#avatar-rigging

1 messages · Page 131 of 1

tidal arch
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ya try it out, also I still recommend you delete the toe bones

mystic haven
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after applying the bones are back....

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🤦

tidal arch
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Click the little circle beside chest and select spine 2 instead of spine 1

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Not the green circle, the grey one

mystic haven
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ye?

tidal arch
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Did you switch it to spine 2

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?

mystic haven
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yes

tidal arch
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okay, not scroll down until you see toes

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And delete both of them (click on the green circle and hit delete)

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Then hit apply

mystic haven
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both the bones of her feet?

tidal arch
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yes

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Then post a screenshot

sleek isle
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Why so much problem 🐷

mystic haven
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i'm new with this stuff

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i downloaded unity 1 week ago

sleek isle
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You know what. Send mee your file. So i can see if its you the problem or the modele

mystic haven
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and on google i don't find helpful tutorials

tidal arch
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Nah, literally the issue is the hierarchy

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just make sure you switched spine 1 to spine 2 and it should work

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Hit apply and see if you get any errors

tidal arch
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Okay go back to the config and post a screenshot, specifically of the chest

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Or you can send it to Franada, and he can do it for you. Though it should be an easy fix and that seems like a lot of effort lol. I’d do it but I’m on campus studying rn

mystic haven
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and now the model setting is changed

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nvm, i've selected a texture

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now there's animation error

tidal arch
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Sorry going through this without my computer is a little difficult. But I’m not sure what an animation would have to do with any of this, it shouldn’t be animated. I’m not really familiar with mixamo rigging, but you could try re-rigging it and making sure it’s in t-pose. And download it as an fbx

wind marten
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If youre adding an animation you have todo it on a duplicate

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That is the most important thing because otherwise itll likely mess up your avatar

tidal arch
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Ya I don’t get why they’re animating here though lol. If they’re just trying to import the model there shouldn’t be an animation.

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Or does mixamo literally upload your model in an animation?

mystic haven
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i'm not animating because if i import from blender it lose the IK

tidal arch
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Alright well I can’t really watch that right now, but when I’m done my exam in a few hours if you still haven’t gotten it to work I can check it out

mystic haven
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okay

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and i will send you the file @sleek isle

earnest brook
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trying to set up an easy mouth rig for a preexisting model

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what's the best way to get easy open-close control in blender while keeping the ability to move teeth/lips/tongue independently?

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trying to set up individual bones for each upper/lower combo without it messing up something else is painful

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just trying to use them to get decent visemes

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(it's piranha plant from mario bros series, so the mouth is more important to get right, the rest is a dummy skeleton)

sleek isle
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Most model have a jaw bone. Attacht to that the teeth and tong. And defferent part of the lips

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So you can make expression on the fly in the engine

wary crown
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@earnest brook your best bet would be making shape keys in blender

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You can then animate those

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And you can use them as visemes for talking

deft current
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Trying to rig an avatar but i have the error Bone Weighting: failed to find solution for one or more bones did not find on the net ?

fading verge
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Delete doubles on mesh

deft current
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try that No doubles

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Try Smoot vertex no chance

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Try subdivision surface no chance

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no x-mirror

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???

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CTRL N normals

fading verge
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FBT User. Does anyone know how to fix the thigh twisting, knee and shoulder? Can't seem to find the problem when i compare my model to a friend's one. ;c

gritty nest
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You mean the knee bends backwards, inwards or outwards? @fading verge

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And do other people see the same twisting?

fading verge
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it like twisting and stuff

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no bends just twists

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@gritty nest

naive tree
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be sure that your bone rolls are 0

hybrid venture
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@fading verge Set bone roll to 0 in Blender. Go into edit mode, select all bones, and press Alt R

ivory radish
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is there actually a way to apply something to the entire selection

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bc like if u change properties its only for the active

spice axle
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Does anyone happen to have an updated/fixed Muscle editor?

wary crown
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@spice axle Yes, the unity asset store. buy it.

spice axle
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gotchu buddy boy

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Anyone who's not grumpy, have a updated version of muscle editor? 🙃

wary crown
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Youre literally breaking the discords rules, you are asking for a paid asset, buy it or leave it.

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Has nothing to do with being grumpy.

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@wind osprey

spice axle
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Definitly could've been said a lot nicer my dude vrclike

wary crown
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You have the audacity to ask in a discord full of developers if someone could pass you a paid asset for free, no thanks.

spice axle
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you should change your name 🙃

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Enjoy your night my guy ❤

wary crown
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No, because it has nothing to do with being angry, you are just breaking the discords rules by asking for pirated content.

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Have a wonderful evening, and pay for the stuff you want to use.

crisp rampart
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Its literally in the rules of the discord that you cant ask for pirated software

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A dev spent hours and hours working on making it and its not very expensive. Its not like we pay for VRChat either

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Like I think I spent more than $15 on lunch the other day. Support the community

hybrid venture
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Muscle Animation Editor is dirt cheap. Why do you have to make it such a big deal? Just pay for it like everyone else

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We're not being stingy, we're not being grumpy, we're just telling you what you are doing is against the rules of this Discord server

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Abide by the rules as we are.

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Also why all the reaction emotes? Are you really this salty about it? Lmao pathetic

wary crown
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I see why reactions are disabled in most channels ...

hybrid venture
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The VRCLike emote? Why

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I think they're just too salty for their own good. Let's just leave them be.

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This is so sad can we reach 5,000 reactions

slow gyro
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I say for all to move on Leave it there

jade wasp
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how do i make my armature work with all the things? i have the armature set, but when i move it the object doesnt follow at all (if i take the leg armature nothing happend etc)

ivory radish
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probably not actually rigged

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just has bones

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having bones != being rigged

zealous tundra
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Can anyone tell me what causes a whole characters body to turn when I turn my head? I've rigged a bird and turning my head makes the whole model pivot with it :o

upbeat atlas
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I know my avatar has a jaw but I can't find the bone

fading verge
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Jerican your model probably doesn't have a jaw bone then or the person who rigged it didn't make one

upbeat atlas
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So it's possible to have a jaw but not have a bone for it?

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Because I looked inside my avatar and I saw the mouth

ivory radish
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yea

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a lot of people don't need a jaw bone

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bc theres something called blend shapes

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and ways to move the jaw without rigging it

open viper
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I feel like i can just create a tiny vert and assign it to the bone, but is there another way?

hardy oxide
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there's this problem that I've been having for a long time and still haven't solved it where one of my avatar's arm doesn't extend when holding objects while on other people's screen they can see it normally just not on my screen

proven mesa
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FBT: After applying the CATS fullbody fix, the chest is suddenly pinned to the face direction. Non-fbt fix allows you to look sideways without your chest glued to that direction. Was there any fix?

gritty nest
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@proven mesa instead of using the entire full body fix, only scale the Hips bone to -1 in Blender (in edit mode)

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And don't do the other parts

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This will break the model outside of full body though

proven mesa
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Oh wow

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So a standard cats and manually address the hip bone

sleek isle
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@zealous tundra adf fake bone to have full ik

tidal arch
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@zealous tundra did you use automatic weights?

bright wolf
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is it true that unity only uses the chest bone to rotate and bend forward and backwards or does it use the 1 extra spine joint as well

gritty nest
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It uses the spine bone, why?

undone blade
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Hey would anyone be able to rig my avatar for me and maybe add an animation in return for a steam gift?

bright wolf
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@gritty nest I'm just asking so that I can skin accordinely

zealous tundra
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@sleek isle By full ik what exactly do you mean? You mean improbably missing a bone? so make one but don't give it weights? If you know a good resource i'll check it out

sleek isle
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you need finger bone

