#avatar-rigging

1 messages ยท Page 128 of 1

warm coral
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See if there's any extra bones it shouldn't be using

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That's my only guess

dense latch
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actually, i noticed something odd about the axes

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the left one is the right arm from a top front view, and the right one is the left arm from a top front view. are they supposed to have identical axis line positions?

warm coral
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Check the roll of the bones

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That might be one issue

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Make sure they're at 0

dense latch
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they're all at zero

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i'm gonna just try rotating the bones a bit and see where it goes

golden crown
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The model I got had the upper chest already mapped, how would I remove the bone?

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I tried to find it in Blender but it doesn't seem to be working

dense latch
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If im understanding this right, you can try merging it with the chest bone with CATS

golden crown
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do you have a link for it? everything I search comes up as feline cats

crisp tendon
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You can select two bones in edit mode and press space, type merge, you should have an option to merge two bones

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group a being your chest bone, and group b being the upper chest bone

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after than you can go in edit more and delete the upper chest bone

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actually group a or b doesn't matter, just need to make sure you connect the bones after you delete one of them

golden crown
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Is there a way to just select and see all of the bones in edit mode? I've only been using Blender for a day so it's all really confusing, the model is so detailed the wireframe is just a jumble of black lines

crisp tendon
golden crown
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I think I fixed the chest but now it's saying "root hips 1" not found in HumanDescription"

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and then when I deleted it it said "Transform 'root hips 1' for human bone 'hips' not found".
so it doesn't like it being there but it doesn't like that I removed it?

crisp tendon
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Look at the pinned items

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it'll show you what armature you should have

sleek isle
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in edit press A twice @golden crown

opal rover
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Hey is there a way to mirror weight painting? I got a model that is missing weight painting on the right upper leg and foot, but has it on the left.

naive tree
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@opal rover two ways, either delete one leg and mirror modifier the 2nd, or in weight paint mode have 0.0001 blur weight and x-mirror checkmarked and then paint the weighted leg - will carry over the weight to other leg

opal rover
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Thx I will try that later ๐Ÿ˜˜

timid obsidian
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got an issue in blender making an avatar, but parts of the mesh/skeleton like to stay in place when moved, im guessings its part of a vertex group/edit, but i cant find how to remove it. got pics. should upload?

lofty aurora
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give me a pif

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pic

fading verge
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hey guys what's the best way to cut up a avatar?

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like if I want one part of a avatar to use on another one what's the best way to go about doing that?

timid obsidian
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thats beyond me, but i know blender can merge armatures, n custom model creation, if you have cats, but i dont know what thats for.

lofty aurora
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@fading verge like a body part?

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i just do a back up, select the part i want. alt+i to select everything but what you just selected and i remove

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remember to select the bone too.

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after i save as a fbx like if i was about to to upload an avatar to unity.

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back up the part

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because why not

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after i go on the avatar i want to paste the part. i import the body part with cats and i merge it with the bone i want with ctrl j if i remember ?

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its hard to help when i dont do it t the same time lol

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but thats resume what i do

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it can also be ctrl i to select everything but what i want

fading verge
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alright thanks for your help! ๐Ÿ˜„

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I'll give it a try and see how it goes! ๐Ÿ˜›

fading verge
late kernel
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does anyone know how to make gestures work without full body ik

drowsy wharf
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@late kernel you MUST have a humanoid rig with the proper bones for gestures/emotes/head/eye tracking to work

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even if those bones aren't actually weighted to any part of the mesh

real reef
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help when i want to parent a bone to another one to move the whole body the bone structure turns strangely

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all the other bones work

thick karma
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Is the mesh weight painted to the bones? Does the mesh have the armature deform modifier? Did you move the bones in pose mode?

lusty sphinx
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Is blendr the most common boning tool, or is there anything else that I can use?

ancient marsh
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@fading verge you cant just post the same question in a different text channel and expect different results

fading verge
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Ohh, ok sorry

topaz stag
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does anyone know how to apply pose position to rest position? i mean like making the pose as default?

crisp tendon
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There's a button for that in the cats plugin

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Apply pose as rest pose

topaz stag
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ahh thx

warm coral
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I just use that option in Blender without using CATS

fading verge
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guys how to make costume avatar ?
i dounwload everything but it keep telling me that i need to play more vrchat
to make costume avatar
help me plz

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how to upload avatar it not allows me to upload

drowsy wharf
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@fading verge you need to play more on a non-steam VRChat account.
Idling will not help, just play, explore, and make friends.

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Also...don't spam different channels with the same question

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if you're not sure where to put an avatar-based question, just put it in #avatars-2-general and wait

fading verge
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okey thx

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and sry

tacit current
drowsy wharf
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@tacit current assuming you're talking about adding arm bones that move the arms when they do, you don't do that in Unity at all. It's done in a 3D modeling program like Blender.
You're going to want to look up tutorials on rigging and weight painting. Fair warning, it's not a simple click and done thing, it'll take learning and work.

remote sigil
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so... i need some help with applying physics to the shimakaze skirt so it doesn't clip

short nacelle
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Hey !
I have a small question,
I want the big arm here to follow my movement i'm doing with the cats. So I did a small script allowing me to do that which work fine, but apparently Vrchat doesn't allow character scripts in game.
So is there another way to do it that would work in vrchat ?
(both arms have their own bone rig with the same hierarchy)
https://imgur.com/a/7pbsmdi

naive tree
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@short nacelle you use fixed joints for that and lock therigid body positions of the exo-arm bones

short nacelle
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Alright, I'll try that, thanks (:

hoary crystal
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Hello sorry to bother here, I have a question for anyone who uses mixamo. When I upload a certain character it seems to skip the step in which I choose the areas for wrists and all those parts and automatically throw them in. This is causing some issues with my character bending over when in an idle position. I was wondering if it was some sort of user error causing this to happen or an issue with the model itself.

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It also appears to be missing its assigned textures in the auto rig for whatever reason

fading verge
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first, the entire model is on "tongue.003"

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and everything (incl, rigs and stuff) and separated in scene tab

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how do i merge them together again?

fading verge
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@fading verge Select the mesh you want to merge and hit Ctrl-J. Cursor on the 3d viewport, make sure one of the objects is active. (yellow, not orange)

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bit it doesnt do anything

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everything on scene list is still there

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I'm not sure why you wanna merge them, Unity understands separate objects, and they're all parented to the armature.

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It may be that you're trying to select objects under different hierarchies, so you can't merge the objects that are outside the armature parent with objects that are inside that.

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Can you upload the model somewhere? I'll check and send back. PM is fine.

fading verge
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ok

remote sigil
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send help

gritty nest
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First of all, why so many colliders

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Second, why are the colliders on the skirt bones? That's not how it works

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And third, the skirt bones have weight on the entire skirt. Try applying a stiffness curve or merge the first layer of skirt bones up in Blender.

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@remote sigil

fading verge
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collider should be on the hip bone

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root bone

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and should be the size of the buttock or atleast fill the entire side view

gritty nest
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Collider can be anywhere you need them really, hips is a decent choice

fading verge
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depends on how far the skirt is

oblique latch
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so i have been away from the vrchat community for a long time is the avatar rigging better or still like the old days ?

naive tree
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@oblique latch everything has beenmade easier with cats plugin and available resources

oblique latch
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I used cats back in the day has it had a lot of updates

gritty nest
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Yes

mild basin
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I have a model with two sets a feet, one with boots on and one with just bare feet. How do I go about creating a shape key that swaps them out or atleast makes them transparent so one doesn't show up in Blender?

sleek isle
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separate the mesh and create an animation that hide the feet and make the boot appear. vis versa.

mild basin
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alright, then what?

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is there a way to make the portion of that mesh invisible?

drowsy wharf
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You separate the boot/foot into separate materials. Then you swap the boot's material during animation

mild basin
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I'm not familiar on how to do that

gritty nest
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Make a shape key that scales the boots up and the feet down

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Have the boots be inside the feet initially, but smaller

sleek isle
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those are 3 thing you can do chose one

spiral fog
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Hi! Does anyone know what might cause this

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it's two separate meshes

grim ibex
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same material?

