#avatar-rigging
1 messages · Page 135 of 1
I... don't think you can in Unity? I'm a UE4 person, but you should be able to edit bone structure in things like Blender
ohh ok
Because just about to upload to vrchat, but there is an error message saying there is too many bones
Try using blender with cats maybe?
I'll move the question here since it's likely more relevant. Trying to move the viewpoint for the avatar descriptor on a new non-human model, and it keeps sending the viewpoint to the far right side in-game. Centering the viewpoint as desired doesn't work, and I even over compensated a bit and it still shot it to the corner. Anyone know what might cause that?
I would but need to start learning blender
i have the program and cats but just haven't got around to practicing basics yet
Hmm, I never seen the issue before but have you made sure your view point is correct in unity @next hazel ?
Just opened Unity fresh, the viewpoint is positioned right where I want http://prntscr.com/moaur3
Yeah, I know blender more then unity since i make my own models but is that a piano??
Hmm, do you have any duplicate components?
Not at all. The Descriptor is placed on the highest part in the hierarchy right?
Uhhh, let me check real quick on mine
As in,
Piano <- Descriptor goes here
-- Thing 1
-- Addon2
-- Thing 3
XD
I can't post images here
Issue was a misbehaving viewpoint position
Fix found, model origin was messed up in blender. Fix: redefine model origin and adjust transformation to 0,0,0 after new origin applied.
@Roxas1156#2924 😏 I spot a pony boi.
ok are you here?
@spring crag
so are you trying to make the... boobies bouncy?
yes,
I'm sorry but they're double D and I just want titties
anyways, do you know what it means to bind the skin of a mesh to a skeleton?
Yes I do but I have no idea how to do it.
how much experience do you have with modeling
In vrchat about.. 1 year maybe?
and this is in unity?
Yes in Unity.
weight painting is done in blender, maya, or etc
I am having a huge brainfart right now
do you normally have your arm bones rolled at 30 degrees in t-pose or do you leave them at zero
bone rolls are normally at 0 i think
i thought on the arms it was different. hmmmrrr
and all my models have been using 30 degrees. guess i'll upload it at zero and see
i mean if their at 30 deg. and they look fine i wouldnt change em
I played with a few different rolls and it just changes the point at which the vrc ik breaks. There's no work around. It's just how the FBT IK is
Hey. Does anyone know how to rig a non-humanoid model to a humanoid Armature?
I've seen that there is a Full Body Dinosaur so I know it's possible, but Idk how they did that
u set it up same way u would a bipedal rig
Oh wtf lmao
Maybe they have weight on another bone like the head
Check that first
Make sure no incorrect groups have weight on the sleeves
Then check bone positions
Have you checked all other vertex groups to see if they have weight on the sleeves?
yes and the only other bone that has weight on the sleeves is the parent of the forearm
it kinda moves with me when i look up and down
apprntly something to do with the eyes
mh
The first four shape keys on your Body mesh have to be blinking and lower eyelid related
You appear to be either missing a few, or these shape keys are bugged
Regenerate eye tracking in Cats
That explains why the sleeves stretch when you look up/down.
Did you perhaps shorten the sleeves when you made the model?
Could be that they're being reverted on every single shape key
yeah
If so, select the sleeves and perform Shape Propagate
In Blender
Or separate the jacket/sleeves from your face, and delete the shape keys that should not apply to the sleeves
Delete the vertex that you dont see under a coat for example so no cliping
@woeful ice left/right arms or legs may be switched in the humanoid rig config
Check that the left arm is actually the arm on the left
Or maybe an import error of some sort
it seems to do it for all the league models sadly
arms are where they are supposed to be
when i go to set the rigging the avatar seems to turn around and when i manually turn it around in the rigging screen the arms stay permanently up
Your model being turned around in rigging is a prime sign that your left/right arms are swapped in the mapping, or the legs. @woeful ice
Or both
Go to blender and verify that the naming for the bones is correct, and that the left leg is indeed named left leg, and not right leg or leg.r
Then make sure they are also assigned correctly in Unity
alight ill double check
Is it possible to do the weapon appearing animation that contains bones and attach the dynamic bones to them?
i mean cant u just
enable and disable the mesh for it
u dont need a mesh to have active dynamic bones
Anyone want to rig the eyes for a Froppy my hero acedemia ones justice model? My full post is in #Avatars
Hey guys, im having quite a problem here, im rigging a pair of wings on blender so i can make a idle animation on unity but i cant parent with automatic weights because os doubles, but the problem is that if i remove doubles the wings have broken textures on unity, is there any way to work around it without manually weightpainting (because i suck at it) ?
i also tried parenting with eveloping weights and it looks horrible
yes wait a little bit
I suspect this is a matter of the model having duplicate faces, so they can have texture on both sides of the model. Removing doubles will break this. An easy solution is to just use a double-sided shader in Unity.
