rigid oriole
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I'll install it right away

fading verge
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Good

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Get the CATS tool for blender, it'll combine the meshes for you

rigid oriole
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where do i find it

fading verge
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I'll link you to it

rigid oriole
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thanks

fading verge
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Most recent version

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I can link you a tutorial as well on how to add plugins to blender

rigid oriole
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Material combiner name is Shotariya-Don right?

crystal vector
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Yes

rigid oriole
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Then they 're both inside

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Now how do I put the model in blender

fading verge
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You click import model in cats

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And navigate to your model

rigid oriole
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in the unity folder right?

fading verge
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No

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You gotta delete it from the unity folder otherwise you'll get a lot of errors

Do you have another copy?

rigid oriole
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yes but it's the one not rigged

fading verge
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Uh

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You can navigate to the fbx in the unity folder right?

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Not the unity cache fbx

rigid oriole
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Whats fbx

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?

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Oh wait

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They're all dae files

fading verge
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Oh

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Try importing the dae file

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From unity or outside, doesnt matter as long as its rigged from mixamo

rigid oriole
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It doesnt show up

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Do you have any experience with one of these? @fading verge

fading verge
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No unfortunately

rigid oriole
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what should i do

naive tree
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you can import dae in blender

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@rigid oriole literally first File>Import option in blender

spark bison
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For full body tracking. Is it better to have the avatar in a rigid T-pose or does the more relaxed rig work just as well?

fading verge
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doesnt matter since the model will automatically move into a T-Pose when you are in-game with FBT

spark bison
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Well what would be the cause of joint twisting then?

fading verge
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usually bad bone placement

fading verge
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so ever since i recently learnt weightpainting i decided to fix a problem ive had with my avatar's feet halfway sinking through the ground. the problem was that the ankle bone was too high inside the mesh for the foot to collide correctly resulting in sinking feet. however my experience is low and i did not want to risk deleting the vertex groups for the ankle bones in case i didnt repaint them correctly, so i opted to painting the toes to the toe bones which did not have any weights before like this (bone in image is the right toe) https://cdn.discordapp.com/attachments/490261505816920074/498244565397012480/unknown.png

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my question is, will this fix the sinking feet?

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i already painted both of the toes to their respective bones.

crisp tendon
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We're you using the toe bone in your unity humanoid configuration before ?

fading verge
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no, it did not show because its weights were zero

upbeat lantern
crisp tendon
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It should still be selectable, but I don't think it'll solve your issue, you could simply get automated weight painting for that ankle bone if you're not sure

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@upbeat lantern Make sure to lock x y z position on the animation file window

fading verge
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it is painted, the entire foot is all weighted to the ankle bone by default

upbeat lantern
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Blocked, did not help (

crisp tendon
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Have you seen how the weight painting is done on the sample avatar provided in the SDK ? If not that should help you visualize it

fading verge
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the entire sole of the foot goes into the ground

crisp tendon
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Lower the bone to the ground then

fading verge
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i think im better off removing the vertex group and moving it

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then repainting

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hit a problem

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ankle bone is attached to leg bone and does not move without it, meaning i need to repaint the legs as well

crisp tendon
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You can just detatch the bone

fading verge
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wont it cause issues?

fading verge
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is it possible that lowering it too much will make the avatar hover slightly?

robust gull
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Anyone know how i make a bone first child of something else? i get the forearm is not first child warning

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No one knows?`

fading verge
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Click on the bone in edit mode go to the bone icon in properties page and look under parent. You can change it there

robust gull
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All of those are right but some of them are not first child

fading verge
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your rig should go from chest to left shoulder -> left arm --> left forearm --> left wrist --> 3 finger bones for each even though the thumb has two IRL

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if theres other shit there you dun goofed

robust gull
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All of that is right, the problem is the other bones this model have like weird twist bones and they seen to take the first child even if all the parenting is right

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It has all the normal bones for vrchat with right name but it also have these kinds of bones Arm_Left_Forearm_Adj

fading verge
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oh you got some ik bones and stuff there

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those need to be removed

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can you post a screenshot of your model's arm?

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the only thing you need to keep is the minimum rig to move your model

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maybe itll help us determine what bones need removal

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^

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and a pic of the heirarchy helps too

robust gull
fading verge
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yeah all those adjustment bones gotta go

robust gull
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But if i remove them don't i need to weight paint? i'm really bad at it

fading verge
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the adjustment bones probably wont have weights

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as long as the main bones have weights, you'll be fine

robust gull
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I can see the mesh move when i move them

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in pose mode

fading verge
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just delete all the bones pointing up. Save your file before you start this

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i have a question though

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that model is a game rip thats why it has all the extra bones

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no no, i can get my avatar's legs bending up to 52- degrees in rotation on the X axis before it clips through the skirt

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would it be enough to not clip through in desktop mode's crouch?

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you'd need to use colliders and such to keep the skirt from clipping (if you're using dynamic bones in the skirt, dynamic bone colliders must be used)

robust gull
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Do the skirt have bones? if so you can parent the skirt bones to your legs that's what i do

fading verge
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you should parent skirt to hips actually

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i painted the skirt mesh to my leg so i can avoid clipping

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or a hip copy which is what i do

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so i only have to apply one dynamic bone

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for reference

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i also have parented the skirt to a hip copy parent for dyn bones, what a coincidence

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on a previous version of this model though.

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yeah just put colliders on your legs

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i have done that before

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the desktop animation seems to ignore them

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and it goes insane

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did you put 2 there

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for both X and Y

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yes

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it clipped the knee forward and then the skirt mesh started spasming

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and z i guess u probably need all axis with the legs

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i think this is easier though

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less performance intensive

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just need to get it working

sleek isle
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select the bone and merge weight in the cats plugin @robust gull

robust gull
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@sleek isle Thanks that worked great

fading verge
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I forget about cats a lot. So used to doing things manually

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i fixed the feet (i think)

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gotta patch the model in and upload it

delicate swallow
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Did you try and create those bones

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just realized there all there

rigid oriole
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Yep

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Also how do I fix that UV thing

fading verge
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they wrote down how to fix it

delicate swallow
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^^

rigid oriole
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where

delicate swallow
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on the error

fading verge
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on the error message box

delicate swallow
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save textures by uvs
pack uvs by splitting mesh

fading verge
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on the bottom of it

rigid oriole
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Excuse me but where's the error box

fading verge
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check your last screenshot that you sent

rigid oriole
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oh yeah sorry

sleek isle
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what is the problem ?

rigid oriole
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I finished to rig my king k rool model on unity

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Now I was merging meshes and combining the materials

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I saved the uvs as they said

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But what do I do now

delicate swallow
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is it still showing the same error

rigid oriole
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Now it's giving me this

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Do materials create that much lag?

delicate swallow
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doubt its anything noticable

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especially since its such a simple model

rigid oriole
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So now I save it and then I put it in Unity?

delicate swallow
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did you fix all the errors?

