#avatar-rigging

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sharp pewter
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o god nvm its in a random docs link

sharp pewter
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Looks like breast area is not weight painted

dusk nest
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why tho this?

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weight painting

crisp tendon
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Apply your pose first

hearty saffron
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so im trying to make a skeleton for a model in blender but im having trouble doing anything to bones in edit mode as if i want to move an arm as an example i have to move and rotate each bone manually, the way i want to move it is where all of its children bones move along with it just like in pose mode

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is there any way i can actually do it like that?

naive tree
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@hearty saffron bones don't have parents?

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nvm

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you can set cursor to first bone tail/head

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and then change pivot to 3d cursor

hearty saffron
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ok will try that

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it wont move children bones unless selected and it can still move parent bones but i guess its better, i atleast have a chance of making it work now

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just still kinda annoying

hearty saffron
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ok so how do i connect the armature with the object? i read that i have to select both and then press control p and use automatic weights but if i do that my armature becomes the parent

fringe root
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If you mean object as in mesh, the armature is supposed to be a parent, if you want to join multiple armatures, I recommend CATs plugin

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https://imgur.com/a/HKFdwN9
I can't get these fingers to work properly :@
I tried moving the bone in edit mode, applying a different rest pose, changing them in the rig, the outcome is always scuffed. Any suggestions?

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(I'm fine with the index finger but the pinkie bothers me)

golden crown
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Is there a guide somewhere for how to have a humanoid rig on a non-humanoid model? And is there a file somewhere for a default human rig to put on a model?

hearty saffron
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update: i gave up with trying to rig the character as i cant figure it out even with a tutorial and its it doesnt even set any vertexes by default

hearty urchin
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yeah the Armature is supposed to be the parent

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Youre supposed to select the mesh(s) first, then the armature.

limpid burrow
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is there anyone here that could help with a model im trying to work on?

sleek isle
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No

manic marsh
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Oof harsh

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@limpid burrow state your issue and I'll see what help I can provide

gritty nest
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Well @sleek isle is speaking the truth

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We physically cannot help him if he doesn't actually ask his question

limpid burrow
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@manic marsh I have a model that Iโ€™m trying to rig up to get it ready to export for VR Chat and I have tried to use Maximo to do the rig.

sleek isle
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and

fringe root
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seriously, state your issue

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or tell us more about where you got the model from, why you chose it and how pretty its hair color is

sleek isle
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what is his blood type ?

fading verge
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can i get someone to vc to teach me rigging?

wispy hare
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just search up a tutorial

fading verge
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i did, none actually help me understand

sharp pewter
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look up non vrc ones

fading verge
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i did

wispy hare
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what program do you use

fading verge
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blender

cedar canopy
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anyone know anything about avatar's fingertips becoming flat when making a fist?

crisp tendon
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I'm going to guess non uniform weight painting

fading verge
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I still dont know how to rig hair

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Feelsbad

crisp tendon
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Just make bones 4Head

sharp pewter
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,-,

fading verge
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yo

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i make bones and press autopaint

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and it doesnt work properly

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can you guys force tupper to make a hair weight painting tutorial

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you need to paint manually

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that looks good

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pretty sure you can find a lot of tutorials for blender

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and they explain how to weight paint in general

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you just gotta adapt to your needs

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weight painting is hard

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meh

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it's not that hard when you know the tools

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but it can take a lot of time to get it right

ocean crane
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Anyone know how I connect finger bones to the arm bones?

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Like, I parented the mesh with auto weights but the finger bones aren't connected to the arm so the arm just stretches while the hand stays in place

solid adder
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Seems more like weight painting to me

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Auto weights sometimes won't work so you want to double check. Select the bone and change from object mode to pose mode, then select the mesh and change object mode to weight paint mode. Now you'll be able to select individual bones and see the influence it has on the mesh.

gritty nest
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Pose the arm in Blender and see if it moves properly

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If it does, you might have multiple vertex groups with the same name for the fingers

fading verge
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I played 20H on VrCHAT and it's still saying pls play for security it's just so annoying

fringe root
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@fading verge that's got nothing to do with rigging. You lookin' for a fight, huh?

grave mantle
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@fading verge I could make a hair weight painting tutorial, but it isnโ€™t going to be in blender ๐Ÿ˜

sleek isle
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continue

limpid burrow
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@fading verge what do you know about vizemes and mouth with the bones needed to have the model talk when I put it into unity with the model decriptor

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Also getting an error when I link the mask to the bone structure

fading verge
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plz help me, im having some difficulties in unity

crystal vector
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You should try to solve them then ๐Ÿ‘Œ

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But fun aside, your chances of getting help increase drastically if you just tell us your problem instead of letting us guess it

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@fading verge

fading verge
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it be better if i could show you bcause i cant explain it

crystal vector
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Well you could post pictures or videos

fading verge
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alright

crystal vector
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But I'm going to bed now matsix

prisma magnet
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I have an avatar head with viseme blendshapes, but if I take it into blender to add it to a body, I'll lose them because I have to export it as FBX so it can be rigged by mixamo... Any suggestions?

drowsy wharf
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I've never used mixamo so I'm not sure if it removes blend shapes. But FBX files keep non-empty blend shapes when exported from blender.
You could rig it yourself if mixamo is causing issues with the blend shapes though

prisma magnet
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I've thought about rigging it myself in blender, just seems really complicated

fading verge
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Help with "Found Duplicate Transform, "Eye_R" for Human bone 'jaw' and "RightEye"

slow gyro
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Remove the Jaw one @fading verge

fading verge
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where?

crystal vector
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@fading verge In the bone mapper probably. Some bones of the head seem to be mapped twice, so just remove the duplicates.

lethal spade
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so i just fix model in cats on this avatar and it corrected everything but it says its not a humanoid in unity
got the error Transform 'groove' for human bone 'Hips' not found

Please ping me

EDIT: so the avatar has no bones specified, fixing this now will notify after
EDIT2: the issue has been solved

blissful cargo
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anyone know how to fix a rotated bone like this? http://prntscr.com/ljd45u I have tried highlighting it and going into edit mode and rotating into the correct position like the other leg but it doesnt want to rotate, I have no idea how it even got like that in the first place it was fine yesterday when I was working on this rig

Lightshot

Captured with Lightshot

fading verge
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bone roll i guess

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you can go into edit mode on the armature

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press A 2 times to select all bones

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and press ALT + R

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to reset all bone rolls to 0

blissful cargo
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ah perfect thank you!

junior portal
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I'm having issues with an avatar at the moment where no matter what animation I use, the legs of it like to bend weirdly, even backwards. I don't know what's causing this and my avatar's creator doesn't know either. We know there's nothing wrong with the rigging or weight painting, so I don't know if it's a vrchat issue or something else.