A lot of shaders (especially toony ones) support double-sidedness
i usually use cubed shaders on my textures
The non-lite Cubed's requires you to turn on zero-width outlines with a white tint to have "double-sidedness" (sorta)
I think Cubed's lite would work better
yes i use the flat lit toon one
@gritty nest thx dude, its fixed https://cdn.discordapp.com/attachments/505360510829592576/548890121030860800/unknown.png
Armature should look like this for FBT (if cats is not working) https://imgur.com/a/doPNTjQ xpost from #animation
I have this robot that seems to be confusing to deal with. The rigging, as far as I can tell, look good.
https://i.imgur.com/paAkfH0.png
This is what comes up though. In Blender, this is what it looks like:
https://i.imgur.com/PsMRjJJ.png
I'm not exactly sure what's causing this
@slow kettle you probably have multiple vertex groups with the same name.
Or your weights aren't normalized
I'll look into either, see if I can identify those, thanks~
anyone have some good dynamic bone settings for a shirt / coat?
@cursive apex i'm not using full body tracking i just wanted to fix the weird squat with the custom idle animation
https://media.discordapp.net/attachments/283295739369619456/549041512705556520/unknown.png?width=556&height=430 will anyone get the eye tracking working on this? it wont work the pupils are attached to the eye mesh itelf so its not working with cats plugin. i mean at least when you get in game the pupils just tilt and stretch
@sly mirage I could give it a look myself, are the pupils literally part of the eyeball?
does anyone know how to rig a 4 legged avatar? ive been trying for weeks now to no avail
you can either rig it as a humanoid and weight paint the back legs to the front which wont look natural, or rig it as a quadraped and make manual animations for everything
How can I fix the leg bones https://cdn.discordapp.com/attachments/295020697107955723/549410822082920458/Untitled.png
do you have a custom animation override on the model?
because if you changed the idle animation, it could be changing some rotation values on the legs on top of the IK, so it would look funky
No,
fix the bone rotation
I have a similar issue when some of my models walk
make screenshot of the leg bones in blender, numpad5+numpad1 and numpad3@white spruce
If I have an avatar with say like four arms how would I have to rig the model that I can control all four arms.
So like two are my actual hands and the other two have the same position and rotation just with an offset a bit down.
I know I can't just make weight paint the lower arms to the upper ones because they would stretch if the bones are rotated.
Does anyone know how to achieve this?
Rigid body
Oh... So just put bones into the other two arms like I would with the normal ones and add rigid bodies to them and "parent" them to the actual hands in unity?
Kind of
Okay. Thanks I will try that 😄
Parent the arms to the chest like nomal one and in unity use regid body and fix joint
@fading verge How may I fix the bone rotation?
Hey guys i was wondering how can i fix this only occurs when i either crouch, prone and or when i enter full body. https://cdn.discordapp.com/attachments/289940220294594561/549712899195535362/20190225170059_1.jpg
@digital stream you have to slightly bend the legs in Blender in pose mode
Then apply as rest pose
The leg bones are too straight and the IK has no way of knowing which way the knees should bend.
bend forwards or backwards?
Forwards. As in, it has to be slightly bent into the correct orientation
If your knees should bend forwards then bend them forwards
Should it work for me?
Alright thanks will give that a try.
https://cdn.discordapp.com/attachments/289940220294594561/549714168706629663/unknown.png which bone should i bend forwards?
@digital stream Probably the knees by looks of it, stuck here myself but shouldnt the bones be inside their respective mesh or whatever?
Ahh ok, it's a gmod rig so kind of weird.
mine is different problem but just waiting on response
The knee joint has to be further forward
So the base of the lower leg has to start further forward
who
also pose the character so the legs are completely straight
unity might not rotate them correctly
who
the person with the terribly rotated legs
in blender
and also urs
legs should not be
//\\
should be | || |
also feet should be _ _
not \ /
best practice for rigs is 2 tpose them in blender properly
cuz that way less chance of bugging and can reset the pose if it incorrect when enforced
ah
Should I set the ankles lower?
https://cdn.discordapp.com/attachments/295020697107955723/549718972338274324/Untitled.png @ivory radish Like so?
Does anyone know how to stop the SDK from insta changing my sound settings as soon as I click the panel? https://gyazo.com/2b135c4b4283222c421969b83165164e
I've been trying to get sound working on a friend's avatar and I guess I found out why it's not working >:/
@dark pollen sdk has a code that force settings on audio to be like that
How do I get sound working then?
So, I gave up on a skeleton set cuz it didn't have proper armatures, instead I am making my own armatures for the model. Any tips? Where should I start?
for making a skeleton rig thats actualy really simple
skeletons have literally no bending skin (most likely) so
u would just be giving each bone 100% weighting
Is there any specific naming convention I should use for bones, specifically for hands?
Also, how do I specify certain parts of the model to tie to certain bones?
yea the ones CATS changes them to
but not rlly if unity doesnt detect it u can just manually map them
also ur not 'tying' anything
what is going on is that every bone has some amount of 'influence' on specific verts of the mesh
and those influences are averaged together
some parts of the mesh have no influence to any specific bone that I can tell
so if u look at the weights for the bones of a model u will see them interpolating from bone to bone
they dont have 2 have any
some amount could be 0
u should get rid of any empty bones most likely as they add 2 the bone counts
except for the ones used for full body fix
https://cdn.discordapp.com/attachments/517501381611880459/549783597469663232/unknown.png the entire body is one mesh. How do I stop this from happening?
I've applied Cats fix
its simply not weighted
can I specify certain areas of the character mesh to have more weight to certain bones?
ok, how do enter that screen?
an amount of influence
u wouldnt use this anyways u would use the manual vertex group tools
bc u could just select the verts u want and give them 100% weight
easier than painting it manually
is that an addon, or is it basic blender?