rigid oriole
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Those about the bones?

delicate swallow
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all of them

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bones and materials

rigid oriole
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The bones are there but cats doesn't seem to recognize them

delicate swallow
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you might be able to skip it and fix it in unity after importing

rigid oriole
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I did rig them yesterday

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As for the materials

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I guess I won't combine them

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"What could possibly go wrong"

delicate swallow
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i never combine mine

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nothing happened yet

rigid oriole
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Do I export the model with cats addon?

delicate swallow
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just click file -> export -> fbx

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sup franada. typing alot

sleek isle
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if your model are very low, you don't really need to optimize them them with atlas etc. if cats just wont allow you you

rigid oriole
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do I need to put the model in the unity folder?

delicate swallow
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nah put it somewhere else on your pc where you will remember its location

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than from there drag that folder with the fbx file in it into unity

rigid oriole
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Desktop

delicate swallow
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that works

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preferably in a folder with the name of the model so you know what it is

sleek isle
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what ?

delicate swallow
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what

rigid oriole
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Let's do this

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New unity project right?

delicate swallow
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if you dont have one than yea

rigid oriole
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it doesn't have the materials

delicate swallow
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can you link me to the place you got the model from

rigid oriole
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I used the fbx from blender

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So maybe that's why

delicate swallow
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nah it should be fine

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inside that folder are the materials

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the originally downloaded file

rigid oriole
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I take them and then?

delicate swallow
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drag and drop them in the folder inside of unity

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you might have to reattach the images to the materials again

delicate swallow
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inside textures?

rigid oriole
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textures is the one i put in now

delicate swallow
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open it than send another

rigid oriole
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?

delicate swallow
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picture

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also a picture of what your materials folder looks like

delicate swallow
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select all the materials and send another picture?

delicate swallow
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or select just 1 of the materials and send a picture

delicate swallow
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ok select all of the materials and change where it says "transparent" at the top right and make it "opaque"

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The rendering mode

rigid oriole
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ok

delicate swallow
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send another picture after if that doesnt work

delicate swallow
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ok now the annoying part

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transfering the images onto the materials

rigid oriole
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I knew it

delicate swallow
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its just repetetive

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you see where it says "albedo"

rigid oriole
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yes

delicate swallow
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ok on the left side where it says "assets" click on the "textures"folder

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so the first material should still be selected and the textures should now be visible

rigid oriole
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ok

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(btw thanks for helping me with this)

delicate swallow
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Now you want to match each texture to the correct material by reading the name of it. drag the texture onto the box next to "albedo"

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and np

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after that select them all again and change the color thats right next to the albedo box to white

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and it should now be fully textured

rigid oriole
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Wait

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How do I move the eye texture

delicate swallow
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click on the eye material

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change it from "opaque" to "cutout"

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fixed?

rigid oriole
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now it's absent

delicate swallow
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change the slider left and right till it looks right

rigid oriole
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where's the slider

delicate swallow
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under albedo

delicate swallow
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"alpha cutoff"

rigid oriole
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It still looks like the pic befor cutout

delicate swallow
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try chaning the offset

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and set it back to opaque

rigid oriole
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how do i change the offset

delicate swallow
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type in numbers for x and y

rigid oriole
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what should i put

delicate swallow
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just try small increments till it looks right

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like 0.5 or 0.25

rigid oriole
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I think x one i pretty close

delicate swallow
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mk

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How did you import the model to blender?

rigid oriole
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I had the unity file where I rigged it

delicate swallow
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ok

rigid oriole
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it was dae

delicate swallow
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Oh alright

rigid oriole
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Right now the result looks like thsi

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*this

delicate swallow
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eyes are a little messed up

rigid oriole
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Yeah

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After the eyes

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I gotta check the rig

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Put the little vrchat thingy

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And done, right?

delicate swallow
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should be

rigid oriole
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So how do we fix the eyes

delicate swallow
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is the offset not working

rigid oriole
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no

delicate swallow
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what about the offset further down

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ive never had that problem so you might have to wait for someone else to help with that

rigid oriole
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even the other offset doesnt work

delicate swallow
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did you try changing the offset to .5?

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or just 1

rigid oriole
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I tried 1. something

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For now

delicate swallow
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does .5 not fix it?

rigid oriole
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The left eye is in the place

delicate swallow
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that should shift it half way

rigid oriole
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but it's like

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penetrating with itself

delicate swallow
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set the uv offset (the bottom one) to both x 0 y 0

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and change the top one y 0 and x 1.3

rigid oriole
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still compenetrating

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I kind of fixed the small eye

delicate swallow
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well it worked so i guess its right

sleek isle
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For the super Mario n64 there was one material with all the texture idk for the other game. maybe retry to make an atlas

rigid oriole
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I'd rather not sorry

delicate swallow
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looks gr8

rigid oriole
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@delicate swallow Will people complain if I leave it like this?

delicate swallow
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maybe'

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you can always fix it later if you wanted to

rigid oriole
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Well, I can't lose my weekend over this model so I'll go with rigging

delicate swallow
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its just an eye

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small details

rigid oriole
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the right leg for the rigging disappeard

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you know what

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I'm going with the other one

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Even if it's not merged

sleek isle
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drag the bone

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yourself

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if unity dont detect them

rigid oriole
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In the other project there's the right_leg

sleek isle
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open the hierarchies on the left and take the bone that are missing on the rig and drag them in the box

static path
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I just uploaded an Avatar, and everything works fine except after I stop walking, she kinda just scoots her feet together and leans to the side like an idiot. anyone know what could cause something like that?

gritty nest
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@static path do you have a custom idle animation perhaps?

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I had that happen quite a bit

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Also, show a screenshot of the humanoid rig inside Unity

static path
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I don't think I have a custom idle animation. I haven't messed with them at all.
And let me start it up again

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I can't attach an image for some reason, rip

gritty nest
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Use imgur

static path
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is this what you meant by the rig?

gritty nest
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Yeah, that's exactly what I meant

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So, first things first since this is something that seems innocuous but is actually important

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In the right sidebar, you should be able to click on the assigned left leg bone. Does it actually select the left leg?