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one thumb index and middle for each hand

zealous tundra
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so you only need thumb and index for the full ik?

sleek isle
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of what i saw for your model

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yes

zealous tundra
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i tried making it as similar to a human as I could as rigging is new to me. I also gave it 3 spine joints even though unity only gives options for 2 bones. Should I just remove one and leave it with two?

sleek isle
zealous tundra
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Hmmm oki i'll give it a go and see how it turns out cheers o/

median fractal
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Question; how do I easily see my armature through the material because right now I'm having to struggle looking through Wireframe

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I'm like day 1 into rigging so I have no idea what to do. Well more like hour 1

sleek isle
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@median fractal

median fractal
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Thank you!

sleek isle
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or it the fix botton in cats

median fractal
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I can't use that as I'm making this from scratch

sleek isle
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your rig is not parents to the mesh idk

median fractal
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Probably isn't, I just added in armature and started placing bones down

cedar scroll
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how do i assign 2 vertex groups to a single bone/merge vertex groups

hybrid venture
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@cedar scroll Click on your body mesh

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Go to the modifiers tab

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Which is a blue wrench at the right of your screen

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And look for Vertex Weight Mix

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On the bottom of that modifier it will have 2 dropdowns

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One says Replace and idk what the other says

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Select the first one and change it to say "Add"

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Select the second one and make it say "all"

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Now the first box on the top of the modifier

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Vertex Group A

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That is the bone you want to have more weight to

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Vertex Group B

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That is the vertex group that you want the weights to be carried over to Vertex Group A

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Once you do that, click apply and delete the bone you don't want to use

median fractal
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Nevermind I got it

nova ravine
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so how do we do the new chairs?

nova ravine
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nvm

chrome crest
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did you find out?

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cuz I'm also having trouble

acoustic berry
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I have some bones I want to delete and I want to have the weights associated with them to go to the parent bone... Is there a way to do this automatically since I've just realized that might be a possiblity after the 5th bone I did manually?

acoustic berry
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The lack of any timely reply has seen me complete the entire task manually...

median fractal
crisp tendon
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select everything in object mode and apply rotation/location

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Something's floating outside of the model, probably not good

median fractal
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@crisp tendon Oh that might have been the Sun light, didn't know that was attached to the model

acoustic berry
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it shouldn't be if you just don't select it with the export

crisp tendon
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You're exporting everything by default from blender

granite kestrel
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Can't wait for the Grand Rigging Video from Ruuubick

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One day...one day....

ivory radish
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export everything except for camera and light or just save the blend file and it would import automatically

void solstice
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How would I be able to fix the issue stating "The angle between pelvis and thigh bones should be close to 180 degrees (this avatar's angle is 174.1). Your avatar may not work well with full-body IK and Tracking."

zinc mantle
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Did I miss a/some steps in blender or what is uuup

cloud kiln
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How2Edit Materials in unity 2017

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It wont let me

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Send help, panic inc

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nvm

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My awesome brain fixed it

dim ore
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Brain lvl?

cloud kiln
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9001

sleek isle
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Extract it

onyx heron
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Is there a way to resize the click box on the new avatar chairs (stations)? On my largest avatar the click box to sit in the chair is gigantic and people on the other side of the room keep accidentally sitting on me. I want to make the box smaller so they have to be right next to me to sit in the chair.

undone acorn
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I can't even get it to work, it always tells me that i have to remove the VRC_Station

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Can you like explain me real quick how to do it?

humble violet
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"The Angle Between Pelvis and Thigh Bones Should be close to 180 Degrees"
How should the bones look like? ( prefer's picture ex )

ivory radish
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use CATs full body tracking fix tool

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Model Options -> More Options

onyx heron
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@undone acorn In Unity, make sure your VRChat SDK is up to date, then load your avatar scene and go to the part of your avatar's body where you want want to put the chair. You can either right-click it and choose "Create Empty" or go to GameObjects menu and choose "Create Empty Child." Select the empty GameObject and click the Add Component button in the Inspector window. Search for "VRC_Station" and select it. That's pretty much all I had to do to make the chair work. My problem is I don't know how to resize the click-box for the chair. I also want to know how to reposition it to change the direction in which the person is sitting.

untold monolith
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yeah im not sure what affects the clickbox size

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i added the chair prefab to my avatar and the clickbox was the chair itself

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but the empty gameobject is a huge clickbox for whatever reason

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maybe it has to do with enter/exit points?

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probably more to do with the fact the gameobject isn't a mesh or something maybe

wary crown
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@acoustic berry merge weights in cats to parent, deletes the bone and transfers its weights to the parent bone

fading verge
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If I were to use a four armed avatar, and I want to have all four arms move with each other, does the use of Rigid body to the main arms, and the fixed joint component on the secondary do the trick?

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Actually never mind. That actually did the trick. Curses be my brain and the use of unity

ivory radish
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ya but use freeze position

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otherwise the arm will drag em

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instead of rotate with em

fading verge
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Thank ye

undone acorn
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@onyx heron Yeah i did exactly that, i downloaded the newest SDK and have Unity 2017.4.15f1
-I right-clicked the Head and on Create Empty
-I added new compunent VRC_Station
But than it tells me

opal aurora
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Use the vrc chair prefab in the vrcsdk, i haven't had much luck using the standard component myself, place the chair and rotate it as you see fit, remove the 2 objects that shape the chair when you're done and remove the 2 other components that come with it

onyx heron
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@undone acorn Your SDK is different. Mine is VRCSDK-2018.12.19.17.03. Try clicking the "check for updates" button.

undone acorn
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Yeah but that still tells me to remove the Station

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Oh ok gonna do that

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not like i havn't tryed that, but maybe will work

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Oh my...

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can someone kill me or do i have to do it myself?

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guess who downloaded the right SDK but instelled the wrong one

onyx heron
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No worries, it happens.

undone acorn
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yeah but i checked like everything 10 times xD

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Guess what works now without a problem xD

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Well yeah thank you very much ;D

paper quartz
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has anyone had issues when making a bone for like breasts and such in blender it works fine even in unity but when i put dynamic bones on it just doesnt do anything but i can move it around and it does move that part i weight painted it and all.

drowsy wharf
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If the breast bone is a single bone, you'd need to attach the dynamic bone to the chest (or whatever the parent of the breast bones is), and exclude the other attachments.

paper quartz
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ty

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sort of new to making these things

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need to remember that

drowsy wharf
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the dynamic bone sets a root bone which doesn't move, the children of the root move.

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you can even set a separate "empty" game object at the same level and assign the chest as the root the same way. (useful if you need more than one dynbone setup)

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Most people set up a "root bone" for things like this too. Often for hair/tails though, and apply the dynbone to that instead

paper quartz
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yh i did it on hair a root bone so there would be less bones etc

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well les dynamic bones for them

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before it was like

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front1,2,3,4 sides1,2 and back

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and had to use dynamic bones on all of them

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which is a waiste

drowsy wharf
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less dynbone scripts doesn't actually help with performance if they have the same bone counts anyway.
It's just easier to use a root to control them all if they should act the same

paper quartz
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yh i guess

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now i need to find nice shaders to use

fading verge
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Does anyone knows if it is possible to parent a bone to a root but preventing the bone start point from moving out of it's place without them being directly connected?

ivory radish
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what

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do u mean to make like the bone rotate toward something?

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or to have a bone thats "parented" but not really

fading verge
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nah, probably easier to give an example^^
lets say i have 3 bone rows with 3bones each for the backhair of an avatar. i would merge the rows so that they only have one bone each and then create a root bone so i only have to run one db script. but if i do it that way the bones will move out of their place everytime the root bone moves. the only way i've found so far to circumvent that is by selecting the "connected" bone option in blender, but that screws with how the initial movement of those bones were.