?? it just blender
ok
if you can't tell, first time rigging a model, I've only used blender for like a total of 20 hours
making the models was pretty intuitive, rigging is hard and dumb
well yea then its supposed 2 do that
i then hit "fix model" in CATS
influence volumes dont work correctly when there are separated parts of a mesh
so it will leave hanging/loose objects with odd painting
and it did a bunch of stuff, one of those thing being applying the texture for some reason?
Can anyone please explain this error to me, i'm not quite sure what is wrong with sdk but if someone knows help would be very much appreciated(Can't add script Please fix compile errors before creating new script components) for the errors, i would need to dm i suppose it takes a while to type out
i have them in the console
That sounds more like a general Unity issue
i think ive fixed it, but the issue is caused whenever i import the vrchat sdk
it has errors
The sdk always has errors iirc, nothing that prevents its general functionality however
idk, it just wouldnt allow me to use any imported components, such as dynamic bones, but i think ive worked around it by just rigging the bones, then importing the sdk afterwards
Yeah that shouldn't happen at all...
it kept happening, but in my personal experience things that happen to me never seem to be a thing for others, so I just take it or leave it
it does seem ok now though, just can't have the sdk imported before i do the dynamic bones
@mortal mist which Unity version are you using?
If you have compile errors you will not be able to upload anyway
mind if i get a bit of help with this?
i'm having trouble with a avatar and the way it walks and crouches,
the walking is slightly awkward looking and when it crouches instead of doing a normal crouch, the avatar crouches like it's a crab or something.
think the model itself is fine, i think it's the rigging but i don't know what part of the rigging could be causing it.
will get screenshots of the rigging soon
@stone relic if you saw my problem, youd need to put its legs closer and set it as the rest pos. In blender.
u forgot to delete the toes.
will attempt this, will tell you how it goes
I hear a polly count over 10000 is too high, I happen to have an avatar thats 1425??
how can I lower this.
70k is too high
damn
@silent agate You may be correct
@gritty nest it let me upload just fine, it was a console error that solely was problematic when i had not already imported the other packages
and as for the unity version, it is just the defult given by vrchat atm
try resetting pose
then enforce t-pose
if that doesnt work you will have to move them yourself by clicking and dragging them around
every humanoid avatar has to be posed in a near perfect t-pose for any animations and IK to work properly
also if u have issues with finger rotations, either t-pose the model in whatever program u exported from (and reset the pose in unity) or encforce t-pose
that was helpful but now I need to fix the spine. is there a quick way to parent in unity?
just set that bone with the shoulders as the chest
the chest has 2 specifically have the shoulders connected 2 it
https://imgur.com/a/C9hhYKK yea but then this happens
thats bc ur bones are wrong
u didnt correctly set up the rig
shoulders and neck both need 2 be a parent of the chest bone
which is why I asked if there was a fast way to parent in unity
no
unity should not be used to edit models themselves or rigging
its designed to make games (and in this case to add other stuff to existing models and rigs)
Sorry to bother again, but In the weight paint mode, whenever I try and select a bone to see where weight is distrubited, it selects the whole seleton and goes out of paint mode
also, clicking "Fix Model" in cats scews up the legs?
do the new bones do anything in pose mode
no, they have no weights
if not then they should not matter since they don't have weight
does leg 2 move in pose
try moving Left Leg and Right Leg into the proper positions and delete the new ones
bone parent the knees respectively as well
you can undo if this doesnt help
I deleted the legs, because I didn't know where they came from, hit "fix model" and they came back. I can ctrl z them away
and about the first problem?
In the weight paint mode, whenever I try and select a bone to see where weight is distrubited, it selects the whole seleton and goes out of paint mode
But with vertex groups, I have to select each vertex at a time and change the weights per group
and with 2000 verts, I don't have 8 hours to spend
you cant select say the left arm vertex group select the mesh, then ctrl + tab
thanks
did that help then
?
it only becomes a bigger problem when there isn't a vertex group, in that case you would need to make one, which i have done, it was a pain to teach myself how to do
I found out how, I enter pose mode in cats, then I can select individual bones while in paint mode
well ur supposed 2 have empty leg bones when using full body tracking fix
its one of the only ways 2 prevent a messed up hip
well yea
ohh
well ur supposed 2 have empty leg bones when using full body tracking fix
but i meant those bones
if u even looked at what that fix does or read about it
u would know that it specifically says
I would have thought maybe the bones above would be empty
that it creates fake leg bones
that point to the knee
makes actual leg bones point up
I just read it, and whent "oh, that makes full body possible"
and makes hips point down
which is exactly what the tool does
and no that doesnt make sense
thats like asking
'wow does that mean every avatar thats meant for fullbody doesnt work if u dont have it'
when obv thats not the case
How do you change the bones shape?
Like, there's the 3d bone, the stick bone and the sketchy bone that's usually on CATS
isn't there a way to set that up?
is there a nice trick to have certain visemes at 100% by default?
and then scale it back to 0% with an animation override?
