#avatar-rigging

1 messages · Page 130 of 1

sleek isle
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maybe you select in wrong order

slim harbor
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i'm trying to set eye tracking for a model with CATS. eyes should be assigned correctly; eye movement works but not blinking.

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any ideas anyone?

drowsy wharf
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@slim harbor blinkleft, blinkright, lowerlid left, and lowerlid, right must be the first 4 shapekeys after basis (in that order)
If you don't have a blink shape key to make it blink you'll need to make one

wary crown
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@sand patrol Use the merge weight option in cats.

primal swan
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When it comes to breast bones and Dynamic bones, is more bones, or less bones better.
Is there a law of diminishing returns here?
It makes sense to me that the amount of bones would play a big part in how to work with Dynamic bones.

fading verge
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one bone is enough

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use 2 bones if the boobs are gigantic

primal swan
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I was going to say. I got some huge dohoonkabhankoloos

fading verge
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when is say gigantic i meant like big as the head

primal swan
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:3

wary crown
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you can do it with a single bone

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and proper weight painting

crystal vector
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@primal swan you mean like big ol' tonhongerekoogers?

primal swan
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Just some everyday, normal hungolomghononoloughongous

lucid orbit
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Go for three!

crystal vector
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But be aware of the transfer student with even bigger bonkhonagahoogs

primal swan
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I will booby bounce her to a new school.

fading verge
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I use mixamo for boneless models because i dont know how to weight paint

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😏

primal swan
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@fading verge Thats the beauty of Blender. It's not going to be the best, but it has an auto function for weight painting. You just need to come in and make sure that your feet bones aren't also moving your face. XD

light moon
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Hey how do I flag a bone as a jigglebone in the editor.

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I'm sure its right in front of me and I'm being blind.

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It's in that rig editor yeah?

sharp pewter
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like dynamics?

light moon
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I think so. I mean a bone that lags behind. Like the discussion just above.

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Yeah. Dynamics.

sharp pewter
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thats done in the scene not in the editor (after you config it)

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you apply it to the bone before the one you want to have jiggle not the bone itself

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so you might need to make root bones if you dont have them

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or i can end up a pain

light moon
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I'll see what I can do.

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I think I'm in luck. This was ported from a model in Source that had the bones set up already. Let me get some images. Do you know any information that describes how to get to where I set that up? Like what screen, I mean. https://imgur.com/a/3RUfOJ1

sharp pewter
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keep it mind what ever bone has the component with make ever bone that is the child of that jiggle

light moon
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There's three bones in there. The top-most in the selected hierarchy is the visible grey one.

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The "jiggle_ear1" is at the tip of that, and "jiggle_ear1_end" is at the top of the ear

sharp pewter
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you are in the rig config rn so get done with that and hit apply

light moon
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Yeah.

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That's done now.

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Dammit, gotta blow $20 to do it according to the video tupper posted. I'm not done watching it so I'm unsure if he covers a free variant.

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That's a bummer.

sharp pewter
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free is cloth but that can be super lag if not done right (well both can)

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if you know how to use it and keep around 500 polly or w/e it was prob fine

light moon
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Alright cool. The ears are about there so it should work out.

sharp pewter
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or you can maybe fine something here idk

light moon
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So based on the bone hierarchy I've selected in the image above, I'd add the cloth component into the bone named "LeftEar", yeah?

sharp pewter
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just watch a video on it and have some self control on how much you use

light moon
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Alright.

void zealot
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can someone in here answer my question in #avatars-2-general ? maybe its more relevant to here

wary crown
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@light moon if you want jiggle bones you need the dynamic bones asset, cloth component is good for short clothing, as the name suggests, not so much for ears

light moon
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I managed to snag a copy of dyn bones from a friend and I got it working.

sharp pewter
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hush hush

wary crown
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Dont say that

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Its illegal to share paid assets.

light moon
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it was bootleg dynamic bones ;)

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"bone motion machine fixed"

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v69.0 - "lol guys it works for real this time"

left zephyr
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soooo i i put hats on the end of my ears rabbit ears and attached them to the end of the bone but now they dont flow anymore

sharp pewter
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mm need to paint them to the end ear bone most likely

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click armature and go into pose mode

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then select mesh and go into weight paint mode

left zephyr
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in unity

sharp pewter
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o tracking with the bone?

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feel like this is something someone who does animations would be able to help you with i'm not that person

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could tell you how to do the same thing in blender if you want

left zephyr
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yes? they way long ears bend stopped happening once i put the hats on teh bone

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when i click on a bone higher up in the tree it used to be along the ear now its all back in teh hat

void zealot
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Spine heirarchy incorrect.

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Make sure that the parent of both Shoulders and the Neck is Chest.

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how do i do this

left zephyr
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so that means that the hat became higher up? how can adding the hat alone break that

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or can it be something way far down the line

void zealot
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how can i reparent these uh bones then

gritty nest
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@left zephyr this is not an issue ingame

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In the top toolbar, there is a button called Center

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Set it to Pivot

void zealot
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it seems those bones are all bound to the uh

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their parent is upper chest

left zephyr
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what do you mean ingame

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its a problem with my rigg

sharp pewter
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as far as i know the hats are not part of your main mesh they are just added in unity to follow the ear bones right?

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df you just need to make sure its hips > spine > chest > shoulders (going both ways) > arms > elbows >wrist

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and when you have the armature selected in edit mode you see a little tab with a bone image click that and goto bottom to see what the parent of the selected bone is

left zephyr
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sounds like my hat became a parent

gritty nest
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What is the issue exactly? Is this in Blender or Unity?

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@left zephyr

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Do you have a screenshot?

left zephyr
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unity

gritty nest
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So, what is the issue exactly? It seems you added the hats directly in Unity (bad for performance) and you now have the hat selected.

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The hat's mesh is called "Body" I guess

devout bough
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Does anyone else get trouble with hand bones?

drowsy wharf
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that's very unspecific

devout bough
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I'm completely new and trying to set up my first avatar but everytime his hand bones are positioned weirdly when I go into the t pose mode

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I'll grab a pic

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So it looks normal in the regular inspector. I don't know what to call it i'm new to unity

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But once I get into mapping him

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It looks like this

gritty nest
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You can manually reposition the bones

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Make sure the fingers are in the right slots

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So the index finger bones are actually the index fingers

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If your meshes aren't merged yet, you should do that.

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You should have one mesh

devout bough
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And it also switches maps his index bones to his thumb and vice versa

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Yeah

gritty nest
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Just switch the mappings manually, then Pose->Reset and Pose->Enforce T-pose

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The bones are probably switched by accident

devout bough
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So merging the meshes?