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you might wanna adjust the lower material so it fits the facial one

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just a bit of colorcorrection or something

spiral fog
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it's the same material and color

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it blends in unity even have the vertex normals facing the same direction

grim ibex
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has to be the worlds lighting then

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maybe you wanna join the meshes then?

spiral fog
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I'd love to but wouldn't that mesh with the blendshapes for the face?

grim ibex
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you can try using cat's to join them, it might keep the visemes

spiral fog
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I'll take a look thanks for the idea

grim ibex
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no prob ๐Ÿ˜ƒ

gritty nest
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Yeah, just join the meshes

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You will keep shape keys

pseudo sedge
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@spiral fog also try to remove doubles after selecting the neck verts after joining

sleek isle
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the vertex are probably no join

spiral fog
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The vertex probably didn't join because the mesh were separated, I didn't want the file size to blow up after joining the meshes

sleek isle
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so the normals is maybe not smooth

spiral fog
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forgot that's not how blendshapes work

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thanks for the tip on combining the meshes again ^_^

tawdry yew
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So i have a problem i need to connect the tails from the parent bones to the children but the connect option just pulls the head to the tail! Is their an option to connect the tail to the head or do i have to do this manually?

drowsy wharf
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@tawdry yew copy the "Head" location for the child, and put it into the "Tail" location for the parent bone. I don't know of an automatic way to do it.

tawdry yew
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@drowsy wharf yeah i figured out something way easier and faster: you select the bone head then " shift>S cursor to selection " then select the tail of the other bone and then press " shift>S selection to cursor"

calm needle
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shift s is so usefull for many things. Very usefull on centering the eye bones on semi circle eyes if they get misaligned

sleek isle
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yeah I use that alots

drowsy wharf
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I've even used that for UV Mapping, why didn't I think to mention it...

granite bay
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Anyone here an expert on full body rigging? I need someone to hit me up on an issue

drowsy wharf
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@granite bay explaining the issue instead of stating "an issue" is far more likely to get you responses. Someone less experienced may even have run into and solved it while a more experienced hasn't seen it yet.

granite bay
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Well the thing is, Iโ€™m not the one doing the rigging of the model, but the closest explanation I can get to the issue is that both of the thighs on the model are rotated differently than one another, far from normal.

drowsy wharf
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Have a checklist:
Both upper legs pointing straight up?
Hip pointing straight down?
Cleared all bone rolls?

pale hull
static parcel
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I read you only need the thumb, index and ring finger for humanoid rigging to work but does it need all three knuckles of each?

fading verge
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no

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just the first bone

static parcel
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Thanks

crystal vector
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Thumb, index and ring? I thought middle finger instead of ring finger. Or is that irrelevant?

crisp tendon
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Middle finger instead of ring yep

vocal cairn
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umm i have a problem with shape keys, is this the right place to ask help about it?

fading verge
vocal cairn
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thanks ill make sure to post there then.

fading verge
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Hei together,

Im having an issue where my model (with cat paws) apparently has unassigned fingers but when i assign them in unity and click apply it throws the assignement out of the window

vocal cairn
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I don't know if this will work but when you are done assigning the fingers press Ctrl + S and it will ask you to save the file at the same time it will create a new scene. Im not 100% sure that will work but give it a try.

thorny totem
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@fading verge cat paw bones were joined with the armarture i hope?

fading verge
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yea, fixed it already

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apparently it helped to restart unity

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lol

thorny totem
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Ah ok good ๐Ÿ˜

junior isle
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Greetings,question, i have an avatar that works perfectly fine on vr and desktop mode, however when in desktop, once you open an menu the rig screws up for some reason and when you look down the avatar just bows down so mutch that you go throu the ground. any idea why this is happening and how to fix this ?

gritty nest
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Getting the same issue sometimes, not sure why it happens. I have had it happen when I changed a sphere on my model from a regular mesh renderer to a Skinned Mesh Renderer.

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What is your real height set to?

junior isle
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1m62

elder crescent
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can anyone explain in short why at zero weight (blue) vertices stay still, but at any weight above that all the way to red they move the same amount? i never understood this

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do you need two groups to control the amount of movement or something?

junior isle
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@elder crescent if if you weight paint it to 2 bones that is where the amount comes in

sharp pewter
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red > green ^

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xD

static parcel
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Doing a character with three fingers (index, middle, pinky). is there a way to stop the pinky rotating so far in some gestures?

crisp tendon
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You can maybe assign those pinky bones to another finger, or you'll need custom animations for finger gestures

static parcel
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Yeah I was thinking of just making them the ring finger

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Thought about custom animations but they seem to be triggered by both hands

gritty nest
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@static parcel they won't be triggered by both hands as long as the pinky is assigned in the humanoid rig

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There is masking applied, so the left gesture will only affect the left hand's fingers.

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Right hand remains unaffected.

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And vice-versa

static parcel
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Oh neat. Wondered how it tells them apart

sleek isle
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in video game. they have some time 3 finger bone. thumb, index and the other one(middle) control the 3 other. so do the same

fringe cipher
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Yeah my 3 fingered avatar has those three fingers. Full body tracking is turned off because of it only having three fingers though cuz it can't map the other two. .-.

gritty nest
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@fringe cipher it should be turned on if you have thumb, index and middle finger mapped

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Just leave the others unmapped

fringe cipher
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I do /-\ Odd. Don't really mind personally since I don't use full tracking lol

gritty nest
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@fringe cipher full body IK affects much more than that though

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You can't crouch in VR or desktop and cannot use hand gestures if you don't have finger bones

fringe cipher
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Yeah i know but i never crouch and i didn't put any facial expressions etc on the override

grave mantle
sleek isle
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neck pain

gritty nest
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@grave mantle just rotate the head upwards forcibly

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Can also maybe be fixed by resetting pose and then enforcing T-pose

grave mantle
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Thanks, I am going to have to forcibly rotate it, I have already tried your second suggestion

vocal cairn
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i think even if you force rotate in unity it will give you something as "not on t pose"
you might have to take it back to blender and rotate it there.

calm needle
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double check the head bone in blender. See if its facing sideways or straight up

sleek isle
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not the end of the world if not in t pose

calm needle
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true since it should still act as intended

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its just a nice habit to get into fixing it in blender so you dont have to fix in unity ๐Ÿ˜›

fading verge
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Sammy is in need of assistance

astral mango
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so ive been having a problem ive been pulling my hair out with im trying to upload a avatar i got off sfm but it has an upper chest bone and wont upload with it but also gives me errors when i try to remove it then upload

crystal vector
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@astral mango You have to fix that in Blender. You can use cats to make that easy

astral mango
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i actuqally dont know how but i guess i could try to download cats and see what i can do

static parcel
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Weird, seems the bones on the left hand are animating the wrong direction on one axis. Instead of spreading, they close together.

gritty nest
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When using automatic weights in Blender to weight a mesh only to specific bones, the calculation still seems to take all bones into account.

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So if another non-selected bone is nearby, that part will simply remain unweighted

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Any way to prevent that?

opal aurora
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You could possibly make it a bit convoluted, having a bone in the area to then transfer said weights from, or making it so that the bones that should inherit the weights simply not apply (i think disabling deforms had something to do with that but i'm unsure)

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Or, even more convoluted, saving bone values in a screenie and removing the problematic bones, to then re-create them

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After autoweights

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You can also increase or decrease the total amount of bones that affect a single mesh area

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Default is 3 iirc

gritty nest
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Eh, I ended up copying the mesh to a separate armature with only those bones

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Then doing automatic weights, and copying the mesh back

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This seems like a bug tbh

opal aurora
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Mhm, das another way around it since it keeps vertex data

gritty nest
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Or at least not the behavior anyone would want

opal aurora
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I'm pretty sure there's a way to exclude bones from auto weights but i'm unsure of what...

gritty nest
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Apparently you can untick Deform on specific bones

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But there's a lot of irrelevant bones around the area I want weighted

opal aurora
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Yeah that can be a major hassle

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Getting it fixed up on a new one with just the desired bones seems to be the best course of action in such a case

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It essentially takes the whole armature into account when calculating weights but lets you define the specific bones for it to use at any one time, however it does not ignore unselected bones due to calculating the entire armature, so it's not perfect but it can get the job done pretty nicely given the right variables

crude pagoda
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Does anyone know in what channel I can ask a question about an error that keeps occurring in Blender?