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i already reduced my db count to 16 but i can't reduce the db components to 4 without it looking really terrible.

ivory radish
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what

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cant u just use stiffness ramps

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stiffness of 1 means it moves with its parent and no dynamics

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stiffness of 0 means full dynamics

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so if u ramp it from 1 to 0

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u can get the roots to not move

fading verge
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i'll try that

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good call

fading verge
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doesn't work, it still moves the bones location instead of just rotating them

ivory radish
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u didnt ramp it hard enough

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move the stiffness curve and make sure

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it goes from 1 to 0

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and tht its really steep

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but move it to like halfway down

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and then try to see what its affecting

primal swan
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The CATS plugin never works for me. It says it can't fix my model, and couldn't find "Left/Right Wrist and Right Elbow"
Maybe I named the wrists hands, and that could be that problem, but I don't have anything named elbow. So, is is implying that it found a left elbow? I'm sure I have all the needed bones

fading verge
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hm is it possible to merge the bones i've select without a big quality loss? :3

ivory radish
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CATs needs correct naming sometimes

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so try naming the joints u want

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that its not finding

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after undoing

fading verge
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uh yes i was already on it, thats why they are merged :3 but i'm not rly sure what I#m doing there 😄 i guess i will see what i will look like in unity

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thx

queen cape
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Ok so my LeftEye has no vertex group or vertices. Anyone know what to do there? I see it there and its attatched

open viper
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is there a reason? do you have a left eye?

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not just the bone, but an "eyeball" mesh I guess?

sleek isle
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Photo would help

primal swan
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I made a change to my model and now the shape keys are messed up. When she blinks, the edit goes from what it is, to what it was when the shape key was made. Any quick fixes for this?

naive tree
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select the area that u dont want to move W> propagate shapekey

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or whatever it is with "propagate" in it

primal swan
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thank goodness it was that easy

dim ore
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i'm testing out animations (expressions) and i can't seem to get it to play through keyframes

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the play button is greyed out not sure what i'm doing wrong

odd hill
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What specifically do I need to do to make sure an avatar is full body compatible?

gritty nest
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Apply the cats fullbody fix @odd hill

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You can make a model full body compatible by just scaling the hips to -1 in edit mode, but this breaks the model in non-full body.

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The above fix and the Cats automatic fix come with two more steps that will ensure it also works outside of full body

odd hill
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Thank you very much!

arctic rampart
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I've made all the shape keys for the different sounds in blender, all of them are working, but when I import my model and set all the visemes in unity they aren't used when I talk in vrchat. I have no idea what I'm doing wrong, but when I upload my avatar the lips don't move an inch even when I'm talking.

sleek isle
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Its a 2d plane visemem or 3d ?

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Sometime 2d plane go back to fast or not enought back and ford

thorny prism
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I've been trying to upload my avatar to mixamo to rig it, but It turns white in mixamo. I've tried: putting both .obj and .mtl together in a zip folder and uploading; importing into blender and exporting as .fbx (still has color at this point) and tried uploading as other file types but it still doesnt work. Anyone know how to fix this?

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Or will I just have to learn to manually rig?

sleek isle
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You dont need to have texture for rig

ivory radish
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put all textures in the zip with the fbx if u rlly care but ^

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also blender has auto weight painting tools that work well in some cases

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also ur gonna have to at least fix some of the weights cuz mixamo isnt perfect

ivory radish
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i trying to join 2 armature together but

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when i join them it makes the objects lose their weight to the bones

astral ridge
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try searching for the weights in the vertex groups

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also for a full body avatar, if the arm pulls the body, do you just need to scale thwem bigger to fix it?

ivory radish
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nvm

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CATS merge tool worked better than blenders

fading verge
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@astral ridge its a way to fix it, yes

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If you want your avatar to work well with your own proportions it helps to take a picture of yourself in A or T pose and use it as a background image in Blender. Then you make sure your character torso’s crotch and shoulders match up with your own and then scale arms and legs. If done correctly you can get some amazing results

astral ridge
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okiee thankss ❤

fading verge
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Also, before you sync into your avatar make sure your legs tracking points are where you expect them to be and that your ingame height is set properly. So before syncing, check if your crotch is where your avatars crotch is and your irl shoulders match with your ingame shoulders. If thats the case, arms and legs should match up aswell. Then you can sync into your avatar

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Also, some avatars have a weird scaling with their head and Neck bones which leads you to see your head when bending forward. Thats also one of the things you can fix to optimize your avatars performance in fbt

robust gull
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I get the problem a lot, where unity moves my finger bones to weird places, how should the fingers look in blender so they don't move when i rig it in unity?

fading verge
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@robust gull check if the bones in Blender are in the right place. If thats the case, try selecting the armature -> pose mode -> move fingers and look if they behave as they should. If not its maybe a weight painting issue

robust gull
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@fading verge That's the thing they move perfect in blender but unity always want to move them anyway. is there a specific way they need to be?

fading verge
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The only other thing i can think of is that the fingers might be too straight

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So similar to the knee and elbow issue where the joints have to be slightly bent for the game to understand in which direction to bend the joints

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Or

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You can change the finger bone orientation in unity directly

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I ince had a model with weirdly twisted fingertips so i adjusted them in unity directly where you assign the rig

foggy lava
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my fingers inside of unity get destroyed as if they were put into a meat grinder

fading verge
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Its less the issue if too little bones

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Do your hands have proper weight painting?

foggy lava
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Yes they deform correctly inside of blender itself, i think my problem is unity picking too few bones to deform correctly, so now my goal is to limit the amount of bones i have, any way to do this without destroying weight paints?

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i usually figure these things out on my own but christmas has left me a bit too hung over

fading verge
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It could be that you have too many bones in the finger, now that i think aboutnit

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Iirc, most models have 3 bones in the fingers which are then attached to the wrist

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You have 4 from what i can tell

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Not sure though

arctic osprey
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Yeah, seems like you have an extra bone for each finger right after the wrist bone which is not on other models.

foggy lava
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this is because i extracted it from Automata and frankensteined a few of the models together

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this isnt a premade MMD model that has most the work done

fading verge
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@foggy lava do you know how to rig?

foggy lava
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Vaguely

fading verge
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Well im pretty sure someone reading this might have a handy list of important things somewhere but in general:

  • bone naming is important, there is a “default” rig naming convention sort of and it helps to stick to it.
  • you should adjust the bone count in your hands and make sure you have only 3 bones on each finger
foggy lava
rotund sail
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how long must i wait to use VRChat SDK?

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it's been almost a day

ivory radish
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until ur ranked higher than guest

fading verge
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@foggy lava seems good

rare temple
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i've had this happen a few times where those lines appear

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dunno why

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when i view the bones as shapes the elbow is not there

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but there's this line going there\

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then when i import to unity the bone is going there for the elbow

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disregard this

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works fine

misty cradle
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if i make the rigg for a mesh then the mesh is connected to the first bone i created, that means in unity with dynamic bones when i move the whole avatar then the movement of the bones starts with the first bone.. my question is: how can i change which bone is the first one?

fading verge
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@misty cradle add bones for the parts you want to move. As an example:
On most avatars i’ve seen, the hip bone is the “root” bone. Then you add more bones for example for hair, to which hair bones you can then add dynamic bones.

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If you have f.e. a hyrarchie of :

Hair root
Hair 1
Hair 2 and you add the dynamic bone script to hair root, it will affect hair root and everything below so hair 1 and 2 aswell

misty cradle
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my example is for the whole amature and i want to change to root one

fading verge
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I dont quite understand

misty cradle
#

i rigged a dragon and i started with the end of the tail and the head is the last bone, so the first bone when the dynamic bones move is the tail one, but i want that i starts with the head... if there is no solution i just have to make a new rigg, but i thought there is maybe a option to change

robust gull
#

Is weightpainting a rigging thing?

fading verge
#

@misty cradle now i gotcha, ok.