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I see that left/right legs are sometimes switched around. Even if a bone is called left leg, it might be the right leg instead

grizzled bramble
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someone knows how to correct error 0xc000007b?

static path
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ohhhh
OOOOOOOH you may be totally right

gritty nest
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If you reassign the leg bones correctly and then go to Pose->Enforce T-Pose again, it should look fine. The legs look a little spread wide.

static path
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yup, must have renamed the legs backwards in blender. oof

gritty nest
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Lol

static path
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it looked fine in T-pose before. let me see if that does it haha

gritty nest
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Their names don't really matter as long as the left leg bone is in the left leg slot

static path
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so basically i just have to switch the legs?

gritty nest
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If they're wrongly assigned then yes

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Just switch their mappings in the Unity rig configuration

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And then re-enforce T-pose

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Unity won't care that they're mis-named, as long as the left leg bone is in the left leg slot

static path
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goootcha. lemme try that

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yeah, that didn't seem to do it :x

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just twisted her whole lower body

gritty nest
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In that case, the legs were probably already mapped properly @static path

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Just put the leg bones back where they were, and then rotate them closer together so they're properly straight

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The legs are spread a bit

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They should be straight down

static path
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dumb question, how do I rotate them?

gritty nest
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Just select them and rotate them with the Unity tools, I think you can edit the XYZ values in the bottom right too

static path
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oh gotcha.

gritty nest
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That's a lot better

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Should be fine now, maybe rotate the feet if the soles aren't straight on the floor

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Then once you apply and go back ingame, it should be a lot better

static path
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thank you so much!
This is the first time I tried to use a different format than MMD

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the XANLRA (or whatever) kind

gritty nest
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Ah yeah, XPS models can be a pain to get into this game

static path
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so I've found out, lol. No good MMD models of this character though, unfortunately :/ But hey, I'm learning a hell of a lot

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also, one last thing. is there any way to change the color of the little dot for the avatar descriptor? It's so hard to see

delicate swallow
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dont think so

static path
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oof. I'm always looking for that dang thing.

delicate swallow
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yea

static path
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uploading it now to see if it worked~

It seems like every time I learn how to fix something, I think "ok now I know what I'm doing!"
Then some other dumb little issue pops up and I have no idea what I'm doing again vrcdislike

delicate swallow
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How come idle animation breaks my whole avatar?

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Even after I change gestures to something else

gritty nest
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"Breaks" how?

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@static path yeah, I know the feel

delicate swallow
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she goes half way in the ground. when i walk she slowly rises and drops again when i stop

gritty nest
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Your idle animation is in the floor then, too.

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Fix it I guess

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Or do you not have any custom anims in the idle slot?

delicate swallow
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Its when i put any animation even a working one in the idle slot it does that

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an anim that works on the rocknroll breaks on idle

gritty nest
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When you override idle, it needs to encompass the whole body

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So when you view it in Unity, it should be standing normally

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Not crouched into the floor

delicate swallow
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its not

gritty nest
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Alright, oh

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On the animation file itself in your assets

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Tick all three "bake into pose" options

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And set all three "based on" options to "Original"

delicate swallow
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ill check

static path
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dang. didn't seem to work :/

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looks like her stomach weirdly juts out too

delicate swallow
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I dont see any of those options

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When I start the anim to record it my model goes into the crouching position

gritty nest
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Yeah, that's normal

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That's why you animate on a duplicate so your original model remains in a T-pose or A-pose or whatever

delicate swallow
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mines t but yea

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my duplicate was crouching

gritty nest
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So you made an animation that put your model in a crouch animation

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Of course if you put that animation in the idle slot, it'll make your model crouch

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You're replacing the entire idle animation, not just adding something on to it

delicate swallow
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but with other animations it doesnt do the crouching

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if i put that same anim on the fist gesture it works fine

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oof

static path
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thanks for the help @gritty nest . unfortunately it didn't seem to work. But I am beyond tired, so I think I'm going to have to take a break for a while anyway. Good luck with the animation stuff!

gritty nest
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Alright

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@delicate swallow that's because gestures only affect the hands

delicate swallow
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i thought idle was a gesture =<

gritty nest
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Idle animations replace the entire body, gestures can only affect the hands and bones/objects that are not specified in the humanoid rig

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No

delicate swallow
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rip

gritty nest
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Idle is your entire full body idle animation

delicate swallow
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i thought it was the default half closed relaxed hand

gritty nest
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Technically it is

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It's just also the rest of the body

delicate swallow
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roger

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is there a way to fix that?

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or do i just have to edit my character not from an animation

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and leave idle blank

gritty nest
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Well, what are you trying to accomplish actually?

delicate swallow
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my avatar in t-pose isnt holding the gun and i was using the anim to default it to holding the gun properly

gritty nest
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Well, you can still do that but you'll have to basically change the entire idle

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It's not too hard if you have muscle animation editor

delicate swallow
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i doubt i have that

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and my anim is very basic atm so i dont mind chaning it

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Would i need to basicly re move the legs back to straight?

gritty nest
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Yeah

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Root Transform Y set to 1 so it's out of the floor, lower legs stretched, upper leg back a little

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That should cover it for the legs and the body basically

delicate swallow
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mk ill try

gritty nest
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Then you'll have to pose the arms as you see fit

delicate swallow
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Is there a good way to straighten the legs?

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cause its not letting me change the position through the anim

gritty nest
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You need to use the humanoid animator properties

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Like you would do for the fingers

delicate swallow
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ive never done that

gritty nest
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This is why muscle animation editor makes it a lot easier to do, otherwise you'll be spending ages adding properties

delicate swallow
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im new to animations

gritty nest
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You can't move the bones directly, you need to use Animator->Left Lower Leg Stretch for example

delicate swallow
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that sounds to complex for me cause im slow

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where do i get this magical editor at xD

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nvm

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im poor

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So where is this left lower leg stretch thing at?

robust gull
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Been trying moving the bones in blender but it don't do anything

raven reef
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have you applied the armature modifier, are the bones weighted, and do the vertex groups have the same name as the bones

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@robust gull

solid adder
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Make it's in pose and not rest.

terse knoll
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In Blender, is there an easy way to move the tail of a bone and have the child bones move with it? I mean in Edit, not Pose.

worldly willow
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@terse knoll rightclick the orb to select just that joint

terse knoll
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That only seems to move the head of the next bone. I want all of the child bones to move.

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Nevermind, I figured out a way to do it.

fading verge
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hey guys

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So I set up some rigid bodies on my model and the joints on the smaller model,

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for whatever reason though the little models arms are getting stretched to insane proportions, any idea?

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I have pics, but can't post em here 😮

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did you freeze the location ?

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not on the smaller ones armature

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do I need to freeze it on both?

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that depend

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you only want the smaller one to follow the rotation

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not the position

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so you freeze the position

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i just want it to follow my main arms movements really

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though, I am not sure never worked with them tbh 😮 I also have some rigid bodies on my characters fingers so it can match with the hands too.

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i use one on my model so my fox companion follow my head rotation and only the rotation

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oh, I have use gravity off

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should that be on?

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doesnt matter for that tbh

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like, I kinda want rotation and position, so say I move my arms out, i want the smaller models arms to be out as well, does that make sense?

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sorry i am bad at explaining things lol

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i see what you meant

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i tested with 2 models, it doesnt stretch for me

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hm..

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would you mind looking at my settings a bit? just want to make sure I didn't mess something up lol

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first time working with rigids so

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uncheck "is kinematic"

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alright,

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done

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does it still stretch when you test in play mode ?

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mhm

fading verge
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issue is still open, if anyone wants to help lol.