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I can't find a solution but if I don't fix it all my avatars won't be able to blink or talk I think

gritty nest
umbral ocean
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when you forget where teh view ballthing is in unity

fading verge
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I have an avatar that is an inanimate object from Super Mario 64, I got it from model resource. I dont need to auto rig it. How can I put it into Unity?

slow gyro
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Throw it into blender and export as obj, I would do ๐Ÿค”

fading verge
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@slow gyro Hey thanks buddy

inland snow
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i need some help with a 3d model... its kind of rigged but when i try and convert it it goes carzy

inland snow
grim belfry
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made a new model and my issue now is uploading it. Should I update? it says "error saving blueprint blueprint" ๐Ÿง

grim belfry
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I updated and its still the same sadly

mellow yarrow
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this happens after i select body and then the bone and then set with automatic weights. and i dont know what is wrong or how to fix it and iv redid the bones 3 times now https://i.imgur.com/ltHylmu.png?2

fading verge
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did you check on google why it can happen ?

mellow yarrow
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yup but i did remove doubles and still get the problem the other one i dont know how to check for other meshes that may be apart of the model

fading verge
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if you use the default layout

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on the top right you can see all the meshes

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gloves, left eyes, etc. Are all meshes

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if you have the CATS addon you can press the "join meshes" button

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or manually join them with ctrl+J

mellow yarrow
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no i dont have any thing there other then the one mesh

fading verge
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there isnt a lot of stuff that can create this problem

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not connected vertices

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separated meshed

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X-axis mirror turned on but armature isnt perfectly symmetrical

mellow yarrow
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i had this same problem befor but after i just remade all the bones it worked

subtle moth
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soooo... ive got a model here

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the weight for the middlefinger is on the thumb

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i recreated the missing middlefinger bone

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is there any way i can transfer the weight from the thumb onto the new bone?

naive tree
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@subtle moth modifier > vertex weight mix, new bone > old bone > add/replace

subtle moth
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thanks @naive tree

sleek isle
formal summit
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I used CATS to autorig and weightpaint my model, but when testing the different bones and how it looks when they rotate didnt work out too well, so i decided to change some weightpainting to certain parts, but for some reason it spazzes out the mesh when i do, is there any setting i can do to change this in blender?

crisp tendon
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Is your pose the same in object mode and pose mode ?

gritty nest
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@visual sable with Cats installed, reparent the bones you want to merge, to the bone that you want to end up with

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Then select them in edit or pose mode

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And click "merge weights"

solid adder
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Looks like you need to lengthen the spine bone or chest to me.

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Should be further down

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Should be able to move that in edit mode without messing with weightpaint

drowsy wharf
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Bones always rotate at the head (wider side) of the bone. Weight painting just tells it to move with the bone, not how to move.

Your bone was moved up from where it normally sits, but the weight painting is the same, so it just moves in a different rotation now.
As Daemon said, move the bone down or lengthen it.

austere merlin
lost sundial
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Hey, I've got kind of a weird issue with the bone rig in Unity

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For some reason one of the breast bones won't show up properly and can't affect the mesh

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Like so

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The bone is there in the hierarchy and it works fine in blender as well

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If I reassign the chest bone I can make it show up but as soon as I press apply and exit out of the configuration and then enter it again the bone has disappeared

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Not sure how to fix this

sleek isle
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dont mind how unity display bone

lost sundial
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Well the model doesn't work properly unfortunately

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The collider shows up fine and moves as it should but the mesh doesn't actually move

raven helm
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how can i apply the weightpaint from left leg vert group to right leg vert group?

harsh wagon
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Is that possible to copy the weight paint ? >> I make custom avatar and the problem is when i merge the mesh it's break the weight paint and i have to do it. So i want to copy/transfer the weight paint from the original pmx to the clothe in my custom avatar is that possible ?

turbid spear
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@raven helm select the vert group then click the select button under the vertex groups (in edit mode), then pick the other leg's vertex group and press assign, that will move all weights from selected vertices one to the other

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If both legs end up having weights for those vertices (shouldn't happen I think) just click remove after you selected them to remove them from a group

raven helm
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thank you^^

cedar scroll
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recommended dynamic bone value for short skirts?

fading verge
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.88
.27
.3
.88

cedar scroll
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thanks

cedar scroll
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my avatars pupils keep dissapearing on vrchat even though it dosent look that way in unity, i tried moving the pupils up as far as it can go without looking like its popping out of the eyes

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actually it does show up in unity when ipress play, but it dosent do that in its t-pose

drowsy wharf
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@cedar scroll check the model in blender, are the eye and head bones pointed straight up? If not they tend to act weird

cedar scroll
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i checked, it looks like theyre straight up, why does cats plugin create a new bone when making eye tracking? im still having the same problem

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the eye tracking and everything is working perfectly in blender, just not unity/vrchat

opal aurora
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Perhaps you have the wrong eye bones assigned in unity, when creating eyetracking CATS tells you which bones to assign exactly

cedar scroll
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did that, now my characters eyes go crosseyed when i press play

opal aurora
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That's pretty unusual not gonna lie .-.

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Not entirely sure of what could be making ehm do that

cedar scroll
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i guess for now i can just not attach the eyebones in unity but i want eye tracking back soon

calm needle
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did you make changes to the rig after aleady having the model set to humanoid?

sleek isle
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I have problem with my eye tracking too. I dont know what am doing wrong. the hierarchy and the bone name are named the way it need to be and the viseme are in the right order

crystal vector
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@sleek isle What problem exactly?

drowsy wharf
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@cedar scroll your eyebones are pointed straight up, correct?
If not fix that.
If they are try moving your view camera further backwards (as is you wouldn't be able to get up close to anyone without going through their head), fairly sure a camera too far foward causes the crosseye effect.
Generally I have mine sitting just at the bridge of the nose barely visible.

merry ravine
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I dont know if this is the correct channel but i have a question about FBT
I know theres a button in Blender to make the avatar Full Body ready but i was wondering where the button was?

fading verge
merry ravine
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I know and i do. Where do i find it in CATS?

fading verge
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fix button

gritty nest
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It's under fix model now

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You can re-run that on existing models

cedar scroll
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@drowsy wharf tried all that, still not working

fading verge
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remove that component then

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shuriken is the unity 2018 particle system ... ๐Ÿคฆ whatever you're trying is not 5.6 compatible

gritty nest
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@fading verge wait, what?

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That isn't true

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Shuriken is just the name for the new particle system in Unity 5

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The stuff that isn't "legacy"

fading verge
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is it?

gritty nest
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Yeah

fading verge
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then why would a method be missing?

gritty nest
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Err, where do you see a missing method?

fading verge
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his error message, you're right about shuriken

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but what is he using?

gritty nest
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??

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He downloaded a particle prefab off the asset store and it has a script attached

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That's all the SDK is complaining about

fading verge
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who adds scripts to their avatar? lol

gritty nest
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You must not spend a lot of time here lol

#

People add prefabs to their avatars, and those prefabs have scripts attached without their knowledge

fading verge
#

I forgot that was a thing...

prisma root
#

Hello! Is is possible to tie the voice response to something other than mouth viseme? I'd like to have my avatars eyes glow in response to me talking.

drowsy wharf
#

Visemes are just normal shape keys. Anything you can do with a shape key is an option. You could enlarge/shrink transparent sections to dim/brighten the glow for example.

