#avatar-rigging

1 messages · Page 132 of 1

ivory radish
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it makes tip-toeing more realistic

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but if the height is incorrect they stand too high

gloomy pollen
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oof, ok I have a pair of wings with an Animator enabled and the animation for the flutter set to the Controller

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in play mode is works fine but in game they dont flutter

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wait, scratch that

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they work fine, must have been a bug in vrc lol

shy sphinx
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Has anyone rigged an avatar in maya, and is there a way to keep it from breaking the skeleton when it's sent over to Unity (either as an FBX export or using the "send to Unity" menu option)?

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I can make an avatar in Daz and move it to Unity...only problem is it's got WAY too many polygons. The upside is it actually works.

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I think (I haven't tried it in VRC owing to all the polygons).

sleek isle
shy sphinx
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Okay...every time I try to export the avatar out of Maya, the skeleton seems to keep breaking away from the model.

sleek isle
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import in blender after so see if everything is ok ?

shy sphinx
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Well that's just it, I don't use blender...I just go Maya to Unity.

sleek isle
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use blender as a bridge maybe

shy sphinx
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Maybe.

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Maybe my hierarchy is messed up? Here's how it looks in Maya:

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Okay, I forgot I can't paste images directly in Discord.

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But the mesh is in one group and the skeleton is in another.

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In Maya, though, the skeleton still commands the mesh.

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Seriously, I've never used blender before, and the controls do exactly what I don't want them to do.

crisp tendon
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Doesn't maya have a specific fbx export for Unity ?

shy sphinx
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Yeah, let me try it again...

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Okay, I got it ported over, animation set to humanoid. I built the skeleton so the body has hips, spine, and spine1. Spine1 is the immediate parent for left and right shoulder.

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Is this correct so far?

crisp tendon
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Check the pinned items, it shows all you need

shy sphinx
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I checked 'em...I even found a few that show how it's supposed to work in Maya.

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Should the items be a mesh renderer or skinned mesh renderer?

crisp tendon
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Depends if you have blendshapes i believe, not 100% sure

gritty nest
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Skinned

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Regular mesh renderers can't be deformed by armatures or by shape keys

shy sphinx
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Well that might have been why I was always stuck in T-pose...Maya likes to export to Unity in regular mesh renderers, even though this should be a skinned mesh.

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Also I think I have blendshapes for visemes, but I'm not sure if those carried over.

gritty nest
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Probably not if it's a regular mesh renderer

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Which format are you exporting to?

shy sphinx
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I also really need to use Maya so I don't need to drop an extra $100 on a decimator. Right out of Daz, this thing has 120000 polys...

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FBX.

gritty nest
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You can also decimate in Blender, but that's a moot point

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Try exporting as DAE if that's available

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I don't know much about how Maya works just yet

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But "use Blender lmao" would probably not help much since you'd just get the same problem there

shy sphinx
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I have "DAE_FBX."

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Worse, because I don't know the control scheme to operate blender. Daz, maya, and Unity are all similar.

gritty nest
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Apparently Maya's exporter looks a lot like the one in 3DS Max

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Not sure what DAE_FBX would be

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You should be able to select the extension

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When you choose where the file should be saved

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Try DAE export instead, or FBX, or FBX for Unity etc

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Unity can import .blend and .max files directly, you could try that with Maya maybe

shy sphinx
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I think I have 3DS max installed...

gritty nest
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Oh, I see now

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Instead of DAE_FBX, try FBX

shy sphinx
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I've been saving it in FBX.

gritty nest
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Actually I do have a question

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Are the bones actual bones, or are they "deforming dummies"?

shy sphinx
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These things should be bones. I generated a fresh skeleton in Maya.

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Then reskinned the model, repainted the weights.

gritty nest
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You can also change to an older/newer FBX format in the export options

shy sphinx
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Okay, well I've tried 2012 and 2013...let's see if 2014/2015 works.

gritty nest
shy sphinx
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Might want to pin that one.

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I think I found the problem. I had clothes on my model. Daz can handle the inter-skeletal association, as can Maya. Soon as it gets to unity, it breaks. So I had to go into Maya, take the skinned model and combine any meshes that were supposed to move with the skeleton.

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Went into Unity, checked the rig under "muscles and settings," and it moves now. Just need to reassign the textures and then for the ultimate test, upload it and hope like hell it at least moves. I can reweight the mesh later.

shy sphinx
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Huh...now some of my textures are black.

shy sphinx
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At least the rig works now! Got it working, finally!

tall kestrel
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Anyone know what's going on with my avatar? Shows up fine in blender then when imported to unity it does this

sleek isle
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Go in pose mode and apply as rest pose

marsh portal
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My orgin/piviot point is in the middle and when i try to Geometry to Orgin my Armature moves out.

sleek isle
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Change the selection thing beside the view mode

opal aurora
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Press N, change the location of the 3d cursor to 0 on XYZ, set that as the origin with the model selected and then the armature, make sure the armature and model are centered at 0,0,0 prior of course

humble violet
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I forgot In blender how do i Join a mesh to a bone again? Like if the mesh is not part of the armature and i want the mesh inside the armature

sleek isle
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Select both an contrl empy group

summer sequoia
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does anyone know a way to get full motion tracking on a character with only one arm/an arm that has no hand

wary crown
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Make ghost bones, aka make the bones but dont weight paint them to anything. @summer sequoia

summer sequoia
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I was figuring that

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Its weird trying to make them on an arm cannon (trying to get my samus to work atm)

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thanks for the info i'll start making those

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it doesn't matter as long as they are parented correctly right?

sleek isle
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Put 3 bones at the end of the elbow-wrist. One for the thumb one for the index one for the middle

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You need to drag them manually in the first bone of each finger. Since unity dont assign bone with no vertex paint to them

unique tartan
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How could I fix a head rotation issue, my characters head keeps snapping upside down and frankly it's getting irritating. I've tried playing around with the head bone to no avail, the neck, the Spine, etc. Though I am not sure if the Armatures are set up correctly which would be my next step, unless it is fine otherwise I could use a little help with it.

golden perch
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any quick way to fix this? movement is from the hips and the hips have no weight painting

crisp tendon
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Add weight painting ?

golden perch
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I didn't want to do that unless I have to or was necessary because I thought the hips weren't supposed to have weight paint on them, but I'm not that good with blender so I didn't know

gritty nest
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The hips need to be weighted to the hips bone of course

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Just paint all the missing parts to the hips

golden perch
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Will try that and see how it effects the rest of the posing

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I might just have 0 IQ so ty

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it won't let me put weights on the hips, it will only let me paint the last bone selected that isn't the hips

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and yes I went to object mode and back to weight paint mode to update it but it still doesn't change, and its still painting on whatever previous bone was selected

golden perch
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is anyone willing to let me call them and show them what is happening and maybe help?

gritty nest
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Probably not, you'll have more luck describing your issue in here

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There's like 15k people online right now

indigo stratus
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If a model is rigged prior to downloading from resource sites how would I go about optimising it for VR chat? I'm sort of new to to actually rigging models and my only experience is mixamo armatures

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Wanted to put this boy in

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He has bones for his tunic skirt and sword/scabbard I think also hair and his hat

crisp tendon
pulsar phoenix
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So i have a problem

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my avatar's shows up fine in blender until it reaches unity

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with the body above her waist twisted to the back

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does it have to do with the armature?

ivory radish
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t-pose in blender and hit reset pose in unity

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typically that fixes most orientation problems

pulsar phoenix
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so the problem is my avatar's head and torso are facing backwards as opposed to my arms and legs facing the right direction

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in unity

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enforcing tpose on it sets it to that as default

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ok

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so i found out the left arm and right arm are opposite

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@ivory radish any idea where i can continue from there?

ivory radish
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yea

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just use flip names tool in armature edit mode

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after selecting all

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then save the file

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should update

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unless ur still using fbx then just export over the original

boreal cobalt
solid adder
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Is the skirt weight painted? And the values of the dynamic bones?

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Another thing could be the length and position of skirt bones.