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Is that in the hierarchy list?

gritty nest
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That's something you do in Blender so you only have one mesh

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It's important for optimization, I think Cats can do it manually

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Unless they're already merged and I am mistaken

devout bough
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I don't think they are

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If this is any proof

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Hmmm. These are the bones that came with the model should I try and use the VRChat bones?

gritty nest
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It seems like you have 5 meshes and should merge them in Blender

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Just keep the model's bones

tame mica
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It was rigged and has all the bones it looks like tho

void zealot
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nvm this goes better in here

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how do i stop certain polys from being affected by a bone

gritty nest
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@tame mica screenshot of your model?

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You're over the poly limit so you can't upload, but you probably knew that already

tame mica
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yea hold on

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yea ill decimate it later after i fix everything else

sharp pewter
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df look up a guide on weight painting it will help a lot in the future

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for blender

tame mica
sharp pewter
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im gunna go sleep prob

gritty nest
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I mean a screenshot of the model in the scene @tame mica

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The rig config looks fine

tame mica
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like just a regular pic of it?

gritty nest
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Yes, just a pic of it in the scene

tame mica
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ok

cursive apex
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I forgot what the fix is for this. Does anybody remember?

gritty nest
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Oh yeah, and also post a screenshot of the object with the avatar descriptor on it. Inspector window visible is preferred

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@cursive apex there are many causes, I'm narrowing it down now

cursive apex
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hang on i forgot i cant paste images in this discord lolol

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im sitting here thinking my keyboard is broken

gritty nest
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Oh, that makes sense lol

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Use imgur I guess

cursive apex
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looks fine in unity. i'll put a pic up in a sec

tame mica
gritty nest
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Weird. Try restarting Unity

tame mica
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okay

gritty nest
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Set animation type to generic and then back to humanoid if that doesn't work

tame mica
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gotcha

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it isnt giving me the option to change rigging

cursive apex
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nvm. I lied. Fingers are wrecked in unity too. Probably set wrong.

tame mica
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im going to restart the whole thing brb

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That fixed it thanks, also what is the best way to decimate?

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@gritty nest

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ive been using the mantisLODeditor in unity

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but that only does so much

gritty nest
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Decimate modifer in Blender

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Mantis is not recommended

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Separate by materials or loose parts in Blender, then individually apply the decimate modifier to high poly parts

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The hair is usually an easy target

tame mica
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how do i import it from unity?

gritty nest
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It's usually an FBX that you can import. If you have the original blend file it's preferable though

tame mica
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Alright thank you!!

cursive apex
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Don't decimate any mesh with shapekeys

tame mica
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okay

cursive apex
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because you'll lose them and then you can't be kawaii and senpai won't notice you

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anybody know?

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nevermind. I'm going to have to redo the hand rigs. TY

coarse delta
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So, i'm trying to rig a model and give it visemes in unity, but my model currently has multiple body meshes? I used the custom model creation in blender, and for some reason, it gave the model three basic body meshes, so i'm unable to add visemes and what not. Would anyone know how to fix the issue?

cursive apex
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join meshes

coarse delta
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In blender, or unity?

cursive apex
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in blender

coarse delta
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"an armature and mesh are required"

cursive apex
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post a screen shot of blender

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are you using the cats plugin

coarse delta
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Yes, I am. I just re-loaded my model and my whole armature is missing for some reason...

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Here's the issue i'm having in unity

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When using merge armatures, for some reason, it puts parts of the model into different meshes

cursive apex
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I don't think you can merge them in unity and have it work. You must do that work in blender. I could be wrong though

coarse delta
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How do i merge them in blender? It's only showing one body mesh here, but turning into three in unity

cursive apex
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i'd have to see your hierarchy. What exactly are you trying to achieve?

coarse delta
crystal vector
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@coarse delta that's because you didn't decimate. Unity splits meshes above 65k tris

coarse delta
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Ooooh, alright.

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Thank you!

crystal vector
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The cats export button should have warned you about that

cursive apex
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^ hotox is beast

coarse delta
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I don't use the export button for cats, i export it through file. ^^;;

cursive apex
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i almost forgot about the 65k unity limit

crystal vector
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Oh ok :D

cursive apex
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what in the heck

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naniiiiiiiiiiiiiiiiiiiiiiiiiiiiii

crystal vector
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@coarse delta is there a reason for not using the cats export button? It uses the optimal export settings

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@cursive apex are the bones correctly mapped?

cursive apex
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yeah

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i'll show you the rig

coarse delta
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Just a habit from other programs to use file and export. ^^;;

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Photoshop, illustrator, other 3D modeling programs, etc

cursive apex
crystal vector
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I see. There are some settings you should check which cats does automatically for you

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@cursive apex I mean mapped in unity

coarse delta
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I'll be sure to give it a look now. :3

cursive apex
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yes i'll show you that in a sec also so you can see

crystal vector
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Ok, I have no idea then

cursive apex
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yeah i've never seen it before

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i'm mind blown

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i checked bone roll and bone directions. I even made the bones straight instead of pointed up

crystal vector
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You can try to rotate the bones in Unity so it looks goid

cursive apex
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even though all the posing works flawless in blender

cursive apex
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Hotox get this. Manually mapped the bones and everything works. What the hizeck @crystal vector

tame mica
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@cursive apex I seperated by material but all of them have shapekeys... :/

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or anyone??

cursive apex
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ok hoosier the only shape keys that matter are the face ones

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do you see a face mesh

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material?

tame mica
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also there arent any textures so its hard to decimate right

cursive apex
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make sure you don't decimate in the head

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is the model atlased already?

tame mica
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its just grey

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no clue lol

cursive apex
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press the shadeless button

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to get your textures back

tame mica
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wheres that

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im a newb

cursive apex
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its on the right side of the the viewport

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towards the bottom

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under mmd shading

tame mica
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i hit the shadeless but it didnt do anything

cursive apex
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on the bottom bar there is a button to the right of the edit / pose / object mode drop down

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can change it from solid to texture there

tame mica
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i had to put it in material instead of texture but it worked

primal swan
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I'm completely redoing the materials and textures on my model, a bold task, as this is the first time I've done it.
I know at some point I want to make a texture atlas, but for right now, is there any advice on how to tackle it?
Like, should I make Materials in broad strokes? Skin, Hair, Eyes, Cloths.
Or Should I be a bit more in depth. Body, Breasts, Face, Eyes, Hair, etc

cursive apex
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are you painting or just doing solid colors

primal swan
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Probably. I'm not a skilled artist, and I can't see to much need to really interesting skin or cloths

cursive apex
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well you need to watch a tutorial about uv unwrapping if you're building new textures from scratch. if you're just modifying the textures that already exist, you just need an image editor.

primal swan
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Okay Doki

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Thank you

primal swan
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The Jaw and Head Mesh are full red for the Head Bone

sleek isle
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you can see

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that the jaw is not

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parented to the head bone

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since it do not follow it

primal swan
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Ahh fuck, yeah. Woops

sleek isle
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but its seen you have other bone in that area

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merge the bone that move the same bone mesh.