#

From what i know you’d want to always have the hip bone as a root bone.

misty cradle
#

@robust gull after rigging comes the weight painting

fading verge
#

However you dont have to start from scratch as you can change the bones parenting

robust gull
#

Oh i mean chanel name is this where i post weight paint problem?

misty cradle
#

i know the hips are mostly the root, but the dragon is not realy a avatar, it's more a object with dynamic bones i need for an animation

#

but i still dont know how to change this correctly

#

@sweet bear do you have the root blender file of this avatar or only the fbx one?

robust gull
misty cradle
#

in general you should be able to fix this, with adding bones, check the weight painting and so one or when its completly broken then make a new rigg

#

@robust gull when the chest bones also moves other bones then they are connected through the weight painting.. wich bone is your root bone?

robust gull
#

Oh i don't think i have a root bone i guess that's why, not sure how to make a root bone tho

misty cradle
#

should be the one you started with

robust gull
#

Oh then it should have hip bone as root

misty cradle
#

if you move the hip bone in the pose mode, is the whole avatare moving?

robust gull
#

Yes

#

I don't understand why this happens

gritty nest
#

@robust gull another bone in the chain probably has weight on it too

#

Like a child of the bone you're moving

robust gull
#

Lol thanks rokk i don't know how the hip got painted to the shoulder

#

One more thing will it work with a spine that small?

gritty nest
#

Yeah

fading verge
#

idk if this is the right channel but I have a ssbb ness custom model I can't get rigged right. would anyone be down to rigging it? I could pay depending on the price

pearl bone
#

Not much of a rigging question, but how do I get rid of the "Clear Cache and Player prefabs" thing? I made a new unity project and it's still there

gritty nest
#

Fix compile errors

pearl bone
#

What's the error? All I did that was new was unpack the new VRSDK

#

then that's what happened

gritty nest
#

If all you see is clear cache and player prefs, you have a compile error

#

What is the Unity version you're using?

pearl bone
#

5.6.3p1

#

Does the new SDK require a different version?

gritty nest
#

Yes

#

You need 2017.4.15f1 now

violet depot
#

hey guys, i built a model in blender using tda/mmd assets, and combined the armature of the hair, and the armature of the body, to make it one armature. before this, the body was working fine with its armature, but now it seems to have disattached all the objects from their respective bones, so in pose mode the model doesnt move with the armature, any idea how to fix this?

crisp tendon
#

Worth trying automating weight paint, and fix if you see issues

violet depot
#

and how would i do that? would it be better to find someone more capable than myself? my knowledge is based off two days of youtube tutorials lol

serene zodiac
#

select the model, then the rig (in that order!), ctrl+P, and it should show something about automatic weights

violet depot
#

i just ended up reverting to a save before i tried to combine the hair armature and body armature, does anyone know how i could combine the two without recreating the issue i was experiencing?

crisp tendon
#

Are you using Cats ? There's a merge option for armature

#

There's definitely a way to merge two armatures but keeping a specific set of weight paint

violet depot
#

i havent been using cats, ill give that a try and see what it does

violet depot
#

alright, i appreciate the help thus far immensely, i only have a few more inquiries as im nearing the completion of the model, but now that ive successfully combined the armature the hair mesh doesnt follow the rest of the body, any tips?

#

apologies again for the constant bugging, its only my second day using blender at all, so any input on how to better utilize the program is alot of help, and not alot of communities can help me with this kind of stuff besides a few somewhat outdated youtube videos

#

might have figured it out actually

foggy lava
#

Odd bug, my dynamic bones are fully functional but dont preview in engine, any ideas?

serene zodiac
#

actually, i had a question relating to that, how would i preview my dynamic bones in unity's editor?

crisp tendon
#

Press play and move the model

serene zodiac
#

i did that

#

unless im doing something wrong

crisp tendon
#

Is it also paused ?

serene zodiac
#

ah

#

that was the issue :v

fading verge
#

Anyone know how to make it so the skirt doesn't clip through the legs when crouching and stuff?

#

please @ me

glossy spade
#

@fading verge Bring the 3D Model into a 3D Modeling Tool such as Blender or Maya & Weight paint the Skirt to the Legs?

fading verge
#

I don't know dude

#

Also the eyeslashes are fixed to one spot when I move my head in vr

glossy spade
#

@fading verge It's definitely a weighting issue. I'd need the source files to look at it.

gloomy tundra
#

@fading verge the easy optimized way is to parent or weight paint the skirt bones to the legs. The unoptimized was is to put colliders under the skirt.

#

You can probably even just parent them in Unity, you might not even need to do it in blender.

near kite
#

finally my hair looks normal

ivory radish
#

lol how many scripts is that

near kite
#

scripts?

#

you mean dynamic bones scripts?

fading verge
#

@near kite could be better 😉 😝

near kite
#

i know it could but it's WAY better then before

#

still have to rig other parts

fading verge
#

Looks good though 👍

near kite
fading verge
#

Oh damn

serene zodiac
#

[click on gif if colours are fucked, licecap does that]

ivory radish
#

i thot vrchat stinked boye

serene zodiac
#

and i thought you would leave me alone

slow kettle
#

Need some help friends: I have knees that bend the wrong direction. They bend inward when they should be bending forward. Is it bone rotation? I've tried rotating the bones and they should - in theory - work, but it ain't workin'

naive tree
#

screenshot of leg bones @slow kettle with numpad 5 + numpad 1

slow kettle
#

Alright, one secco~

opal aurora
#

Give the leg bone a slight bend in the direction you want it to bend, you can do such in the rigging section in unity, i assume the leg bones are just too straight for unity to know how they bend

#

@slow kettle

#

Any changes in the rigging section will not be visible in the standard unity view, so if they still look the same, that's normal

ivory radish
#

have you also reset all the rolls with Alt+R

#

and made sure that the bones are named correctly

#

bc if u flip left and right animations will go crazy

slow kettle
#

Alright, I'l give that a go once I get home. I didn't know about resetting the rolls, so I'll do that before rotating them slightly. I'm sure the bones are named correctly as well, so I don't need to worry about that.

ivory radish
#

once u do that check in the humanoid mapper and enforce tpose or reset the pose if they are tposed in blender

slow kettle
#

Alrightie, will do! Much appreciated for the info you guys <3

slow kettle
#

Alright, so rotating the bones in Unity didn't seem to work; I moved them slightly outward; the knees and the thighs for good measure.

surreal haven
#

If a model only has 2 thumb bones, is it better to map those to Thumb Proximal and Thumb Intermediate like Unity does by default, or some other combination?

visual charm
#

Can someone help me quick

white solstice
#

@visual charm what is the problem?

visual charm
#

1 sec. Might of gotten it figured out.