@gloomy pollen select the body in your Avatar's heirarchy while in Unity, there should be a tab in your inspector window that says Blendshapes
hmm just Inspector and Services
oh I see what you are saying
Select then then I have Model, Rig, Animation, Materials
Yep, you can adjust the blendshapes from there and bring them to zero with an animation
i only see Import Blendshapes
Does the model have shapekeys?
yeah did now
oh
I see it, thanks 😉
it was hiding from me
appreciate the help 😄
Inspector window should have Blendshapes Bounding Box, and the materials that are on the avatar
Things like that
👌
And then it will be the same thing when it comes to animating, simply select the shapekeys you want and bring them from 100 or wherever you gave them to 0
gosh dang high heels
what was it again? reset point of origin in blender?
yeah it worked perfect, thanks 😄
That I do not know right off the top of my head
I have eye bones but eye bones dont work when I set up eye tracking through CATs and then attach the eyes on in unity
@white spruce your eyes on mesh called Body or you separate it? also you enable Visemes in unity? without it will not work as i remember
no the eyes are weight painted to the bones
also the avatar doesnt have visemes as far as i know
if cats do this then it must be fine, and about meshes, eyes must be a part of one meshes named Body that's i mean
oooh boy
their names dont matter but u need 2 blinking and 2 extra shape keys
?
?
I am confused because of your grammar, and that i dont understand why it needs like 8
no
i said
u need correct naming for ey ebones
and 4 shape keys
where did i say 8
or 2 * 4
nowhere
'u need 2 blinking'
Im just saying, can you speak bit normally so I would understand?
blink left, right ; lowerlid left right ) shapes - 4 at total
bit better at least?
For, you mean.
But, I will try this and come back if it doesnt work.
Sorry to bother again but can anyone tell me why this is happening? https://gyazo.com/b05c2e06fe129788727f48b13119da00
weight painting
It looks like youve got a ripped edge, there are likely two vertices for each vertex in that edge
Weight wouldnt disconnect it
If the vertices are connected and have a face it wont just disappear because of weight...?
whether or not things are connected dont matter
weights are vertex influence weights
so if 2 vertices have the same influences and are in the same position
they move the same way
The collar and shirt are very clearly two separate meshes in that gif
so what
So if they were connected it would have a face there instead of a hole
He asked why its ripped open
the weight painting is just really bad
there will be terrible stretching if u just join the faces together
Its also not like I denied that it wasnt weight
Theres no reason to leave meshes separate like that
well yea there isnt a reason granted
but its not necessary
2 fix this issue u need 2 fix weight painting regardless
also blender will not
properly autorig meshes with multiple loose parts and layers
if thats what u used
so what do I need to do to fix this?
Weight paint it and consider combining the meshes
" u need 2 fix [the] weight painting "
So the vertices are ripped
Select each set of two and hit space then find merge at center
Then weight paint them so it contorts smoothly
uhhhhhh
Wunder you also misunderstood that what I said before was under the impression that if the vertices were not ripped there wouldnt be a tear
no i understood
thats why i mentioned later ur just fixing a problem by adding another one
which i literally said
You literally ignored what I said to say something else
but its not necessary thats what i saying
Im so confused...
u need to **WEIGHT PAINT** the mesh correcty
Its a cleanliness thing, its bad practice to leave random holes in your models
if u dont know anything about WEIGHT PAINTING then google it
Do you put a bunch of rips in your model and weight paint them so they dont show?
not my point
Its mine
Meshes should be continuous, ask anyone who works in the industry
i dont care
Then dont get upset when I give a suggestion to someone that you disagree but somehow dont with
im offering a solution and u keep arguing about that advice when my point was that it was not necessary
I never argued against weight
there is no need to discuss it so stop trying
completely off topic
u keep arguing about that advice
i dont disagree with anything
im not enticing
So my take on this is to just weight paint it till both sides are green?
Yes
ok. That makes a lot more sense
But again, your models will be cleaner if you avoid tears
the turtleneck already came that way. I suppose I should only deal with clean models next time
Most models arent too difficult to clean anyway, most are broken to some extent so avoiding it 100% is very difficult and limiting
Learning to take a model and make the most out of it is important if you dont model yourself
so, just to make sure. like this? https://gyazo.com/8b5fc150607991e21e8bd626bcf0d0a9
yeah i cant
Youll have to just play around with the weight until it moves the way you like, I dont know how you want the neck to behave.
But yes, you want a smoother transition like that
Generally
^^
its called normalizing
and while u will have basically the same weighting (bc it averages) it will look better paint-wise and its less difficult to mess up
again weights are averaged
so thats most likely not the only spot with weight painting there
just use the remove doubles tool from CATS or something
the blender one would work also but CATS does it more safely and u can do all meshes including face
I usually avoid it on models that have high detail areas. I usually manually fix them if I find them
well yea but dont u gotta do it individually or remove doubles with selection
merge the vertex
how?
thank you so much
keep the shirt select and select the head bone and in the vertex(the triangle on the right) tab click remove
I have a problem with the lower lid strength the character is this way every time it is done and try to reinstall the program but even so it is not solved
https://gyazo.com/546dbbbbb1ff0cdca4cca96dc9d80a2d
looks like you have one of the eye/blink visemes set to the mouth or the blush
in the "create eye tracking" box
Is it normal for it to happen in general with all the models?