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so there is not going to have deformation

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as you can seethe jaw shrink when moving the head bone

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so you might have multiple bones in that area

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bone in the human body ton deform that way

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select a vertex on the mesh and you can see in the (n) window) what bone is attach to that one

tidal cedar
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Anyone know How to keep sleeves down when you raise your arms, not really having much luck with long sleeves.

sleek isle
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cloth physic

tidal cedar
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Oof

sleek isle
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no

tidal cedar
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Ive down it before with dynamic bone, but using cloth is odd for me.

sleek isle
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gravity don't work well with dynamic bone so only cloth physic work for what you want

tidal cedar
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What about using force?

sleek isle
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am not sure. but some pre-set are only local

ionic bramble
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any help? cant crouch down in vrchat

hybrid venture
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@ionic bramble You need more finger bones

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Just create fake ones in Blender

ionic bramble
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my avatar only has 4

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ahh

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ill try thanks

hybrid venture
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A fake middle finger for each hand

ionic bramble
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@hybrid venture fixed thanks

azure dust
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the 1st and last ones dont matter the middle one is the most important

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as far as the errors go

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well i guess the last one could if ur model looks scuffed

ionic bramble
primal swan
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My Boney Boi has the weirdest issue.
In Blender he's fine. Once I put it into Unity the legs go all weird.
And once I go into VRchat, it's totally broken.
The running animation plays correctly, legs moving like they should, but if I try to crouch the knees bend inwards. The hands aren't facing the correct way, as in, if my hands lay flat, palm side down, it's hands lay vertically, palms facing one another. Finally, all the fingers, well, pictures will say it all better than I can. (Multiple pictures)
https://imgur.com/a/SA2QBRa

drowsy wharf
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@primal swan the reason the legs bend inward is because of the leg orientation. The upper leg should be straight down, and it should bend towards the back slightly at the knee (in the direction the knee actually bends).

IK takes the base position to determine which direction a bone is supposed to bend. So you bend it slightly to tell it to go in that direction.

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and since you have the legs bending inward it thinks that is the correct bend.

primal swan
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Interesting.
Is that what's going on with the hands as well?

drowsy wharf
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Probably, yes.
The detaching leg bone (if not on purpose) may not be parented to the upper leg properly

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Generally speaking the T Pose is arms out to the sides with palms down, and legs straight

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Also make sure all bone rolls are set to 0 for Unity use. (armature edit mode, select all bones and ALT+R to set to 0)
Then just give the joints a slight bend in the correct direction and you should be set

primal swan
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Not sure about the leg.
All the bones seem to be in order.

drowsy wharf
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Make certain the lower leg is parented to the upper leg, and that the weighting is set properly as well

primal swan
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Beautiful. Now hopefully it plays well in vrchat. Everything else looks good. Thank you very much XD

coarse delta
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If i want the hair to go towards the ground when my head tilts, do you guys know what i should set my force to?

civic sorrel
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in the dynamic bone

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set the middle point (y i think?) of the gravity area to -.002

coarse delta
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Gravity, not force?

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Thanks! This is what i wanted! 😄

formal crown
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When my character crouches their knees overlap and wobble into each other. Someone ingame yesterday said adjusting my rig might fix this. Does anyone know in which way?

I think they said to adjust the knees but im not sure in which way.

void zealot
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how do i move a bone but NOT the mesh

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i want to reposition the bone

drowsy wharf
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@void zealot In Blender you would select the bone in edit mode (not pose mode)

sleek isle
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go in edit mode

sand patrol
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then?

sleek isle
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slect the vertex you want

sand patrol
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How does it apply to the bone?

sleek isle
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select the bone you want to apply the weight

sand patrol
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in edit mode!?

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I can't pick bones in edit mode

sleek isle
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firts you go in pose mode

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then you click on the bonne you want. then click on the mesh and go in weight paint mode

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so you can see easily what bone do what by a simple click

sand patrol
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then?

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How do you put a vertex group to the bone?

sleek isle
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then go in edit mode

sand patrol
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HOW!?

sleek isle
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select the vertex

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on the right select the object data window, a reverse triangle with dot

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type a value between 0 and 1 and click assign

sand patrol
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Nope

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Doesn't work

sleek isle
sand patrol
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We can video chat

sand patrol
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OOhhhh

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okay

sharp pewter
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@fading verge most likely a problem caused by auto weighting the avatar

fading verge
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@sharp pewter and how do I solve that now?

sharp pewter
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go into pose mode on the armature then select the mesh and goto weight paint mode

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and select all the bones looking for color thats on a face when you select a bone thats someplace else

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pass through will help you find it

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then just use the brush to remove it from the face when you find it

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then when you get into unity make sure your rig config has all the bones in the right slots

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and everything in the head is parented to the head bone

fading verge
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The only thing that I found which is sprayed on my mouth is the head and "mmd_edge_scale"

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so like, removing the spray paint from the mouth - from mmd_edge_scale?

sharp pewter
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is all the stuff in the head parented to the head bone>? mmd_edge_scale wont matter if you dont have a bone called that

fading verge
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well yeah it is

sharp pewter
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i would check how you config the avatar in unity then

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or how you have eye tracking set up

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make sure you remove what ever unity puts in the jaw bone slot in config

fading verge
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it's the normal eye tracking set up, also, just like you said, my mouth could probably be attached to the jaw bone. Gonna check it out in a minute

turbid spear
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Mouth opening when you look up and down is a viseme issue

sharp pewter
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the vrc.lowerlid?

turbid spear
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Usually when lower lid visemes are missing. VRchat takes the next visemes in the list as lower lid

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Which are usually the aa visemes

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And those are played

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Unity strips empty visemes so even if blender has them, they might be gone in unity

fading verge
sharp pewter
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o wait did you create the eye tracking with cats?

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or by hand

fading verge
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with cats

turbid spear
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How do the visemes look like in unity

fading verge
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the vrc.lowerlid shape keys seem to do nothing when value is being raised

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also let me check that first

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in unity

turbid spear
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That's fine, they shouldn't

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But because they are empty unity deletes them

fading verge
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shouldn't that be prevented somehow?

turbid spear
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Edit the lower lid visemes to move one vertex inside your head a tiny bit to fix it.

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@crystal vector should make cats do it for you. It seems fairly random with how only some people have this issue, but it isn't exactly uncommon.

sharp pewter
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hmm i have not had a problem with that b4 ill have to test on an older model

turbid spear
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I've had this problem on and off

sharp pewter
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do you use left and right blink with no lowere?

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or just a blink

turbid spear
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Left and right

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Lower is always basis

crystal vector
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@turbid spear I move a random vertex on every blink and lowerlid shapekey. But I will improve this in the future

stoic oriole
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Quick question, So I have these strings on my boots I want to dynamic bone if I wanted to do so how would you guys recommend I go about it? I don't want to accidently mess up the first parent of my leg bones.