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How it behaves makes me think that the bones may be short and sideways.

ivory radish
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u can also try cloth for it but yea its not even weight painted

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most likely bc u merge it from another mesh but didnt even use the CATS merge tool so all the weights became invalid

solid adder
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If that's the case, they are named differently and you'll learn that Blender can be very strict about having things named.

sly mirage
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SO HEY not sure what the problem is all i know is i edited my model and i used pose mode to enlongate the body a bit. and i found out eye tracking wasnt working. so i re did eye tracking. and recreated it. and then my bone pose edits reverted.. but now my problem is bacially i edited the body/mesh and made my character more sleder and made her look less like a migit with gigantism (other peoples words not mine) and i moved the armature up so it was back inside the body. and now when i go in game and stuff when my character blinks my hips blink too kind of. even though i edited the body so it was all inside the shirt like this

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for some reason most of my hips pokes out of my shirt and they move when my character blinks

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does anyone know what i did wrong and how i can fix this. i do have a back up of my fbx so if this is beyond repair just tell me what i should edit and how

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okay tell me if im on the right track

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so basically what im noticeing when looking at my shape keys is there all set to before i edited my models mesh and bones.

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im going to try redoing all my visemes and see if that fixes the problem

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no this didnt fix anything

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what the shape keys look like

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what basis looks like

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does anyone know how tof ix

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to fix

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does editing the mesh and moveing the armature make it so you need to redo all the shape key from scratch? because non of this happend the other 4 times i edited this avatar

ivory radish
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use shape propogate on the verts of the leg

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and ya every time u add or delete verts to the original shapekey mesh u risk corruption of shape keys

sly mirage
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shape propogate is that in cats?

ivory radish
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no

sly mirage
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ive never used that tool before

ivory radish
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but honestly u should just restart from import bc like

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the idea of shape propogate is u select everything but the face

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and u hit the button and it resets those verts in every shape key

sly mirage
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shit thats usefull

ivory radish
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but the more changes u make 2 the entire avatar in edit mode

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the more corrupt shape keys can become

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so either:

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redo shapekeys

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transfer shapekeys from original

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or just separate parts before u modify them

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it can get 2 the point where every shape key just explodes the model

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so be careful

sly mirage
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where is this propogate option?

wary crown
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Hit space bar and just type it in @sly mirage

odd plume
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How do I get a rig like this to work in vrchat?

wary crown
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Adjust it to fit humanoid standards

odd plume
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How would I do that

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In case if its important here is the front view

candid radish
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Has anyone had this problem where somehow a few blendshapes get mixed into the eye tracking? Like the mouth opening briefly when my avatar looks in a certain direction. is there a way to edit the eyetracking in unity?

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As far as i can tell each blendshape is working properly and I see no stray verts painted where they shouldnt be.

fading verge
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@candid radish make sure lower eyelid slots in eye tracking are set to basis

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otherwise you might have blendshapes happening when you look down

buoyant spire
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Hello

boreal cobalt
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Hi

buoyant spire
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Does anyone know why there is no rig option for my character

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Its all greyed out

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Nvm i got it lmao

wary crown
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@odd plume that looks like its already a correct rig, export it as fbx and set it up in unity

candid radish
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@fading verge I do Have Eye Blinking disabled in Blender. I create there animation separate from the eye tracking.

boreal cobalt
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How does weight painting work on a skirt do I need to select all the skirt bones or just the root bone or whatever it’s called

odd plume
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Well in unity when I click configure the legs extend way out, and also I have no idea what to set as head and neck

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I was thinking about making a dummy neck and setting the eye as head

fading verge
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it has nothing to do with blinking, it's CATS sometimes auto filling the lower eyelid slots

buoyant spire
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Is there an automatic rigging option

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Somewhere?

wary crown
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@candid radish unmap your jaw bone, check your lowerlid shapekeys in blender

fading verge
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ah yup, jawbone too

wary crown
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Also even if you do custom blinking, generate the eye tracking.

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Just disable blinking in the Generation options

buoyant spire
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Bois

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Any automatic rigging option

wary crown
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Riggify or mixamo

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Both require manual adjustments

buoyant spire
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Aight

wary crown
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Both are flawed

buoyant spire
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Unity says character is not in tpose

wary crown
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Configure your rig and force t pose

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Select avatar > rig > configure > pose > enforce

candid radish
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Where would I edit them? in blender or unity. I don't have lower eyelid in blendshapes and JawBone is set to none in Unitys rig configure

buoyant spire
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Omg the enforce tpose automatically rigs it all

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Godsend

candid radish
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is there a way to pull up the eye tracking in unity and see what is assigned to what?

wary crown
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@candid radish if you dont have vrc.lowerlid shapekeys generate eyetracking in blender like i said.

candid radish
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@wary crown ok ill go and try to generate it blender.

wary crown
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Make sure to uncheck generate blinking if you use a custom blinking animation

idle vapor
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i was trying to upload a character to vrchat when i got this notification.

Error: Spine hierarchy missing elements, make sure that Pelvis, Spine, Chest, Neck, and Shoulders are mapped.
I'm trying to figure out how to do it by watching videos but still don't understand. can anybody help me?

wary crown
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@idle vapor do you have the bones mapped?

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Click on your model > rig > configure

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And make sure they are mapped on the right

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Leave the upperchest blank

idle vapor
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on blender or unity?

wary crown
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Unity

idle vapor
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@wary crown ok lemme check

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hmm im trying to find rig and configure

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@wary crown

wary crown
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Select your avatar

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The fbx

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And Then its in your inspector

idle vapor
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like object mode or edit?

wary crown
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Why are you in blender

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When i said unity

idle vapor
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OOF

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facepalms

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ok the upper chest is blank

gritty nest
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Upper chest should be blank

wary crown
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Now check hips spine chest and neck

gritty nest
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Go to the head section

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You are probably missing a neck

idle vapor
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there is a neck

candid radish
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Ok reuploaded with the CATS generated eyetracking. going in game to check it out

idle vapor
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chest and upper chest is the only thing not there

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@wary crown

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@gritty nest

wary crown
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Chest needs to be mapped

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Your error tells you precisely whats wrong

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@idle vapor

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Also pls dont ping me

idle vapor
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ok. so i have to map the chest.....hmmmm i'll have to research that...

candid radish
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And its a bust, still doing the same thing. My mouth visemes are all over the place I might just have to toss eyetracking all together. @wary crown

wary crown
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@candid radish its 5 am for me and i kinda cant look at it rn, your shape keys might be messed up.

candid radish
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@wary crown Its ok, I just wish there was a way to see how the eyetracking assigns the eye bones in unity. I have a blendshape animation for the backpack to shrink out of sight and somehow thats being activated by the eye tracking. I try looking at my blendshapes again in blender.

safe bluff
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Usually that means you're missing important blendshapes for eye tracking to work, since it gets the first four shapekeys in the list.

unkempt stag
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So, quick question. Been working on this for a few hours now.

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Why is it doing this

crisp tendon
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The legs ?

unkempt stag
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Yeah.

crisp tendon
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Make sure the bone rolls have been reset

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I'm assuming you're desktop

unkempt stag
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Yeah, but I'm testing in desktop. I'll be taking it to VR once it's working in Desktop. Just reset it in unity avatar config?

crisp tendon
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VR and desktop can look different, fyi

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Because of sitting/standing, and because of height setting

unkempt stag
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Huh.

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Well, I mean I can try it in VR.

candid radish
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Good news everyone! I was able to fix the random mouth movements connected to the eye tracking. I had eye blinking disabled but thought of the empty shape keys it still created then it hit me unity must be looking for these to assign them but can't find them so its picking up the mouth keys instead. So I simply chose a vert to move slightly for each of the empty shape keys so they would transfer to unity and be used unnoticed like the "sil" key. It worked! Still have a few issues with the backpack moving with the eyes and minor adjustments to the back of the eye but that can be quickly fix. Also I manually remade the eye tracking instead of using the CATS because it would not generate right. @wary crown @fading verge @safe bluff

gritty nest
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Yeah that's a known issue

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The eye tracking just uses the first four shape keys on the Body mesh

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And empty shape keys don't get exported (or imported, either one)

slate hill
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question, how do i approach rigging hair for my avatar for VRchat?

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should i have it in the same mesh as the body? or a different object attached to the parent body?