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👍 super confused

drowsy wharf
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Can you give an image of what you're talking about with stretching?

fading verge
#

I'M unsure if this goes here but

#

Can someone help me with what the hell is going on here

naive tree
#

@fading verge rotate your last bones

fading verge
#

Last bones?

naive tree
#

rotate last finger bones in your rig window (prob scene window works too)

#

select them through dropdown menu, not by clicking on the bones themselves (as they are too small)

#

or possibl even missing, but they should be there, this issue sometimes appears

fading verge
#

oh

#

I give up

#

the fingers are all messed up

#

I mean the bones

crisp tendon
#

What were your fbx export settings on blender ?

fading verge
#

the default.

crisp tendon
#

So you have leaf bones as well ?

fading verge
#

mhm

gloomy pollen
#

is disabling dynamic bone colliders not possible?

#

i put a inside bound collider on my hand and set the hair to use it, but even if the object with the collider is disabled the hair always bunches up into the collider

#

and so on top of that, the inside collider is useless because if it's "on" all the bones gather inside it, no matter where it is

#

instead of my intended function to capture whatever bone its around when it gets enabled xD

frigid vale
#

So i have an odd model, I have a tank model that has oddball rigging for each road wheel, the turret rotation and the main gun elevation

#

and i want it to have the turret rotate to where i look and have the main gun point where i look as well

#

so turret would rotate on the Z axis while the gun rotates on its relative X axis

#

So like so, but with these same constraints in unity

#

and then each road wheel and assosiated idler gear and drive sprocket would rotate on the X axis

#

but I dont want the hull to rotate with where i look

#

Kinda like having a Neck joint being able to preform a full 360 degree turn

finite silo
#

can someone help me with a weird occurrence that's been happening recently?

#

I have pictures to show what my problem is.

#

I've been playing a ton of VRChat and I love making avatars to show my friends and make even more friends / people laugh. This issue is really stumping me.

timber relic
#

ok so...mario doesnt have a chest, only 2 spines. and mario has hips, but the only children are legs, so labelling them hips for rigging is a problem

#

so i. got no clue what to do here

#

well, spine2 is technically a chest, but i also have to map for neck, and if you've seen mario...he doesn't have a neck

median echo
#

Does anyone know how to get Space Robot Kyle to work? I can't upload him. It says "Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, neck, and Shoulders are mapped.

late shale
#

@finite silo I've heard that it's possible unity will interpret the weighting differently than blender if a vertex is weighted 100% to two different bones

#

I think like blender will blend between the two while unity will pick one over the other

fading verge
#

heyo can anyone lend me a hand with a issue on a model i got?

static path
#

Got a quick question. I take it models from SFM don't have mouth/voice tracking abilities like MMD models do? Wanted to ask before I go through the whole process of importing things.

gritty nest
#

@static path every model can be made to have lipsync

#

They probably won't come with shape keys, but if the face has bones you can simply pose the face and turn the pose into a shape key

static path
#

yeah that's what I'm doing right now. But I wanted to know if there would be an easier way, lol

#

thank you!

gritty nest
#

Face posing is roughly as easy as it gets

#

Harder would mean making the shape keys manually by moving the vertices

#

You only need to make three shape keys if you let Cats generate the rest

static path
#

ah yeah. right now I'm using an XPS model.

I HAVE a model for this character in MMD format, but it's a ridiculously high polycount, and I can't decimate it much because for some reason the entire body (including the head) is all one piece, even after separating it all.

gritty nest
#

You can separate by loose parts

#

Rather than materials

#

If it's 1 material already

static path
#

It's still a huge piece :/

gritty nest
#

Or manually separate

#

There's a button in the bottom that allows you to select stuff that's behind other stuff

#

If you turn that on (or rather turn off), you can press B or C to select large parts through the entire body

static path
#

the model DID come with a separately rigged head now that I think about it. how easy will be to take the head off of the original model, decimate it, then add the rigged head to it? Will it mess up any armatures or anything?

#

oh I can try that

gritty nest
#

Cats armature merge makes that fairly easy actually

#

Headswaps

static path
#

I've never used it.

gritty nest
#

But you might wanna try the method I outlined earlier

static path
#

ok! thank you so much lol!
I finally got my other model working btw

gritty nest
#

Ah, cool

static path
#

I'll def. try the first thing.

#

ok where is this button that I need to turn off

#

on the bottom where

gritty nest
#

It's something with backfaces, looks like a grey square

static path
#

does it have to be in object or edit mode? or something else

finite silo
#

@late shale What's bizarre is that the stomach has no weights applied to it whatsoever.

#

so it creating these hell pillars like Satan himself was summoned is just odd

#

NoDumbQuestion said "Unity dont like to import from blender.
And you have to switch import type from humanoid to generic inside unity"

late shale
#

No it has weights, they're probably like 2% though so you can't see them. There's a tool in blender that allows you to clear any weights below a certain point, I think it's called clean

#

Make sure it's still weighted to the appropriate bone though, that's probably your problem. Not weighted to the bone it should be +weighted 2% to a bone it shouldn't be = 100% controlled by wrong bone.

indigo moat
#

Hey folks. I've got an avatar with a working blendshape for mouth open. I've tested it in maya and blender. But when I set this blendshape as "jaw flap blendshape" it doesnt work at all. the mouth never moves.

elfin comet
#

uh so im rigging the avatar but the error message pops up and says "spine transform 'spine lower' has a bone length of zero" do you guys know how to fix this
or it is ok to just go with it?
and also from what i see the bone length doesn't look like zero

robust gull
#

I don't know where to ask this but what can break the mirror in the pug? It happens to me when i spawn my lute in front of it, the lute have dynamic bones gem shader and flatlit toon shader. I really wanna make sure this dont happen

#

I think it's the dynamic bones i just don't know why

fading verge
#

what do you mean break?

#

@elfin comet Generally a bonelength of zero on teh spine is okay if you can physically see the spine has a length

@indigo moat make sure there is no bone assigned to jaw in the animation set for the mesh

gritty nest
#

@robust gull mirrors don't show dynamic bones on objects that aren't enabled by default

subtle moth
#

@robust gull i know what you mean

#

Mirror in the pug breaks for me when one of my avatar does a gesture

wary crown
#

if it breaks for you walk away from it till your at the counter and walk back

#

then you enter the trigger that activates it

obsidian skiff
#

Thers surly an guide for it , but anyways .. if the avatar has a tail and i want to make its motion look nice in world not just like a sail i drag behind me , more to have masss and bonderys of its flex and travel in its axiels ? And im just asking whit zero insight here just found vrchat and havent lookt on the sdk yet .

robust gull
#

@fading verge It wont show a reflection anymore.
@gritty nest Could i fix that by just hiding the mesh instead of the object?
@subtle moth Yeah this is the problem i have.
@wary crown I know that i can fix the mirror when i walk away but when i use the gesture infront of the mirror it breaks again

fading verge
#

oh you mean the mirror doesnt show anything anymore ?