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my original thought was that you could parent the bone to the hip similiar to skirts, but I was unsure if that would cause some issues since its so far away from the hip, figured i'd ask before hand to save some trouble

bitter goblet
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anyone got tips on fixing an issue where my shoulders move whenever i move my head in vr?

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if someone can help, ping or dm me please as i'm not gonna be able to keep an eye on this channel full time

light moon
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@bitter goblet That error occurs when your bone weight painting is incorrect. In your case, it means the head bone has some influence on the vertices making up your shoulders.

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You will need to open up your mesh editor of choice and edit bone groups to remove your shoulder vertices from the head bone.

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I know how to do this in blender. I can show you how if you would like.

fading verge
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https://imgur.com/a/aMVcVZy, ive been at this for hours any one got any ideas how to fix this with the my model my hip is fine in unity and blender but in game with full body it dose this?

fleet urchin
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i've seen it in UVs editor too

gritty nest
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"Save this data block even if it has no users"

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I'm assuming this makes sure the resource is kept inside the file even if it's not currently used

fleet urchin
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@gritty nest so is it worth it?

gritty nest
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It's not something you have to worry about

fleet urchin
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alright, thanks

formal crown
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It will keep that item in the save file even if nothing is used. F stands for fake user. So it marks a fake user of that item so that blender doesn't clean it up. As Void says. You don't have to worry usually.

restive marlin
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anyone know how to set automatic weights for a mesh? I have breast bones and a breast mesh and I'm trying to have it automatically do the weights based on distance to the specific bone

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Go in pose mode and select the bone that you want to weight paint.

Then select your mesh and switch into Weight paint mode.

Press W and then you choose "assign automatic from bones"

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found it

cosmic mica
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Anyone know a trick where i can have my character blink but still have blendshape expressions on gesture? Theres 2 expressions I'd like that require closing the eyes, but the blinking idle animation cancels out being able to do gesture expressions. Ive done a variation where it was the eye area cut out so it blinks seperate from the face but still i cant do those closed eyes gestures. (Also pls tag me ill forget i posted here.)

bitter goblet
#

@light moon since I know nothing about weight painting, it would be great if you could help me out with this, yeah!

sleek isle
#

youtube is a great start

gritty nest
#

@cosmic mica use my blinking prefab

#

I posted it in Quantum's Discord and it's also somewhere in #animation

jaunty schooner
#

I'm having some difficulty with eye tracing regarding my eye bones. Whenever I create the eye tracking, the bones that Cats creates (The vertical LeftEye & RightEye bones) are tiny and way out of the bounds of my model

#

its working correctly on another Avatar though

solid adder
#

Did you test them in Blender?

light moon
#

@bitter goblet Okay so as for your bone problem the solution should be relatively simple. Let me get some images to describe it.

bitter goblet
#

@light moon would you mind taking this to DMs? that would probably be easier

light moon
#

Yeah

sage lily
#

When making dummy bones for an avatar that has gloves do you need to make all 3 parts of the finger or just the first

light moon
#

If the gloves cover the whole hand, it needs to have all of the bones

#

If you're making fingerless gloves, then generally you only need the first bone since that's the only part that the glove covers

pine vigil
#

Who can rig for me. Willing to pay ^^

opal aurora
#

@sage lily if i recall correctly you only need the first bone of each finger

sleek isle
#

3 yes

#

Thumb index middle

jaunty schooner
#

anyone make an armature from scratch and get their eye tracking working? Could use a hand getting Cats to make eye tracking

sleek isle
#

When you create your eyes bone. The movement was as you wanted to be when you manualy rotate them?

#

You can always play with the "limite" in the same window with the range of mouvement

#

You can test what the range of movement look like in again. The same window in cats

#

Depend of the model. The placement can be weird, but in the end. It just work

polar bough
#

Hey i was looking for a stickman model found one and whenever i try to upload the base model it says spine hierarchy. make sure that the parent of both shoulders and the neck is the chest i tried evrything and it still says the same thing.. help pls

sleek isle
#

The stick men have shoulder and neck bone?

slow gyro
#

How do I bend a pose and have all bones follow? Like making a fist so I don't have to manually do each finger bone. I'm just trying test bends

cursive apex
#

@crystal vector I am curious what method the cats plugin uses to apply a pose and still retain the shape keys

crystal vector
#

Essentially it creates a shapekey out of the current pose, applies that shapekey to the Basis and then applies the pose position of the bones to the rest position

cursive apex
#

ahhh so its not applying the armature then

crystal vector
#

Exactly

cursive apex
#

Thanks. Now I can manually do it if i have to

#

I always hated that apply armature thing

crystal vector
#

Yeah it's dumb that they always require you to apply the shapekeys.
How do you apply a shapekey to the Basis without cats? 🤔

cursive apex
#

on the armature modifier

primal swan
#

Any clue why my model scales when I try to apply automatic weights?
It (most of the objects attached) scale down, and I haven't the idea why.
The Armature doesn't scale though.

primal swan
#

I guess I figured it out. I just clicked keep transform but that's never happened to me, so it's weird. Oh well.

gritty nest
#

99% of the time it's unapplied transforms @primal swan

#

Just CTRL+A apply the location, rotation and scale on the mesh and armature next time

#

Cats has a button for this too

primal swan
#

Cats yells at me when I try to use it

primal swan
#

The Weights should be correct, but my models arm moves faster or more, than the shirt.

solid adder
#

Check the surrounding bones, @primal swan

#

More than one bone may have influence in the same spot causing it to do that

primal swan
#

Oh god. Duh. yeah that's what was going on. It's always the small stuff. Thanks @solid adder

solid adder
#

👌

#

weight painting can be a pain so I know the feel

primal swan
#

It was invented by the devil, true story

winter veldt
#

^ i agree with this

grand cairn
#

agh im so annoyed

#

the model i imported is good the only thing is the hand is broke apparently the fingers had no bones in it the hand does just the finger tips dont

#

i would like some help rigging the finger tips to stay stagnent and not mote

sleek isle
#

Put your model in mixamo in obj. Then only keep the mesh and bone of the hand area of that one and delate those of your original. You might need to scale it. S 100. Rename the uvmap the same name of your original and then merge everything.

#

Or

#

Rig it yourselft

#

Since its a robot like hand. The rig should be easy

winter veldt
#

My current issue is rigging the avatar to lip sync.. 🤔

#

But I have been looking at tutorials

hybrid venture
#

@winter veldt You don't need to make bones for lipsyncing. Sure, it helps a ton to have a jaw bone and lip bones, but at the same time, editing the mesh manually to form a shape key can be better in many cases. Annoying, but the payoff is great.

#

Look up a guide on Proportional Editing and creating shape keys

#

It's still good knowledge to have even if you're good with rigging

#

Not all shapes you would want can be done with bones, trust me I've tried

winter veldt
#

I'll check it out. Cheers

fading verge
#

hm, is there a way to add multiple animators on an avatar?
or use multiple animations on a single animator?
I'd like to animate different sections of my avatars but I could only manage to move just one thing etc bone or blendshape mesh

gritty nest
#

@fading verge you can put an Animator anywhere you like

#

And animators can have multiple layers, each with their own animations.