#

Or just shift it forward/backward to turn it on/off

prisma root
#

hmm okay. Any way to tie it to the actual light-emit value on the material in Unity?

#

@drowsy wharf ^

drowsy wharf
#

@prisma root No. Blend shapes have nothing to do with the shaders, only the movement of the mesh itself.

#

Your best option is as I mentioned. If you want varied levels of light, use multiple "shadow" layers to darken the original eye with emission. (since it's partially obscured).
If you want differing colors or just an on/off, swap layers back and forth that have the emission applied to them.

craggy pelican
#

so i have a problem with my armature changing when I place a weapon on it
has anyone had this happen before?
any help appreciated. thanks in advance

prisma root
#

@drowsy wharf okay cool, thanks. That gives me an idea for how to do this.

gritty nest
#

Should be fine

#

Uh, I dunno

#

I think it might be preferable to have the weight in the chest instead if that's even possible

#

You would have to test it

#

I don't know

celest bridge
#

here's a question, I've encountered models here or there meant for animating- that seem to be rigged with autorig pro. theyve got all those boxes and shit around them meant for posing and whatnot. Cats doesn't like those because all the bones are named wrong.

how does one go about converting that to something useable by cats? is such a thing possible? or more trouble than it's worth?

crystal vector
#

@celest bridge Well you can report this model to me and I might be able to make it cats compatible

abstract shore
#

Hi, I got a quick question regarding hand gestures. Is it possible to set up an animation that only plays on one hand rather than from both?

crisp tendon
#

Not currently afaik

abstract shore
#

Alrighty, thanks.

coarse halo
#

Which bone does the hip tracker influence?

#

is it the "Hip" bone?

#

For example, if I wanted an avatar where moving my hip would move my whole torso, should I weight it all to the hip bone?

gritty nest
#

Basically, yeah

patent halo
#

the armature of my model disappeared after i rigged it to humanoid ;; aaaa

sharp pewter
#

Like was not even in hierarchy?

gritty nest
#

Avatar proportions are off

#

Usually legs are too long

fading verge
#

Shouldn't there be a way to mitigate that? Like, push the bone rotation through a function, or "map" the rotations of the limbs from the trackers to the rotation of the limbs in-game?

pale hull
#

The quick and dirty way is to just rescale your limbs in your scene before uploading.
If you can't reach the floor, make arms longer or legs shorter. If you reach through the floor, make legs longer or arms shorter. Might take few uploads and eyeballing to get it right.

karmic turtle
#

good morning, i have a twisting problem with my shoulders when i extend my arm full and look into it's direction in full body. i tried to fix it by changeing the rotations but i never had that problem and i am not that into blender... maybe one of you can help me? here is what it looks like ingame and the bones in blender
https://i.imgur.com/Jl8hVf0.jpg
https://i.imgur.com/gMDDtwN.png

fading verge
karmic turtle
#

yeah thats what i followed but it just cant get it to not twist :/

fading verge
#

it's only in FBT ?

karmic turtle
#

one moment, i'll check again

#

yeah only in full body

fading verge
#

links is broken btw

karmic turtle
#

it looks like when it tries to move the shoulder backwards when i turn my head, a bone just spins around :/ okay, then i'll ask there^^

brittle tapir
#

when it looks fine in the hierarchy

fading verge
#

show a screenshot of the avatar mapping tab

brittle tapir
fading verge
#

you didnt reparent anything in unity ?

brittle tapir
#

no

#

it was giving me a different error with the default mapping

#

actually same error nvm

gritty nest
#

Probably looking at the wrong model, try selecting model in the scene and clicking Model->Select

ivory radish
#

ok for some reason

#

the avatar i set up keeps looking down at the floor

#

with the eye tracking

#

but in the game his eyes always look down

gritty nest
#

@ivory radish the head and eye bones both have to point up

#

Select the tips of the bones and make sure they're above the base of the bone

ivory radish
#

ok so head also straight up?

gritty nest
#

Yes

#

You can just do this in edit mode

#

Keep in mind that you will have to go back to the humanoid rig configuration and go to pose->reset and pose->enforce T-pose

gritty nest
#

Yeah, that looks fine

ivory radish
#

kk

#

is he cute xd first time i made my own character

gritty nest
#

Looks really good actually

#

I'm impressed, I can't model worth a damn myself lmao

ivory radish
#

lul i like

#

modelled it from a sketch then painted then rigged

#

i knew how 2 do the rigging but the modelling took 4 ever

#

ended up with that

fading verge
#

wow

#

that's pretty good

ivory radish
#

click the gif thing 2 see as video

#

ok so the eyes work however

#

why does he keep

#

looking down on idle

gritty nest
#

Don't trust mirrors too much

ivory radish
#

but it works fine on mirror for other avatars

gritty nest
#

A lot of models tend to do that, MMD's are the most reliable for eye tracking in my experience

#

I dunno

ivory radish
#

y does it do that tho

#

is it viewpoint

gritty nest
#

I don't know

ivory radish
#

like when u idle it works

#

but 2nd idle and he look down at floor

gritty nest
#

So your head is looking down?

#

Major difference is that MMD's have two sets of eye bones and thus LeftEye and RightEye will have less weight on them anyway

ivory radish
#

no

#

my eye

gritty nest
#

You could try generating eye tracking with Cats using your original eye bones as reference, unless you already did that

ivory radish
#

i have a Left Eye and a Right Eye from when i rigged my avatar

gritty nest
#

Just make sure the original eye bones are not called LeftEye and RightEye when you do that

ivory radish
#

But i made a new LeftEye and RightEye bc it would rotate too much

gritty nest
#

Ahh

ivory radish
#

and it works in unity

#

and when eye testing

#

but when in the game it works until

#

a few sec later he just kinda look at floor

#

idk how 2 record bc im on vr

gritty nest
#

I have that issue too, I don't pay it any mind because it only happens locally

ivory radish
#

rlly

#

ok

#

thx

#

mayb it like

#

the eye looking toward my viewpoint

#

bc thats what avatars do locally

#

look at ur viewpoint every now and then

#

and bc mine a bit lower than eyes

#

looks down

#

probably

#

also how do u minimize air humping and tiptoeing/crouching

#

when u look up/down

#

is it just worse the further away from the head bone it is

#

also another problem

#

i dont know how to correctly rig the paws

#

bc they have a cartoony design

#

when i set it up like that the fingers on the side do not bend inward

#

and instead they roll

crisp tendon
#

Shorten the hand bone, shorten the finger bones, place them correctly, reset the roll, correct weight paint

#

should be good

ivory radish
#

yea but its supposed to be open like that

#

so idk how to make them all

#

go down

crisp tendon
#

By following the steps above iris

gritty nest
#

@ivory radish in Unity's humanoid rig configuration, orient the paws so they're not rolled

#

Should be in T-pose

#

The arms might be twisted which will cause this

#

Handpalms normally point straight down

patent halo
fading verge
#

select the armaute

#

go into edit mode

#

select the skirt bone

#

go into the bone data tab

#

and change the parent

patent halo
#

thank you thank you thank youuuu !!