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would appreciate if anyone can help me with that (first time i'm rigging my avatar for VRchat, in maya)

buoyant spire
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Good question

slate hill
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also, if i make my knee from 2 joints, will it work with hte SDK?

fading verge
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Is there anyone here that is able to do weight painting commissions for avatars? Ive been at this for hours now and Im still confused on how to get it to work

kind umbra
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Is the shape key mix intensity slider in blender designed to speed up the transitions of visemes such as oh to th?

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just curious since the visemes I created for a model appear to be slow, so I'm not sure whether I have to increase the slider to make it faster or something.

ivory radish
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no

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i think its a multiplier for blended shapes

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to exaggerate or have less mouth movement

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the 'slowness' comes from poor visemes or just way of speech

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the more defined each sound is the more it appears to be adept

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i almost never just use the generated visemes

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i use the mixer to speed up the process

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but i still do tongue movements and move the lips and teeth a bit for more accuracy

sleek isle
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Make the viseme a little bit exagerated because i dont think the viseme goes to 100 often

ivory radish
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only when its basically that sound

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like a loud AAAAA

sleek isle
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I like to aaaaaaa too

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Its an issue with 2d viseme . The plane go to fast or not enought

ivory radish
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2d visemes are much better if u just make ur own mouth

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what i used 2 do is take the open mouth texture and split the verts appropriately enough so that it was easier 2 manipulate the shape

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and then made visemes by changing its shape

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its typically more accurate and less glitchy but again its going an extra mile

tawny valley
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I'm rigging a new character in Blender. I subdivided a bone into two bones. The second bone doesn't share any influence on the weight painting on the model. Is there a way to make it weight paint on the model after the armature has been already added to the model?

opal aurora
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Autoweights or manually weight it

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Subdivision does not share weights

gritty nest
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Yeah, you'll have to manually adjust the weight paint

weary shadow
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so 2d vismes are just like

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multiple textures right?

tawny valley
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The toe still has no influence even after adding weight.

ocean crane
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Anyone know how to make a character turn their body less when I'm turning my head?

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Like, I'm trying to turn my head just a wee bit but the model appears to want to give me 2 cm of looking before my character like moves his whole body

fading verge
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@tawny valley Check if another bone has control of it already

tawdry yew
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im starting to lose my mind ive never had this issue before

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in blender the entire rig is perfect but once i import it into unity it just bends down the wrists

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anyone know how to fix this?

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i cant seem to find out why its even doing this

pseudo sedge
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@tawdry yew in unity's Configure change wrist rotation / reset Roll of wrist bone in blender's N-keyright-menu (maybe)

fading verge
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Feel that may be why too

ivory radish
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yea and again just tpose it in blender

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reset the pose in unity

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and try messing with the muscle settings

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to see how it would work with animations

tawdry yew
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oh it was T-Posed

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i tried putting it into diffrent poses to fix it

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in the end i just moved all the bones in edit mode slightly and it somehow fixed it

olive kestrel
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how is the default arm rotation determined? mines a bit off

ivory radish
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its based on the viewpoints scale/height

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from the floor

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and also the controllers 3D location

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its not adjusted like in Mindshow

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it uses original controller positions

olive kestrel
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not that

ivory radish
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if u mean like it keeps flipping directions

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thats bc u messed up the roll of the bone

olive kestrel
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i set all my rolls to 0 and mimic'd a working avatar's armature

ivory radish
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thats odd

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wat the issue then

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also the CATS plugin should make it 'mimic working avatars armature' already

delicate hedge
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Hey, I have an avatar that has one leg whose knee occasionally glitches into a reversed position for a frame. It's only the one leg and it only occurs when crouching. I've checked positioning and weight paints and both are symmetrical as far as I can tell. Anyone know what's going on?

ivory radish
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does it have 0 roll also

delicate hedge
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yes

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Upon checking, the hip, thigh, and knee bones have rolls of 0 but the ankle bone of the leg in question has a roll of 0.00004 in contrast to the 0 of the other ankle. I don't think that would be enough cause the problem though.

gritty nest
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@delicate hedge bend the legs slightly in Blender and apply as rest pose

delicate hedge
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Is there a specific way to apply it or does it automatically apply?

gritty nest
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There is a button called Apply as Rest Pose

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In Cats blender tool

delicate hedge
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Does that work for non mmd models?

gritty nest
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Yes

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"Fix Model" and the translation options are the only features in Cats that are MMD-specific. Even then, Fix Model also supports some other model types.

delicate hedge
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Alright

ripe crest
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Im rigging my model and unity is saying im on the wrong version however i installed this three days ago-

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is there like an update i need to install

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it says i need to be on 2017.4.15f1 ? how do i do that

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Disregard

ripe crest
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Nope reregarding
I got 2017.4.15f1 and im guessing i cant reopen the model

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so do i have to do it all again or?

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I cant even log in on the VRChat SDK settings thing because the menu just keeps refreshing and lagging so i cant type it and when i do type my log in it just sends me to the sign up page

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Would someone be able to help me?

azure dust
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do u have thr right sdk

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?

plain sundial
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Ok so Acctual question. My VR chat SDK in unity only has one option. To clear cashe and preferences. what do i do?

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also. I do not have "Face Mesh"

naive tree
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@plain sundial check your unity for errors, if you have imported any assets then get rid of scripts from those, if u still have issues then close unity, dete VRCSDK folder and SDK.meta file, then open Plugins folder and delete VRCSDK folder

worldly willow
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Make sure to use /\

plain sundial
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Ok i got it

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One more thing possibly.

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Im new to unity as a program; how do i map Pelvis Spine,chest, neck and shoulders

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I found it ^^"

raven lintel
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so im trying import a model thats already been rigged into vr chat but it says its not named as humanoid rig

fading verge
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heya

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i had a model and I took a look at the rigging. It says it's missing a chestbone and that the spine has a value of 0. When I went into the game, the feet and hands spasm around and every emote is broken with the pieces of body stretching out and twisting at grotesque angles.

mighty swallow
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I just finished putting my avatar together but my avatar hips keep pushing forward, any ideas?

violet bobcat
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can i see a screenshot of the bones?

violet bobcat
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is it rotated correctly?

mighty swallow
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it works really well with animations

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its just when i stand in game with vr

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its hip pops out

violet bobcat
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fbt?

mighty swallow
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nono just regular vr

violet bobcat
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hmm interesing

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uugh i'd love to help more but got to get ready for work

mighty swallow
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oh its ok

naive tree
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@mighty swallow seems like they are bending inwards, straighten them up from front view and then make a bend foward slightly

mighty swallow
naive tree
mighty swallow
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ty i will try this @naive tree

ivory radish
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did u also apply the full body tracking fix

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and also make sure it posed correctly

fading verge
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Hi... A few things barely anything are broken with my avatars rigging. I was wondering if someone who knows what they're doing could take a look??? Thanks :p

wary crown
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Send screenshots

fading verge
#

My avatars rigging doesn't work properly, causing all emotes to make each part spasm around and whilst walking, the hands and feet randomly jitter up to 2 meters away constantly. Oh and turning messes with the legs.

raven lintel
#

so im trying import a model thats already been rigged into vr chat but it says its not named as humanoid rig

hollow nova
#

Can you change it to humanoid rig yourself? or can you try opening the model in blender with CATS blender plugin and use "Fix Model"? I'm going to need more specifics if you want more help

raven lintel
#

i dont know how to change it to humanoid

ashen yew
#

When you upload the model to unity and you click on the prefab in your assets folder, a tab shows up in the inspector window that says 'rig'. Theres a drop-down menu there that lets you switch from 'generic' to 'humanoid'.

raven lintel
#

it works but the avatar is broken such as having an upperchest and bad spine hiearchy ill do that on my own

#

thanks

fading verge
#

Is someone familiar with what causes avatars to potty dance/tap dance after moving and how to reduce it?

gritty nest
#

It's the IK

#

No idea how to fix it

ivory radish
#

increase ur real height setting in vr, move head bone and viewpoint closer to center, remove toe bones, etc

#

it happens when looking down also

sturdy finch
#

does anyone have a tutorial on how to rig hand and fingers?

fading verge
#

If I make my own avatar, do I need to attach "bones" on it in order for it to detect my movement?

real echo
#

hey so, I'm making an avatar that doesn't exactly have normal sized/shaped eyes, and I'm trying to figure out how I should go about modelling/rigging them for eyetracking- I found a tutorial on youtube on how to make an eye rig in blender where you can control the eye's texture to follow the bones movement, without actually rotating the model itself- does anyone know if that'll work in VRChat? or will I need to actually make a modelled eyeball?

slow gyro
#

Texture is fine

cedar bloom
#

Guys for some reason my eyes are squeezing in VRC i just made a eye tracking in CATS as usual

ivory radish
#

it is a script for $20 that can be applied to bone chains

fading verge
#

I tried adding colliders to my avatar, but for some reason they didn't work.

naive tree
#

adding colliders? what kind of? and why?

fading verge
#

so the hair doesnt flow through the body

#

Dynamic bone colliders? Did you make sure to assign them as colliders in the Dynamic Bone script(s)?

naive tree
#

ppl should stop caring about that honestly

fading verge
#

^

#

why?