#

So to make your tail move, you could put an animator on your first tail bone, then animate on it

fading verge
#

ah

#

thank you for clarifying

solid adder
#

Animating gameobjects can also come in handy at times :+1:

grim belfry
#

does anyone know how to make those bands with your name on it that can twirl around your arm or leg etc? ❤

solid adder
#

Likely a shader

#

Not sure which one

grim belfry
#

oh, didnt think it was a shader o:

orchid lantern
#

I'm willing to pay for someone to make me a custom avatar

crisp tendon
abstract shore
#

Hello, I'm currently working on an avatar for someone who's mute. I applied a snail marker to the hand for them to write with but because they're a desktop user the hand stays by the models side while drawing. I was wondering if there's a way to raise the arm of the hand as if it was holding a object you would pick up in a world while drawing. I would appreciate any help/suggestions.

gritty nest
#

Maybe fixed joint it to the head instead

#

You might be able to use a Final IK component to raise the model's arm

abstract shore
#

Alright I'll try that method, thank you.

primal swan
#

Does anyone know how to fix bound box issues.
Like, when I upload the avatar to Unity, the bounds are just all over the place and you can barely edit them, with those darn controls

#

Can I fix it in Blender, before it ever goes to unity?

opal aurora
#

The bounds are established in unity, if the bounds are going out of whack then there's probably something causing such, most cases are faulty shapekeys, objects/bones too far away from the model or animations that are too far away from the model

primal swan
#

Now that you mention it, this does have shape keys on it

opal aurora
#

Oh and the cloth components makes it act funny aswell

primal swan
#

Oh. Well I'm going to go with, it's a shape key problem.
When I turn the value up, instead of doing something normal, it explodes my models geometry. Haha

opal aurora
#

There ya have your culprit then

#

Removing said faulty shapekeys should fix it all up

primal swan
#

Okai doki. thank you

fading verge
#

dynamic bones are still not working ingame, even with the new update

#

Like it's working just fine in unity 2017, but in the actual game- the bones dont wiggle

#

i had this problem for like, 5 months now??

#

no one has the solution to this, and its been bugging me ever since

opal aurora
#

Odd...

fading verge
#

nice seeing you again,
i've checked this forum many times and tried out the solutions there, but no avail

primal swan
#

5 months?

opal aurora
#

What settings are you using for them?
And are they single bone or chains?

fading verge
#

chains? like for example, my avatar has a tail with a few bones in it
so I apply the script to the root of the tail

#

and yes 5 months

opal aurora
#

Yep, one or multiple sets of bones parented to roots

fading verge
#

yeah

opal aurora
#

That's what i mostly call chains

#

But that is quite odd... have you tried asking somebody for a package to test out theirs?
I mean what comes to mind is either corrupted files or even missing ones really

fading verge
#

well, i do need someone to use one of my avatars and apply their dynamic bones to see if it works on their end
I tried both old and the newest versions of the dynamic bones asset

opal aurora
#

I'll send over one i'm certain functions normally, or well, did in 5.6, unsure if it'll flop on 2017

fading verge
#

alright

primal swan
#

Does anyone know is Vetxmotion works with Vrchat, and/or if it will be added to work with Vrchat?

fading verge
#

@opal aurora Oh! Nevermind then! It works now for goodness sake
I had moved the asset folder itself to another location- so that was the problem

opal aurora
#

Welp

fading verge
#

feelsbadman

sleek isle
#

I know

fresh bane
#

so would a question about an issue with mixamo go here?

#

because mixamo eventually just gives up on any models i upload and makes me re-rig it all just to wait five minutes again

sleek isle
#

Show wgat type of model you have

#

Its preferable to have no jole in it

fresh bane
#

uhh i switched over to a MMD model seeing if it would work better in general

#

now i'm having a different kind of problem

civic sorrel
#

What's the issue?

#

@fresh bane

fresh bane
#

on the mixamo or the MMD model?
we could move over to #avatars-mmd if you wanted to know what the issue was with that one

brittle tapir
#

https://puu.sh/CgYQO/eba34f30c3.png i have no idea how to fix this, i tried setting the weight to zero on that part for all of the bones i thought might be causing it but it didnt fix it

floral depot
#

Select the bone which should controll that part and weight paint it with more than 0

winter plank
#

So even thought I have everything mapped I get an error that head is not mapped?

warm nimbus
#

is their any point in adding toe bones?

sharp pewter
#

not really sure but i do them anyways as it takes 2 seconds to make them if missing

#

i think it would still be a "human" avatar but im not 100% sure on this as i've never tried

warm nimbus
#

you dont need the toes but i was wondering if it would help movement in vrchat if i added them

sharp pewter
#

or it could be like fingers and you just need to make ghost ones

#

i know some people dont and i dont really notice all that much of a change

warm nimbus
#

hmmm okay

sharp pewter
#

can no longer stand on tip toes but normally people dont want that

warm nimbus
#

ill add them to see how it effects my full body

sharp pewter
#

and thats why they remove

sleek isle
#

@brittle tapir select the vertex that move and in the n tab you can see what bone are attach to it

brittle tapir
#

@sleek isle i had no idea i could do that, thanks so much

dull sage
#

Does anyone know if it'd be possible to get this model to properly work for VRchat?

#

I've been trying to tackle this thing all day

sharp pewter
#

i dont see why not

#

other than maybe the legs being hard

dull sage
#

Aight thanks

#

The skeleton was really messed up for me on this one

sharp pewter
#

uwu can you just post pics

dull sage
#

Yeah I've tried to it won't let me tho

#

Will try again

sharp pewter
#

if you copy a link of picture

#

you can

dull sage
#

Thanks lol

sharp pewter
#

turns out if they let you upload pics you can put files for download

#

so links are bae

dull sage
#

O shit ok

sharp pewter
#

all of those other than the grunt would be rather easy even if they come with no rig

#

just need to watch a few tutorials

dull sage
#

Ok thanks man

sharp pewter
#

as long as they are humanish super easy to do from nothing

dull sage
#

I see

#

Thank you

#

The thing that is messed for the Elite is the head is permanently stood upwards and I got this error

#

LowerLeg is not first child of UpperLeg or Foot is not first child of LowerLeg: you may have problems with Shin rotations.