#

since its the second skirt bone should it be parented to the bone above or the hips?

fading verge
#

bone above

#

you usually have
skirt_Root
--Skirt1
----Skirt2
-----Skirt3
and so on

#

repeat that for all the skirt bone around

patent halo
#

oohh okay okay ill do that !!! thank you again for your help !! @fading verge

gritty nest
#

I see MMD's with weird parenting a lot, I'm assuming it's simply not an issue in MMD due to the physics or something

#

I've seen jackets parented to the hair too

ivory radish
#

is there a way to make Weight Gradient work with the X Mirror

#

or do i manually have 2 copy the vertex group and paste X mirrored in edit mode

muted beacon
fading verge
#

probably yes

drowsy wharf
#

100% yes. Swap a mesh with the textures back and forth for each "sound"

muted beacon
#

oki i think i found it, and is it possible to make visemes in unity do material changes by chance?

fading verge
#

i dont think that you can change material with visemes no

#

i think your best bet

#

is to make 2d visemes

#

i'm pretty sure that would be the best way to do it

sleek isle
#

you could make multiple mesh with different texture and in the shape key, make one go forward and the previous one go backward

fading verge
#

yeah

#

that's the 2d way

#

this video explain it very well

#

it's really easy to do

#

but require a bit of a setup

sleek isle
#

I would put the white part in png format with transparency so the mask part don't move

#

but if you want to make that effect in unity for a gesture you could switch the material/texture of the mask with an animation

ivory radish
#

visemes are based on sounds

#

but like if u wanna change things with a viseme u cant do that unless u use the blend shapes 2 move things and scale them

#

bc the blend shapes are just relative offsets of vertices

ivory radish
#

u can also make a image as an object

#

and have one for lips and inner mouth and etc

fading verge
#

@ivory radish if you haven't resolved rigging those hands yet, the answer to this is "depends on how you want them to move like" x) So, you have to figure out how you want them to look like when moving (design the animation motion), and design the rig to get a desired result The way they are on that screenshot, I think you're gonna have a lot of compression on the mesh with single bones, because you're essentially deforming a bunch of spheres that are close together. Personally, I'd use more bones to counter the compression, or use shapekeys linked to bone rotations to correct it.

#

thanks for that

#

it should be pinned tbh.

#

it's how it's done "properly", so with fine tuned weight painting only, and predictable collapsing of the mesh.

#

Polycount in general has a lot of great resources, though a lot was lost in the threads when they migrated to the new forum layout. Some links are outdated.

ivory radish
#

@fading verge that is not what i am talking about

#

i am saying the outer fingers will roll instead of close in like its grabbing something

#

they rotate on their sides instead

#

they should be turning inward not rotating like that

crisp tendon
#

Did you fix the bones like i suggested ?

fading verge
#

@ivory radish what Ruuubick was saying, it seems Unity is rotating the bone around a wrong axis. The movement is correct, but the axis is not. Check in Blender what axis is the rotation happening on, and rotate the bone in edit mode so that rotating the bone in this axis transforms the finger correctly.

#

like, go into blender, and try to rotate the bone in a way that replicates Unity behaviour

#

see what bone axis this is

#

you can display bone axes in the properties panel

crisp tendon
#

Resetting rolls should fix it if palm is facing down

fading verge
#

okay, yeah, you're right, roll basically describes the orientation of XZ axis relative to the bone Y axis, so this may be that.

turbid spear
#

That might be the same problem that person from yesterday was having with the broken thumb

ivory radish
#

so does that mean i should point the bone forward

#

instead of outward

fading verge
#

Hello, can anyone spare a few minutes to help me properly rig an avatar I'm working on?

#

To specify, I just need help with setting up the bones properly in blender, that's it.

crisp tendon
#

You can use the sample avatar provided in the SDK to see what a good base is

fading verge
#

When you say Sample Avatar, you mean the Tutorial_avatar.fbx right? Just making sure I haven't misunderstood anything.

#

I opened up the Tutorial_Avatar.fbx in both unity and blender, and It helped none at all mate, sorry.

ivory radish
#

ni

fading verge
#

ni?

ivory radish
#

and wym u need help setting it up

#

wat part of it

fading verge
ivory radish
#

so what does that mean

#

do u not have enough bones

#

are u missing bones

fading verge
#

it means that unity isn't showing all the bones in the rig editor.

ivory radish
#

are the bones in the wrong place

#

etc

fading verge
#

I need some help understanding how to properly connect and parent them and also how to fecking legs.

ivory radish
#

should be btu some will be invisible

#

u just parent them in extruding order

#

start from hips and every consecutive bone is a parent of the one before it

fading verge
#

Not when I do the legs i'm afraid.

ivory radish
#

so hip -> left leg -> left knee -> left foot -> left toe

#

no it applies for every bone in the chain

fading verge
#

Okay, i'm going to go try this, and then i'll send you a screenshot of the result, deal?

ivory radish
#

if ur legs arent parented to hip then thats ur problem and u gotta fix it

#

but yea u just go out from the hips

#

and the next bone is parented to the one before it

#

another example if

#

[hand <- elbow <- arm <- shoulder] <- chest <- spine <- hip

#

where [] is for each arm

#

it would also help to name them correctly so that unity already knows whats what

#

and also to t-pose the character in blender as to remove artifacts from Enforce T-Pose

#

in here u can see how each bone is connected to its parent

fading verge
#

I see that, doesn't mean I understand it sadly.

ivory radish
#

again u literally parent them to the one before it

#

starting from hip

#

and its somewhat obvious

#

bc u want the arms to move with the chest

#

the chest with the spine

#

the spine with the hips

#

so u should have them parented to eachother

#

u dont want to move the hip and the leg to stay there

#

etc

fading verge
#

I'm sorry?

ivory radish
#

when u parent bones they will follow changes to their parent

#

if u dont the bone will just stay by itself

fading verge
#

whilst I have your attention, what does it mean if there's a giant grey cone in between a models legs in unity?

ivory radish
#

see the huge difference

#

and that just means u exported it incorrectly or there is an extra root bone

#

for the most part it can be ignored but if its called Armature then next time u use FBX Export, do not use Selection, and turn off the Camera and Lights options

fading verge
#

I am exporting the model as an FBX don't worry.

#

The model was originally made in SculptGL and therefore OBJ, I've spent the last 2 days porting it over to FBX, easy, and then re-making it's textures by hand.

ivory radish
#

obj doesnt have bones so u could use mixamo or just rig it urself

#

if u rig it urself u should follow common naming schemes and make sure to mirror the bones

fading verge
#

porting it over to FBX, as in I remade the thing in FBX format.

ivory radish
#

and it would also help to have a mirror modifier or to mirror the object on the X

#

o ok

#

and the format is just a way to store a model

#

its not like a 'u do this and u can export to fbx'

fading verge
#

Do i need to do any Vertex Grouping or weight painting by the way?

ivory radish
#

so ur not rlly porting anything ur just remaking it and exporting it to FBX

#

well obviously yea if u want the bones to actually do something

#

weights are values that indicate how much influence a bone has over a vertex

#

if u move ur bones around in pose mode and nothing happens then obv needs weight painting

fading verge
#

Okay! Alright before that, I did the extrude parenting thing you told me to do and this is the result.

wet eagle
#

how do you get your bones to look like that

#

would help me so much more

#

to see them

gritty nest
#

Select armature and enable xray

#

If you want them to be solid rather than wired, select the armature, and in the object tab (orange cube), set the draw type to solid

wet eagle
#

hmm, could you put textures on bones

#

also thank you

white briar
#

so i am trying to swap a skeleton from one model to another as the model i have has a completely broken rig. as in, every bone is on the origin.
i thought if i line the skeleton from a working very similar model up to the model and then use CAT'S merge armature's function, it would transfer all the weight painting over to the new skeleton, but it doesnt seem to be working. it just deletes all the bones and uses the broken armature

crystal vector
#

@white briar it might work if you keep both models as they are without deleting any meshes and then merge the broken one into the working one. This should merge all the broken bones into the fixed armature. Then do separate by materials and delete the meshes from the base model until you only have the mesh of the broken model on the fixed armature. You can also try to check Use Same Bones if the armatures use the exact same names.

white briar
#

Thanks for the assistance, I'll try it out.

white briar
#

thanks it worked

#

๐Ÿ‘

crystal vector
#

Nice ๐Ÿ‘Œ

slow gyro
fading verge
#

I posted about this yesterday but haven't really gotten much further with it, and I'm starting to get tired of grinding my arse off without progress, so if anybody could join me for a voice call and guide me through the process of setting up bones in blender properly, I'd appreciate it tremendously. Thank you for your time.

crisp tendon
#

What progress have you made so far ? Creating an armature is very easy

gritty nest
#

So, what is the issue you are having exactly?

fading verge
#

This is my progress, my problems is that it Unity doesn't detect the feet bones properly, as well as the head bone.

gritty nest
#

Have you tried manually assigning them in the rig?

fading verge
#

Yessir.

gritty nest
#

Just one thing to note, Unity's bone system is entirely joints, not heads and tails. This means you might not even see the foot bones there if they have no child bones.