Don't use lower eyelid
It seems the shape key might be breaking
Regenerate eye tracking with lowerlid set to basis
Thanks for the help, I'll try with that
anyone know why a particle emitter wont move with the head/tongue?
it seems to generate the particle at the position of the head when its not leaning
works fine in unity
and the particle emitter is a child of the head/tongue?
yeah
made an empty object so i could enable/disable
but its a child of the tongue
like a "sneeze" effect
it just sprays some water drops
but if i bend over it generates it where my head would be in t-pose
try setting your simulation space to local on the particle system
hmmm that would look weird but ok
with the current IK system it doesn't work properly with world simulated particles
hmm... I'm having some issues with the dynamic bones script, can't attach any dynamic bone colliders to the actual colliders element fields
anyone have any idea why that might be?
thats weird now its emitting out of my forehead lol
grinjr dont grab the collider object
grab the bone from the left menu
and drop the bone in
yeah that isn't working either for some reason https://i.imgur.com/fCxYMuR.gifv
maybe
try renaming (f2)
nah that doesn't work either
oh wait
i think you cant use a collider thats
from a different mesh
or a child of the dynamic bone
something like that
it's on the same object as the dynamic bone but I tried putting it on another bone as well
another bone outside of the parent?
yeah
tried putting it on a bone on one of the children, on the parent, on the parent of the parent, objects outside, even on a completely different gameobject from the model itself...
nope still just won't assign lol
I can drop it on the field it just doesn't... actually take it... lol
check your other dynamic bones
maybe you accidentally forgot to exclude a larger parent
nah I only have this one...
it's fine though, if I make the dynamic bone more stiffer it shouldn't be too big of an issue
colliders for hair wont help unless the bones are very close together and there are many
if there are gaps in the spheres it will clip still
and you'll just be wasting cpu reasources of everyone 😛
anyone know why a single particle emitter is coming out way above the emitter sometimes?
what do you do when the knees of a avatar buckle up into each other when you crouch, but your walking animations and everything else is fine?
Fix the Bone rotation
@stone relic make sure the knees are slightly bent in Blender
So go into pose mode, bend the knees slightly then apply as rest pose
Leg bones that are too straight will cause the IK to do this
when I enter rig configure mode in unity for the VRCSDK, the fingers become mangled. Is that normal?
they're fine when I exit rig config mode
That isn't normal. You can forcibly rotate them back into place, they'll be "mangled" ingame too otherwise.
Usually this is because the fingertips aren't pointing the right way in Blender
Like when the fingertip bones are pointing straight up
Nah, unity apears to have taken all of the bones and mahsed them together, like someone grabbing all your fingers in they're hand and squeesing with the compressionforce of a car crash
https://cdn.discordapp.com/attachments/517501381611880459/550715277545963541/unknown.png https://cdn.discordapp.com/attachments/517501381611880459/550715405052936203/unknown.png
Normal and Edit Configure mode respectivley.
the "thumb" there is the index finger
they are
Triple-check the mappings, make sure index finger is actually in the index finger slot. Also make sure that the bone named "index finger" is actually the index finger, all that stuff
It's really easy to not notice when Unity swaps stuff around
Oh, there's a "reset pose" button
and it complains that It's "not in T-Pose"
this model is very clearly in TPose
Because Unity thinks it's not in T-pose and that it may cause issues
but not for VRC?
No, it won't cause issues, it's just a warning.
thanks
yea it doesnt cause issues at all unless:
the bones arent visually in T-Pose
bc it uses whatever the bones current rotations are
and rotates them as needed
but yea either fix ur bone rotations or tpose in blender and reset the pose
Okay what I figured out is that the avtar im trying to get viasemes and such on already has them but it just wont work
it just work
it doesnt
retry
Not to say rudely back, I already tried last night after complaining bout viasemes
are the visemes not working in unity, blender, or both?
In Unity, cause I tested each one putting from 0.00 to 1.00 and back to 0.00, remember clicking create visemes and it sucsessfully did it
"create visemes" as in the CATS option? did you check that the 3 visemes you used were all different to each other?
my guess is that if you either didn't choose 3 different base visemes to generate the rest, or if all 3 of the ones you used are identical to basis, then all the generated viseme entries don't actually do anything to the model
@gritty nest Honestly, i'm not so sure if that warning literally causes no issues, if i didn't enforce t-pose on a model that unity thought wasn't in t-pose (which it was, and i checked all of the transforms myself multiple times including bone rolls and general locations and names), and when it was used in VRC it has the arms literally sticking between the hips to the back, whereas when unity applied its "t-pose" it worked just fine, and it literally barely changed it at all, which is the weird part
It still baffles me to this day
Correction, it's in A-pose
Before
http://prntscr.com/mrkqae
After
http://prntscr.com/mrkqf3
I've never had this happen with any other model that was in A-Pose, the arms literally just crossed behind on the thighs
Like so http://prntscr.com/mrkr7c
@pine harbor No. I did check each one. They are all different from each other.
It's just that if you get warnings while it's already in T-pose it's fine.
Let me try a different approach to it then and pose it accordingly
In blender that is
That bending still looks ridiculous however
@white spruce Just double checking: in Unity, are you setting the visemes to 1 or 100 to check? Because while Blender uses its shape keys on a scale of 0-1, Unity goes from 0-100
Huh, and suddenly i feel genuinely confused and possibly stupid
I was almost 100% certain i had worked with a-posed models in unity, and they worked just fine...