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

naive tree
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if that happens only in fbt, then u need to bend the knee slightly

junior portal
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this is in desktop mode

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but he's also trying to make it work with fbt too

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he's been making avatars for a while and he says bending the knee will break fbt

drowsy wharf
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it doesn't have to be visible bent, it just needs a small amount so that the game knows which way it bends

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Imagine handing someone a perfectly straight rubbery stick, and telling them only one way to bend it is correct, but it could be bent in any direction. That's what the game sees

junior portal
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okay we'll try it and see what happens

drowsy wharf
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Also make certain all bone rolls are 0, they often get forgotten

sleek isle
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in what context would want to have roll ?

drowsy wharf
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For VRChat (and I think for any other export) never.
For rendering animations in Blender, it could be used.

opal aurora
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If yer makin' mods for game characters you'll want to respect their bone rolls, otherwise the engine will try to align them properly, twisting and turning you model inside-out

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That also applies for MMD models, for use in MMD, as they also have their own bone rolls for VMD's to play off of

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(Try to put a VMD into a MMD with all the rolls at 0 and watch the world burn before your eyes)

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So if yer makin' a fully animated generic MMD that plays a baked VMD per example, ya want the rolls ta be untouched

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Same for any other animation following said concept, otherwise, ya always set them to 0

junior portal
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update on my situation, it worked, thanks

naive tree
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rotate fingers manually

sly mirage
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Can somone help me with this im loosing my mind Q_Q i cant get the bones to role properly

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i cant

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ive been trying for a hour or 2 in blender they just wont allign properly half the time after i set them straight and put them in unity they turn out worse

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these are the bones i think im supposed to move in blender

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every time i rotate them they dont turn out right

naive tree
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get rid of end bones

limpid burrow
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Question for the people when I tired fixing my model with the CATS plugin for blender on the bone structure I created, It deleted some of my bones that I made then gave me an error saying it could not find bones. and I also followed the rigging video https://www.youtube.com/watch?v=mhQY2_gVoVg

steady bridge
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cats will remove bones if they have not been weighted to the model properly usally dose that can also uncheck remove zero weight bones should keep them there till your done weighting them? idk thats usally the problem when im doing it. creating own vertex groups also helps.

sleek isle
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its not lazy. its efficient

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they rarely rig the mmd model they get

fading verge
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if you remove 0 weight bones with cats fix button, it will spare any bones with "Root_" in the name

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good thing to know if you plan to make your own root bone and don't want cats deleting them

sleek isle
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i think its delete all the bones that have no weigh

fading verge
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it does but spare all bones that have "Root_" in the beginning of the name

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even if that bone have no weight

alpine raft
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Hey, so, I'm not sure exactly where to ask about this problem so I'll do it here :3 I make a lot of full body optimized avatars and do the manual fix for full body myself. Sometimes, it works absolutely perfect and other times(which is my problem i'm having now) is that I'll get this weird lean backwards when I align my trackers. The legs are totally fine, but the stupid lean only happens sometimes. Anybody know if there is a specific issue that causes this? Thanks!!!

elfin wren
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I've run into that as well. As far as I can tell I was able to mostly fix it by moving the viewpoint (grey circle) further into the head (just barely poking through the face mesh) and being very careful when calibrating not to move back at all as I align my legs and hips with the avatar.

alpine raft
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Hey, thanks for responding! So that is the workaround for it, but I know that there is a way to get it to work fully. Because on my other avatars I don't have the problem with, the position does not effect it that much

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But i'll try to mess with the positioning more for the time-being. ๐Ÿ˜ƒ

fading verge
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Hello this there anyone who can help me fix this rig?

hardy oxide
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guys how do you fix this avatar problem where you're holding an object and when you go in front of a mirror you don't see your arm holding it and the object just floats in front of you but on other people's screen they see your arm holding it. Pretty much everytime i hold something my arm is always down and doesnt rotate when looking up or down

woeful berry
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its probably the placement of the arms

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conjunction to your head and camera port

hardy oxide
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it seems fine though

hot flame
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Hey im having a problem with my rigging

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Hey im having a problem with my rigging

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It was working fine before, now it borked

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It says it isnt in T pose

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and i just get this when i upload to vrchat

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I fixed it ๐Ÿ˜„

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nvm

jaunty schooner
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I was using an empty duplicate of the CustomOverrideController but that wasn't working either and I don't think its necessary if I'm not using custom animations

junior portal
junior portal
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nevermind I'm having the avatar maker make a new animation since his isn't doing this

gritty nest
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@junior portal you cannot move the finger bones directly

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As the error tells you, you need to use humanoid animator properties like index 1 stretch

junior portal
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oh, I didn't even know that

worldly willow
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Hiya all... What are good base values for dynamic bones when using them for a tail (6 bones in total excluding end bone)

sleek isle
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Most of my stuff look like this. I think..3/.05/.5/.8

naive tree
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0.4 0.05 0.2 0.4

nimble bridge
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Hey! So i wanted to ask if anyone would be able to rig a shitty hand for me in Blender for my avatar?

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The model doesn't have a real hand and that makes it disable full body tracking

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I've spent 2 hours now trying to figure out a way to do it but i feel lost

crystal vector
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@nimble bridge Just add three fake finger bones with no weight on them and assign them as the fingers in Unity

solid adder
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Not too difficult if you require help

nimble bridge
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@crystal vector I tried so but the controls are horrible and i can't get it down

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I found out how to add a bone idek know how to put it under the right parent

solid adder
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There's a little toolbar under the heirarchy with little boxed pictures, you want the one that looks like a bone

fading verge
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you could also select the wrist bone

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use x mirror so it does the same for the other wrist

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and press E to extrude a bone from the wrist

solid adder
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โ˜

fading verge
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you only require 3 fingers with only 1 bone

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which is thumb, index finger and middle finger

nimble bridge
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I tried mirroring it and it didn't go well

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I'm probably just a brainlet

fading verge
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probably because it's a check box and you have nothing else to do

nimble bridge
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I'll try again to see

fading verge
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just work on one side and it's done

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but you can do it manually for each side

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doesnt make a difference in the end

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since it's just fake bones

solid adder
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Don't forget to name your bones as well just in case.

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Very crucial to name things in Blender

nimble bridge
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The one side has all the fingers so if i could copy it just over to the other and connect it to the wrist it should work

solid adder
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Then go with my suggestion โ˜

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Put the armature into edit mode find the box with a picture of a bone, and you'll see an option such as Parent, connected, and other options

nimble bridge
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I'm trying so atm too yeah still suck lol

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What to do if it creates a new amature?

solid adder
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You want to select the box under parent and type in the name of the wrist you want it parented to

nimble bridge
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Oh right

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Ok i got it to work with a random bone

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But how do i copy and move the hand?

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From one hand to the other

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Idk how to move a single bone in Blender

solemn spindle
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I donโ€™t have the ankle bones from a character and made them look weird

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How I solve this ?

nimble bridge
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Ok so @solid adder @fading verge thank you for your help <3

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I managed to get the hand in and enable full body tracking

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This ended up causing another problem so i wanted to ask if anyone would have any clue on what to do?

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I got these two from Unity and the arm is pretty screwed if i rotate it

fading verge
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go in blender with that model again
select armature
go into edit mode
Press A 2 times to select all bone
alt + R to reset all bone rolls

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try again

nimble bridge
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Oh sure i'll do that :3

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Ok so @fading verge i did as you said and it still comes out with the same problem

fading verge
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did you reimport a whole new fbx ?

nimble bridge
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Yeah

fading verge
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or did you just overwrite the old one ?

nimble bridge
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I just deleted it from the project reimported the new one and did humanoid rig

fading verge
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what happen if you reset the pose

nimble bridge
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How would i go about doing that?

fading verge
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you know that menu

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when you see your model all broken

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with the bone mapping on the right ?

nimble bridge
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Yeah

fading verge
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at the bottom right

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you have "mapping" and "pose"

nimble bridge
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Oh right clicked it

fading verge
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click on pose

nimble bridge
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Nothing

fading verge
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and reset the pose

nimble bridge
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Wait let me try to bind the arm first

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Ok nothing :/

solemn spindle
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materials folder doesnt appear in unity

solemn spindle
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I pass everything is broken in the unity

heavy parcel
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I am currently having an issue where parts of my model are facing the opposite direction they should be. The model was originally an XPS. Anyway I can make it not do that lol

fading verge
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the only time i had that issue

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if when cats reverse the bones

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left bone were seen as the right side

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and same for the other way around

heavy parcel
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I think that might be whats happening. But I honestly couldn't say cause I'm a noob lol

fading verge
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check the name of the bones

heavy parcel
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Alright. What am I looking for?

fading verge
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?