#

that my hair constantly goes through the entire body?

#

I do it for my hands, so people can interact with their dynamic bones, but I enver bother with them to stop them moving in certain ways

naive tree
#

mostly because of performance issues, people go overboard with colliders and bones

fading verge
#

I was just going to add 2 colliders...

#

One at the end of the hair and one in the middle

naive tree
#

if u dont want your hair to go through your head, that is easy to do - use high 3rd value

#

and the hair doesn't go through body anyway if you're stationary in VR, it will clip when moving

fading verge
#

Just make sure you've specified the colliders in your dynamic bone script, then they'll interact with each other. Theres a colliders section which you just drag and drop the object into

#

ok

#

I'm just gonna ignore that since doing that the pupils went white...

hollow sable
#

i use mixamo to rig

#

when mixamo uploads my custom character i made on sculptris

#

it fucks the texture up

crisp tendon
#

Did you clean up the model you made in sculptris before rigging it ?

hollow sable
#

clean up?

#

thats a feature?

crisp tendon
#

No it's just normal steps to take after sculpting a high poly mesh

#

It also needs to be humanoid

hollow sable
#

ill show a screenshot

#

to show u what is going on

#

hold on you cant post images here

crisp tendon
#

Upload it to imgur

fringe jetty
#

Does anyone here have experience with FinalIK? I'm trying to rig something (a hose connected from the back of a character to her gun) and while the Final IK stuff works in Play Mode, it doesn't work once uploaded to VRChat.

#

Strangely enough, it works totally fine on another Avatar, using the same method.

#

So I'm wondering if it's possible that something I set is causing the IK Solver to not initialize in VRChat? Cuz it works fine in Unity...

#

There's the IK

#

Lastly, I noticed if I start with the VRIK Script active, it works in Unity, but disables the script on play? Still functions fine. BUT... If I disable the script first, then hit play, I get the following error: https://i.imgur.com/I4jxL4H.png

gritty nest
#

tl;dr you need to add your own VR IK component, IK execution order, and set your own IK to execute after the game's.

fringe jetty
fringe jetty
#

I FIGURED IT OUT
ROOTMOTION HAS TO BE IN THE PLUGINS FOLDER RIP ME

ivory radish
#

wat y do u need final ik for that

gritty nest
#

The alternative is clever weight painting which doesn't always look good

autumn pilot
#

I checked the weight paint too and all was aight

#

I dont.

#

=_=

#

even

autumn pilot
sharp pewter
#

does not look like the hip bone is strait up and down

#

or maybe i'm seeing things

#

|

graceful bramble
#

Maybe you already figured this out Polaris, as I saw you playing with something that looks similar to that avatar, but it looks to me like one of your hip bones is flipped upside down in Blender.

fading verge
#

is there a way to get the weights from one arm and put it onto the other side's arm but with the opposite faces?

#

I weight painted my right arm and I wanna have the same values on the left

astral ridge
#

copy the vertex group and mirror them@fading verge

fading verge
#

how would I go about doing that?

#

I am pretty new to weight painting/rigging

#

ah, I think I got it

#

didn't really work at all though 😦

tight skiff
naive tree
#

there's weight somewhere on other bones

#

there's not only the spine is being moved, but also all the other bones above it

tight skiff
#

on the skirts bone yes but it is lower than the spine

naive tree
#

?

#

check all the other bones that's above spine

tight skiff
#

can i do it with selecting the whole armature or do i have to check everyone individually?

naive tree
#

individually or use addon to remove all unused vertex groups and check which bones still have the weight and remove those

fading verge
#

you have to check them individually I believe

#

it shouldn't take too long though, if you did any weight painting recently I would highly advise checking those

#

if this was a model you just got, I would advise finding another as its likely if you are having this many issues with the weight painting already the other parts may have hidden issues as well

tight skiff
fading verge
tight skiff
#

oh i had the weight on 0

#

ty for help

gloomy pollen
#

is there a real solution for dynamic bones/colliders for skirts?

#

to stop them from clipping through legs when you crouch?

#

the nodes just slide around the cylinders

naive tree
#

other than that no, u don't use dynamic bones to stop clipping cuz it doesn't work

#

if u want to stop clipping - cloth physics is what u want

gloomy pollen
#

oooh right on

#

thanks ill try this

#

oh this requires re-rigging in blender?

naive tree
#

yes

gloomy pollen
#

oh I dont like this chick that much haha

naive tree
#

gotta put work in if u want something to look nice

gloomy pollen
#

yeah maybe for one of my avatars but

#

this is just a friend of a friend

#

she's getting a decent dynamic bone setup

#

so this is just weight painting the skirt to the legs and then adding a dynamic bone on top of that?

naive tree
#

no it's 1 bone on each side and parenthing the bone to leg

gloomy pollen
#

oh thats not so bad

#

then you weight paint each skirt half

#

to the new bones

#

how is it colliding with the leg?

#

oh its not, its an illusion

naive tree
#

it's moving with the leg

gloomy pollen
#

yeh

#

hmm

naive tree
#

and at the same time has a dynamic bone, so it jiggle a bit

gloomy pollen
#

wonder if it still work when squatting

naive tree
#

not so stiff

#

it works pretty alright, but cloth takes the cake

gloomy pollen
#

cloth?

#

that a plugin?

naive tree
gloomy pollen
#

yeah thats what i meant

naive tree
#

be sure your mesh doesn't go too high in poly

gloomy pollen
#

ah this looks much nicer

naive tree
#

short skirt is fine with 200-400~ verts

gloomy pollen
#

let me check

#

bout 1k

#

ah this requires capsule colliders hmmm

#

no bueno for maps like Murder

naive tree
#

doesn't matter cuz they are set as triggers

sleek isle
#

Still depend.work well on short skirt but longer one is more... like not possible without clip most of the time

#

When you walk right to left

#

For example

fading verge
#

It's pretty cool to see the options

fading verge
#

Is the (short) distance between leg bones the cause for potty dancing avatars? Fidgety ones

fallow void
#

I have a problem with my avatar that whenever I bend down in vr or crouch with C, my right leg bend backward for no reason. I can't figure what is causing such problem. Anyone can help me? I tried repainting the leg but it didn't do anything.

ivory radish
#

did you check rolls and bone rotations in the mapper

fallow void
#

Rolls and bones rotations? I moved the whole avatar in play mode or in Blender but I dont see the problem.

#

But idk if thats what you mean

ivory radish
#

no

#

every bone has a roll value and it might also have awkward rotations in the humanoid mapping window

#

the mapping window

#

and roll

fallow void
#

Let me go check.

#

Like, from my point of view. I "Think" it look fine? Like its following the other bones like its supposed to.

#

Its mapped proprely on Unity

#

On Blender, its proprely connected on the hips

ivory radish
#

have u also tried this

#

also legs may potentially do that if ur extremely close to going into prone

fallow void
#

Its whenever I sit down OR I press C (Crouch) on my keyboard

#

So I dont think its a prone problem ?? Also Idk what I'd click on this

ivory radish
#

fix full body tracking

#

it helps with IK issues also

fallow void
#

I'll give that a try, hopefully it help! Thanks man, I really appreciate it

fallow void
#

It didn't work.

fading verge
#

Hi there

#

So I have a problem where my neck is very disfigured and doesnt move corectly with my neck

#

Im not sure what I did in blender to make it really broken

#

heres how it turns in blender...