At this point i feel like i'm imagining most of the things i've worked with
Setting it to a standard t-pose seems to have worked however, so neat
I could've sworn i had tried this before and it didn't work though... god this is confusing
The more you think you know about a subject the less you're proven to know, heh
And heya spearmonkey, long time no see
whattup o/
Nm, just helpin' out peeps like usual, hbu?
truth be told, there's so much trial and error to wade through while figuring out how to get stuff working in unity that one's memory starts kind of blurring together about what you've seen before
i'm looking at some of my first-ever blender files when i had no idea what to do, and i've got no idea how i eventually sorted those models out now with the mess some of the old backups are in
Unity T-poses...yeaaaaah, probably safest to just get them as close to what looks normal
That arm bending though, jesus christ, i'm still kinda baffled at how bad it is
That there being the standard idle
Seriously though, is my mind just literally hazzy at the moment and unity never "sort of" or "indirectly" supported a-posed models?
Without force-t-posing them that is
I mean regardless of the situation i can work with either without any issues as posing's pretty simple, but i really could've sworn it did
hmm, for it to cross behind the thighs, the shoulders have to be turning close to 90 degrees...ah
fair warning, just a theory: but for a T-posed model to have its arms by its side in a relaxed pose, you'd have to bend the shoulders 90 degrees from the original T-posed position
if you had an A-posed model which tried to do the same thing, but still bent the full 90 degrees without considering the fact that the shoulders are already slightly lowered...that's when you'd wind up with the crossed-through-hips thing
I mean, in general the base pose established in unity is used as the "base" for everything, so it makes sense for t-pose to be the norm, and if one thinks of it that way then them being lowered would make them pivot inwards even further, it just feels like a very steep turn, but it's far from unfeasible
I guess i just answered my own question with my own logic pfft
@pine harbor Probably not done anything like that. Mind telling me how to?
with your mesh selected in the hierarchy, open up its skinned mesh renderer and look in the "blend shapes" -- they should all be set to 0 by default, but set the number to 100 on them one at a time to see if they're doing what your visemes should be doing
there may be some miscommunication going on though, because you mentioned something earlier about "testing each one, putting from 0.00 to 1.00 and back to 0.00" -- if that wasn't done in Unity, then i'm unsure of how you confirmed that your visemes weren't working there
oh wait, is he talking about lip syncing rather than just the visemes themselves for facial gestures? yeah, that adds some extra worms to the can
proper eye tracking also requires the first 4 visemes to be in a specific order
@opal aurora Yeah, I think that should be the right idea. If you've ever worked with MMD, try using a dance motion designed for an A-posed model (i.e. most vocaloids) on something that's been brought in as a T-posed model -- it might still look okay-ish, but you'll definitely notice differences if it's played alongside an A-posed model using the same motion
should basically be what's happening here if you throw an A-posed model into Unity and then tell it that it's in the proper bind pose -- Unity remaps all the motions for T-posed stuff
or "retargets" is probably the more correct term
Yeah, i've worked with alota VMD's in the past, fixin' up models for it is a no go, using a certain utility we're not allowed to mention here due to reason X or Y on the other hand does it pretty well
Since it seems to convert motions to appropriately follow that of a normal humanoid in unity, allowing for relatively simple and accurate ports of VMD's for unity
wait till you try converting a quadruped motion to work with a humanoid set-up, it's beyond mind boggling
Dear lord
as for why anyone would want to do that: preserving the original motion for a quadruped model while also having head tracking and the ability to emote without getting locked into a loop
I tried to get a rig to function on a quadruped before, it's hell
hmm, "Body_MeshPart1" -- was your tri count over 65,000 in blender?
if it's beyond a certain number in the 64,000 range, the mesh gets split into two in Unity upon import -- that destroys any visemes that were on it
@opal aurora i've tried hybrid rigs involving a dummy humanoid skeleton with the original quadruped skeleton attached, but that usually results in some weird sliding on the avatar whenever i look around; the quadruped also can't animate properly outside of emotes because a humanoid rig only animates the humanoid bones outside of emotes
currently trying out an idea which involves reparenting/re-rigging the quadruped so that its bone hierarchy is exactly like a humanoid, but the head-scratcher there is trying to preserve any pre-existing animations on it when you mess around with the parenting like that
Unity 2017.4.15f1 no longer has the 64k limitations, the mesh should no longer split unless it gets to absurd amounts
ah, does that no longer happen on 2017? i thought it was just VRChat that raised the maximum poly limit on avatars to 70k
Nah, the meshes no longer split at that point thankfully
though yeah, if the mesh is still splitting, that's probably not good news
The issue with 64k seems to have been caused due to meshes being imported with a 16bit index buffer limit, unity 2017+ supports a 32bit index buffer, exponentially increasing the limit
Making something like this possible http://prntscr.com/mrlghg
VRC had a 20k poly limit and Unity split meshes at 65534 verts or tris.
ye now both larger
Anyone got the Dynamic bones stuff?
You can buy it on the asset store
.-.
@opal aurora That a dildo?
No, it's a statue
Got it from a video about the 32bit buffer index http://prntscr.com/mrwwb2
Looked like a dildo
Shrugs
Does the bone position matter when rigging?