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check the bones on the right side of your avatar

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be sure they are properly named as the right side

heavy parcel
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They are all on the correct side. I think it is more of an issue on Blenders side from the xps to blender

heavy parcel
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This is an example of my issue. Cape and feet are backwards or everything else is backwards maybe. Not exactly sure lol

gritty nest
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@heavy parcel the left/right leg/arm bones are wrongly assigned

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They're switched

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Make sure left leg is actually the leg on the left side

deft cave
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dose any one have a good weight picture for hands?? that they are willing to send

heavy parcel
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Thanks for the help @gritty nest and @fading verge Looks like it worked, but stupid sdk ain't letting me upload to test and know for sure.

fading verge
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np

crisp tendon
inner tree
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how did this happen?

crisp tendon
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You can ignore this one usually

inner tree
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u sure? it didnt say that before

crisp tendon
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Before what ?

inner tree
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i did some scaling of the arms and legs in blender

fading verge
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are you using full body tracking ?

crisp tendon
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Try uploading first, see if anything breaks

inner tree
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ok

crude bone
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hi

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i can ask what it mean It must be <5m on a side but it's bouns are 12.3 12.1 3.9

gritty nest
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Avatar is too big. @crude bone

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Or the bounds are too big, usually due to shape keys.

crude bone
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i resized it but it keep to poping

gritty nest
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Remove shape keys that make the model excessively large or explode, or resize the Body's mesh bounds manually.

crude bone
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i have to restart unix?

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how i set that?

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i was using transform function

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the file scale?

fading verge
tulip granite
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Does the bone show up as colored when in pose mode in blender

fading verge
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I didn't use pose mode, since that would actually rotate the vertices.

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It seems to just be in unity/vrchat

tulip granite
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Noh

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I'm telling you to go check if it's colored in pose mode

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If yes then the restraint is causing this

fading verge
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Just the Hip is blue in pose mode.

tulip granite
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uwu
Is it like super urgent or do you have time

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I'll be home in 4 hours

fading verge
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oh... I may be asleep in 4 hours lol. I have time tho...

tulip granite
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Well uhh

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Maybe you can just send me the file in dm

azure dust
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I mean did u run through cats? Cuz usually itโ€™ll fix stuff like that

tulip granite
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I'll check it when I get home

If no one is able. To help you by then

azure dust
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In my experience

fading verge
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@azure dust I ran the avatar through cats, using full body fix. I put it into unity, and it doesn't appear to be twisted in there, but in VRC it is. I've tried to reset the rig several times and the pose.

tulip granite
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From my experience cats plugin has broken so much models for me
Mainly weight paint tororo

fading verge
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Sometimes it does that ^

tulip granite
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But yeah just dm me the file

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If no one can help you within the next 4 hours

fading verge
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Alright, thanks. I'll look around more and fiddle with it tho ^^

naive tree
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@fading verge can you do a screenshot of armature for that area in blender with numpad5+1 and +3 smth like this http://prntscr.com/lldonk

Lightshot

Captured with Lightshot

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front and side views

fading verge
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I'm trying something real quick, and if that doesn't work, I'll send those ^^

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@naive tree I just figured it out. Thanks for helping tho ^^

naive tree
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np

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what was it?

fading verge
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So apparently, if the bones are equal to the ground on the Z axis, it can't determine which way the thighs should face.

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I've seen this issue before

naive tree
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ye, straight bones = not good for fbt

fading verge
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apparently. lol

charred sorrel
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i'm having some trouble with eye tracking

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this model has it and the pupils rotate in unity and the eye tracking works in blender, but they don't work in game

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i assigned the eyes

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what could be wrong...?

ivory radish
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how do people do that thing where

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they have multiple arms but

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they rotate around their own axis instead of being like parented to the other

sleek isle
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apply the cats fix. and be sure that all your bone are proper named. should work normally

naive tree
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@ivory radish lock positions on fixed joint rigid bodies

ivory radish
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ok ill try that thx

ivory radish
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also for the rigid bodies on actual arms

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do i set kinematic to true or just lock all pos and rot

naive tree
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on actual arms u want Kinematic checkmarked @ivory radish and pos/rot doesn't need to be locked then, gives better tracking

sudden ocean
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Ive seem to run into the issue to where my hips have jumped into my chest when using full body, ideas?

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its just this particular model

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idk why it does it but ive tried taking it into blender and the mesh disappears with i upload it into VRchat

solid adder
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Resetting and enforcing T-Pose in Unity has already been tried, that should be noted

sudden ocean
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indeed

solid adder
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Also note that this only happens with full body tracking if I'm not mistaken

sudden ocean
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yes

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when Full body is disabled, i.e. Not using the trackers

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the model's hips function normals

ivory radish
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idk y it does this for like a lot of models

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ik theres a "fix" but doesnt work all the time

sudden ocean
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ive tried contacting the original rigger, Little Nora, no response yet

drowsy wharf
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@sudden ocean The hip bone needs to point down and the upper leg bones need to point up, that's the full body fix. CATS can do this automatically for you if you check the option before hitting "fix model"
It's pretty easy to do on your own though, just make sure they're straight up/down

sudden ocean
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Thats the issue

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if i attempt any fix in blender

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the mesh disappears in VRchat

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it won't show its gone in unity or in blender

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until its uploaded

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ive tried to flip it

drowsy wharf
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do you have any changes to the armature in Unity? Dynamic bones, additions, etc?

sudden ocean
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nope

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like i said

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im not the original rigger, Little nora is

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i am importing it as an FBX

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which ive been told is an issue as well

drowsy wharf
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I'm talking about in Unity not in Blender. Unity has nothing to do with rigging.

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and importing it as FBX is normal

sudden ocean
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no dynamics or additions have been made to the rigging

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in unity

drowsy wharf
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When you made the bone changes and imported the FBX how did you update your current setup for it?

sudden ocean
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At first, I made a new fbx and called it "Power armor FB (Full body) and saved it. then applied the prefab rigging. if the fix didn't work, i used the original base, modified it, then overwrite over the Full body version, then just toggled it between "Humanoid" rigging and "Generic" to update it

drowsy wharf
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Select your avatar in the scene you're working with. Check to make sure the "avatar" for the animator is set to the proper one. Same for "Face Mesh" if it has visemes.
Select the body and again make sure the mesh is set to the proper one as well.
They should all be set to your full body fixed FBX and not the original one. (you could even remove the original to be sure as you'd see "missing" if it wasn't set correctly)

sudden ocean
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The mesh itself doesn't have an animator, should it?

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and it doesn't have a face mesh

drowsy wharf
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the AVATAR should have an animator, the mesh is applied TO objects

sudden ocean
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aaaahhhhh

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ok

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one sec

drowsy wharf
sudden ocean
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i see

drowsy wharf
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if anything is missing add it.
Custom standing/sitting can be empty. If your model doesn't have a mouth or pre-made visemes then ignore the lip sync, face mesh, and visemes section at the bottom.

sudden ocean
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no change, still hip-less

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everything is ordered up correctly

solid adder
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Someone jog my memory and let me know which fingers I need to enable tracking? Thumb, middle, little?

sudden ocean
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index

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thumb

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and middle

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the first three i believe

solid adder
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Thank ye

velvet fractal
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Hello

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I'm trying to join plane meshes to an armature

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but when I try to join mesh and armature there always is the "no mesh data to join" message

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what am I doing wrong?

spare zealot
#

tryna rig a roblox character

#

im so bad at blender lol

hot anvil
#

anyone know what I'm doing incorrectly?

hot anvil
#

Fixed, the mesh wasn't parented to the bones in the hands

solid adder
#

@hot anvil wrists and fingers aren't weight painted, my guy

hot anvil
#

yep yep

#

i got it fixed @solid adder

grim ibex
#

hey is there anyone here who has a model like this/ is able to rig a pretty much blob of polys?