#

yeah, i think it's just a bug in the Pug

#

it doesnt happen in other worlds for me

robust gull
#

@fading verge Yeah it's just the pug, but it's one of the world we are in most so i really wanna figure it out what's doing it.

elder crescent
#

i have tried to figure out what causes that for quite a while. i think its some oddity of the triggers/colliders that are being used in there.

#

oddly it only started happening a couple months ago.

#

but i havent found a fix since. some avatars with very elaborate gestures and anims are just fine.

#

others with a simple viseme are completely broken

robust gull
#

This is the first time it happens on an avatar for me

fading verge
#

it happens all the time for me

elder crescent
#

i know that there are other weird/annoying things with the pug, like if you have colliders on your avatar you will get respawned instantly on the first floor, sometimes the second floor too. very annoying

fading verge
#

you just need to move behind the first table and come back and it will be fine

#

if you have any collider touching you in the pug, you respawn immediately

robust gull
#

Svel not for me, it just broke right away when i came back to mirror

fading verge
#

stupidest thing ever

gritty nest
#

The pug mirror turns on when you enter the area and they turn off when you exit

#

If you switch avatar it'll break until you re-enter

elder crescent
#

i have three avatars that have shields that are set up to block others' particles and its such a shame i cant use them in the pug without being spam respawned

gritty nest
#

There's some weird collider thing in that map which keeps teleporting me too

elder crescent
#

yeah its his extremely tight respawn box

gritty nest
#

Fucking dumb

elder crescent
#

its literally right outside the walls/floors

#

so as soon as you put a collider anywhere close to it, it just shits itself

#

near the top of the map is fine, can usually use collider stuff in the roost

robust gull
#

Guys do you know if this only happens when you use vr or is it desktop too?

#

Otherwise i think i found the problem for me anyway

#

I have a plane in my lute and that had a mesh collider, i removed it and now the mirror don't break atleast on desktop

elder crescent
#

i wouldnt be surprised if its colliders that causes it at all

robust gull
#

That and i have more bones in my lute then yesterday is the only thing i have changed so

orchid tiger
#

@elder crescent @gritty nest @fading verge The Pug is constantly being updated and Owlboy is extremely responsive to correcting issues. Here is where you can report those: https://github.com/owlboy/greatpug-public/issues

#

Please try to be less toxic!

fading verge
#

?

orchid tiger
#

stupidest thing ever

fading verge
#

okay ?

gritty nest
#

@orchid tiger this is a complaint shared by many people, many times over the past few months. It is pretty clear that this is intentional

#

Please try to be less passive-aggressive

orchid tiger
#

I called you out directly! How is that being passive? At any rate, the edgy comments are uncalled for. He is doing this all for free.

gritty nest
#

We were offhandedly talking about the Pug and we happened to criticize it

#

You are allowed to criticize something even if it's free

orchid tiger
#

You can write whatever you want but it should be called out when unfair/toxic

gritty nest
#

k

elder crescent
#

uhh..right O_o

#

well, i think it is intentional also, it has been there for months

fading verge
#

it is intentional, owlboy said it himself
i didnt encounter a single person that told me "oh yeah, that's a great idea" but it's still there.

gritty nest
#

And it's not even effective because people clip out of the map all the time

#

Seems like he's trying to "protect" a hidden area or something

elder crescent
#

yea idk seems there are better ways to do that but his map i guess

indigo moat
#

@fading verge The jaw bone is not mapped.

#

I am able to animate the blend shape in unity just fine so it's definitely imported properly

ruby herald
#

anyone ever have an issue where a bone is weight painted in blender but dynamic bones wont recognize it

warm coral
#

@ruby herald OUCH sorry I'm late

ruby herald
#

i already fixed it

warm coral
#

So what do you mean that the Dynamic Bone script won't recognize i-- oh okay

#

I was gonna say put a game object at the end of the bone

ruby herald
#

nah it was something alot more complicated

warm coral
#

Oh what was it?

ruby herald
#

i deleted the sub parent bone that the weight painting was using and blender didnt care, meaning pose mode worked but when u tried to use that weight paint the reference sub bone was missing causing an error.

warm coral
#

Hm

#

Alright

#

Glad you got that sorted out then

ruby herald
#

it was rather annoying cus dynamic bone doesnt have error notices so it just looked like the weight painting wasnt done but it was lol

finite silo
#

@late shale cleaning seems to have worked. No more artifacts. for now, that is.

muted comet
#

I dunno if this is the best place to ask this, but hey. I'm really new to avatar creation and i've loosely made a couple already.

My problem right now is that my machine based mech avatars have hover feet when using a hip sensor instead of being anchored in place with the feet trackers.

I'm wondering if somebody knows the fix for this or if it has to do with my axle rod of a pelvis and the 180 angle warning on upload

#

Also, since my feet don't stay anchored my crouching is really fucking stupid and my legs shoot out like i'm skiing while doing so

drowsy wharf
#

@muted comet human proportions to things are extremely important for full body. You could have meshes extend past the bones if you have to, but the bones have to be correct for a human for FBT to work properly. Extra note, for FBT have the hip bone point straight down, and the two leg bones straight up.

worldly willow
#

heya smart riggers anyone can tell me how i can get the two armatures of this to move the same way?

https://imgur.com/a/viREQA9

so the arm of the girl moves means the ghosts arm also moves

gritty nest
#

Fixed joints

#

Rigidbody with no drag and no gravity, frozen positions and rotations on your real arms

#

Then put fixed joints on the ghost's arms and link every one of them

worldly willow
#

@gritty nest do you have a tutorial for how to do that please..i haven't used rigid body before etc

gritty nest
#

Nope

#

It should be as I described

torn kestrel
#

Oh

#

here

humble apex
#

you put rigid bodies on the bones of the main armature you want the ghost's armature to mimic

#

such as the various arm bones

torn kestrel
#

Moons

#

can i screen share?

humble apex
#

then add fixed joints on the corresponding bones on the ghost's model, and link those fixed joints to the rigid bodies on the main armature

steep horizon
#

Not at my pc but someone here will probably be able to help

#

@torn kestrel

torn kestrel
#

?

steep horizon
#

Show your errors at least

torn kestrel
#

What is "hips"?

#

Can i explain you what i'm doing and you will tell me what i did wrong?

fading verge
#

or post a screenshot of the error message and your avatar mapping tab

#

would be a lot easier

humble apex
#

Hips is the main bone of the armature that every other bone follows, essentially being the basis for the entire armature

torn kestrel
#

That's my issue

#

I downloaded the animations from mixamo

#

btw

#

(

humble apex
#

That's because the animation file is trying to manipulate a bone named "mixamo:hips" when your bone is just named "hips"

torn kestrel
#

So how to rename?

humble apex
#

The armature hierarchy is not matched.

torn kestrel
#

I never used unity

#

sorry

#

also my english is bad

#

so don't judge

humble apex
#

You'd have to edit the properties in the animation tab for the animation you downloaded to properly match the names of your bones.

torn kestrel
#

So how to rename my bones?

humble apex
#

You aren't renaming your bones.

torn kestrel
#

so?

humble apex
#

You're renaming the property in the animation itself so that it matches the name of your bones in your model.

torn kestrel
#

How to?