The bone's "head" matters a lot, yes. The bone's tail not really
The head of the bone is the pivot point for all the weighted vertices
bone tails are sometimes "reset" if they are not part of chain
but usually they might stay
Well everything is fine but the shoulders
yup
u sure
oof
i want to be able to do this with my character's ears soo bad :3 ❤
https://twitter.com/medlichan/status/1101143850318348288
make the character, animate it, or do the ear thing
I mean to make it interact with hands. I see one of mitch murder's models has it done but i have no idea how that is made.\
o just use dynamic bone colliders
u cant make it interact with other peoples hands without a lot of side effects atm
high stiffness on dynamic bone... and add collider. Sounds like a plan.
typically u want like .4-.6 stiffness on ears so that it still wobbles
and u need 2 make the colliders really well
i.e. putting the end bone for the ear closer to the middle instead of the tip
no idea how to work with colliders yet. Its on my to-learn list.
because u cant forget that colliders are spheres
if u put it at the tip of the ear it would be less accurate
than if u moved the end bone to the center
noted.
cuz see for example
theres a lot of empty space that ur hand could pass thru
https://i.gyazo.com/3bb33ac0b0a5e1e406fa30350366b781.png here theres less empty space
i should have made the top one for 2nd img bigger
but u get the idea
y is this in avatar rigging
I Completly forgot how to rig lol
I reset my PC and lost most of my projects
omfg go 2 another channel
Im litterally talking about rigging >,>
resetting pc is not rigging and neither is random 'hey i know u let me talk about my server'
ok fine ur gona be escorted
Ima see if I can remember what I did before
ill be back later
How many polygons?
10k?
for a avatar
@granite beacon Look.. you may wanna read the #rules first. The guys here are strict about using English only in non-language channels
also posting random stuff in the wrong channel

@ivory radish Thanks! -saved pics for ref-
Hi im new. Does anybody knows how to add audio to an emote like this? https://www.youtube.com/watch?v=EYD105It6-g
#animation or #avatars-2-general and yes just add an audio source and enable it or use google, plenty of videos on that exact thing
I deleted the duplicated message
@ivory radish I can't find anything on google about that. That video is the only thing I found
r u sure
Do you know of any specific keywords I should use on my search?
all I find is rigging the thing on the fingers expressions
and not on the emotes
haha. now that I watched " VrChat Unity Add Audio To An Existing Emote" after some experimenting yesterday makes sense. When I watched the first time I thought it was for the fingers thingy
anyway, thanks
@ivory radish Me again, thehehe.. By any chance do you know why the audio only plays when I spawn of when the animation finishes?
well yea
ur most likely just going
'make this audio inactive when the animation plays!'
But it doesn't. The audio ONLY plays when ANY animation finishes
ok then did u make sure that A:
the range for the audio is reasonably large
B:
the audio is disabled by default
C:
the animation enabled the audio
also this is more #animation
Okay I wanted to make it so that the tentacles follow my arm and hand movement, I used RigidBodies on my wrist and a fixed joint on my tentacles endbone (the tentacle is split into 3 bones that were supposed to follow arm->lower arm -> wrist)
https://i.imgur.com/qxX9Q9I.png
How do I make it so it doesn't deform?
Set the pivot point to Pivot and not Center in the top left @solid socket
This should be purely an editor-only thing
Yep
https://i.imgur.com/hGIdg5I.png
I did that but now when I play it in Unity the rotation always resets to their default position
might happen if they have dynamic bones
They don't
unsure
When you move stuff in play mode, as soon as you exit play mode it goes back to original
Nono I mean in playmode
I rotate it and the moment I let go it slowly moves back to the default position
is gravity off
Actually, I think I may see it
The rigidbodies on your real hands have to have positions and rotations frozen.
or make them kinematic
The rigidbodies on the extra appendages need only positions frozen
That did the trick
Thanks guys
can one of ya'll help me cuz im lazy to look up some shit
so, do I remember correctly that the Cats plugin creates all the visemes automatically by just feeding it like 3 base visemes?
does anyone with a headset wanna help me test an avatar i just made
i wanna see how the rig holds up when someone's moving around
So I took the armature from another avatar and put it onto him because of the armor pieces. I weight painted everything and that stuff works. But it looks like the bones are too long or something in full body since he is floating above the ground, I can barely bend his legs and the arms go straight down. How would I make the bones smaller without effecting the mesh and weight painting?
If thats even possible. It just feels weird using him since no bones seem to fit properly. Viewpoint is off too
lol
so i have nooooo clue what's happening because everything is fine in unity and blender and nothing is broken
http://prntscr.com/msgwdj why's my model doing this?
Maybe there's extra twist bones that aren't parented properly?
ooooof
yea ur bones are severely screwed up
definitely either parenting issue ^, vertex group issue (swapped), or blend shape
dam he s thicc
Decided to do manual rigging because mixamo was meh
https://i.imgur.com/YRqkvhk.png
Also does anyone know what determines your characters foot collision? Is it the mesh/rig or just a generated capsule? I ask because I put the foot bones higher than the base of the model since the character is wearing roller skates
This is how I have it laid out right now
https://i.imgur.com/dKAV31F.png
maybe put the end bone of the foot in the ground
Something like this?
https://i.imgur.com/5p5Ff4p.png
something like that https://gyazo.com/ed07186369a33a14aa5349dbd63e4edc
if your character still have the feet in the ground move the hip up in the humanoid rig tab
can i commission someone to rig up a model i have?