#

So after manually assigning the bones, what issue are you running into exactly?

#

@fading verge

#

"Your avatar is humanoid, but its feet aren't specified", perhaps?

fading verge
#

More like Thumb Index and middle finger bones are not mapped, full body ik will be disabled.

#

and also that grey cunt cone.

subtle moth
#

Add dummy bones

fading verge
#

I'll need a good dose of google for that one

gritty nest
#

Yeah, you need to extrude bones from the hands to act as fake finger bones. Or just ignore that warning but you'll lack crouch.

#

In Blender, select armature, enter edit mode with tab. right-click tip of hand bone to select it. Press E to extrude. Repeat until you have at least one thumb, one index and one middle finger bone. Bones can be "fake". Manually assign them in Unity.

#

The grey cone is not an issue, that's a "root ground" bone probably.

fading verge
#

Alright, wish me luck.

brave saddle
#

So my avatar's legs are rotated 180 on the Z axis when I load it up in game with FBT

#

looks like that in game... any ideas on whats wrong here?

#

ah it seems my ankle bone has no size its a bit broken in unity rig configuration too

ocean crane
#

Is it possible to add more bones to a finished rig in Blender?

#

I imported a rig from a GMod character but they only have 3 finger bones

drowsy wharf
#

select the end of the bone, press E (for extrude) and drag outwards.
You can also press X, Y, or Z to lock it to that axis after pressing E

#

be aware you'd want to add weight painting for those bones as well. A non-weighted bone won't move anything

sharp pewter
#

G for grab can also be used with xyz to lock them and r for rotate can help you get bones into place

#

Keep in mind you only need 3 bones per finger

ocean crane
#

Sweet, thanks guys.

sharp pewter
#

You might wanna look up a guide on rigging to get them painted correctly

#

Or you will have stretching or the bones will do nothing

#

And if cats fixed model is used it will delete them so take care

ivory radish
#

u dont need full fingers tho

#

u just need the index, middle, and ring to be mapped with at least 1 bone for full body 2 work

#

but yea u will have 2 manually weight paint them

#

this will be increasingly difficult if u did not use X symmetry when decimating or the model is not mirrored on its X

#

bc u will have 2 repeat the process for each side

#

otherwise u can just symmetricize the bones and use x-mirror option in weight painter

ocean crane
#

Do I have to manually joint the fingers as well?

#

I just noticed the other fingers have these ball things but the bones I just added don't

#

ah shit my mind's about to explode

gentle vapor
#

when i rigged my model and imported it to unity all the though animation keys are yellow and i cant move my arms :/

drowsy wharf
#

@gentle vapor yellow properties in the animation window mean incorrect paths.
Triple click on one and you'll see a path. Check that path against your avatar, fix whatever is wrong.

gentle vapor
#

not working

naive tree
#

is it rigged as humanoid (in unity) to begin with? @gentle vapor

deft crown
#

What does this mean and how do I fix it?

subtle moth
#

well... your bounding box is ...

#

lets say

#

a bit oversized

deft crown
#

Yea I have no idea what I did lmfao

subtle moth
#

there should be a thingy to edit the box

#

i think on the body mesh?

#

not sure tho

deft crown
#

Ohhhh that box

#

Yea its fucking massive LMFAO

subtle moth
#

๐Ÿ˜‚

deft crown
#

i dont even know how to adjust it right because of how big it is

naive tree
#

@deft crown check your keyshapes, something is stretching your mesh into infinity

#

and get rid of that keyshape

native sail
#

I'm just about to lose it with maya's weight painting

#

I spent 2 hours weight painting everything

#

and it all just went back to when it was auto weighted

#

does anyone have any advice? I have no clue what I did wrong, and I'm too far to go back a save, or undo

gleaming falcon
#

I have never weight painted in maya. ๐Ÿ˜

woven leaf
#

Yooooo I wanna add some extra bones for some hair and cloth stuffs in blender for my comeback avatar XD but I have no clue how . . . can someone pity me and halp โค I just wanna run through of how and some pointers of where they would look good

pale hull
#

You should look up manual weight painting tutorials

#

Should be countless of them on youtube and on the net

ocean crane
#

I'm about to give up on this weight painting

#

This flippin' gmod model has all the fingers glued together and crap

median echo
#

How do i parent a bone to another bone when they are not apart of the same armature? I tried merging the armatures but and error that i can't see- pops up

naive tree
#

error?

gleaming falcon
#

You would clear the bone from the armature... I forget the shortcut

opal aurora
#

Ctrl+J to merge things
Object you want to merge is selected first
Object you want to merge into is selected last

gleaming falcon
#

^^

naive tree
#

be sure to apply transofrmations before merging with ctrl+A when mesh and armature selected

#

cats for whatever reason doesn't do it properly on merge

opal aurora
#

I could've sworn it did before... but maybe that was just me preemptively doing such out of habbit

unique cliff
#

Hey guys. I'm having an issue. In blender and in unity by model looks fine, but when i upload it to vrchat the body/head/legs face backwards and the feet/arms face the right way. Tried a few things like applying transforms and rotation in blender but to no avail. anyone have any ideas?

gleaming falcon
#

My guess is Unity humanoid configure, your bones are switched around. Like Left arm is set Right arm, ext

#

Had that problem before

unique cliff
#

! never checked that

opal aurora
#

Setting bone rolls to 0 and make sure your bones aren't too straight, also after every bone change, you must re-apply the humanoid config, otherwise it keeps the old settings instead

gleaming falcon
#

Could be bone rolls too

naive tree
#

@unique cliff be sure that your bones are bent the way they should bend, and are not compeltely straight or bent backwards

#

you need this for shoulders, arms, elbows, leg-knee

#

hmm eventho

unique cliff
#

issue 1, the model was inverted on the x for some reason lol.

naive tree
#

that should be a problem only in fbt

unique cliff
#

im not an expert on rigging but the rig does look like any other one ive worked on. looking into bone roll now

#

ok got the bulk of the body facing the right way! thanks guys. now to fix the new issues that happened lol

calm needle
#

if the model was inverted, try checking the scale values in blender and apply them if they have any negatives in them

fading verge
#

Ping me if you know something about it.

median echo
#

Anyone know why in blender when i select the bone i want to weight pain to the mesh, they dont move together after finishing

#

is there steps i missed?

thick karma
#

did you set the mesh to have armature deform as a modifier?

median echo
#

Noooo

#

only the arms arent working but the rest of the body is fine

#

i never used that modifier before

thick karma
#

are the arms a separate mesh?

#

select the mesh in object mode, on the right hand side there should be a little wrench button, when you click it, it will show you modifiers you can add and remove.

median echo
#

What part do i add the mod to and the part im working on is connected

thick karma
#

in the object box you select the armature that's going to deform the mesh

#

don't hit apply

#

just leave the modifier there

median echo
#

You have Armature highlighted, am i suppose to click that. cause i hit Mesh deform before

#

and okay

thick karma
#

yes it's supposed to be armature

median echo
#

okayyy, so now i can do the weight painting work again?

#

cause i already had the weight painted work done and then added this mod you told me to place. idk if it matters if i put the mod in before i do the work or not.

thick karma
#

you shouldn't have to weight paint it again

#

it should work now if you go into pose mode

#

if it doesn't could you screenshot the weight paint and the bone selected.

median echo
#

im trying to weight paint the top bone to the arm then the lower bone to the glove

thick karma
#

im guessing it's still not doing what you want it to do? i see that your upper arm is weight painted, but the bone isn't selected.