#

....?

humble apex
#

Ugh, you can't.

#

Link images.

#

Hold on.

torn kestrel
#

k

humble apex
#

Look, just

torn kestrel
#

..

humble apex
#

You see how it says console/animation

#

In the tabs there

torn kestrel
#

now

#

no

#

let me check

humble apex
#

In the screenshot you posted

#

There's console/animation/animator

torn kestrel
#

yes i see

humble apex
#

Click on the animation tab

torn kestrel
#

k

humble apex
#

Do you see animation properties

torn kestrel
#

no

#

It says "no animatable object selected"

humble apex
#

Select your model.

#

Top left.

#

The model with the animation on it.

torn kestrel
#

Now i have button says "create"

humble apex
#

You don't have the model selected.

#

That's why it says there's no data.

torn kestrel
#

"Add property"?

humble apex
#

..

torn kestrel
#

what

#

I selected it now

#

Like before

humble apex
#

Okay, do you see an animation name with a lot of properties

torn kestrel
#

I see animator

#

not animation

humble apex
#

I'd recommend just looking for a tutorial in your native tongue

#

id post images but

#

i cant?

#

idk

torn kestrel
#

😦

#

let me try again

#

just tell me what to do after

#

i get to the animation on the properties

fading verge
#

you should look for unity tutorials to get familiar with it.

torn kestrel
#

Pls

#

It's last steps

#

😦

#

vc

versed hull
#

would i be able to rig this when i add arms and legs?

dull lantern
#

Ok please tell me someone can help me
idk how this happened but i can no longer attach weapons to any model as when i do all bones parented to the bone i attached it to move to the weapon
https://i.imgur.com/wFZMwHG.gif

odd tulip
#

that's very odd

dull lantern
#

ive tried a new project, different method, different models, different models
all the same result

#

ive tried without the VRCSDK and it did the same thing

odd tulip
#

are you sure it's not because you have the tool handles location set to "center" instead of "pivot" so it's going to the center of the child objects? Check if the numbers on the hands/arms/shoulder's transform component are changing

#

i think it's just the tool handle is changing

dull lantern
#

how do i fix that?

odd tulip
#

at the top where it says "Center" "Global"

#

click center

#

it will now say pivot

#

and try from there

dull lantern
#

sorry i must be blind i dont see what you are talking about

#

oh but with the numbers on the armature, they're not changing

odd tulip
#

Above the hierarchy, next to where you change from the translation tool to the rotation tool

#

that center button on the right

dull lantern
#

OMG YES FINALLY OMFG

#

THANK YOU

#

THANK YOU

#

THANK YOU

calm needle
#

@dull lantern i notice your handle type is set to center. Try setting it to pivot instead

#

oh, im late

#

way late

#

sorry

dull lantern
#

its ok 💙

#

sigh new issue

subtle moth
#

uuuuh

#

da heck

#

@dull lantern what does your tpose look like?

manic marsh
#

What is your sword parent bone?

solid adder
#

Check the parent and the rig, otherwise that shouldn't really affect the animation unless you specifically add animators to make the head do that

gritty nest
#

@dull lantern configure humanoid rig

#

Reset pose, then enforce t-pose

#

Also, the pivot point of the parent bones really doesn't matter as you can't move those bones in the editor anyway. Don't get the problem.

warm coral
#

Only the first animation in the state machine will play, what are you trying to do? @torn kestrel

#

Also this kind of discussion should go in #animation

#

Or rather your inquiry

sleek isle
#

what would be the best setting for cloth physic for a skirt?

sleek isle
#

because now I fly

pale hull
#

Mark your colliders as triggers. They should still collide with cloth but not with your own avatar AFAIK

median echo
#

GUYSSSS important. I been stuck on this for ever. I want to upload Space Robot Kyle but his legs bend like a frog. I got him from the Unity asset store but he's broke i guess.

#

it says his pelvis and thigh bones should be close to 180 but his bones look fine

potent horizon
#

can anyone tell me why my avatars hands are all twisted and broken?

gritty nest
#

@potent horizon got any SDK warnings about forearm rotations?

#

Like lower arm not being first child of upper arm

potent horizon
#

nope :/

abstract shore
#

Hey there, having a bit of trouble getting my left eye to blink on my avatar I made in Blender. I used CATS to set the visemes in the proper order they're supposed to be set in the shape keys. Tested them in CATS and they work fine. Everything is named properly and I mapped the bones accordingly in Unity. But once I upload the model into the game I'm still seeing only the right eyelid blink.

Eye tracking and everything else is working fine except the that dang left eyelid. Any suggestions or steps I should check I may have overlooked before uploading it again?

crystal vector
#

@abstract shore Test the blink blendshapes in unity

warm coral
#

@abstract shore What I'd do instead is set up a blinking animation myself with custom shape keys, which is far more controllable, if lacking in a bit of "utility" on VRChat's part, as your eye tracking wouldn't pick up on blendshapes used by custom blinking for obvious reasons.

hardy sail
#

Does anyone know how to fix the glitch in VRChat where when you turn into an avatar with fully body tracking, your virtual knees bend? Kinect Xbox One

warm coral
#

But I find it my own preferred way of doing it

#

I don't know what you mean by that LightFox, is it an issue with any other avatars you attempt to use?

#

Also, please refrain from posting your issue in multiple channels. @hardy sail

abstract shore
#

It's been months since I've done this and forgot how to get to the blendshapes in unity unfortunately. Mind pointing me into the right direction for getting to them? ^^'

warm coral
#

Just click on the avatar in Unitu, go to its hierarchy and click on the mesh

#

Should be named "Body" if I'm not mistaken

#

And there is something in the inspector that says "blendshapes"

#

It's a drop-down if it isn't showing

#

And the blinking shape keys should be located there

#

@abstract shore

abstract shore
#

@warm coral
Okay I see it now. I see my vrc.blinking_left and vrc.blinking_left shape keys. Tested them and it's doing the same thing as it does in the game, just the right one only working.

warm coral
#

@abstract shore Alright, have you checked the order of the shape keys just in case?

#

That's an important factor as well

#

Please tell me you have it saved as a .blend file or at least still have it open in Blender

abstract shore
#

Of course

warm coral
#

I always keep my model files as those just in case as well

#

Okay so check the order of the shape keys

#

Make sure they're okay

#

Because if it's alright in Unity and Blender, it has to be an issue with the order they're laid out in

#

If not, then I'm totally at a loss

abstract shore
#

My shape keys are as follow:
Basis
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right

And all my other shape keys after that are for the mouth animations but I know those first five have to be in a specific order.

warm coral
#

Huh... I really don't know then... weird.