#

Okay got it.

opal aurora
#

@slow kettle did you cause more of a bend between knee and thigh?
Since the problem tends to be those 2 being a bit too straight together

austere matrix
#

Does anyone know exactly what a model needs in order to get eye tracking to work? I make and rig models from scratch using Maya, so I can't use Cats to do it for me and there seems to be very little documentation on how to set it up manually.

ivory radish
#

u can import it into blender and use CATS or u can just do everything manually

#

which means having RightEye and LeftEye and all the blink/lowerlid shapekeys

austere matrix
#

I would really rather not have to touch Blender

ivory radish
#

its not really that difficult to use i like it a lot better than maya just bc of all the tools it offers in vrchats case

austere matrix
#

And I have no idea how to do everything manually.

ivory radish
#

which means having RightEye and LeftEye and all the blink/lowerlid shapekeys

austere matrix
#

What does "having Right Eye and LeftEye" mean? What are all the blink/lowerlid shapekeys that I need?

ivory radish
#

righteye and lefteye bones

austere matrix
#

I know literally nothing about how the eye tracking works here.

ivory radish
#

and it doesnt matter how you name them but u need 2 blink shapekeys and 2 lowerlid shapekeys (commonly its just one for each eye or something like that)

#

and they need 2 be the first 4 shapekeys of the object

#

and the mesh with those shapekeys also needs to be named Body

twilit geyser
austere matrix
#

Okay. What do I do with the Right Eye and Left Eye bones? Are they simply bones that the eyeballs are skinned to? Do they have to be parented under a specific joint?

ivory radish
#

head

#

also imo id really not recommend doing it all in maya

austere matrix
#

That's a Blender tutorial.

ivory radish
#

just bc like almost nobody uses it for vrchat

#

so theres basically no documentation at all for it

twilit geyser
#

Same basic steps. Just follow the same principles.

ivory radish
#

and u would have to fix rigging and everything all by your own

#

bc things like Fix Model exist to make all models more adaptable for vrchat

austere matrix
#

Why on earth do you need such a specific skeleton hierarchy for the body just to get the eye tracking set up?

ivory radish
#

because vrchat

#

and bc CATS does it for u so no ones really complaining

twilit geyser
#

You also need the shape keys there to have eye tracking work at all! :D

ivory radish
#

^ which i already said

austere matrix
#

This seems extremely convoluted.

ivory radish
#

it is if ur not using blender

#

case and point xd

twilit geyser
#

The Google document I linked worked for me perfectly the first time. It does not have to be in Blender. Just use it as a guide to set it up with your favorite 3D program.

ivory radish
#

a handful of people do actually sculpt and rig in maya then import to blender

#

bc the process is over a dozen times simpler

#

but yea eye tracking isnt the only problem

#

you also have to make a bunch of visemes if u want mouth movements

#

and also have to fix the rig (most likely) to more closely follow the standard vrchat humanoid rig

#

and to have the full body tracking fix if u wish for it to work with it

twilit geyser
#

I am super like, 99% sure Maya supports blend shapes.

ivory radish
#

yea but thats not my point

austere matrix
#

Maya does support blendshapes, yeah.

ivory radish
#

like in blender if i wanna set up an MMD typically all i do is

austere matrix
#

I know how to set those up at least.

ivory radish
#

import pmx, fix model, eye tracking button, viseme button

#

and should be working

#

in maya however

#

gonna have to manually fill up all those shape keys

#

gonna have to manually fix bone hiearchy

twilit geyser
#

...So?

ivory radish
#

gonna have to manually make the eye bones and blend shapes

twilit geyser
#

Some people make their own models. :O

austere matrix
#

^^^^

ivory radish
#

that has nothing to do with actually setting it up for vrchat

#

ive made my own models from scratch before and it still didnt take me too long to prepare them for vrchat

#

because of all the tools i could use to simplify the process

austere matrix
#

But I try to make my models general-purpose so they can be used across a variety of programs. I have never tried to port a model to a program that required such a strict skeleton hierarchy, though.

ivory radish
#

the only manual work i did was making shape keys for blinking and lowerlid and then 3 visemes

#

yea but that doesnt rlly matter bc like

#

my model was also general purpose

#

u just had to prepare the rig and etc for use in another program

#

it wasnt made specifically for vrchat

austere matrix
#

And what really stings is that eye tracking aside, my models work fine in VRChat.

ivory radish
#

i designed it the best way for me

#

thats still not my point

#

my point is u do a lot less work if u do it thru blender

austere matrix
#

It is literally just this one feature that will require me to completely restructure my entire workflow to implement properly.

fading verge
#

@austere matrix it's mainly because eyetracking and MMD IK was originally added by users with scripting, and were added when scripting was disallowed

#

it works ... but it's a strict setup 🤷

ivory radish
#

its not really that difficult to understand however its just very specific

twilit geyser
#

@austere matrix: The only thing I had to change for my bone hierarchy was rename the eyes to the specific names.

fading verge
#

nobody is saying it's difficult, just busywork

ivory radish
#

2 eye bones, LeftEye RightEye, the mesh with the blink/lowerlid shapekeys: Body, the shapekey order: blink_left blink_right lowerlid_left lowerlid_right ......

austere matrix
#

That all is fine, it's mostly just the requiring a specific body skeleton hierarchy that's throwing me for a loop right now.

ivory radish
#

also you need secondary eye weights

#

if you wish to restrict eye movement

#

bc they dont even use the eye muscle settings from the mapper (muscles -> head -> can change eye movement clamp)

#

they just manually rotate the eyes

#

so if u wanna change how far they go u have 2 do that

austere matrix
#

Good lord

ivory radish
#

i think it rotates from 25 to -20 degrees or something

#

i dont remember

#

on the horizontal

austere matrix
#

I think I'll just not bother with eye tracking at this point. It is not worth completely destroying my rigging workflow and losing fidelity for literally every other thing I use my models for over.

twilit geyser
#

You are really over thinking this. The rigging structure/hierarchy is pretty standard for humanoids.

austere matrix
#

Not when you are completely forbidden from using more than one spine bone it isn't.

#

Having three spine bones instead of one really shouldn't completely break all ability to have the eyes point at something.

#

The friggen Source Engine standard humanoid rig uses three or four spine bones for crying out loud.

twilit geyser
#

You are not developing for your own game or Source Engine. You are developing for VRChat as a guest developer. This is like being on a team of developers as an intern and what the lead developers say is what goes.

fading verge
#

make a canny about it if you want traction with the community for a better setup

austere matrix
#

I'm just pointing out that the way they're implementing just this one feature--as I've said, my models work fine in VRChat the way they're currently rigged for everything other than eye tracking--completely bottlenecks the whole rigging workflow.

fading verge
#

or use a shader for eyetracking if you don't want to adapt your rig

austere matrix
#

A shader for eyetracking?

fading verge
#

like I said before, the eyetracking is not made by vrchat, it used to be a personal script that was later whitelisted, it's a bonus feature

austere matrix
#

Ah, I see.

fading verge
#

that explains the fussiness and inflexibility a little

#

vilar's shader doesn't do exactly the same thing but it's a nice alternative

austere matrix
#

It would be nice if they could implement it fully and cleanly, but I guess if the workaround is popular enough then it probably isn't worth their time.

fading verge
#

it's not high on the priority list right now, but I'm sure they realize it should be more flexible and friendlier if they leave early access

austere matrix
#

Oh yeah, the game still is in beta, isn't it?

fading verge
#

yeah we're guinea pigs breaking everything 😄

ornate basin
#

So uh, I just started using Blender and Unity yesterday and I'm a bit lost.. how do I use a Blender shape key in Unity, and then how do I create a hand pose trigger for that shape key?

#

I've already got my shape key ready in Blender.