#

like this

median echo
#

How do i select both together? im just right clicking the bone then the mesh then switching to weight paint mode

thick karma
#

that is how you should be doing it... how are you entering weight paint mode? i right click the bone, right click the mesh, and cntrl+tab to enter weight paint mode.

median echo
#

okay i just tried that. I right click the bone and it glows blue. then i right click the mesh and the whole thing turns gold but the bone is no longer blue. Then i cntrl+tab in weight paint mode and nothing is selected blue or gold but i can still paint the mesh.

#

so its still doing the same thing for me

thick karma
#

it should be the highlighted one

median echo
#

yeah the Mesh doesn't move in pose mode yet just the bones.

#

it says left shoulder when i right click the mesh

#

Okay im seeing the issue

#

im just not sure yet how to fix it

#

so the bone above the bones i want to use, is moving the meshes

thick karma
#

i'm sorry, i don't know why it's not letting you select the vertex group from selecting the bones in pose mode. alternatively you should be able to select it from that window.

median echo
#

Does it matter what the bone is named as?

#

My bone is named Arm_L rather than Left Arm

sleek isle
#

what is the modifier that apply weight on other mesh near them again ?

woven leaf
#

soooo my armature moves from where it's positioned in edit mode when i go into object mode ๐Ÿ˜ฆ that an issue ?

humble apex
#

If the vertex group and the bone names are different, the mesh will not deform with that bone.

#

r_r

#

So the vertex group for Arm_L would similarly be named Arm_L

#

Otherwise it won't do anything.

#

I am also having a similar issue as Lionhearted in Unity: the model functions fine for previewing animations but in play mode and when trying to upload, the model simply does not animate.

#

It acts as if there's some problem with the rig configuration, but if that was the case, the model shouldn't be able to move at all when previewing animation files.

#

It's bizarre.

#

:l

wicked quiver
wicked quiver
sharp pewter
#

oboi

#

for human you need 3 spine bones

#

hips >spine> chest

#

if not it can only be generic

#

and that makes it so default animations dont work

#

not sure what else

cobalt frost
#

generic = no vr support or animations

subtle moth
#

i meaaan

turbid spear
#

I've also had avatars behave weird if hands are missing fingers and don't have dummy bones mapped to them

subtle moth
#

you dont need those

#

XD

#

i made dummy shoulders

#

looked freaky

#

but it worked

#

xD

#

a dummy spine tho

#

not sure how thatll turn out

sleek isle
#

I have a bunch of avatar with dummy neck, shoulder and spine Work perfectly

#

Since they are chibi/sd size

high raptor
#

how do you add custom gestures

turbid spear
#

Make animations for them with something like muscle editor then plug them into an override controller and put that onto your avatar descriptor. All that is in unity

high raptor
#

Thx

#

is that the same for facial expressions

turbid spear
#

Yes, you just change the shape keys (visemes) in the meshe's skinned mesh renderer component while the animation is recording

#

But it will break your hand gesture so you will have to remake the hand and finger positions because it looks like a half open fist by default

gleaming mesa
#

also when weight painting the same, what's the best idea about which areas to paint to which bones... overlap, etc?

fading verge
#

usually you paint half-half between 2 bones

gleaming mesa
#

so uh

#

what do you mean between 2 bones, at the joint?

#

so where the joint is, i go a little bit around the joint and there i do half half?

fading verge
#

yeah

#

i meant the joint

#

usually you have a edge loop of some sort at that spot

#

so you paint half-half for that edge loop

gleaming mesa
#

let's see if this model has loops there

#

yeah, it's all looping

#

uhhh mostly

woven leaf
#

Yo could I get some advice on weight painting complex shapes / adding some extra bones ( for cloth and such ) to this model I'm making ? It's the first time I'm fully making my own rig and I wanna use dynamic bones but want some advice on placement and such ๐Ÿ˜ƒ

sleek isle
#

you can look at a model that have a scarf for example and mimic the weight on yours @gleaming mesa

gleaming mesa
#

oh that sounds good

gritty nest
#

Automatic weights also does a good job in general for dynamic bones

gleaming mesa
#

@gritty nest do you know of a shader that has the sphere add texture possibilites from mmd?

gritty nest
#

.sph? I don't know of any which do that.

#

I heard of a cubed's edit which can do that

gleaming mesa
#

yeah those

#

blender can render it if you multitexture with the mapping set to normal

kindred blade
#

What is the right way to setup facial animation (phonemes, eye tracking/blinking, etc.) manually? When I google, all that comes up are tutorials on how to use a plugin to do it on mmd models. (making a custom model here)

dense ingot
#

the mmd plugin itself is called cats, it works with both mmd and other avatars so long as it can be imported into blender. the plugin creates visemes to that your mouth can move when you speak. it is extremely helpful, and i suggest you watch this video: https://www.youtube.com/watch?v=dl5F4uNAKvQ , or this video: https://www.youtube.com/watch?v=ars__r731LE&t=56s for a much better explanation

So you've got an avatar with no shapekeys / blendshapes and you want it to talk and blink. Using proportional editing in Blender, we can make custom visemes ...

โ–ถ Play video
kindred blade
#

Does this use shapekeys or what?

#

How do I tell it what shape the mouth needs to be for a phoneme?

dense ingot
#

in unity, you can assign the shapekeys to different sounds. sil->sil aa->aa ou->ou etc.

#

you can do this in the avatar descriptor

#

FALprofessional really helps with a majority of custom avatar stuff, he helped me alot when i started out

kindred blade
#

The youtuber?

dense ingot
#

yes

kindred blade
#

Cool

dense ingot
#

good luck

kindred blade
#

So he has videos on that stuff?

dense ingot
#

a majority of them, yes

#

this playlist has a bunch of his videos, as well as ones that touch in other areas for vrchat

kindred blade
#

Cool. Thx

dense ingot
#

np

gaunt dock
#

any ideas what might be causing this issue with the elbows?

undone harness
#

Weight?

sleek isle
#

what is the problem hard to figure it out @gaunt dock

turbid spear
#

Could be an extra bone at the joint

#

I've seen a model with an extra bone at the wrist and it did some funky stuff like that

fading verge
#

So I made fangs in blender but now in VRChat my mouth is opening when I look down?

#

Can I have some help here?

#

I want fangs on my model but I've never messed with the teeth

turbid spear
#

I had that problem for the longest time

#

Make sure you have lowerlid visemes right under the blink visemes

#

And that they don't get removed when you export for being empty

#

Either unity or blender removes visemes that don't do anything sometimes so if that's the case just move some stray vertex by a little bit inside the head somewhere and assign that to the lower lid viseme, then make a copy for the other eye

#

The reason the mouth opens is because it uses your AH viseme instead of lowerlid

#

Because it's the viseme right after blinking

fading verge
#

So...

#

Run me through the steps I need to take.

#

Cause I'm not one to use blender a lot.

turbid spear
#

First of all go into unity and to your avatar > body > skinned mesh renderer > blend shapes, then check if vrc.lowerlid or something along those lines is there, under the vrc blinking visemes

#

If they are missing then it is indeed what I described, if they aren't... then I'm not sure what's going on

fading verge
#

Mkay

#

@turbid spear

turbid spear
#

Yeah, lowerlid is missing

#

Do you have it in blender?

fading verge
#

How do I check if I do?

turbid spear
fading verge
#

Again, I don't use blender

turbid spear
#

Select the mesh then find that there

fading verge
#

N/A not there

turbid spear
#

You'll have to create them then

#

Click the basis viseme then the arrow to the right that says create shape from mix, that will just create a copy of an empty viseme basically

#

Then move it under blinking like in the picture

#

With the arrows on the right

fading verge
#

Done

turbid spear
#

Select the viseme and slide the value all the way to the right

fading verge
#

Done

turbid spear
#

Then go into edit mode, select vertex and go into the head and select some vertex that you can't see, usually some of the hair that clips in the head, press G and move it a tiny bit

fading verge
#

mkay

#

Then

turbid spear
#

Then press the arrow and create shapekey from mix again

#

Then move it under the blinking again (just press the down arrow, it will wrap to the top of the list)

fading verge
#

Yea

turbid spear
#

Then rename either to vrc.lowerlid_left and vrc.lowerlid_right

#

Press the X above the value slider to set all visemes to 0, select the basis viseme and you should be done

fading verge
#

So... does this fix the mouth opening when I look down problem?

turbid spear
#

It should, export it and try it out

fading verge
#

Do I have to re-do visemes or eye tracking?

turbid spear
#

Nah

fading verge
#

Mkay

#

I only have left

#

Should I have done the same thing with right?