#

Never figured it out

sharp pewter
#

you have blender?

dull sage
#

Yep

sharp pewter
#

can you turn on x-ray in your armature tab and send a pic of your char

dull sage
#

Alright

#

There's no way to export the character from unity to blender right?

sharp pewter
#

did you download it as a fbx file or a unity package?

dull sage
#

Package

#

Err

#

I initally got it from the website as a .dae file I believe

sharp pewter
#

you can import that into blender

#

i think....

dull sage
#

Alright lol

sharp pewter
#

hey i seen the import option idk how well it works

#

xD

dull sage
#

o lol ok

#

X-ray mode is turned on by Z right?

sharp pewter
#

ill show you on sec

dull sage
#

Ok

#

Sorry lol

#

Just learned a bit about this program today

dull sage
#

Thanks man lol

sharp pewter
#

o my none of those look parented at all

dull sage
#

0.0

sharp pewter
#

also model wont be humanoid

sharp pewter
#

it can be with some work

dull sage
#

idk if the lines make a difference

sharp pewter
#

they do

dull sage
#

o alright

sharp pewter
#

shows what parented

dull sage
#

Ah

sharp pewter
#

to what

dull sage
#

Ok

#

Do you see what could be wrong with it?

#

I could go ingame rn and screenshot it

sharp pewter
#

sure if we just wanna fix the basics

dull sage
#

Alrighty

sharp pewter
#

wait so whats the problem?

#

just no animations?

dull sage
#

The infected elite head shouldn't be standing upwards like that

#

I think the game thinks that is its head

sharp pewter
#

do you only use desktop or vr to?

#

jsut wondering

dull sage
#

Just desktop atm

sharp pewter
#

ok

#

so we could rotate the bones in blender so they point up or change what bone the unity config uses

dull sage
#

Ok

sharp pewter
#

mind if we goto discord call i can teach you a few things along the way

dull sage
#

O lawd

#

Sure

amber quest
#

Is it possible to use blendshapes when the skeleton of your avatar strikes a pose?

#

This so muscles can contract when the arm does etc.

#

Since you can do this for animation rigs in general I don’t however know for this use case.

sharp pewter
#

i dont know of anyway you can trigger a shape key without doing it manual or having it on all the time

#

in vrchat

thorny prism
#

just look at the legs

#

help lmao, genuinely confused and have no idea how to attach the knees to the upper legs. technically the bones are attached but the upper legs don't move.

sharp pewter
#

are they even painted to the bones?

#

check in blender goto pose mode in armature

#

then click mesh

#

weight paint

#

and select the leg bones

#

see if they turn the whole model pink or just blue and not other colors

#

@thorny prism

thorny prism
#

alright, 1 sec @sharp pewter

#

how do I go into pose mode? @sharp pewter I'm pretty new to blender

sharp pewter
#

can i just share my screen with you rather than taking like 10 pics?

thorny prism
#

yeah lmao

slim violet
#

does anyone have an avatar controller for a 4 legged creature like a bug?

dull sage
#

Does the size/scale of bones matter?

#

In a model

final wadi
#

@dull sage it's just should fit in the model with the right position, if it is something oter than not really.
Btw. It's don't meater how you modell look like, it's should have a bones because you can just crouch or Li on the floor in VRChat if you have all bones.

#

In one of my model I just waightpaint not the neck, middlefingers and little fingers, but I need them for VRChat, which means I still have the bones and there are Moving but you can't see them

#

Other whise I could not do this

#

The under leg part are the feet bone and ther where the "feets" are the toe bones.
And thats why Unity recognized this as Humanoid.
(Because, the most Animals walking on the Toes if you look at the Bones/Anatomie)

dull sage
#

Ohhh I see

#

Thank you

sleek isle
#

Yeah but if the legs are to far on each side, my character place them in V when idle

#

Because of ik probably

dusk nest
#

Guys

#

when i add shoes to my character on blender

#

and try to weightpaint it to the bone

#

it just morphs forward

#

and missplace

digital gorge
#

Have you cleared any bone positions?

dusk nest
#

have to try

#

how?

digital gorge
#

Alt + g r and s

#

G is for position R for rotation and S for scale

#

you have to be in pose mode though

dusk nest
#

just made my guy out of t pose

#

but it did the job

#

ty

cursive apex
#

Anybody remember what the fix for the curled finger tips in unit was? All weights are good and posing is correct in blender. I've fixed this before but this time, even manually rigging it unity didn't work

gritty nest
#

Just forcibly rotate them into place

#

Make sure the finger bones are oriented the right way in Blender

#

And that you're exporting without leaf ("end") bones

viral stag
#

How do I fix this exactly?

#

I moved the bones and it does help, but why can't I just have it look the same as in Blender?

cursive apex
#

It was a bug with the way I exported it from blender. it's fixed now

dull sage
#

My model's head is fully weight painted yet it still stretches?

cobalt frost
#

vertices are probably weighted to some other bone too

dull sage
#

Ah

#

Would it matter if the neck is not painted?

cobalt frost
#

if it's painted to any other bone, it'll stretch accordingly

dull sage
#

Hmmm

#

Can't find the head painted in any other group

cobalt frost
#

i think blender has a thing to check what vertex groups a vertex is in

dull sage
#

Ok

cobalt frost
#

try checking that on the ones that act weird

dull sage
#

Do you know what it's called?

sleek isle
#

Select a vertex and see what bone is attach in the n tab

cobalt frost
#

^

#

you can only do it for one vertex at a time though, so keep that in mind

dull sage
#

Unless I'm super oblivious

#

The bones seem fine

#

The vertex is the head

#

which is attached to the neck

#

Wait a sec

dull sage
#

:/

#

Damn idk what's up

#

o ffs

#

Oblivious

#

o man

#

I made a boo boo

dull sage
#

Alrighty

#

Figured it out

dull sage
#

How to get texture for arms and legs?

#

I have all of the textures in assests

dull sage
#

The arm textures don't seem to wanna work

#

I've gotten blender to be able to render both arms torso and head

#

But Unity just won't see the arms still

dull sage
#

Says it has all the textures but it just doesn't show them

tall jungle
#

If you click the body mesh and scroll down, are they assigned in the correct material slots?

ionic sedge
#

Hi, I have a model that I rigged using the mixamo tool, and overall it works fine. My issue is with the hands, since the character is clawed, those last ones were rigged as fingers. There is a way to assign the hand bones to the right parts of the hand? Thank you

dull sage
#

On the model tab of what I believe is the mesh, could be wrong

#

I checked off swap UV's which took away the body texture but now shows the arms

delicate acorn
#

Have any of you guys gotten finalIK to import correctly?

sleek isle
#

My unity didtn want to upload avatar if i but the simplecontroler on it. So i need to take it of :/. Dont really matter.

hot leaf
#

Could somebody PM me? I need help with a dynamic bones problem I can't seem to figure out

gritty nest
#

Is there any reason you can't post the problem publicly?

sharp pewter
normal cloud
#

Hey there everyone.

#

I am trying to get a floating head character to work with the humanoid rig.
I have a model in .obj with textures, and blender.
I tried using Riggify to rig it, export it as FBX and the import it into Unity, but the rig isn't being mapped correctly by Mechanim.
I have very limited 3D modelling experience at all. Help please?