#

Wait, think this might be the wrong spot for this. Whoops.

sleek isle
#

the shape key are on the body

#

type a value from 0 to 100 in it

fading verge
ornate basin
#

Thanks @fading verge and @sleek isle

fading verge
#

duplicate your avatar in unity to make animation clips of the blendshapes on it without touching the main avatar

#

then add those properties to the default hand poses and put them in your avatar overrides

sleek isle
#

oh. that's handy

serene zodiac
#

(badumtss)

fading verge
#

literally 😂 🥁

#

be sure to check that the gestures are 1 frame long

ornate basin
#

Ah, kinda lost me there but it'll probably make more sense when I'm looking at Unity aha. Not familiar with either, just started this yesterday lmao

fading verge
#

ah, well you can specify the 'weight' of individual blendshapes in unity in the mesh renderer

#

and animate them into animation clips you can put on your avatar, I posted all the default hand poses so you only need to copy/paste in the blendshape animation you want added

ornate basin
#

Ah.

fading verge
#

and then make an animation override template with all those animations listed that can be applied in the standing and sitting emotes in the avatar, if that makes any sense

ornate basin
#

Yeah I'm kinda getting it, thanks

#

Also, one of the arms is a 'robotic' arm, and the fingers don't really allow for sideways movement, is there a way to edit only the animations on that hand so that they don't.. 'warp'?

fading verge
#

so the DRAWPOINT clip has the animation for the hand pointing, and you can add a property that sets the blink blendshape to 100%

ornate basin
#

Oooooooh, yeah, now I get it.

fading verge
#

if you override the animations on your avatar with drawpoint in the fingerpoint slot

#

the moment you make that gesture it will play the animation frame of your hand pointing and change the blendshape on your face

#

when you let it go it resets itself to zero

#

@ornate basin oh yeah if you don't want the standard hand poses you can add anything you like and record a frame with your robot hand posed the way you like

ornate basin
#

Where in the hierarchy should I apply the Skinned Mesh Render? The top?

fading verge
#

but it's more work animating all the digits properly for each pose, the default ones work with all the mmd models so you can use it over and over

#

ideally your whole avatar is one skinned mesh called Body

ornate basin
#

Alright, I added the component to Body, but it doesn't seem to have a blendshapes tab

fading verge
#

you should already have it

ornate basin
fading verge
#

click the body mesh, you dont need to add skinned mesh renderers

ornate basin
#

Isn't that where blendshapes is though?

And which one, the top or the one beneath it?

fading verge
#

the lower one

#

should have one and a blendshape section

ornate basin
#

Ah.. I see it, thanks aha.

fading verge
#

zoom in on the face and play with the values to put an expression together, then add those same blendshape values to a hand animation, either your own or a default

ornate basin
#

So for the expression (or in my case, having a gun pop out of an arm) I should have the start as my main model, and have a clone with the end of the expression?

fading verge
#

it's a blend shape right?

ornate basin
#

Yeah

fading verge
#

that blendshape should be 0 in the skinned renderer normally and when you do the gesture it should animate to 100

ornate basin
#

I mean for setting up the animation, like, to do that I need to make a clone of my model right?

fading verge
#

I set serious to 111 and stare to 65

#

yeah record animations on a dupe or your avatar or your avatar will squat down

ornate basin
#

Awesome, thanks

fading verge
#

it's a lot to take in I guess but this is the gist of it

ornate basin
#

I should be good now, either way I'll update back in the chat later aha

#

Yeah it's definitely more complex than I'd have thought before yesterday lol

fading verge
#

and put it in assets somewhere, open it and put the right animations in the right slots, then drag the template into the slots in your avatar descriptor, so the avatar does the custom animations on each gesture

#

it has all the animations listed you can swap out with your own

white solstice
#

is it better to use a jaw bone for visemes on a human character?

crisp tendon
#

For making them ?

white solstice
#

There is an option to have the character use a jawbone for visemes. I was wondering if it gives good results when mixed with mouth shapes or if its simply better to use mouth shapes alone

crisp tendon
#

Jaw bone method simply moves the jaw up and down

#

So it's the worst version of visemes

naive tree
#

boneless visemes please 👆

tacit jetty
#

mmh, the model I'm using has Left and Right shoulder bones, but I still get the "pelvis, spine, neck, chest and shoulders" error 🤔

naive tree
#

show screenshot of unity rig menu with assigned bones

#

and error as well

tacit jetty
#

oh I see hang on

#

I didn't apply

#

the easiest of solutions LUL

#

oh now it's spitting more rig errors, lemme get this sorted

#

nope still says I have to define feet, head etc.,which are defined

naive tree
#

show the unity rig menu, and does the mesh have armature modifier in blender

tacit jetty
#

maybe I have some extra unused bones? should I remove them?

#

head etc. are also all fine

serene zodiac
#

is your avatar in a T-Pose?

tacit jetty
#

indeed

serene zodiac
#

🤔

tacit jetty
#

switching between the bind-pose and t-pose makes it move as it should

#

there are some unused hair bones, that might be it? idk

naive tree
#

can u send me the fbx without any textures?

tacit jetty
#

mhm

gritty nest
#

You probably have it half crouched

#

Or you have the avatar descriptor on the Body or Armature

tacit jetty
#

nope the descriptor is where it should be

#

define "half crouched", if you mean the pose the legs are fine

gritty nest
#

Well, your model should be in resting pose in the scene

#

Not crouched in the floor because you made an animation on it

tacit jetty
#

it is

gritty nest
#

Or something like that

#

Alright

#

Otherwise try restarting Unity

tacit jetty
#

ok

naive tree
tacit jetty
#

weird

naive tree
#

restart or reimport

tacit jetty
#

restarting didn't work

#

time to try again I guess

gritty nest
#

Can you post a screenshot of your whole Unity window with the avatar selected?

tacit jetty
#

could it be unity's version?

gritty nest
#

And you didn't tick "Optimize Game Objects" on the rig config right?

tacit jetty
#

did not tick

naive tree
#

are you using 2017.4.15f1, and latest sdk?

tacit jetty
#

yes and yes

naive tree
#

if reimporting doesn't help, then i have no clue

tacit jetty
#

I'll try reimporting

#

reimported entirely,back to the previous error

gritty nest
#

Can you post a screenshot of the rig config again? The whole one

#

Like the green man preview

#

I only saw the lower part

naive tree
#

for me everything seemed completely fine, only removed hair from jaw

tacit jetty
#

I tried that but haven0t checked if that fixed it yet

#

ok that did it

#

phew thanks guys 👍

naive tree
#

wait what, removing hair from jaw helped you?

tacit jetty
#

yes, it fixed it

#

apparently having the hair be in the jaw bone counts as "feet, head and/or shoulders being undefined" 🤔

serene zodiac
#

why would the hair be in the jaw bone?

gritty nest
#

It does that by default a lot

tacit jetty
#

that, and me forgetting to apply twice didn't help

ornate basin
#

I specifically mean the eyes btw. I haven't played with any of the eye tracking stuff yet, and didn't do anything related to textures. All I've done with this version is mess with arm bones

undone harness
#

If you still have a material on it, and import it into unity it shouldnt be a problem? You can just reapply it. Im pretty sure lmao dont quote me on it.

serene zodiac
#

i dont know if this is supposed to go here, but i need help with shape keys: how would i apply an edit from the basis to the rest of my keys?