#

xD

turbid spear
#

Yeah, but

#

If you created a copy of it with create shape from mix when vrc,lowerlid_left was slid to 100

#

it should have made a copy of it

#

But yeah if not then do the steps again I guess :x

fading verge
#

Oh, I was on Basis cause you said do the first one on basis.

#

OOF

#

Okay

turbid spear
#

Create shape from mix blends all active visemes into a new one, basically

#

And since all other ones were on 0 and you have one selected that's on 1, it basically makes a copy

fading verge
#

Well, it halfway fixed it

#

xD

#

When I did one VRC

#

lmao

#

it looks so stupid

turbid spear
#

shrug

fading verge
#

Thank you though, this was the last thing I had to do on my model to finish, now its a complete model

#

If you want I can show you what it looks like in dms?

turbid spear
#

Sure

bold locust
#

Not sure what to do if SDK says I must have bones mapped for a humanoid rig when they already are mapped in the rig config.

#

I've rechecked so many times. Frustrating to get a model finished and be blocked by an error on the SDK.

#

I've already dragged a new model into the scene after editing the rig config too.

#

Multiple times.

#

๐Ÿ˜ฉ

gritty nest
#

@bold locust is your model half crouched into the floor?

#

Show a screenshot of the error you're getting, as well as a screenshot of the model in your scene. Finally, a screenshot of the inspector with the avatar descriptor object selected would help

bold locust
#

Heya, @gritty nest. The issue I was having was because I reorganized the hierarchy of my arms to clear some warnings on the SDK and it somehow broke my rig in the scene. I've done this several times before and never had this problem, so it caught me by surprise. My arm rotations are fine though, so I left the arms as they were and it didn't give me the error.

#

Thanks for replying though.

gritty nest
#

Oh, alright

sleek isle
#

Sometime when you modify to much you model and just update the fbx file in unity. Drag another object in the scene might fix problem

charred sorrel
#

i'm getting such strange errors on my model but the armature seems to be fine... like the fingers in the bones are all messed up, it's saying there's parenting issues in the arms

#

lemme get screenshots real quick. i can't figure out why the fingers are messed up

crisp tendon
#

Check the pins, there's an example of what an armature should look like

charred sorrel
#

i checked, it seems to be fine

#

like everything's parented correctly, it's so strange

#

everything's green and all but then i get this errors when i go to upload

kindred blade
#

Just because it's green doesn't mean it's ready

charred sorrel
kindred blade
#

Hm

#

You'll have to fix your rig in blender

sharp pewter
#

you wanna screen share your blender i can prob help you with this

#

or you can make sure all the finger bones are parented to each other

#

and then check the weight painting

#

to make sure they match the bones

#

bones like this

#

go into pose mode

#

right click the mesh and select weight paint mode

#

and make sure it lines up with the bones

charred sorrel
#

one sec, lemme go into that

crisp tendon
#

That's something to fix in Unity too

charred sorrel
#

i can screenshare @sharp pewter ?

sharp pewter
#

sent you a friend req

#

discord has a screen share thing

kindred blade
#

It works fine without

gritty nest
#

@kindred blade did you apply the full body fix? That is necessary on some models

#

Easiest way to do it is to enter edit mode and scale the hips bone by -1

#

But that will break the model in non-FBT unless you follow some more steps after that

kindred blade
#

I'll take a look at that.

gritty nest
#

If your model is compatible with the Cats blender tool naming structure, you can just hit Fix Model with the full body fix checkbox ticked

kindred blade
#

How do I know if it's compatable?

gritty nest
#

If you hit Fix Model and no errors pop up

#

Otherwise you'll have to do it manually

#

Mixamo rigs work for example, most MMD's and XPS do too

kindred blade
#

I did that and it fucked up all my materials.

#

How do I make it not do that?

gritty nest
#

What do you mean "fucked up"?

#

I think you can untick combine same materials

#

But that shouldn't matter

kindred blade
#

It changed the remder engine to Blender Internal and made everything a plain diffuse when I switched back

#

I plan to do a rendering of the model

gritty nest
#

Ahh

#

Well in that case you should probably not use Fix Model and just do the fix manually

#

It shouldn't take too long anyway

kindred blade
#

How do I fix it manually? the pelvis is already bound to the spine.

gritty nest
#

The manual fix is as that thread describes. The hip bone should end up pointing down.

#

With the base of the hip bone in the same place as the spine's base

#

And then add additional leg bones that point straight up

kindred blade
#

The thread describes what to do if the pelvis is unbound

gritty nest
#

No, it describes what to do if the hips and the spine don't have their bases in the same place. The wording of "connected" is a little misleading to people with prior experience in Blender, that's all.

#

Because connected bones within Blender normally means that the tip (tail) is connected to the base of the next bone down

#

And I seriously doubt any sane rig would normally have the hips and the spine in the same place

kindred blade
#

Wait, so assuming I made my armature in a sane way (extruding from the pelvis to get the spine) what would I have to do?

gritty nest
#

Follow the guide

#

Step by step

#

It's really easy, he just scales the hip bone to -1 in edit mode and edits some positions

kindred blade
#

How do I do that without screwing up the rest of the armature?

#

Or most importantly, how do I get the spine to come from the right place?

fading verge
#

Help?

#

All the bones are in the right spots, all the bones are connected to the right spots.

modern elm
#

im not very experienced, but the only thing I can think of is that the weight painting is messed up.

crisp tendon
#

What are the parts floating everywhere in your screenshot ?

sleek isle
#

ive you put outline ?

brisk pendant
#

Looks like the result of a messed up decimation

turbid spear
#

That's also what usually happens when you replace the fbx of an existing model in unity with one that had it's bone structure changed in some way

charred sorrel
#

okay dumb question cause i literally am so bad at this

#

so i'm trying to take a model's head and put it on another body but they're the same exact head, just one has eye tracking and the other one doesn't, that's why i'm just replacing the head entirely

#

i can paste it so they're right over top of each other but how do i join it the body w/ weight paints?

sleek isle
#

You only have to weight the bone to the eyes and use cats eyes tracking. No need to replace the head

charred sorrel
#

oh no it was added manually but

#

i figured out how to replace the head, but for some reason the uv mapping messed up

odd shoal
#

Hey there, I'm trying to get a humanoid avatar to work and it's behaving really strangely.

I set the rig correctly, I only had warnings about the pelvis angle. I was able to build my avatar and publish it on my VRChat account. I even played it! But then, I noticed it wasn't moving its arms at all. So I went back in Unity and noticed an error that wasn't there before: https://puu.sh/BZP14/99b346fba0.png

#

What can I do?

odd shoal
hybrid venture
#

Asking in multiple channels vrpill

sharp pewter
#

No u

fading verge
#

K

fading verge
#

Does anyone know how to set a key to shrink or move certain meshes like removeing clothes or something?

#

In blender

robust gull
#

How are hands supposed to look? My hands look fine in blender but in unity thumbs moves place and looks off, when i try to animate it, been trying moving the bone around and nothing helps

#

@fading verge Make a new shapekey select the mech you want to scale, and scale it down in edit mode

#

Or you can press the pose mode and scale the bone that have the mesh you want to scale and press apply shapekey, but that will scale everything weightpainted to the bone and the parents

sharp pewter
#

documentation on what is needed for lip sync is someplace right?

#

i seen an old post from vrpill saying they would have it not sure tho