#

First time I've seen an issue like this come up

abstract shore
#

I even tried applying the blinking for both eyes to the blink_right shape key and it's still not working.

warm coral
#

Just out of curiosity, do you have the right blink set to a negative value in Unity? Or are any overrides using that blendshape? @abstract shore

abstract shore
#

Not at all, everything is set to zero under the blendshapes and I haven't touched anything else regarding overrides. Just gave it a simple description so that I can upload it.

warm coral
#

Hm... again, really weird

abstract shore
#

Flibbety gibbet..

#

FREAKIN' NORMALS WERE FLIPPED!!!

warm coral
#

LOL

#

Was that actually the issue? OOF no wonder you weren't seeing them

#

@abstract shore Backface Culling is a magical option in Blender

#

Press N in 3D view and scroll down, you'll see an option that says "Backface Culling." Turn that on and the backside of faces won't show.

abstract shore
#

Normally I'm able to catch these things as I model because I can see when normals are flipped or not. And it wasn't showing the outside flipped in in textured mode. But I'll write that down just in case.

torn kestrel
#

Do you know how to make the fingers make sounds/ effects?

warm coral
coral hazel
#

My avatar has a weird walking animation where the thigh bones work normally, but the shin bones bend inwards. This is a from-scratch rig.

In Blender, the bone rolls are set up so the positive x-axis rotations move the bones as a humans would. I don't make any alterations in Unity and use the Humanoid Rig. Anyone got a fix for this?

This is a problem I have never ran into before, and the armature pretty much matches my last build, so I'm pretty stumped at what I did wrong

drowsy wharf
#

@coral hazel make sure there is a slight bend at the knee so that the IK knows which way the bone is supposed to bend

#

in the correct direction obviously, so tilt the bone backwards slightly, it may be rotated forward very slightly and detecting that as the correct direction to bend

coral hazel
#

I'll give that a shot now. The bones were very straight

drowsy wharf
#

I missed the bone roll portion. Make sure "Bone roll" on all bones is set to 0 as well btw

#

yeah, when they're straight it just tries to guess, and may guess wrong 😛

coral hazel
#

Can I ask why bone roll needs to be set to 0? Experiments from myself seem to show that changing the bone roll doesn't really change anything. I have my hands set up so one bends the right way and one bends the wrong way, and they both come out fine when uploaded

#

I can imagine because good practice, but if there's another reason I am curious

drowsy wharf
#

things can act very strangely if they aren't set to 0, primarily because Unity is weird

coral hazel
#

Hmm

#

All of my bones at not at 0 degrees, and never seen this weird stuff

#

Of course, when in pose mode, all rotations are set to 0 for all axis', if that's what you meant

#

Yeah, that did it, thanks @drowsy wharf

fading verge
drowsy wharf
#

@fading verge make sure the model root is at 0,0,0 in blender and the foot bone goes at or just below that point.
If the root is hips, make sure the feet are still at the floor

fading verge
#

and uh, how do I know where is the root located in blender?

#

kinda a noob in blender still.

#

found it

winged forge
#

so a problem im running into is when i crouch down my model stays standing up. and i cant move my fingers. im too unsmart to find this out my self.

gritty nest
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You don't have thumb, index and middle finger bones mapped

winged forge
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how do i do that

fading verge
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hello

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im very new to making avatars

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i made a armoured titan from attack on titan

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but it cant most its hands

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and when i sit down in vr it just stays up

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i know it has something to do with the rig

winged forge
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you have to rig the thumb index and middle finger bones

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or map them

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i dont know how to do that

naive tree
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@fading verge you need to map thumb, index and middle finger on each hand, they can be unweighted bones (like extruding 3 bones from wrist and don't have any weight on mesh)

fading verge
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ok ill try

fading verge
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is that also how you fix the crouching problem

outer oriole
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How would I go about making an accordion as an item for my avatar

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I've tried merging weights and parenting the end bone to the other arm but it just wigs out

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I want to try and make a Kass that can play his accordion

outer oriole
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Are fixed joints what im after or

quartz wren
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In full body, whenever I lean back my viewball starts going into my chest. Any fix to this?

late shale
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@outer oriole you should be able to accomplish that by having the part you hold directly attached to your hands, and then the bellows weighted to bones that look directly at the opposite hand. In order to do that, you can use dynamic bones and set up a very small inverse collider on the thing you want the bone to point to.

outer oriole
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I was trying something like that, just merging the bone weights to opposite hands while keeping one bone at the end for the other hand and parenintg that

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Vrc ik system threw a fit about it

late shale
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no, not weighting the bellows to the opposite hand, weighting them to bones that look at the opposite hand

outer oriole
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It's a harder thing to accomplish than I thought

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Just, parenting the bone chains to the other hand ?

late shale
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let me draw something up real quick

outer oriole
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All I did was download the xnalara Kass model from botw

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If you want to try it on that even

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The one that has the accordion

late shale
outer oriole
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My phone is throwing a fit over it I can't actually read what's on their

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There

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Fuckin auto correct

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This is the model I'm using, it has 10 bones for the accordion itself and that's parented to the right hand

late shale
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yeah you'll want to get rid of those bones and make your own

outer oriole
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With 1 and 10 being the handles

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So I would start bones from the handles, have them going towards the middle then parent each end bone to the hands?

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Maybe I'm just being retarded and can't understand

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Even with your image I'm not understanding 100%

late shale
outer oriole
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A bit yeah

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So the right one would be the parent hand and the left one would be the one I move

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With a dynamic bone chains in between?

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Or is it the other way around

late shale
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In this case, I'm not using dynamic bones for jiggly stuff. I'm just using it as a way to make one bone look directly at a position no matter how you move it

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Which isn't a chain of bones, just one bone each

outer oriole
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I'll have to try and mess with it when I get home

thorny salmon
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I have a question...

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I could make and upload an avatar but it's odd

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In unity everythin' looks fine, but in VRC it has open mouth as default

drowsy wharf
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@thorny salmon unmap the jawbone

thorny salmon
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I already tried that... Jaw stayed dropped

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Maybe the rig is flawed... I think i should rerig that model

drowsy wharf
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if you move your head up and down does the jaw move or stay in place?
If it moves you may not have the first 5 blend shapes being Basis>BlinkLeft>BlinkRight>LowerLidLeft>LowerLidRight Causing the eye tracking to drop the jaw instead

distant totem
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hi i have a question about number of limbs is there a limit?

drowsy wharf
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@distant totem Two arms and Two legs for a humanoid. However more limbs can be put on without issue, they just wont' be controllable obviously. Can you give an example what you're talking about?

distant totem
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like a sppider

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or a doggo

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well more the spider

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like is there a limit?