#

it doesn't exactly agree with me, and decides to practically just reset its shape to what it originally was

ivory radish
#

are u sure u turned off pinning

serene zodiac
#

what's that

ivory radish
#

pin shape keys

#

if u have it enabled that happens

#

designed to do that

#

so disable pinning then edit it

serene zodiac
#

no what even is pinning

ivory radish
#

its a button

serene zodiac
#

this?

ivory radish
#

called pin shapekeys

ivory radish
#

yea

serene zodiac
#

because theres literally no button

#

oh

ivory radish
#

was it pinned

serene zodiac
#

well it didnt say it

ivory radish
#

^^^^^

serene zodiac
#

also no its not

ivory radish
#

u can also use shape propogate

#

however that means that vertex resets for all shapekeys

#

so any shapekey data for it is removed

#

there is also blend from shape

serene zodiac
#

so theres no way i can apply these changes to the rest of the shapekeys?

ivory radish
#

which u can use to move it back to basis

#

it should automatically do so

#

if unpinned and using the basis shape key

#

if its something like on the body

#

then u can use shape propogate

#

if no other shape keys are supposed to modify it

serene zodiac
#

this doesnt help me

ivory radish
#

wat did u change

serene zodiac
#

all i really did was duplicate faces that were already on the model and modify those [loop cuts, uv edits]

ivory radish
#

oh ok the thing is

#

u should almost never

#

remove or add verts to an object with ahaoe keys

#

which is also why some modifiers that change topology cannot be applied to meshes with shape keys

#

u need to make the changes and then join it with the original mesh

#

or separate the area that is being modified

#

blender does shape keys based on vertex order for some reason

serene zodiac
#

so my best chance is to duplicate the eyes, and use them as a separate model before merging the models?

ivory radish
#

yea

#

bc like if the vertex order is scuffed

#

when u import or reload the model

#

chances are every shape key is completely broken

#

and it makes the model explode like crazy

#

because all the verts are being moved to improper locations

serene zodiac
#

ill probably just not have eyes then

#

it gets in the way of the can's label

ivory radish
#

make em smaller or somehting

pearl bone
#

Why doesn't unity or VRSDK let me upload my avatar? It's saying "Future proofing your content" and when it's done nothing happens? I do not get redirected anywhere. It just closes the loading screen and the "Build & Publish" button is clickable again. I waited 10 minutes after clicking it and doing nothing, but still nothing happens.

opal aurora
#

@pearl bone go to your vrcsdk settings at the top and disable future proofing

ivory radish
#

updates will commonly break the avatar and wont let u use it without it

#

so if u can get it working in near future will be good

opal aurora
#

And make sure you're running both the newest sdk and the most recent supported unity version (2017.4.15f1)

ivory radish
#

much like how theres LTS unity versions and regular unity versions

pearl bone
#

Using the new SDK, did all that but still cannot get the avatar uploaded. "Build & Publish" button does nothing

#

Let me make a quick video

opal aurora
#

Check the console for errors

#

Also wulfe, i've got a model from back in 2017 that was not uploaded with future proofing, it is still up n' runnin without any issues

#

That was a problem on the server gathering the content then

ivory radish
#

yea but

#

a lot of my models were uploaded w/o it cuz

#

it wasnt working

#

then i had 2 re upload them anyway

#

bc updates made it unusable

#

red avatar thing

#

but this was an avatar from back when uploading used 2 take a while 2 actually register ingame

pearl bone
#

No errors, updated unity, updated SDK, disabled future proofing. Nothing worked. :/
Honestly I only updated my SDK because of new features but the old version worked well, not everything is broken, and textures are messed up after updating this

ivory radish
#

did u do any restarting of anything

pearl bone
#

let me see

ivory radish
#

turn FP back on tho if it seems to work

pearl bone
#

Great, now I got the "Clear cache and PlayerPrefabs" as the only option...

ivory radish
#

yea then try restart of pc

#

i dont know what causes it and theres probably a better way 2 fix it

#

but idk the universal IT support work for me

#

every time the SDK has an error or doesnt load it seems to fix

pearl bone
#

I don't want to create a new Unity project with soo much work in the one i'm currently using

ivory radish
#

wat

#

yea then try restart of pc

#

i didnt say delete the project

pearl bone
#

Ever since I updated the SDK I have been unable to upload an avatar for 5 days.

ivory radish
#

even after u turn it off?

#

or do u put in standby/sleep

pearl bone
#

Shut off

#

turn it off

ivory radish
#

is unity also 2017.x.15f

#

i forget the num for x

#

i think 4

pearl bone
#

Unity 2017.4.15f1 (64-bit)

#

Is what I'm using

opal aurora
#

Comments seem fairly informative

pearl bone
#

I'm just making a new project. If this doesn't fix it, I'm deleting the new unity, and SDK and reverting back to the old one

ivory radish
#

what

#

that makes absolutely no sense

#

no one should be uploading avatars from 5.6 anymore

pearl bone
#

It's way too frustrating I have been dealing with this for 5 days

ivory radish
#

besides older sdk versions are typically not even accepted for uploads

pearl bone
#

I was using the old ver 5 days ago and uploaded avatars fine.

ivory radish
#

yea but 5.6 avs all bugged

#

also no 70k poly limit

opal aurora
#

Old versions still work, hell even the one from 2017 probably does, even if horribly

#

What's that url about tho wulfe?

ivory radish
#

?

opal aurora
#

The future proofing thing

#

I just see posts about it well, being a pain

pearl bone
#

A new unity fixed it

#

But now I'm missing my "Unlit" paradox shader

opal aurora
#

Been trying to find some actual documentation on what the hell it's supposed to even do, since again, even models from god knows when are still up n' runnin', somebody on that reddit stated that a unitypackage could be acquired as a backup with future proofing, unsure of how remotely true that may be, but at the time being it seems like a monumental waste of time, on that note though, backup your stuff peeps, nobody knows what may happen

inner narwhal
#

I looked at a tutorial on adding weapons to an avatar, but is there a better way to put the Animators?

sleek isle
#

Muscle editor

inner narwhal
#

What's that?

robust gull
#

Is there away i can make my legs and arms only bend one way? i don't want my legs to spread

gritty nest
#

@robust gull go into pose mode in Blender, slightly bend the legs forward so the knees are pointing in the right direction you want them to bend in

#

Then apply as rest pose

robust gull
#

@gritty nest I mean like locking the other vaules so it can only bend one way, I want it only to bend like the 2 pictures on the right i don't want it to move like on the left https://i.imgur.com/7ziyMqj.png

gritty nest
#

Ah

#

Well, what I said applies to the game's IK

#

If you want to change it in animations, go to the humanoid rig configuration

#

There's a tab at the top that says muscle settings

#

You can change the min/max values for the muscles there, including how far the upper leg can spread or twist out

robust gull
#

Oh okey thanks will have a look at that

light inlet
#

how do i fix this

#

first time rigging in blender

crisp tendon
#

Fix the weight paint

ornate basin
#

Yeah that's a weight painting issue, it might get fixed if you make it automatically do the weight painting

dim ore
#

Anyone have any tutorials they would recommend for avatar rigging?

crisp tendon
#

Try Mixamo first

ornate basin
#

What's Mixamo? I've heard of it but haven't bothered looking into it

crisp tendon
#

Online service that sets up armatures and weight paint automatically as well as provide a lot of animations for humanoids

fading verge
#

Anyone know how to parent, say the bones of an avatars legs to the skirt so they don't clip through it in unity

crisp tendon
#

You're thinking of bone colliders ?

fading verge
#

Kind off

#

you see my avatar when she runs her legs clip through the skirt

#

same with crouching

#

I just didn't know whether or not to parent the skirt bones to the legs or add colliders. If I were to add colliders where would I add them too?

crisp tendon
#

Parenting bones wouldn't help, dnyamic bone colliders would be on the legs so that it pushes the skirt bones away

#

It's not performant though

#

You could instead make weight paint, it works really well at 0 performance cost

fading verge
#

Can I do that in unity?

crisp tendon
#

Weight paint is done in Blender

fading verge
#

Goddamit

crisp tendon
#

Yeah avatar making can't be done only in Unity

fading verge
#

is it quite easy to do? you see I had a lot of trouble rigging it up so someone else kindly offered to do it

crisp tendon
#

Once you understand how it works yeah it's easy

ivory radish
#

would also recommend

#

separating the skirt before having to weight paint

#

will be easier to paint on it and it only

#

then join it back

fading verge
#

This all confuses me so much T-T

#

@ivory radish So you say part the skirt from the mesh? How would I go around doing this?

ivory radish
#

there are a lot of different ways to select it

#

but once it is selected (in edit mode) u press p and separate by selection

#

unless its already separated

gloomy pollen
#

is there a fast way to fix mmd eyes that clip into the eyeball in blender?