#

because i have no abilities whatsoever when i comes to rigging

#

and would that person be willing to share it

#

it can be pretty much anything as long as its just barely humanoid

#

like a starfish kind of thing

woeful berry
#

I

#

am the kind of guy that makes anything non humanoid work with the humanoid skeleton

inner tree
#

Anybody in here that can fix the problem with fullbody when you lay down ur viewpoint ends up in the chest

sleek isle
#

vrchat thing. cant reallt fix that on every model

naive tree
#

yes you can fix it, lookup fbt scaling tutorial by Kung

pale hull
#

You can fix it to some degree (Unless there is some black magic I haven't heard of yet, don't have time to watch Kung's whole video right now and there are no timestamps) but the viewport tend to easily become detached from your avatars head no matter what when lying down. We just gotta wait for the IK to be updated unfortunately.

fading verge
#

im a bit late on things here,
but for some reason i still cant get the blinking on the avatars to work?
I know there have been changes, I just need some clear directions on what to do

sharp pewter
#

i legit just gone done with it i can screen share if you want?

fading verge
#

ah sure!

#

its working for you, correct?

sharp pewter
#

i just did all the steps by hand

fading verge
#

ah alright

sharp pewter
#

sent you a friend req ill show you what you need to do

fading verge
#

๐Ÿ‘Œ

south field
#

ok, i need help

south field
#

i wanna cry, this model is an XPS file and i can't get it to port over to MMD right

#

i used blender to help but nothing is working

solid adder
#

Why are you exporting to MMD?

south field
#

cause I wanna add PMX models to it

#

its a base i wanna port from XPS to PMX

solid adder
#

It would be easier to import the pmx files to Blender, but I assume you have pmx editor that you use.

south field
#

i have blender for that but the rigging and stuff is different than PMX and UUUGH idk what the hell im doing

sharp pewter
#

Could find a plugin to import it to blender then export to pmx?

hardy sail
#

This only occurs in vrc itsself, but my avatar model always has it's mouth opened in-game. In Unity, it is perfectly closed. Yes, the Jaw bone is set to Jaw bone in Unity...what am I doing wrong?

gritty nest
#

@hardy sail unmap the jaw bone

#

Having it there with VRC's default animation set causes your mouth to always hang half open.

hardy sail
#

How might I do so? Delete it from the rig? Then the avatar won't have lip-sync

gritty nest
#

Yeah, jaw flap uses the jaw bone

#

No way around it. There's several options here

#

You just un-assign it in the humanoid rig configuration

hardy sail
#

I currently do not understand Visemes, either.

gritty nest
#

First option is to make a single blend shape in Blender by using the jaw bone

#

Enter pose mode, rotate the jaw slightly open, then "Pose to shape key"

#

Assign that shape key in "jaw blend shape" lipsync in Unity

#

Second option is making visemes yourself

#

Visemes look better

hardy sail
#

How easy are Visemes to learn?

gritty nest
#

If the model has face bones, easy.

#

If it doesn't, anywhere between somewhat difficult and very difficult.

#

Unless you have 3D modeling experience already

#

Since visemes are just shape keys

sly mirage
#

is there a way to snap bones together and aligne them like when the finger bones are out of wack and pointing up and you need them to be straight so the fingers are not bent in game

#

trying to find a faster way to snap these upright bones back down so they are straight and aligned with the fingers

sly mirage
#

OKAY GUYS

#

IF YOUR FINGERS ARE MESSED UP AT THE TIPS

#

you dont have to move them manually

#

just click armature and then select you messed up bone and then go down to armature align bones

#

some times cats doesnt cut it

#

OH SHIT

#

new it was too good to be true

sharp pewter
#

lmoa

sly mirage
#

gues it doesnt fix ti all the way

#

maybe bone roll?

turbid spear
#

That's amazing

sly mirage
#

what bone roll option sould i select?

turbid spear
#

You could just rotate it manually

azure dust
#

i say just keep it like that

sharp pewter
#

^

sly mirage
#

are you kidding

sharp pewter
#

anyway i just select the tip of the bone thats messed up and use R for rotate then x y or z to change it one way

#

im not sure how one would copy rotation from one bone to another

sly mirage
#

there an even easier way

#

your still doing it manually but at least you can see what your doing

#

export the fbx to unity and go into bone setting and rotate them there

#

you can see what your doing and for me at least when i rotated them it didnt give me a tpose error

hardy sail
#

Could someone rig a model with visemes and eye tracking for me? Visemes and eye tracking seem as if they are a bit too advanced for me right now...if you would like to help, please Direct Message (DM) me. Thanks!

leaden drift
#

If someone could DM me for some small assistance with an avatar from Super Bomberman R, I'd be really greatful. The problem is involving a lack of bones.

#

Or, not enough, rather

sleek isle
#

cats can create like a spine and a neck with the fix

leaden drift
#

I'll try that out then!

fading verge
#

im still having blinking problems thats not working still

#

oof

#

unity hates a lot of things what I want to do smh

#

am I doing something wrong?

fading verge
#

im trying to understand this video here, but Im not sure what they mean by removing the legacy animation afterwards in the description

#

์ด๋ฒˆ ํŒจ์น˜๋กœ ๋ ˆ๊ฑฐ์‹œ ์• ๋‹ˆ๋ฉ”์ด์…˜ ์‚ฌ์šฉ์ด ๋ถˆ๊ฐ€๋Šฅ์ด ๋ฌ์Šต๋‹ˆ๋‹ค.(๊ธฐ์กด ๊ผฌ๋ฆฌ ํ”๋“ค๊ธฐ, ๊ท€์›€์ง์ž„, ์ด๋ชจํŠธ ์Šฌ๋กฏ on off๋“ฑ๋“ฑ) ๊ฒฐ๋ก ์€ ์›€์ง์ผ ๋ณธ์— ์• ๋‹ˆ๋ฉ”์ดํ„ฐ๋ฅผ ๋„ฃ๊ณ  ์• ๋‹ˆ๋ฉ”์ด์…˜์„ ๋งŒ๋“ค๋ฉด ๋ฉ๋‹ˆ๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์˜์ƒ์—์„  ํ•˜๋‚˜ ๋น ...

โ–ถ Play video
#

no clue either, you can probably ignore it

#

legacy animation are useless since you can't use them in vrchat

#

hm

#

then how are people managing to get those animations working after the update?

#

Im seriously confused

chilly fractal
#

You can remove legacy by selecting the animation, clicking on the small three lines at the top right and change to debug mode. If legacy is checked just uncheck it and change back to normal mode

fading verge
#

that must be the problem then
ill try that

#

hm, they're already unchecked

#

the check box

chilly fractal
#

Then theyโ€™re not legacy

fading verge
#

hm weird

#

yeah, still not working

#

whatever I apply the animation

#

I legit need someone to walk me through this slowly or something

solid adder
#

Attach your animations directly on the mesh renderer and rename the path

#

but that probably also applies to specific parts you want to move to

fading verge
#

ah alright

gritty nest
#

You cannot use Animation components

#

Use animators

fading verge
#

I've done so

#

@gritty nest oh! thank you so much! Blinking works now!

chilly fractal
#

Usually what I do to create animations is just duplicate the avatar, create animations on the new avatar, put the animations on a controller and slap the controller in the descriptor

fading verge
#

yee

quasi kernel
#

Anyone know how to make it so that the exoskeleton arm follows the main arm properly?