#

(when i rotate it left to right)

vocal wedge
naive tree
#

screenshot of your eye bones in blender

vocal wedge
naive tree
#

idk how different is having sphere eyeballs to mmd flat

vocal wedge
sleek isle
#

Go in pose mode set a rest pose maybe

#

In cats

vocal wedge
#

Hm, seems like I had to move the bones just a little.

naive tree
#

@vocal wedge you could try having the bone right in the middle of geometry origin for eyes, and if that doesn't work then maybe move it very slightly behind, be sure bones point upwards

#

an idea

vocal wedge
#

Oh yeah, I should try that too, thanks.

naive tree
#

bones pointing up is important

#

so the idea is to seperate the eye, shift+S> cursor to selection, then select bone tail/head and shift+S > selection to cursor, so you'll be doing two repositions and move the bone tail(thin end) upwards on Z (g+Z)

#

if there's no movement or it's too low, then i think gotta move the bone backwards on Y

#

if the eyes still mess up in unity, try having your head tail straight up, cursor to head head(bone) and then tail to cursor and move on Z upwards

#

I can only guess, no clue how spheres work with eye tracking

#

but iknow they do work, one person i know has like 3 avatars with sphere eyes

#

i just forgot who was it so can't ask 😄

vocal wedge
#

Well, turns out I should have pointed them up, so it seems more or less decent in Blender, but the eyes are still appearing under my chin, so I guess it's another issue.

naive tree
#

i assume all transforms applied, then the last guess is just actually making your armature look decent and not a mess that you have 😓 at leas the upper one

#

as in fixing up bone tail positions and having all rolls at 0

vocal wedge
#

I'm gonna share a gif of it in BM.

fading verge
#

@vocal wedge Feels like your bone's orientation are different on each eye

#

Try selecting both eye bones within Edit mode & pressing Ctrl+N while your cursor is in the 3D window

#

Then Recalculate the global rotation for X, Y then Z on the positives

vocal wedge
#

Luckily, Yuumi fixed my eyes, but thanks.

fading verge
#

Ah, welcome

cursive apex
#

@vocal wedge You need to have the bottom of the bone yuumi linked in the exact center of your eye balls and it should be oriented as such

gritty sleet
#

i made a jaw bone for my avatar, to what do i parent it to? the neck or the head? or something else?

cursive apex
#

the head or face depending on how your model is laid out

#

are you not using visesemes?

gritty sleet
#

no, but the chin is going to the sides as i turn my head

#

i removed in the end anyway... :/

cursive apex
#

That's because you need to transfer weights from the face rather than have it double painted

gritty sleet
#

no, i removed it because no one was answering me, so i simply say "screw it" and removed it.

cursive apex
#

answers can be really slow here so you'll need a degree of patience.

fading verge
#

Sometimes others are working on their own models or enjoying the game too

#

Though it's fine to experiment' you'll learn that way too

#

I messed a lot of things' found answers and learned a lot by experimenting with my models

#

Just be sure to save every now and then with different versions just in case you need to go back to a moment before you did this or that

naive tree
#

don't be so pissy about not getting an answer, there can be many reasons for it - and first of all when working on avatars, you must be willing to research and learn yourself not wait for when some1 else is going to give a solution

charred sorrel
#

so i got eye tracking to work but

#

the model's mouth opens really wide when you look down klsdjflkds

naive tree
#

remake eyetracking

#

or else it will use your visemes

charred sorrel
#

OHHHhhh that might be my problem

#

one sec

naive tree
#

and be sure your jaw is unmapped

charred sorrel
#

worked!! thank you!

#

what about fingertips curling in? is there a fix for that?

#

not a super big deal but it's noticeable

naive tree
#

probably last fingerbones are too small? or have rolls

#

can be fixed in unity by rotating them yourself

charred sorrel
#

so my avatar's textures work in teh avatar preview and in unity but not on the actual model?

naive tree
#

screenshot @charred sorrel

charred sorrel
#

here's unity, it's perfectly fine in unity

sturdy osprey
#

does anybody know how to fix this issue? my hair spazzes when i blink

naive tree
#

@sturdy osprey select all hair in edit mode then W>shapekey propagate at the bottom

sturdy osprey
#

Ok, thanks! If I stumble across any others I’ll try to ask again

grand vessel
#

Is there anybody who would rig one thing for me?

gritty nest
#

@charred sorrel go to the humanoid rig configuration

#

The model should also be T-posed there, the fingertips are probably bent wrongly there

#

Just manually bend it into place

kind parcel
#

how do I proceed if my character has arms but no legs
do I go with humanoid type and ignore legs or with generic type ?

sleek isle
#

put bones for the legs too

fading verge
naive tree
fading verge
#

Ah thank you!

open herald
#

Hey Im trying to upload my avatar and it crashes the Uploader when I press "Build & Publish" Im not sur ewhat to do I've done all the steps to update my VRCSDK at least three times and I dont know whats the issue

#

: C:/Users/-----/AppData/Local/Temp/DefaultCompany/Sexy Medic/customAvatar.unity3d does not exist
System.IO.File.Move (System.String sourceFileName, System.String destFileName) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:318)
VRC_SdkBuilder.ExportCurrentAvatarResource (UnityEngine.GameObject avatarResource)
VRC_SdkBuilder.ExportAndUploadAvatarBlueprint (UnityEngine.GameObject externalReference)
VRC_SdkControlPanel.OnGUIAvatar (VRCSDK2.VRC_AvatarDescriptor avatar) (at Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs:1010)
VRC_SdkControlPanel.ShowBuildControls () (at Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs:256)
VRC_SdkControlPanel.OnGUI () (at Assets/VRCSDK/Dependencies/VRChat/Editor/VRC_SdkControlPanel.cs:161)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:295)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:288)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:255)

gritty nest
#

@open herald you have a compile error

#

Go to console and fix it

#

It's the errors that don't go away when you press clear

#

If there's no errors there and you can still enter play mode, you probably have a build error instead, usually a faulty script using an editor namespace

open herald
#

So how would you fix a build error

gritty nest
#

Delete the offending script

#

If it's the SDK delete and reimport

open herald
#

I deleted the sdk three times

pseudo sedge
#

@open herald use right unity version 2017.4.15f1 and not update it, reinstall sdk by deleting sdk frolder with sdk.meta file from Assets folder when unity is closed / create new project and try there
also use latest sdk

open herald
#

I do have the current unity

#

And I've deleted the sdk in the folder three times and did the rdgedit fix

pseudo sedge
#

you reinstall sdk by deleting sdk folder with sdk.meta file or just a folder? and you have closed unity while you do this? try to create a new project
or also try to disable all models on the scene except the one you try to upload / try to remove the model from the scene and add again
also be sure that your model is a not something with few millions polygons and hundred materials because that also may crash rarely

fading verge
#

Hey can someone help me out with eye tracking? Im trying to use Cats and I made two new bones LeftEye and RightEye, but it's still not registering, do I need to refix the bones once I add new ones?

drowsy wharf
#

no, you need to weight paint the mesh to the bones, and assign the left/right eye with that dropdown in CATS

#

although that looks like you didn't extrude the bones from the head (or otherwise parent them to it) and they're separated from the entire armature since they're rendering differently

fading verge
#

wdym weight paint the mesh to the bones

#

I thought Mixamo did that for me.

drowsy wharf
#

I have never used mixamo, can't help there

fading verge
#

Ok how about regular bone weighting

open herald
#

I have deleted all of the vrcsdk content including the rgedit stuff

#

In the files

#

It's not working with any of my files

ivory radish
#

u have to fix issues with weight painting urself

#

either paint it manually, fix weights from auto rigging programs, keep a crappily weighted rig, or use an unrigged character

#

it helps if u can symmetricize the character with mirror modifiers or symmetricize/snap to symmetry tool

#

cuz then u can paint one side of bones and it mirrors to the other side

fading verge
pseudo sedge
#

import the model from cats menu and before that disable mmd_tools and restart the blender to use integrated into cats mmdtool, also before fixing don't rename any bones

drifting tulip
#

Normally i never run into issues with my rigs but did a re-import after fixing some shapekeys and verts in the model I was working on.
I have 0 rotated bones, everything parented correctly and now with the newer version of one of my older models, the upper leg is rotated as if its not properly parented when it is and i'm not sure how to fix this. Blender everything is 100% correct yet my imports to unity seem to always be this way.
https://i.gyazo.com/af633798fb7d50707a86a7be270c550e.png