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like if some one wanted to do just a blob of limbs

drowsy wharf
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if you want gestures/emotes/IK you need specific things to be mapped (standard humanoid, even if the bones aren't weighted to the mesh)

distant totem
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right

drowsy wharf
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other than that any extra bones are just that. You'd have to link them to something, or create animations for them

distant totem
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ok soo there isnt a limit per say

drowsy wharf
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but no tehre's technically no limit on how many limbs you could add

distant totem
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ok good tro know

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also i saw in the cool dog videos theres a way to do 3rd person now?

drowsy wharf
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if you use a generic rig instead of humanoid you wont have gesture/emote/IK and you'll need to make your own animations for everything.
But you can animate the full walk cycle of the spider for example.

distant totem
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i am asking here cuz i dont know where to ask

drowsy wharf
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3rd person is basically just moving the viewpoint above/behind the character instead of placing it in the head

distant totem
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ok sounds great!!

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OH

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ok

drowsy wharf
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which for humanoid IK it causes issues with body angle when you look around...

distant totem
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i see

drowsy wharf
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for generic, the IK doesn't run anyway, so it doesn't matter

distant totem
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ok where is the view point

drowsy wharf
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a 3rd person camera on a dog with a generic rig for example wouldn't control where you look at all

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the view camera is under the avatar descriptor

distant totem
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ok thanks

drowsy wharf
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the "view ball" as most call it, a grey ball in the scene manipulated through that setting

distant totem
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and wait soo that means the head wont move

drowsy wharf
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correct, EVERYTHING in Generic rig is done with animations you set up

distant totem
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ok good to know

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drowsy wharf
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sadly there's no custom humanoid controller capabilites yet

distant totem
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i see

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ok

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^U^

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youve been really really helpfull

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thanks ♥

drowsy wharf
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glad I could help, good luck with whatever you're planning

distant totem
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thanks XD

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and i assume the no nsfw rule is still in action

drowsy wharf
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NSFW is restricted to private worlds technically. Not publicly accessible if I remember correctly.

distant totem
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ok thanks

urban fog
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Hey folks! I am having a bit of an issue with an avatar rig for full body. I'll spare you all from a huge post and just link a forum post from VRCat that has all the info about the issue: https://vrcat.club/threads/avatar-leg-twisted-full-body.2507/

sleek isle
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bend a little the intersection of the knee and the leg 2 forward

fading verge
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it makes a new avatar, even though this avatar has been uploaded already

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anyone have any idea?

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oh nvm- reopening unity seems to make the issue go away

naive tree
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@jolly jay change animation set to female from male in descriptor

jolly jay
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i did that :3

naive tree
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try changing to male 🤷

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usually helps

jolly jay
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hmm did that to :3

ebon vigil
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next it adding some knee and hip bend to help hint where the cross product knee joints are. If the legs were not straight from hip to feet it might confuse the VRIK not knowing how to resolve the knees joints. I think bow leggedness in t-post is a symptom.

hardy stone
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How does one attach a mesh to a bone? I added a bone for an Ear ring and made it parented to the head. Though, when in pose mode it doesn't move the ear ring. How do I attach it to that specific bone?

pale hull
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You might want to look up "weight painting" tutorials. You add "weight" to a mesh to make it follow a specific bone.

hardy stone
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Oof, I was afraid that might be the case. Is that really the way to make this work?

pale hull
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Yes, it's one of the very fundamental things when it comes to making moving 3D models.

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Not learning about it will only drag you down in the long run

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Might be other quick ways to do it, but I still recommend doing it "properly"

hardy stone
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@pale hull Thanks for the tip. Ill look into it now. I have been working on this model sense 11 today, I'm not about to give up because weight painting was mentioned lol. do you recommend any specific vids?

pale hull
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Even though those videos are for 3D modeling, he goes through how to use blender aswell if you're unfamiliar with it

hardy stone
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Gotcha, Thanks a tone. Ill start the research now. Have a good one :).

pale hull
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Good luck

sleek isle
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select the mesh and after the rig ctrl p with empty group. Now you can weight paint

hardy stone
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why does the ear ring shrink? I have weight painted, though I'm unsure how to fix this.

pale hull
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It's sharing weightpaint with another bone

crisp tendon
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You'll have to select the vertices individually, press N, and look at the menu to see additional weight paint

pale hull
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You can temporarily select the ear ring's mesh, separate it with P and remove all the vertex groups beside the ear ring bone and then rejoin the meshes

hardy stone
pale hull
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A vertex group is what tells the mesh to deform when a bone is moved. It seems the ear ring is weighted to two different vertex groups, so it acts like pulling a piece of gum at each end - it stretches weirdly. So you need to delete the old vertex group (The one that existed before you created the new bone and weighted the earring to it) and then it should deform nicely.

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If you seperate the ear ring mesh to the rest of the body then you don't need to worry about messing things up with other bodyparts

hardy stone
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I see, I see. I'll try looking for the original real quick. Thank you for putting it into an analogy.

hardy stone
hardy stone
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I have been at it with this simple issue for a couple hours now. I know it might be an easy fix, I'm just ignorant when it comes to bones. I created a separate bone and parented it to the head, when I attach the meshes to that bone, it gives me an error message. I'm 98% its something I am not doing wrong with the bone itself because I am able to attach the meshes to the head bone perfectly without any error. I understand weight painting now. I just cant seem to assign those specific meshes to the bone I created in the first place.

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@everyone

sleek isle
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select the mesh and after the rig. ctrl p empty group. if the bone have the same name of the vertex group they going to move with it

golden crown
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apparently my model I got is just missing 'Chest' and 'Upper Chest' bones and because of that I can't build and publish the avatar, is there a way to just add those in in Unity or will I have to put it in Blender to fix it? I'm in the mapping configure menu. (I also want to change to eyelid positioning but the changes I made doesn't seem to be applying)

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I just started getting into making avatars yesterday so forgive me if it seems like a stupid question

gritty nest
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If the model does not have them at all, you will have to add them in Blender. It's pretty easy.

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Don't map upper chest though

golden crown
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Do you know of a good tutorial for that? I looked around a bit and tried it myself but I'm not really having any luck, last time I used Blender was years ago

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nvm, found an "automap" option when I clicked the missing bone

sleek isle
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cats create a chest bone. but with no weight on it. create a vertex group for it and transfer the weigh of the spine and after delete the weigh of it

hardy stone
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What kind of method should I approach weight painting hair? Should I use the brush? If so, what set up would you all recommend for the brush to be less of a problem?

dense latch
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Any idea on why this wrist refuses to have proper rotations? I'm pretty certain the axes of the model's bones are all fine so I'm confused as to why only one arm consistently remains twisted

https://i.imgur.com/9XGyhjJ.png

warm coral
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My question is why are you putting it through Mixamo?

dense latch
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I can't run VRChat without Geforce Now so Mixamo's a faster rig test for me

warm coral
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Unless ARMS characters from Models Resource don't come with armatures, I'm pretty sure you can just slap it into Blender?

dense latch
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well, it's already fully rigged

warm coral
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Ahk

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Hm

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I'm not sure why it'd be buggy.

dense latch
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I can recognize that it's the wrist being twisted because I remade the twist in Blender

warm coral
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There has to be something wrong with the rig itself, have you tested it out?

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Alright so check the weighting