#

And is it done in blender or unity?

fallen trench
#

Anyone here ever worked with animal crpssing models and know how to fix the arms not bending situation

gleaming mesa
#

@quasi kernel if you just want it to 1:1 follow it, weight paint it to the arm bones

naive tree
#

@quasi kernel you do it in unity with fixed joints, rigid body on main bones (with kinematic checkmarked) then fixed joints on exoskeleton, lock rigid body positions on all axis for exoskeleton

wispy hare
quasi kernel
#

Thank you Yuumi. Took a little bit to get it all going, but it works and I'm really happy

#

Figured it was something to do with rigid bodies, but I had no Idea what settings I were using

sleek isle
naive tree
#

๐Ÿ˜“ wth is that

sleek isle
#

the model was to small so the head bone didtn scale well I guess

fast rover
#

what color should I weight paint the shoulder bones to and how far out should it spread?

cobalt frost
#

depends on the model

torn locust
#

so i broke my avatar. I was working on a complex animation on a duplicate model. I tried to upload the avatar and its off center when loaded in and doesnt play any animations at all. Its stuck in Tpose when Im walking around. Things I've already tried:

#
  1. replacing the rig
#
  1. replacing the custom animation override
#

neither has worked

graceful wave
#

Anyone ever seen a FBX import from Unity package to blender with massive detached face on the floor? I'm a total newb, just wondering if it's something easy to fix or should I just try to use assets in unity to play with the model instead of trying to customize in blender? https://imgur.com/mqFzu9Z https://imgur.com/G5d9s5t The asset creator mentioned that they used Maya to create the model and couldn't give much advice for blender fixes...

cobalt frost
#

in the menu at the bottom left

graceful wave
#

@cobalt frost Thanks I'll give that a shot.

pastel hazel
#

I'm not sure how I broke the bones, can someone help me?

leaden pier
#

uh

#

check the hierarchy of the bones

#

figure out what the messed ones are and then delete em

#

although those may not really impact anything if you dont map em, idk

pastel hazel
#

I tried deleting them, but it just kinda threw me out and stayed when I went back in

leaden pier
#

do it in blender

#

doesnt work in unity

pastel hazel
#

Ohhh

#

Makes more sense

long roost
#

@graceful wave That seems to happen when the model does not have its parent as a bone in the skin modified in 3dsmax. Both Maya and 3dsmax are autodesk, so it may be the same issue. If you can get your hands on 3dsmax or Maya, you can load the fbx and add skin modifiers or edit existing skin modifiers on the head to contain the direct parent bone.

#

I own 3dsmax so if you want me to look at it I can

#

Well tomorrow I can anyways

turbid spear
#

3ds has a free student license

#

But blender should bd able to do everything 3ds does

sleek isle
#

yeah but blender have some issue with fbx some time

turbid spear
#

3ds is very heavy and clunky

#

but yeah, i guess

tranquil iris
#

Hey guys so I'm having two errors with my rigging, and would likes some insights.

#

I have the:
Lower Leg not being the first children of Upper Leg or Foot children of Lower Leg.
and the Pelvis Angle and Thigh Bones being 0.0 instead of 180

#

If I try to pair the thing I just get a Red Dot

gritty nest
#

Those aren't errors, just warnings

#

The first one is fixable by reordering the bones in your scene

#

Not in the rigging view

#

Just move the lower leg up so it comes before the other bones in the chain

#

@tranquil iris

tranquil iris
#

hmm okay I'll try

#

When I went in the program though, my avatar when I turn actually wiggles a lot too much like it was jello

tranquil iris
#

great I am having another issues saying my model was not imported as an actual Humanoid.

#

also having this issue

#

most of the actual errors are gone but this and the Type of Model Import

#

legs look fine but the rigging is coming from I dunno where..

#

well the thing has this issue but the error got resolved with the Script that I have forgotten

#

still I'm pretty sure somethign will go wrong with that kind of Rig if it looks that way...

#

@gritty nest any idea?

#

I tried to see if CATS could fix my model, but apparently not

tranquil iris
#

okay, I figured things out for the rig itself, now only the Lip-Sync

tranquil iris
#

I really don't know which of mybone is the right one :/

crystal vector
#

@tranquil iris Hey, send me that model please, so I can make it cats compatible

tranquil iris
#

okay

#

blender and/or unity?

graceful wave
#

@long roost thanks - that's super generous of you - I'm considering looking into those myself but my brain is already turning to cheese with unity, c#, and blender on my list of to learn...

long roost
#

Yeah if you wanna send it to me I can look at it when I get home very soon.

sleek isle
#

your character have probably more bone in the joint. merge them. An the bone name are probably weird so cats cant recognise them. Change them manually and apply cats after. You don't need to change the finger name should't matter @tranquil iris

tranquil iris
#

yeah the issues is to know which one is supposed to be the the one to activate the flap, but Hotox told me to try ShapeKeys

#

just have to figure out my model, to see how to put Armatures together

#

while them still being independant so I don't lose control of all the models

long roost
#

I'm home now if you want to send it to me. @graceful wave

young ferry
#

I can't manage to find a tutorial for getting my prefab into blender.

spark sequoia
#

not sure if this is the place to ask but does anyone have any idea what this means when im trying to translate my MMD avatar into Blender..?
https://imgur.com/MJJdfMQ

#

over hear using google translate off my phone to get everything in order and im surprised that its working pretty well LOL but still annoying

obtuse cedar
#

oh my fucking god

#

i tried to rig a model and i got a little bit of it all done

#

exported as fbx, no big deal

#

only got about one leg done

#

i re open this god damn file and all of the EMPTY vertex groups i had already established GONE

#

and when i try to do the automatic wiehgts to get them back

#

it just makes the model SHORT and completely breaks the bones

#

this is what it looks like when i try to automatic weight it to get my vertex groups back

#

i am literally so upset emoji

pseudo sedge
#

select the mesh and press S to scale

obtuse cedar
#

it scales the bones with it

pseudo sedge
#

so its auto selects bones even when you only wants to select the mesh?

obtuse cedar
#

and even when i do it doesnt end up being correct

#

ok well it did it when i restarted blender

#

it doesnt do it now

#

but its not lining up with the bones

pseudo sedge
#

you reopen .blend file or import .fbx?

obtuse cedar
#

.fbx

#

i saved it as an .fbx

#

the tutorial i was watching told me to save as .fbx

pseudo sedge
#

blender files to reopen properly in future better to save as .blend )
when you import fbx you check !EXPERIMENTAL!Apply Transform? if not, try this, maybe will help

obtuse cedar
#

thank you man

#

it sems like when i scale the model it still moves with the bones ive previously done

crystal vector
#

@spark sequoia This error is probably caused by an outdated cats version. Just update cats and it should work again

tawdry vigil
#

does deleting bones prevent you from uploading to unity as a humanoid?

#

or am I just importing to unity wrong

spark sequoia
#

will do yeah i havenโ€™t imported or done anything for like a year so that is probably it lol

tawdry vigil
#

@crystal vector

crystal vector
#

Depends on which bones you delete

tawdry vigil
#

feet and the entire spinal column

#

and like 20 bones in the face

crystal vector
#

Well you need certain bones for it to be humanoid. When does it say that it doesn't work like that?

tawdry vigil
#

what do you mean "When does it say that it doesn't work like that?"

crystal vector
#

Where is the error?