#

during eye tracking creation?

ivory radish
#

yea

#

just move the eye bones it generated to the same location as the old ones

gloomy pollen
#

oh

#

in edit mode?

#

they look like they connect at the bases already

ivory radish
#

you can also try

#

to name the actual eye bones RightEye and LeftEye

#

and delete the ones it generated

gloomy pollen
#

dont they need to be pointed up?

ivory radish
#

that should fix it and allow you to do eye testing

#

yea

#

just do that urself

gloomy pollen
#

uhhh hmm

#

can i not paste screenshots here?

#

hmm guess not

ivory radish
#

u can

gloomy pollen
#

the bones seem a lot shorter

ivory radish
#

but only links

gloomy pollen
#

nah i cant, the + icon isnt there

ivory radish
#

the length doesnt matter

gloomy pollen
#

ohhh

#

is it because the created bones are too far forward or?

ivory radish
#

no

#

the length doesnt matter

#

they just need to have 0 roll and point up on the Z

gloomy pollen
#

no i mean as to why the iris clip

ivory radish
#

it happens with how the weight painting is set up

#

for eye movement amount

gloomy pollen
#

ah

#

ok so rename eye bones and point up

#

ill try

#

wont that move the texture with it?

ivory radish
#

no...?

#

its edit mode not pose mode

gloomy pollen
#

its adding roll when i spin it up

#

just set that to zero manually?

ivory radish
#

ye

gloomy pollen
#

hmm

#

is there some maths to point it up or just... eyeball it xD

#

oof that didnt work at all

#

they still clip left to right and they dont rotate up/down properly lol

#

shouldnt the whites be painted with the iris?

ivory radish
#

depends

#

sometimes its a transparent texture

#

other times its a full eyeball

gloomy pollen
#

hmmm not sure what to do now

ivory radish
#

havr you also tried seeing if it had weight to the head

#

and if it was in the right place

gloomy pollen
#

the eyes?

ivory radish
#

yea

gloomy pollen
#

ill check

ivory radish
#

they should only have weight to the eye bone

#

and have 100% weight

#

and make sure they rotate from right pivot point

gloomy pollen
#

doesnt appear to

#

how do i check pivot point?

ivory radish
#

idk unless theres an eyeball

gloomy pollen
#

looks like the whites are painted to the head

#

100%

ivory radish
#

bc if there was u could just put the cursor to the center of it

#

and snap them to the center

gloomy pollen
#

left and right eye bone have full weight on iris

#

hmm in another model the white is painted to the eye bone

#

maybe thats the issue

ivory radish
#

no

#

again theres multiple types of eyes

#

some of the most common being a rotating eyeball

#

and a rotating transparent pupil/iris

gloomy pollen
#

i think the iris is rotating in a spherical shape

#

and not an oblong

#

can I extend that rotation easily?

ivory radish
#

yea

#

again the bone is the pivot point

#

so its like spinning a ball on a string

#

the longer the string the wider the rotational radius

#

but that doesnt mean just moving it backward

gloomy pollen
#

which setting does that correlate to 😄

ivory radish
#

you have to move it away from the iris in the direction behind it

#

again the bone is the pivot point

gloomy pollen
#

nono

#

im saying i nead to widen the sphere of rotation

#

cause i think the eyeball is too long

#

if i just move the bone forward

#

you can see the iris away from the eyeball lol

#

fiddling the bone position helped

#

ill stick with that, its a crap looking model anyway just doing it for a friend for a quick gag

#

wait

#

asdkifhasdiof it moves the bones back after you stop testing mode

ivory radish
#

save it and make sure thats rest pose

#

then do testing

gloomy pollen
#

moving the bones cats made during "texting" i can get them lined up

#

but after 'stop eye testing' they reset

#

and moving the bones outside testing doesnt seem to affect it at all

#

once you go to testing

#

is there a way to "save" the positions from test eye tracking mode?

ivory radish
#

did u do the above

#

try to re open the blend

gloomy pollen
#

blender crashes every few minutes playing with the eyes lol

#

so i start back from a pre-eye file

#

do the above as in move the bone?

ivory radish
#

wat

gloomy pollen
#

ok how about this

#

i have the adjusted numbers from pose mode on the eye bones

#

but in edit mode i only have transform options

#

where do i find the positional entries

ivory radish
#

in the bone properties

gloomy pollen
#

i only had Head, Tail, and Roll

#

not Location

#

do i maths it into the head and tail?

#

ok I see a problem maybe

#

when I move the eye bone and then go into pose/testing

#

the top of the bone reverts back to its previous position

#

even though the bottom moves

#

so its a slanted bone

#

when i move the bone outside of pose mode it doesnt do jack >_<

#

when i go back into testing

#

moving bone inside pose mode works fine but it doesnt apply it after i exit

#

i tried apply Pose to Rest but it didnt work

crystal vector
#

That didn't work? 🤔

#

Was there an error or what happened?

gloomy pollen
#

everything is just resetting back

#

no errors

#

when i go in and out of eye pose

crystal vector
#

No I mean the Pose to rest

gloomy pollen
#

no errors it just reset when i leave eye test then go back in

crystal vector
#

Stop eye testing, start pose mode, move bones, then Pose to Rest

#

That should work

gloomy pollen
#

start pose mode is the same effect i believe

#

as eye testing

#

but ill try

#

when i hit apply they scooched in a bit

#

that was weird

#

didnt stick the transform either

crystal vector
#

Mh

gloomy pollen
#

ah hang on

#

there is a cats button to apply as rest pose

#

ugh that did it

#

fricking finally

crystal vector
#

Ooh, you used the internal blender one? 😄

gloomy pollen
#

yes lol

#

didnt see a cats one before

crystal vector
#

Yea that Blender one is pretty dumb

sleek isle
#

Really usefull when the character rotate and separete itseft from the rig when fix

gloomy pollen
#

OOF

#

anyone else get crazy lag after adding avatar descriptor?

fading verge
#

collapse the pipeline manager component and everything is smooth again

sleek isle
#

yeah got that too thanks

fading verge
ivory radish
#

it doesnt matter

#

CATS will fix it when u use fix model

fading verge
#

where is that in CATS?

tender crater
#

Open the CATS tab in blender, then choose Fix Model button

#

After you fix it, inspect and pose check to make sure the bones rotate and shift correctly

opal aurora
#

In total you need 3, chest, spine and hips

eternal flume
#

nevermind, fixed it

burnt goblet
#

Ive got a Dress rigged and an avatar rigged and i just need to put them together, How would i do that exactly?

#

if i just combine the mesh dress to the avatar it doesnt follow the bones when i move them, however if i delete the entire rig on the dress and weight paint it to the rig on the avatar everything is good except i need to be able to add dynamic bones to the dress, and i cannot do that when its attached to the avatars rig ... any ideas?

burnt goblet
#

never mind all i had to do was CTRL + J then remove all the unwanted bones and parent the skirt bones to the armature and envelope the weights to make a perfect skirt

ivory radish
#

u can also use merge armatures from CATS

candid radish
#

Hi does anyone know anything about Unitys Toe mapping and if it works for Full Body users?

#

I'm trying to decide if I should weight paint them or not depending on weather it is even used in full body.

gloomy pollen
#

anyone else having severe performance issues after adding the descriptor?

#

i would just paint the toes with the feet, i dont think vrchat uses toes

ivory radish
#

it is used