#

The model pre-2017 unity was also fine before making another import

pseudo sedge
#

try to click somewhere "reset to prefab" / or check rotation on Configure window and if that same strange rotate on that window this bone by yourself

open herald
#

Still dont know what scripts Im supoosed to get rid of

#

Litterly did the Upadte to 2017 unity step by step and its doing the exact same thing.

sturdy osprey
#

@naive tree so it turns out all of my shape keys do the same thing, like it appears in the same position as what i posted earlier. am i supposed to do the same thing but with every single shape key?

fading verge
#

How do I weight paint hair?

sturdy osprey
#

so for whatever reason, when i move my eyes to the closing position, the head kind of points out a little. but when i go into edit mode to replace it back to its original spot it gives me the 2nd picture below

#

im not sure how to fix this

calm needle
#

did you check the other eye blendshape? do both eye blend shapes not do that but only when both are used?

sturdy osprey
#

yeah only when both are used

#

so what happens is if i were to close one of either eye, the head will slightly pop out

#

but when both eyes are closed it turns to the 1st picture

calm needle
#

wonder if the head is moving slightly in both visemes and when both are used together it pushes it beyond the hair line

#

blend shapes can add onto each other so what moves slightly with two blendshapes will move more when both are active. If you that part of the head is never visable via normal usage, you might be able to cut that part of the head off all together if you are careful about it

sturdy osprey
#

thats the only issue though, because when both eyes are closed. it goes back to as shown. however my issue is keeping it in that state so i could potentially cut that piece off

#

is there any way in edit mode that i can keep both shape keys (left and right eye) to stay closed?

#

because that might solve my problem instead

#

nvm i got it

drifting tulip
#

I still can't seem to figure out the issue with my leg going wonky in the unity import.
I've tried messing with rest pose, shapekeys, moving the bone or adding roll and it still turns out the same.
At this point i'm unsure if I should just delete the entire avatar out of unity and start it over since everything is 100% correct in blender.
This is annoying the crap out of me.

opal aurora
#

Set rig to none, Apply
Set rig to humanoid, Apply
Drag model back out into the scene
If the leg is fixed, copy any components from one over to the other as necessary

drifting tulip
#

gave that a try, still scuffed.

naive tree
#

@drifting tulip first of all reset all bone rolls (alt+R when bones selected) and apply all transforms to mesh and armature with ctrl+A > rotation/location/scale, then delete 1 side of leg bones, then enter edit mode, select the leg bones > W+Symmetrize, then delete the leg+knee mesh on the same leg, seperate the exact mesh on other leg and apply mirror modifier to it

#

oh with symmetrize bones you might have issues that it doesn't move some of the mesh, so you can delete the weight from the same leg and enable xmirror and blur it with 0.0001 values over

#

non symmetrize way is shift+S>cursor to center, then change pivot to 3d cursor > shift+D bones > ctrl+M>X, then rename all bones to needed

drifting tulip
#

Thank you Yuumi for the detailed instructions, I'll give that a try

drifting tulip
#

In the end i had to rotate and adjust my entire rig and mesh a certain way and then do symmetry on them.
I also have to keep the bone rolls otherwise the legs twist for some reason. Anyways, i got it looking like its working as i intended.
Thanks, @naive tree

tame island
#

need help with combining rig..

#

so the wing came with the wings..

#

Ive rigt the other parts my self.. but for some reason when I try to combine both armature to gether the other one dissapers

naive tree
#

@tame island select everything, ctrl+A>scale/location/rotation

#

then combine

tame island
#

nope

#

still gone..

#

its alright ill just rig the wings

fading verge
#

@tame island Did you take a look at the armature management?

#

Making sure all Skeleton Layers are turned on

#

Or pressing Alt+H with your cursor on the 3D view port

tame island
#

Ive deleted it .. already.. plus the bones placement makess me confuse..

fading verge
#

Ok

sturdy palm
#

can someone rig my model for me?

#

i already made it from scratch i just cant understand how to rig it

ivory radish
#

use an auto rigging program, figure out how to weightpaint, or eventually someone will want $$$ or might do it free of charge

gritty nest
#

Blender has automatic weights

#

Mixamo can work too

#

If you can make a model from scratch you can probably also rig it with automatic weights

ivory radish
#

ye but will also require fixing the issues with it

kind parcel
#

how can I make a flying torso with hands still working ?
do I just make legs invisible or is there a way to have literally nothing ?

humble lake
#

I would say in blender make the legs their own material and apply an invisbkr shader. You could also delete the leg mesh but unith might get a littor upset with there being no mesh for thr leg bones

fading verge
#

I tried merging but this happens

sleek isle
#

Revove double under the arm

fading verge
#

double?

sleek isle
#

Select the vertex

#

W

#

Remove double

fading verge
#

After that

#

?

sleek isle
#

The weigh should propage automaticly

fading verge
#

so try rotating the arm again?

sleek isle
#

Yes €

fading verge
#

Fixed it! Thanks!

fading verge
#

Uhhh

#

UHM.

#

@sleek isle You there?

fading verge
#

How can I fix this.

fading verge
#

New problem.

#

When I import my avatar to Unity my unity starts lagging HARD. and my entire model is white, I tried to use external textures but it didn't recognize it.

umbral flint
#

Anybody willing to give me some hands-on help with fixing a skeleton? I've never used Blender before, and everything I've read goes over my head.

fading verge
#

Ok so

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I have weight paint on my character's hair, do I remove it from every bone but the head?

sturdy osprey
opal aurora
#

Create a shapekey for each bar, call said shapekey the same as you would per viseme

sturdy osprey
#

and as for re arranging?

opal aurora
#

In what way do you intend to rearrange? :o

sturdy osprey
#

just so they fit all around the mask, properly

#

obviously theyre going to be at the bottom of the mask, but since the entire mesh is one mesh, should i just seperate each piece into an individual meshes?

opal aurora
#

You could individually place each one, which would probably be the best option

#

I'd advise on only creating the shapekeys after aligning them so they work properly

sturdy osprey
#

hmm ok

opal aurora
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Separate each piece, align ehm, and then merge it all back together

#

Perhaps create the shapekey for each individual one before merging

sturdy osprey
#

right

opal aurora
#

So that the rest of the body isn't taken into account

sturdy osprey
#

ok, i might have to ask later on how to remerge them together, i only know how to separate one entire mesh into separates

opal aurora
#

Ctrl+J to merge selected meshes

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Last mesh selected is the Base i.e. the mesh it's going to merge into, worth noting when it comes to mixing meshes and bone hierarchies

covert beacon
#

using cats mesh merge too will also automatically merge all meshes into one mesh labeled body

#

that is if the mesh is attached to an armature recognized by the plugin

opal aurora
#

Always good to know shortcuts though, never know when you won't be working on an avatar

sturdy osprey
#

which it currently isnt, because i just imported the model into blender

#

and that is true

covert beacon
#

fun times

sturdy osprey
#

ok so, as always, there was an issue

opal aurora
#

What did you stumble upon?

sturdy osprey
#

lemme show a pic so its easier

#

so as im trying to individually select them

#

i can only select the left and right sides, but i cant select the top or bottom OR the front or back

#

its not allowing me for any of them

opal aurora
#

Select each one completely or just a side specifically?

sturdy osprey
#

a side specifically

#

for each bar

#

its doing the same thing as the one on the very left thats already highlighted

opal aurora
#

Hmm... it seems to have more cuts than necessary but i doubt that's the issue... what selection mode are you on?

sturdy osprey
#

edit

opal aurora
#

Oh no, i mean vertex, line, face

#

At the bottom you got some cube tooltips, each one is a selection method

sturdy osprey
#

ohh its vertex

#

ZZZZZZ that fixed it

#

i completely forgot

opal aurora
#

Select 4 corners and hit F, does that clear out the extra loop?

sturdy osprey
#

it does

opal aurora
#

Supposedly for a shape like a cube you won't need those, so might aswell clean ehm

#

If it was going to be jagged or slanted then those could be used to an extent

sturdy osprey
#

i dont think theres anyway to curve the entire mesh other than separating each mesh, right