#

What does it say

tawdry vigil
#

unity compiling

#

hold on

#

I don't think you'll be able to answer the question in any meaningful way. There are too many problems with this model.

spark sequoia
#

im also having bone issues. my legs donโ€™t really bend and i got an error but ignored it since it was yellow. Iโ€™ll link it later when Iโ€™m back on my pc

tawdry vigil
#

with my file the rigging works in blender but completely nopes off in unity

#

I posted the files in the avatar channel

fading verge
#

My friend is rigging my avatar in blender

#

Will it work the same way as if it was form mixamo

#

@ me the answer Iโ€™m going to bed now

azure dust
#

i mean if its rigged correctly... than it should be better than mixamo @fading verge

#

or atleast be more correct than mixamo

#

but anyway yes it will work the same

solid adder
#

Works better than mixamo I'd say and I think the majority would agree.

light hinge
#

i'm really surprised with the results you can get with blenders automatic weights sometimes

crisp tendon
#

Automatic weight paint has always been awesome, same as mixamo, not sure why it's seen as a subpar option'

fading verge
#

because it can do weird stuff sometimes

#

and most people dont want to go in blender and fix those little problems

#

using mixamo rigging is a good way to have some starting point

light hinge
#

mixamo absolutely ruined this model xD blender did it perfectly first try

#

well. 'perfectly' on the body it had like.. 5 stray verts that where attached to the hand

chilly fractal
#

Oof, I've had such bad experience with automatic weights. Manual weight painting has just become my life when rigging

fading verge
#

DOH! Translations broke.

light hinge
#

even the knee plates are attached properly without bending, which honestly amazed me

#

(the cloth was just temporary to test how it would look xD)

naive tree
#

don't think I've seen that armour, looks pretty sick

opal aurora
#

Those are like once in a lifetime autoweights, blender really went all out there haha

hybrid venture
#

That's actually super good. (Also Classic's VMD lmao, I heard the author took it down)

sacred nymph
#

Quick question, is there a way I can find out how to add new bones to a model?

crisp tendon
#

Do you have blender open ?

sacred nymph
#

I'm trying to add bones to an ear mesh - but I'm not sure how to add the bones to it.

#

Yes.

crisp tendon
#

The shortcut is Shift + A, armature, or you can duplicate/extrude an already existing bone

#

Duplicate with Shift + D i think and Extrude with E

#

in edit mode

sacred nymph
#

What if there wasn't any bones to begin with?

#

Everytime I try, it states this at the top. (when I attempt to weight paint the mesh to the bone)

gritty nest
#

You have locked vertex groups @sacred nymph

#

Unlock them.

#

Vertex groups can be found above shape keys IIRC

sacred nymph
#

Off.

#

Ooof*

#

I'm an idiot.

#

Hm. I still can't figure out how to make the bones properly attach.

#

I figured it out. I just added a random accessories and took the bones from that. xD

hybrid venture
#

That is a green I haven't seen in Blender before.

gritty nest
#

Still have no idea how to get a weight paint interface like that so I can actually see the vertices and see the current bone.

#

Right now I have to manually select vertex groups and sorta paint on a solid-colored opaque surface.

#

And guess where the vertices are

sacred nymph
#

I'm confused right now. I have one bone working, but the extruded one off it refuses to paint.

#

.-.

sharp pewter
#

Can you select the verts in edit mode make a new vertex group and then hit assign?

fading verge
#

@gritty nest i just press Z

#

and i get a view similar to that

sharp pewter
#

It will auto be red

proud apex
sharp pewter
#

?

proud apex
#

rig it for me

#

before you take my @sharp pewter

sharp pewter
#

Nani

proud apex
#

plz ?

#

pretty please

sharp pewter
#

Is that not rigged?

#

Also i dont want that on my pc >~>

fading verge
#

expect to pay btw

sharp pewter
#

Cute is justice so they get rigs other things are not important

slow gyro
#

@light hinge What do you do for automatic weights ? ๐Ÿค”

light hinge
#

you select your model and your armature hit ctrl+p > "with automatic weights" .. if it does't work, just google it, there's a few vidoes explaining how to fix any errors you might get

minor shore
#

anyone got a color wave shader that has a cutout option?

naive tree
#

@feral epoch don't mention that website on oficial VRC discord please

feral epoch
#

oh, sorry...

#

nuked.

#

is new here.

fast rover
#

so if I plan on making visemes for my avatar, would I even need a jaw bone and where can I get a list of viseme keyframes required for vrchat?

grave mantle
#

You can use any, but I recommend the ones that move the mouth

#

As for the actual jawbone itโ€™s handy for creating custom jaw shapes in the cats blender plugin. Visimes work better than jawbone

gritty nest
#

@fast rover you don't need to rig the jaw, but it can be useful in the process of making the shape keys.

#

You can turn poses into shape keys.

fading verge
#

Hey

#

How do i rotate the scale the end finger bones

#

Selected to cursor doesnt work

#

On the last bone

#

And when i rotate it my bone roll changes

#

Is there a way to do something similar like selectes to cursor

#

?

#

you can reset all bone rolls when you are done

#

that's not a problem

#

I kno

#

But i want it to rotate perfect position

#

Like the first 2 finger bones

#

I guess i could click somewhere

#

And do it

deft pollen
#

hey

#

the "spine hierarchy incorrect. make sure that the parent of both shoulders and the neck is the chest." even though the neck and shoulders are the child of the chest, plz help.

#

never mind i figured it out

fading verge
#

Does anyone know how to weigh paint and can help me with it or do it for me cause I don't know how, its only my shirt that needs weigh painting.

sleek isle
#

for skirt its should be easy what some tutorial. auto weight paint can work too.

undone harness
#

@timid horizon I donโ€™t think this is the right place to do it...

fading verge
#

?

worthy ravine
#

What should I be doing to blend these? I'm trying to get the pants there to match the body under it.

fading verge
#

why don't you merge them

worthy ravine
#

That sounds like a good question. '-'

#

I've merged the armatures using CATs. I don't know of any merging process for weightpainting.

fading verge
#

you don't really merge them

#

usually what i do

#

is merge the cloth part

#

with the skin part

#

especially panties

#

it's doesnt look bad at all usually

#

so it's not a problem

#

and you don't have to bother with clipping bullshittery

worthy ravine
#

Surely I need to keep the original weights though right? I mean look at how distorted that is.

#

The panties are notably heavier on the weight painting than the skin, and it's resulting in them moving quite differently.

fading verge
#

hum

#

i usually redo most of thw weight paint

worthy ravine
#

Just repainting it manually?

fading verge
#

yep

worthy ravine
#

Hmm. Damn. I was really hoping there'd be some kind of "Wait, you're not using CATs?" equivalent answer. <_>

fading verge
#

i have a character in unity how do i upload it to vrchat

fading verge
#

it says please add a screen descriptor or avatar descriptor to your project

#

and it says im not allowed to publish

wary crown
#

Click pose, enforce t Pose

smoky ledge
#

Where's pose?

#

Nvm found it thanks

fading verge
#

you didnt map all the bones properly

sharp pewter
#

,-,

grave mantle
#

But are the shoulders mapped?

sharp pewter
#

they are but he removed the picture idk what to tho

shell basin
#

?

#

oh do do you need a screen shot of the bones?

sharp pewter
#

o they are not

#

ya map the shoulder bones you have

shell basin
#

whats funky is what i expect to be shoulder bones is apart of the chest?

sharp pewter
#

can you show your armature in blender?

fading verge
#

shoulders are clearing missing, as stated by the error message
you need to map them

#

they also need to be parented to chest

shell basin
#

im guessing i just need to add bones here? and parent them?

sharp pewter
#

for the most part ya you can click the end of the chest bone and hit E extrude to make new ones parent in the right order and rename so you can find them in unity

shell basin
#

oke!

sharp pewter
#

if you want should moving you need to weight paint it but with that robot idk if its needed tbh

shell basin
#

yeah his arms move independently of his chest

sharp pewter
#

just dont hit fix model with cats not sure but it does not like little ghost bones being around >->

#

well most of the time i does not

shell basin
#

I appreciate it my dude!

fading verge
sharp pewter
#

Looks like a simple fix

#

Tho how many wrist/hand bones does it have

#

Know some models just love having 3 of them for each hand

fading verge
#

gimme a quick sec

#

Okay so, the Japanese test was making it difficult to unity to place the bones correctly

#

But there's still a problem.