#

I just want the floating head to follow my head movements.

hybrid venture
#

@normal cloud All you nerd to do is map the bones in Unity

#

Just because it doesn't auto-detect it doesn't mean you can't map the bones to their corresponding locations manually

normal cloud
#

Trouble is, the entire heirachy is a mess. I can't seem to figure out how to map it.

fading verge
#

i can do that for you

#

i have a drone* prefab thing that follow you with configurable joints

#

just have your head with visems on it

#

real head bone will have no geometry

normal cloud
#

Sounds good.

#

How do I get started?

#

The idea was to have the floating head actually be my avatar though.

fading verge
#

yes

#

wait

#

you want the view point on it?

#

you want your view to float aorund?

normal cloud
#

Yes.

fading verge
#

you'll get sick in ve

#

vr

normal cloud
#

It's the Eyebot E.V.E from Fallout.

#

The head is supposed to be invisible in first person though, isn't it?

fading verge
#

i don't think vrchat lets you move the viewpoint away from your irl position

#

in other words, if you don't move around in your room, you cannot float around in game

#

and have the viewpoint follow it

#

maybe on a generic rig

#

not on humanoid

gritty nest
#

An avatar can never move your viewpoint, it's always the other way around

#

Generic or humanoid

fading verge
#

yep

#

the only way i managed to change viewpoint was by using chairs in worlds

#

like, a 3rd person view

#

the closest thing you can have is to have the head mesh, with visems and eye tracking, on a rigidbody following your armature around with a joint

#

maybe spring

#

or configurable joint

#

your viewpoint will always be over your neck where the head should be

#

but the head itself will be free to wander around a bit

#

you can add an animator to give it a bit more randomness and ''life''

#

maybe by using final ik

#

i haven't messed with that asset a lot

viral stag
#

there's no bone roll on them either, idk

gritty nest
#

Are you lifting the arm or the shoulder in Blender?

viral stag
#

The bottom picture is in Unity, the model is in a T-pose originally

#

I'm wondering if it's something wrong with the way my armature is set up, like if I should move the shoulder and chest bones

gritty nest
#

Well it should be fine. In the bottom image though, are you rotating the arm by the arm, or by the shoulder?

viral stag
#

shoulder

gritty nest
#

If in Unity, the rotation is set to Pivot and not Center right? At the very top

#

Ohh, I got an idea

#

Assign the AvatarTPose animator controller to your avatar's Animator component, then hit play in Unity.

#

And check your model in the humanoid rig configuration too

#

The animated model might differ from the resting model a little

viral stag
#

Oh, it doesn't let me move anything when I apply the controller

#

I checked in the rig config as well, and it still looks normal :(

sleek isle
#

vrchat only really roll the shoulder bone

charred sentinel
#

so the angle of the shoulder bone is more critical ?

sleek isle
#

i kinf od give up with the shoulder i cant really help

charred sentinel
#

ya same i always found them to be a pain

#

even more when your dealing with a hoodie

viral stag
#

that's ok, shoulders do always give me the most issues even when you spend so much time getting the weights looking good, then it gets completely ruined in game

hallow tide
#

Hey does anyone know how to unbind certain parts of the mesh from a Bone?

lament viper
#

you mean remove weight painting?

naive tree
#

@viral stag you are not accounting for rotating bones, just for lifting it on one axis

#

bones rotate more than they move up on that axis

#

when it comes to shoulders you want to check how it rotates, not how it lifts

viral stag
#

Ahh, I think I get it

#

So, I'd really just need to make sure the rotation looks okay when weightpainting the shoulders?

#

Hope that's not too difficult

hybrid crescent
#

ok so

#

my avatar's view is stuck to the body

#

also it's behind my avatar

sleek isle
#

You put the descriptor to far behind. Its a littlr gray ball

cursive apex
#

Is eye tracking still borked with FBT

odd hill
#

Does anyone have any clue or a tutorial or something on how to make properly rigged and functioning Digitigrade legs? I have a few avatars I'm trying to make, but they always come out scuffed and I'm not sure exactly what I'm doing wrong or what the trick is because I've seen it done really smoothly several times

hybrid venture
#

@odd hill Digitigrade?

#

Hold on lemme look this up real quick

odd hill
#

Like humans are plantigrade; our feet are small and on the ground

hybrid venture
#

I just looked it up dw

odd hill
#

digitigrade is that recognizable Z shape to the legs where, anatomically, they're standing on their toes

hybrid venture
#

Just rig the legs like you would if they were pointing straight down like a human leg

#

It still works regardless

#

What were you trying to do?

#

I would give you my Mega Lopunny rig but I'm not home, nor will I be until Sunday

#

It's a good example of how digitigrade legs should look

#

Weighted anyway

open viper
#

Mega Lopunny vrpill

odd hill
#

So is it a weight painting thing? I originally tried to do that, but crouching ended up looking super scuffed

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I tried rigging it more true to model and then repositioning in the Unity Rig Config, but then my avatar was just floating and basically goose-stepping

viral stag
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Is there anyone that knows the best way to set up shoulders to minimize the rotation? I really want to learn how to fix it

lament viper
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try making them longer

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i will dm u an example if thats ok

viral stag
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Like, is there some kind of reference for it with how the bones should look?

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I don't mind!

hybrid venture
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@odd hill Okay so digitigrade legs should be rigged just like any normal leg

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It doesn't have to follow the leg's geometey

odd hill
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Okay

cursive apex
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ok eye tracking is scuffed whether I am in full body or not. Seems to work for like half a second then they disappear

stoic silo
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my character face doesnt move with the head bone, what can i do

fading verge
subtle moth
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@fading verge that technically shouldnt prevent you from uploading 😛

fading verge
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oh

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well i imagine the issue came from the fullbody fix so, i'll try and upload

subtle moth
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alright

gritty nest
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Yeah, the issue came from the full body fix

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Cats has a disclaimer on it

sly mirage
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WHY DOES THIS HAPPEN

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and is there any way to fix it in one go

wary crown
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first up

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merge your bones

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you dont need 75% of that

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then its also easier to fix.

sly mirage
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no idea how to merge bones

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and the hands are the big problem im asking about

subtle moth
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cats can do dat

wary crown
sly mirage
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thats what i did i pressed fix and it did nothing

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ill try that now let me check

rare epoch
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Ooof you can copy pasta each bone end points manually

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Hopefully they all correctly parented

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I think there is a mirror for bones and rigs

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Double check on the weight paints

sly mirage
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wait um where would i find that mirror?

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setting

wary crown
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go to edit mode, click on options

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enable x mirror

sly mirage
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options? i do not see this

wary crown
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on the left

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eiher options or tools.

sly mirage
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there is no x mirror under tools for me

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LOL

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i did not see options im sorry its really late my eyes hurt and im also blind as a bad

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bat*

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okay im having this really bad problem where when i try to zoom in with the mouse wheel it wont let me go any farther

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?

rare epoch
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Use the numpad . to zoom in selected

sly mirage
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isnt there some hot key with a drag of the mouse that i can use?