#

and just placing it

opal aurora
#

There is proportional editing, and it could provide a rounded shape, but the squares will probably deform

#

It's worth a try though i suppose

#

To the right of the cubes is a dot, click it and enable it

#

Select the centermost block and press G, scroll the wheel up/down to decrease/increase the radius, press wheel in to lock it to an axis, move the block down changing the radius as you see fit

#

Change the type of proportional editing in the same area, they vary quite a bit so test ehm out

sturdy osprey
#

yeah im definitely gonna have to test this out, this might be a little tedious to do

opal aurora
#

You could position every cube in edit mode without separating them though, don't forget that

sturdy osprey
#

well really its just separating each mesh and perfectly placing it on the face mask

opal aurora
#

Press L to select every face on a mesh, press G to move it

#

That way you can select each one individually

#

A both selects everything and deselects everything

sturdy osprey
#

but i still have to select the selected geometry and separate it, right?

opal aurora
#

Not really

sturdy osprey
#

oh?

opal aurora
#

This is all done in edit mode

#

No need to separate the entire thing

sturdy osprey
#

so i dont have to separate each individual sound bar?

opal aurora
#

Select Mesh -> Move and Align Mesh -> Clear
L -> G -> A

#

Essentially

#

Rotations can be done with R

#

You can animate ehm all based on shapekeys whilst they're all in the same mesh, i would recommend doing them separately after all is ready but that's just my opinion

sturdy osprey
#

it would be safer

opal aurora
#

You can also separate by selection, so you can use L to highlight each cube (one at a time) and separate them with P -> Selection

#

Or was it Ctrl+P... i keep confusin those at times

sturdy osprey
#

so remind me again, how do i make the mesh smaller?

#

its P

opal aurora
#

S to Scale

#

R to Rotate

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G to Grab

sturdy osprey
#

so instead of rotating clockwise, is there a way for it to spin sideways?

#

because thats what R is doing for me

opal aurora
#

You can press X,Y or Z to lock it on that axis

#

Or hold middle mouse wheel to sorta choose

sturdy osprey
#

ohhh yeah this is definitely gonna take a while

#

lmfao

opal aurora
#

Shift + X,Y or Z excludes that axis

#

Good for scaling certain objects

sturdy osprey
#

so realistically speaking, in my case

#

these are 3d, so i have to remove reach other mesh besides.. basically the front mesh for each bar

#

right?

opal aurora
#

Uh, why so?

sturdy osprey
#

because this is being attached to a face mask.

#

so the front mesh is really all thats needed

opal aurora
#

Are they going to protrude out of the mask?

sturdy osprey
#

yes

opal aurora
#

Then you'd need the side faces aswell

sturdy osprey
#

oh well actually

#

no they arent

#

theyre all going to be inside the mask when i talk

opal aurora
#

Inside... i'm not entirely following, how exactly would that work out? :o

sturdy osprey
#

or in front of the mask, if im being exact

#

yeah i needa be more specific

opal aurora
#

It's sorta like an audio spectrum visualizer right?

sturdy osprey
#

basically

#

but just whenever i talk

opal aurora
#

Yep, trying to wrap me head around it to sorta explain what to do but this one's being a tad hard to understand, are they floating infront of the mask, sorta protruding from the side, the mask opens up to display it?
Brain be 404'in

sturdy osprey
#

so basically, whenever i talk, soundbars will go off. exactly like an audio visualizer

#

its not going to be 3d

#

because its going to be in front of the mask. its basically on the mask

#

this is like the best example i can give

#

Lol

opal aurora
#

So protruding very slighty infront of the mask

sturdy osprey
#

yes

opal aurora
#

You will probably want them already protruding a bit however, popping up from behind the mask may look quite weird especially with how unity tries to transition shapekeys

#

You'll still want the side faces aswell, unless you're completely fine with them looking like they're just sorta floating infront of the mask at certain angles, having it too close will cause zfighting which means that both the mask and bars will try to one-up eachother for who is and isn't visible at any one time

sturdy osprey
#

ohh k so thats why you were insisting the side faces

#

i dont thibnk the bottom face is necessary

opal aurora
#

I mean at first i thought it would protrude outwards like a cascade from the mask, so 5 faces would all be visible for the most part

sturdy osprey
#

so how many faces do you think should be ideally placed on this mask?

opal aurora
#

Taking that into account you can be far more discrete with what is and isn't there

#

For that setup, you could either have sidefaces (3 front) visible or have all 5 visible (top,left,front,right,bottom), the top/down faces can sorta appear as just seams whereas sideangles tend to be more notaceable from what i've seen

#

Backface can always be removed in every case as it's literally invisible at that point

#

The rest is all up to personal opinion

sturdy osprey
#

the only thing im not really sure about is, when visemes are placed, can i place multiple visemes onto one mesh if.. lets say 5 faces are on the mask?

#

or do all 15 need to be placed on separates

opal aurora
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You can have as many visemes as you have shapekeys, unsure if reusing any breaks anything

sturdy osprey
#

ok and lastly

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not sure what this extra piece is, but it follows whenever i bring this bar around

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and if deleted, the mesh is also deleted

#

but it appears as a 001

opal aurora
#

You mean the dot?

sturdy osprey
#

yes

opal aurora
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That's the origin

#

Supposedly?...

#

Yep that's the origin

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The "root" of an object or group of objects

sturdy osprey
#

so when i start placing them around the mask and if these are in the air somewhere

#

is it still fine?

opal aurora
#

You can position everything as you see fit, set the location of your 3d cursor to 0,0,0 on the XYZ, press CTRL+SHIFT+ALT+C and set the origin to 3d cursor

#

Only after setting the origin to 0 would i advise on merging the meshes

#

(Press N to open the right hand side panel to manually set the location of the 3D cursor)

sturdy osprey
#

ill take it into consideration

#

at the moment i need to sleep because i need to wake up in 8 hours

#

if anything ill make sure to mention you sometime tomorrow and you can just get back to me whenever you're available, no rush

opal aurora
#

Aighty

sturdy osprey
#

dude i really appreciate it

opal aurora
#

No worries, i've been here for a while, i just kinda like helping people when i can

#

Have a good one

sturdy osprey
#

and i thank you for helping

#

and thanks!

opal aurora
#

Yer very welcome

viral seal
#

How can I tell if Jaw flap bone lipsync is working?

opal aurora
#

Somebody must tell you

#

By looking at you as you speak

#

Unless jaw flaps are now visible in mirrors, in which case the answer is obvious

viral seal
#

Alrighty

red fulcrum
#

Hello, Ive recently tried making my first avatar and through much struggle made it to build and publish in unity only to be greeted with the "Spine hierarchy missing elements, make sure pelvis, spine, chest, neck and shoulders are mapped" error, I'm at a loss and am not sure what to do, I rigged my model manually as i was having trouble with rigging it in mixamo any help or advice would be a appreciated.

gritty nest
#

@red fulcrum post a screenshot of your rig setup

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The humanoid rig configuration

red fulcrum
#

ok...

#

i don't think i can for some reason

red fulcrum
#

i tryed adding a neck bone but with no success

gritty nest
#

At the bottom, try enforcing t-pose

#

pose->enforce t-pose

red fulcrum
#

when i do that the bones seperate from the arms

gritty nest
#

It seems the arms are not weight painted to, well, the arms

#

I recommend looking up a rigging tutorial

#

Because these arms won't move ingame either

red fulcrum
#

i think i might as well start from scratch...

#

thx anyway

long sleet
#

Are there resources somewhere where I can learn more about how VRC scales and positions avatars? I am trying to scale my avatar's proportions to achieve the following:

  • Correct ground height
  • Avatar height is the same as my height
  • Perceived scale of the world is correct
  • Arm length feels right

I already learned that arm length seems to have a big influence on how an avatar is fitted to your head and hands. Any other tips?

tl;dr: how to make legs shorter without breaking everything?

naive tree
long sleet
#

@naive tree Thank you, looks like just what I need. 👌

pearl bone
#

Can anyone help me with this thing that has been bugging the crap out of me.
Basically, whenever I import a model from Blender into Unity, the material are all inside the model so it prevents me from being able to edit the textures with my own shaders.

gritty nest
#

@pearl bone not really a rigging question. Just click the model in your assets, go to the Materials tab in the inspector, then click "Extract Materials".