#

The hair is..not transparent

slim harbor
#

From what I know of the hair, in unity you can use the cubed shader with cutout set in the drop down bar that says opaque, transparent, fade, and cutout I believe

#

Though if you're talking about smth else I'm not the person to ask lmao

fading verge
#

Its on the new version of Unity ?

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cuz I'm still using 5.6.3p

slim harbor
#

I am too

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Idk about the new version

hybrid venture
#

@fading verge oh my. What in the world happened to the shoulders?

fading verge
#

I don't really know, I fixed it tho.

hybrid venture
#

OH WAIT

#

I see what looks like happened

fading verge
#

Also Abstract, all the textures are combined.

hybrid venture
#

It took a bone farther down the arm and assumed it was the shoulder

fading verge
#

mhm.

hybrid venture
#

Just merge some bones into the upper arm

slim harbor
#

Dang ok, nvm then lol

hybrid venture
#

Wait so what I'm seeing, there's a clavicle bone and then a shoulder?

#

Or are those twist bones for the arms

#

I've seen only one situation where the twist bone is the parent of the next bone in the hierarchy

#

Like a twist for the forearm and then the wrist after that

fading verge
#

Now to fix those stupid eyes and hair..

crisp tendon
#

And arms

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And skirt

fading verge
#

..pretty much

#

I suck at this

crisp tendon
#

We all do ๐Ÿ˜ƒ

fading verge
#

Alright so.

#

I've noticed that those arms..

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got too much bones

#

How does one fix that?

sharp pewter
#

ye

fading verge
#

I only need to fix that and my model is free to go

sharp pewter
#

in blender?

fading verge
#

Yeah but

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I..don't know anything about rigging

sharp pewter
#

click bones > edit mode > write down name of 2nd bone in the arm so pic below in one sec

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remove one in blue

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click ball end of the bone b4 it that it was connected to then shift right click the butt end of the next bone b4 it

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hit space bar and type in snap selected to active

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then merg the vertex groups (same name as bones)\

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in this tab

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group a is bone b4 the one you removed B is the name of the bone you removed

crisp tendon
#

So many bones tanabae

sharp pewter
#

make sure all in blue is the same then hit apply

fading verge
#

Whoa whoa whoa

#

you're going way too fast

sharp pewter
#

this is why i do calls

fading verge
#

for a noobie

sharp pewter
#

legit why i do calls over discord this takes forever to go over step by step

#

xD

fading verge
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I mean

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we could do a call now if you want

sharp pewter
#

save me for typing for 10 min ill call you

young ferry
#

Ok so I've tried looking up guides but I can't find anything that helps

#

All the guides assume I can get the model into blender in the first place

sharp pewter
#

->

young ferry
#

It's currently a prefab stuck in unity

sharp pewter
#

im on duty tonight but anything with unity is not my thing

#

could try to find the fbx files in the place you saved your project to tbh no clue

young ferry
#

Hm

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well, there is a pmx

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But I'm not sure it has the updated textures

#

is there any way to find out

#

or does the pmx not help me

sharp pewter
#

get cats pluggin use it to import the pmx file into blender

left zephyr
#

hello i am having an issue and i dont know if it relates to the way the model was brought in but i can not get bones to get weight in blender

left zephyr
#

i dont know if it has to do with teh model i got from the wow model viewer but i just want basic arm control

young ferry
#

So I imported the thing

#

but textures aren't there

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is that normal

#

or how do fix

#

Do I have to manually put them on or

#

I have a Unity prefab based on a .pmx, I imported the pmx to blender

young ferry
#

actually I'm unsure if textures actually matter, it's probably just me being a noob

#

nvm, tutorial fixed it

scenic hawk
gritty nest
#

@scenic hawk your leg bones are too straight.

#

Enter pose mode, bend the leg bones a little, then apply as rest pose

drowsy wharf
#

You can also fix it in edit mode by moving the head of the lower leg bone forward a tiny amount.
As long as the head of the lower leg is forward more than the tail, but otherwise straight up/down the IK will bend properly.

left zephyr
#

will .objs not really work? is that why only part of teh mesh is grapped by the bone

gritty nest
#

.obj's don't support armatures.

left zephyr
#

really.

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i wish i knew that before

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thank you

neon quiver
#

(i guess i post this here?) ok so in unity it tells me that avatar measure to large on aleast one axis but my model the same size as i normal upload. I been making model for vrchat for 11 months now and this is the first time i ever got this error. 0-o not sure what to do to fix this. how do i now what axis is refereing to? the number don't seem to match up on the bounds.

late shale
#

most likely it's a corrupted blendshape that's sending one vertex out super far. You might be able to look through the blend shapes to find the one that does this, but you'll probably have to just delete them until it doesn't happen anymore

neon quiver
#

thx

twilit trout
#

Do you guys have any easy tips to fix this

#

I tried lowering the spine but that just scuffed it

autumn ingot
#

Quick question (I hope) - is there a difference to whether you want to keep the toe bones active for a full body avatar vs a normal vr one?

#

Does tippy toeing happen for fbt as well, that is?

sharp pewter
#

never had a problem normal toes for non fbt vr b4 myself other than not having my height set correctly but for fbt i have no clue you could try to run a fbt fix with cats and see what it changes

autumn ingot
#

Well, I know it's a question of avatar proportions in essence. I mean, for many of my avatars, if I have the toe bones active I'd have to adjust my height so much that I couldn't extend my arms instead

#

Yeah, I've done the new cats fix, it was just a question for Unity tbh hehe

#

Sucks that I don't have fbt to test with

sharp pewter
#

ya i can only rely on outside info if someone needs help with a fbt rig

tidal arch
#

If rigging a model without legs, would you add the leg bones and then just assign 0 weight to them? Same for hips?

fading verge
#

yes

sharp pewter
#

you could to keep it "human"

fading verge
#

if you need an humanoid rig, then yeah

tidal arch
#

Ok figured, just wanted to make sure before I got into it. Thanks

heavy parcel
civic sorrel
#

Try resetting the position

#

and then make it a t-pose again

heavy parcel
civic sorrel
#

There seems to be a few issues,

#

The thumbs might have an issue, though the thing im mainly concerned about is the red in the chest

#

Before trying anything though, I would try uploading it and see if it works the first time,

heavy parcel
#

Good point. I'll brb lol

civic sorrel
heavy parcel
#

Actually it seems to be telling me that I need to make sure the parent of both shoulders and the neck is the chest. Tho they seem correct in the hierarchy

civic sorrel
#

Are you sure the chest is mapped?

heavy parcel
#

I mean the chest is definitely assigned to the chest

civic sorrel
#

Do you think you could send a screenshot of the rigging and whatnot?

heavy parcel
#

I can send any thing you need. But do you mean from blender? Or the hierarchy is Unity?

civic sorrel
#

I mean,

#

Mainly unity,

#

but it could have something to do with blender.

heavy parcel
#

I'm using CATS on blender and honestly I have nothing but issues with that plugin lol

civic sorrel
#

Sometimes it depends on the model you use,

#

and if it's been updated or not.