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the num pad wont work either

wary crown
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use numpad 5

sly mirage
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i just tried it and it wont let me zoom any farther

wary crown
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to go to ortho mode

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then you can zoom in further.

sly mirage
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ah thanks

mystic haven
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rig issue the last night when i tried to import my avatar, i used the humanoid armature

wary crown
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Leave upper chest blank

mystic haven
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how can i do??

wary crown
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unmap it

mystic haven
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i did and it didn't work

wary crown
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Mantis LOD is also not a supported component, you have to apply it before using the avatar

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for the bones being mapped but not being shown

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try reloading

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or making a new scene

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Also join your meshes

mystic haven
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mantis LOD?

wary crown
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You installed it and are using it on your avatar

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Where did you get this avatar from

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you obviously dont eve know the components that have been put on the avatar

mystic haven
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is made by a friend 1 year ago

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i've converted from SFM model

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now i put them in DAE and FBX

wary crown
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Yeah im sorry but your rig is so hard to look at i cant really help with that right now.

mystic haven
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can i send the file in DM?

wary crown
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Nope, i cant look at it rn

mystic haven
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not now?

wary crown
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Nope, i wont be able to look at it.

mystic haven
smoky kelp
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Yo so I have a kinda weird problem, I have a model that I wanna use I found online but it needs a few tweaks (certain mesh's deleted, hierarchy changed) but whenever I change those things in unity it changes to a prefab instead of a model file (starts out as a .dae) so I can no longer rig it to human afterwards, and if I try to make those changes while I'm in the rigging mode in unity it wont save the changes after I click "done" and just keeps telling me about the heirarchy errors. Can I fix them in unity or do I need another model editor to fix it?

wary crown
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You edit the mesh in a 3d modelling tool

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like blender

mystic haven
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i fixed the rig issue but now i'm trying to edit the poligons, but appaer always this message

hybrid venture
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@mystic haven Just use the VRCSDK, delete that other script

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Also I wanna suggest combining your meshes

mystic haven
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i'm using VRCHSDK

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and if i combine the meshes it cause issue with the texture

hybrid venture
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Rename the UV maps all to the same name

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Then join

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That should fix any issues with textures when joining meshes

mystic haven
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that i did twice

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i renamed and made the unique mesh

hybrid venture
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All of them to the same name? Huh

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That's weird then

mystic haven
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yes

hybrid venture
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Also what's with the weird pose? Ehh nvm that. What's the issue you have with uploading?

mystic haven
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i used Mixamo for the rig

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now the mesh is a issue

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i'm trying to change the number of polyigons

hybrid venture
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Why was it modeled in that pose?

mystic haven
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exactly is the pose imported from mixamo

hybrid venture
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Huh

mystic haven
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for solve the rig issue i had to remove the original bones and remake them on mixamo

hybrid venture
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Try just rigging it there, don't add animations. That's the only thing I can think of, at least

mystic haven
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again,. i have issue to reupload the polyigons

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it still give error

hybrid venture
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Oh THAT

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I didn't see that

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I'm stupid

hybrid venture
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I was hung up with the beta having 70k

mystic haven
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i put at less than 2k polyigons

hybrid venture
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As the limit

gritty nest
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It seems to me that this is some sort of in-Unity decimation service

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The limit is 20k not 2k

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Decimate in Blender instead

hybrid venture
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Thing is when he joins the meshes, it kills the texture

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He already tried the UV map thing

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Wait nvm, manual decimation is a thing

mystic haven
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i don't remember who edit the polyigons on blender

tidal arch
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There’s a decimate tool under modifiers

mystic haven
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fixed the polygons editing the script

bleak condor
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just put the meshes on different material channels

mystic haven
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i fixed the mesh

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now i'm back on rigging issue

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the upperchest is the only problem now

bleak condor
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i have a thing for you 1 sec

mystic haven
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?

bleak condor
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have you seen this? it's in the sticky for this channel

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should help you a little with setting up the bone hierarchy

mystic haven
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i used mixamo for the rig

bleak condor
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well i have no experience with mixamo, i usually just make my rigs, sorry

mystic haven
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the problem is when i set humanoid rig

bleak condor
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what is the problem again?

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I have to scroll up pretty far lol

sleek isle
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I have the same question too. What up

mystic haven
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issue with upperchest after importing them from mixamo

bleak condor
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what is the issue with the upperchest

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what is it doing that you don't like

mystic haven
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:/

bleak condor
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sorry, i'm trying to be helpful but when i hear "there is an issue" and no description it's hard to figure out what's going on

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not trying to be an ass, i'm just trying to figure out what the problem is lol

mystic haven
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i've imported a humanoid character and it give me a issue about the upperchest, but leary i've rigged this with mixamo and put the ik with blender

bleak condor
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OH you mean there is an error?

bleak condor
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oooooh okay

mystic haven
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i did with and without IK setting

bleak condor
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hold on, let me make a screenshot of what you need to do

mystic haven
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ok

bleak condor
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so hit configure on the humanoid rig thing

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sec making an imgur link

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upperchest should look like this

sleek isle
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Dont assign thing in upper chest

bleak condor
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then hit pose->enforce T pose (if it's not already t posed)

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and then apply

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see if that helps

sleek isle
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Some time model like mmd have more bone in the torso. Merge them for example

bleak condor
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you can also just unassign upperchest like the pic above

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since it will follow the parent

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i don't have a lot of experience with MMD stuff tho heh

bleak condor
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yeah it looks like the rig is super messed up

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you might have to just go into blender on the rigged model and merge the bones like the other guy said

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for chest and upperchest

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I think there is an option to carry the weights too, not sure

mystic haven
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again the model is was rigged on mixamo

bleak condor
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yeah that's probably the problem, mixamo is not rigging it per the VRchat requirements or something

mystic haven
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i saw a lot of tutorial where they use mixamo

bleak condor
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if it's doing an upperchest bone that is screwing up the hierarchy

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yeah i don't know, i don't use mixamo

mystic haven
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now i have to apply the parental on those bones

sleek isle
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If mixamo is use, everything should be ok. Be sure that every bones are in the right box

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And leave the upper chest blank

mystic haven
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fixed, now i try to use it

bleak condor
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congrats!

mystic haven
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lemme check if it don't have bugs

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and nope, issue again

sleek isle
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Probebly distortion in the neck area but yee contrat

tidal arch
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Post a picture of the config window for the rig

mystic haven
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from where??

tidal arch
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Hit the configure button below avatar definition

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And post a screen shot, something in hierarchy seems to be wrong

tidal arch
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Change spine 1 to spine 2 under chest

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Your neck and shoulder are patented to an inactive bone

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parented*

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Also delete the toe bones

mystic haven
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i moved the parental on the 2nd spine

bleak condor
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looks good