#

This will extract the materials to a new folder and allow you to edit them

pearl bone
#

:y

#

Thanks, I never could figure out where to ask this.

gritty nest
#

The embedding system is dumb, it's more clicks. Metallic maps don't really exist outside of Unity so I'm not convinced any standard shaded model could ever look good with the default material settings.

pearl bone
#

Yeah that fixed it, thanks!

gritty sleet
#

i have a small problem with weight painting, i'm making my 3rd avatar, but this time i added every finger to the model, but no matter how hard i try, i can't weight paint the fingers correctly,
is there a way to make it easier on me? at least a bit.

gritty sleet
#

no one?

crisp tendon
#

Use automated weight paint

gritty sleet
#

that's the thing, that was the first thing i tried, and i tried it 15 times, none of the finger bones changed at all, and stayed unweighted. :/

gritty sleet
#

. . . i both hate myself and my computer... -_-
my GTX 1050 TI just requested a driver update... and i took it... but the thing is, i was working on the weight of the model, and i was something like 2 hours into it... without a save...
but the stupid thing is, the update disabled half of my PC... so both blender and unity got shutdown... again... without a save...

gritty nest
#

You should save more often

#

I compulsively save every 5 seconds

#

Blender autosaves by default @gritty sleet

#

File ‣ Recover Last Session

#

File ‣ Recover Auto Save…

#

Saved in the temp folder

gritty sleet
#

tried recovering the "Last Session", and it didn't save anything, but now i tried recovering the "Auto Save", and this one saved everything, oh thank god...
sorry for the rant... :/
also, i still can't weight the fingers... :/

sturdy osprey
#

@opal aurora so i found ideally what im trying to do

opal aurora
#

Neat

sturdy osprey
#

i noticed theres a base to the mask

#

see im not understanding how there is a curve to it

#

for it to fit the mask

opal aurora
#

Ehh, how so?

sturdy osprey
#

idk how to properly place them

gritty sleet
#

i found the solution for my finger bone weight problem with help of a site i found... :/

wary crown
#

@sturdy osprey You model it in blender and align the bars with the mask

#

then you make 3 shape keys

#

and use cats to generate the rest

#

then you have visemes.

#

not really a rigging thing though.

sturdy osprey
#

so thats what im currently confused on

#

if theres 15 visemes, and i have 15 soundbars. how do i make it to where all soundbars work instead of just a selected 3?

wary crown
#

What? Just make the amount of soundbars you want but you make 3 shape keys apart from a basis shapekey, the basis is all the soundbars at the bottom, then you go into each shapekey and move the bars up and down as you want it

#

Then you use cats to generate the other visemes out of the 3 you made

candid violet
#

so I have this model and it's not in the t-pose. im pretty sure that I have to pose it in either a T or an A so I can rig in blender right? or is it possible even in a different pose?

#

my bad for those who read it before i edited

pseudo sedge
#

@candid violet is your model rigged already or you want to pose it for easier rig by yourself?

candid violet
#

nope. like its a model thats posed for some reason but it is not rigged and it doesnt have bones

#

its like a whole mesh i think

pseudo sedge
candid violet
#

thank you ill check this out!

fading verge
#

Your best bet would to rig it and then pose it for t-pose mode.

opal aurora
#

@wary crown a bit late here, but they're making each soundbar attach to a viseme, the standard 3 shapekeys really wouldn't work in their specific case (since there won't be a midpoint between them all)
Excuse the ping, just wanted to get that straightened out

wary crown
#

I mean then i still dont understand the problem

#

just make 15 shapekeys for each viseme

#

¯_(ツ)_/¯

opal aurora
#

Pretty much

#

I guess they're having trouble literally placing them, since the mask is curved

#

Whereas the bars are cubical

wary crown
#

Just make the verts on the mask straight wherever you place a bar

#

then curve in between

#

¯_(ツ)_/¯

pseudo sedge
#

that might be fast done from a script with random, heh

drowsy wharf
#

@sturdy osprey you don't have to use CATS to generate visemes, it just makes it easier for general use.
For what you're doing you'd want to create a shape key, select it, then position the sound bars where you want for that specific sound.
Just make sure Basis and Sil keys have the bars all at the neutral/silent position.

ashen yew
#

Anyone have any ideas why my avatar eyes look fine in Unity but when in VRChat they're kind of like always in some weird position where only the whites of the eyes are visible and the pupil/iris section has kind of run off somewhere? When I test the eye movements in the Unity rig inspector, i can move them around pretty normally. I haven't been able to find any ideas through searching online.

#

It seems like VRChat is trying to animate the eye movements but pointing them in the wrong direction or something

turbid spear
#

Is your head bone straight

#

Sometimes if the head bone isn't straight forward the eyes will drift down

#

Could also be issues with default bone rotation or eye range set in cats

gritty nest
#

@ashen yew make sure both the eyes and the head bones are pointing straight up

#

You can do this by moving the tips of the bones

ashen yew
#

You're saying the eye bones are supposed to be placed vertical? Like from the center of the eyes to the top of the eyeball rather than from the center to the pupil?

gritty nest
#

Yes

#

Cats eye tracking does this automatically

#

Basically it doesn't matter where the bone's tip is

#

Only the bone's rotation

ashen yew
#

CATS wasn't working well for me. Every time I tried to let it handle it, It kept placing eye bones in weird positions behind my character - around the neck, usually. I rigged eyes myself with the bones pointing toward the pupil and the Z axes pointing upwards

#

I'll give it another shot and try to reposition the bones better or give CATS another try. Thank you.

gritty nest
#

You can just rotate the bones you already have

#

Select the "tails" and move them above the eyes

#

Do the same for the head if it's not already pointing up

ashen yew
#

Yeah, thats what I'm going to do. I kind of had a feeling that was the problem but dismissed it because it seemed like it would be really odd to me to place eye bones like that. The head and everything else seems 100% fine. The only other issue I had with the model was with the jaw bone stretching out weird when looking up and down but since I was just using visemes on the model, I just deleted the jaw bone.

gritty nest
#

@ashen yew if that happens when you look up/down, it seems more likely to be the blinking shape keys.

#

If you use eye tracking, the first four shape keys on the Body mesh have to be blinking and lower eyelid movement-related.

#

If they are not, it will randomly use visemes like AA or OO when you look up/down

#

You don't want a jaw bone mapped in this game anyway so that's fine

ashen yew
#

that is so weird but thanks for clearing that up because I had no idea what was causing that

gritty nest
#

You can have "empty" shape keys for these as well, but blender might not export empty shape keys so you'd have to move one vertex slightly if you don't want the built-in blink

ashen yew
#

So VRChat automatically tries to handle blinking by looking for it in the first four shape keys of the model?

gritty nest
#

Yes

#

The first four shape keys of the "Body" mesh, more notably

#

And if you don't have a Body mesh or it doesn't have 4 shape keys, eye tracking won't activate at all

ashen yew
#

Ugh. VRChat has to be so frustrating with this stuff. I guess I wouldn't have been so irritated by all of it if there had just been some solid documentation detailing everything.

#

But everything you've said pretty much clears up the three hours of frustration I had when trying to upload the model, so its been a big help and hopefully when I get off work I can re-upload it with the blinking and eye movement stuff working 100%

drowsy wharf
ashen yew
#

Ah, alright. I've seen that doc before and the third to last line on it saved my last model having crooked fingers. I'll have to bookmark that one for issues I have in the future. Thanks

oblique remnant
#

I am having trouble with a model in unity. The hair is bobbing too much and phases through the head. I've been stumped for 5 hours now, and would appreciate any help that would be useful. Please message me directly if you might be able to help.
The model is Pneuma from Xenoblade Chronicles 2

fading verge
#

@oblique remnant Don't know enough to troubleshoot it but would suggest checking in Blender's pose mode to make sure the hair properly moves with the Head bone

idle vapor
#

i seem to have some sort of spine hierarchy problem for an avatar im trying to upload. then noticed that the model doesn't seem to have anything in the chest section correctly or there at all??...anybody will to help me out with this?

gritty nest
#

Post screenshots

idle vapor
#

alrighty

#

in unity or blender?

gritty nest
#

Unity

#

The humanoid rig configuration where you map all the bones