#

Idk, from the sound of it there's an issue with parenting or whatever, but there very well might be some other reason.

neon quiver
#

my avatar texture is flickering in vrchat for just the jacket texture i made. there is not two meshes. only one. Only one material. So i'm not sure why it flickering. sometime it flicker to blue and red. I also notice if i switch to that avatar the world get slightly darker.

crisp tendon
#

It can have one mesh and still be z fighting afaik

heavy parcel
#

Right. I can almost guarantee that it isn't a perfect model for sure. I'll keep messing with it to see what I can do

civic sorrel
#

Okay, hope you can find a swift solution to that.

heavy parcel
#

I will adventually lol. I appreciate your effort tho

civic sorrel
#

Sure thing,

heavy parcel
#

Ok. Seems like I'm finally able to upload. Had a bunch of hidden bones that were well hiding lol.

civic sorrel
#

I see,

#

Glad to see you can upload now.

heavy parcel
#

This is what happens when I force t-pose. So it's what I look like in vrchat

civic sorrel
#

The head is being moved down into the chest, it seems.

#

Reset it, and try leaving it there.

#

If the head isn't in the chest there, then go ahead and proceed onward.

heavy parcel
civic sorrel
#

o

sharp pewter
#

those names scare me... why so long

heavy parcel
#

That is CATS doing i believe

sharp pewter
#

also vertex groups dont really cause many problems other than not being linked to the right bone

heavy parcel
#

I have a bunch of normal bones then those

civic sorrel
#

Did you use Fix Model?

heavy parcel
#

Yes

civic sorrel
#

Hm,

#

It should remove unnecessary stuff,

#

Tbh I have no real clue what's the problem here.

sharp pewter
#

vertex groups are most likely not the problem

#

could you take a picture of your armature in blender

heavy parcel
#

Sure can. Give me 1 second

sharp pewter
#

unity never really lets you see how things really are

heavy parcel
#

Ok. I can confirm that was causing the problem. Idk why it was, but enforced t-pose is completely normal now

heavy parcel
neon quiver
#

weight paint the teeth all red on the hesd or neck bone

heavy parcel
#

Ah. Alright. I'll give that a shot

neon quiver
#

for the hair looks like it need remove weight paint on one of the bone. maybe the neck bone.

heavy parcel
#

@neon quiver Yeah there was a bunch of weight paint connected to the neck bone, but it seems that I got it situated. Thank you very much

stark spade
#

(Spoiler maybe) To anyone who seen Ralph Breaks the Internet, how do you think they did the arm thing? I want to attempt it for a avatar

sharp pewter
#

is that a new movie or something?

#

i was sure i seen ralph something in the mall

stark spade
#

Yeah

#

I'm wanting to make a long furby where the neck extends without it stretching polygons

neon quiver
#

glad i could help โค

cobalt frost
#

@stark spade haven't seen the movie, but if you want an effect like that, you could have a bunch of flattened polygon rings and use shapekeys or bones to unflatten them

#

like an accordian

#

might be a bit tricky to get it right

stark spade
#

I was kindof thinking about that, I will make some test models before mess with furby lol

zealous tundra
#

https://i.gyazo.com/c6c7e4a17d99126d4d5032c5ec9bc52c.png
Anyone able to point me in the right direction for this? I originally had a fully working nanachi base model that was rigged but I took it apart and made some edits to it. Now I was wondering if I could just pull the rig from the original and apply it to my own one but I'm running into this 'failed to find solution' error. Not sure what's causing it as i've gone through most bones deleting them to find the culprit and not found it. Any help is appreciated ^^

zealous tundra
#

Scratch that, managed to get there in the end o/

heavy parcel
#

Is there a decent way to check if a rig is good for full-body tracking without having full-body?

opal aurora
#

I guess if you have somebody that's around your stature with fbt could test it for you, but other than that i'm sadly unaware

heavy parcel
#

Ah alright. Maybe I'll just hope around publics tomorrow till i find someone with it and bring them to a private world lol

opal aurora
#

You could also possibly ask around here, somebody might be willing to give you a hand

neon quiver
#

don't know if this goes here since not sure cause by rigging...in unity when i go to upload it says avatar axes blabla off by 5. So is it ok if i put all to zero? i'm not sure what cuasing this. i went into blender and explort my model and brought it back into blender and use the cat tool to fix whatever and nothing seem to be problem.

crisp tendon
#

You should post a screenshot of that error

neon quiver
sharp pewter
#

could you import a unity chan model from the store for free just to test how big it is or you might have a stray vertex

#

or the bounding box is to large for some reason

crisp tendon
#

@neon quiver You can edit the bounds of the body manually

neon quiver
#

ok i will try that. but i have a feeling there might be a stray vertex. and edit the bound manualy

#

ok so my model is slighter taller then the unity chan. so that seem ok. so yeah i'll try the other stuff that mention

fading verge
#

even if you can edit them manually
it's usually a bad idea, the model can have a lot of problem with lighting for example
best thing to do is to fix it properly
bounds that huge are usually caused by broken shapekeys

neon quiver
#

ok so i narrow down that the mesh that cuasing problem is the jacket. so ill go in blender and check if any wierd shape keys.

#

ayy i think it work and my avatar preview even now does not show up blank. hope that fix it will see in a fwemin

#

delating the shape key work. that error not there anymore

#

thx

#

โค

gritty nest
#

Make sure you only have one mesh

brittle tapir
#

https://puu.sh/Ccqm2/29795c503b.png when i apply the full body tracking fix with CATS, the arms go all weird. how do i fix it for fbt without the plugin because it just breaks my model

sharp pewter
#

so it works fine when you did it without the fbt fix?

brittle tapir
#

yeah, when i do the regular cats fix it works fine, but when i do the fbt it breaks the arms

fading verge
#

check the bone rolls

#

be sure to set them to 0

brittle tapir
#

i did check them, which is why im so confused as to whats going on

sharp pewter
#

can you post a picture of your models armature post fbt fix in blender

#

i dont think that is ment to touch the arms but the legs right?

brittle tapir
crisp tendon
#

Has it been changed for FBT ?

brittle tapir
#

what do you mean?

sharp pewter
#

i see the added bones on the legs from it

#

so ya it did stuff

crisp tendon
#

Also you're not touching the ground

sharp pewter
#

here unhide mesh and turn xray on

#

only thinking that enforce t-pose might be doing this because the bones dont line up

brittle tapir
sharp pewter
#

could you sent me just the fbx of that?

#

i dont see how that could be messing it up outside of unity stuff

#

and are you importing these into unity as .blend files or fbx?

brittle tapir
#

fbx, and idk if i can send it to you since i paid for the model or whatever

sharp pewter
#

thats why i say fbx because the textures wont come with it

brittle tapir
#

okay, ill send it when i get back home

sharp pewter
#

i can only think thats a shape key i dont really know what else would do that

brittle tapir
#

its just seems random since i have the same model working with the fbt fix but i cant recreate it lol

sharp pewter
#

if you got it working its fine then

brittle tapir
#

i mean its edited and theres some parts i want from the non edited version that i deleted, so i cant use it

fleet urchin
#

Question, can i texture atlas and keep multiple materials at the same time?

sharp pewter
#

why would you want to just wondering

naive tree
#

@fleet urchin yes, create new material, use same texture and assign

#

@sharp pewter for blush or some other stuff that you want different shader on

sharp pewter
#

hmm does it not let you pick what you want to atlas

naive tree
#

i think it's still better to use the same texture rather than different ones

fleet urchin
#

just wondering because i want to have certain parts of my model separate to the rest, more specifically the hair

gritty nest
#

Just atlas them, then manually separate the material afterwards

fleet urchin
#

alright thanks

sand patrol
#

Anyone help solve my bone merge problem?