You should try mixamo first
would someone mind helping me with putting textures on a model?
Have a model that appears to its bones set right in Blender, then I take it to Unity and 2 of the thumb bones are gone, and the shoulders aren't linked hehe. Just been dipping my toes into this, but it's a lot of information all at once 😄
https://imgur.com/a/IMJE88N what could cause this to happen to my model's hands on import? (this is with a humanoid rig applied straight from blender's FBX file)
only in unity. things look fine in blender (and pose mode works too)
no roll on any of the hand or finger bones...
seems to happen with generic rig as well though
do u have any blend shapes or multiple finger bones
and have u tried rotating other bones also
hold on a sec while I make sure there are no blend shapes affecting those bones
(I just got done fixing an issue where I destroyed all my facial blend shapes by editing the mesh...)
okay, deleted all blend shapes from the mesh in question, no change. No duplicate finger bones.
Mine feels kinda similar to what's happening on yours. On Blender (left), everything shows up and seems to be in the right order .... and then going into Unity, the last 2 thumb bones disappear
https://imgur.com/a/hBHcJM3
in rig configuration, I can pose non-finger bones without an issue
and the angle goes wonky on the one that's left
but yeah it looks kinda like unity decided the last finger bone should have zero length?
https://imgur.com/a/IMJE88N added a comparison of the bone structure in unity and blender
the thumb bones didnt disappear
theyre just invisible
and end bones are supposed to have 0 length
the rigging thing draws bones from their start to their children
@ivory radish hm, you're right, I see them in the hierarchy in unity ... but they're unmapped in the inspector and if I re-map them they show up at an angle that's incorrect, and attempting to adjust it then severely distorts the thumb itself 😅
Could it be as easy as just dragging them from hierarchy onto the mapping deal? They're still invisible in the scene diagram, but hrm.
It's confusing because the other hand looks all there right from the start
Hrm, nope. adding them that way did the same thing, put them in at some default angle that thumb 0 is currently pointing at and distorted it
did u try resetting pose after doing that or exitting and entering the mapper again
whoa
oh wait, hrm, well they showed up, but the thumb on the model itself is still broken
https://imgur.com/a/zxtGojS
It's like it just forgets how those bones were supposed to go
I gave up and reverted to an older version that wasn't broken. I'll investigate how they differ later I guess
next question: There's this one skirt bone that keeps rotating whenever I select the avatar root object. I can revert it to prefab, but it'll go and twist itself again as soon as I click on that root object in the hierarchy
so, uh, wtf?
thats bc of dynamic bones
copy component
delete component
revert to prefab
past component
ah
Dynamic bones keep the bones' current loc/rot/scale fixed unless they are removed or disabled, after they're re-added or re-enabled they'll assume the new rot/loc/scale as their base
So animations or posing should be done either prior to adding dynamic bones or db's should be disabled as you do such
so, did I understand this correctly that Dynamic Bones aren't "vanilla" Unity and you have to buy it?
yea
its $20
getting it from anywhere other than the unity asset store is considered piracy
I didn't even consider that
just saying that something like that not being built-in in Unity is... weird to me. Then again I don't even know what exactly it does
well, was it at first only meant for actually doing bones? cause from what I gathered for VRC at least it's more used for stuff like skirts or hair
or anything that passively moves with your avatar
no...???
'dynamic bones' not bones
if u even saw the description of the asset or saw literally any tutorials on using it or the little trailer thingy for the asset
u would see what it is about
Dynamic Bone applies physics to character's bones or joints. With simple setup, your character's hair, cloth, breasts or any part will move realistically.
With simple setup, your character's hair, cloth, breasts or any part will move realistically.
exactly what I said
meant for actually doing bones?
bones are not the same as dynamic bones
dynamic bones takes bones and makes them dynamic
then you're just confusing
no
well
when I think of a "bone"
I don't think of something that makes the skirt move
when you think of bones in the space of 3d modeling I guess it makes sense
i dont see y u wouldnt
again it takes bones and makes them dynamic, hence the name: dynamic bones
YES
literally if u have a long tail it probably has like 4+ bones in it
but the thing in a skirt a normal person wouldn't think of calling a "bone"
without dynamic bones its just gonna be stiff like a plank
it really is
if u look at how mmd skirts are typically rigged
u will see like 20 bones
oof
you're missing the point
it's fine
I understand it now
thanks for elaborating
orange skirt bones https://i.stack.imgur.com/ONDqJ.png
of course this is typically the worst way to do dynamic skirt bones
at least for vrchat
in mmd its fine but u want 2 lower the bone count and make optimized skirts
https://www.how-to-draw-funny-cartoons.com/images/cartoon-bone-008.jpg this is what I think of when I think of a bone
that was my point
then u have no idea what bones are and u should probably try understanding what rigging is or at least what rigging does
the parts were originally called 'bones' because they were first only used to rig characters
okay, that was exactly what I was getting at
and so u could have these 'bones' to rotate the characters model at joints
but later these bones became much more useful
people figured out u could use them for a lot more
see it makes much more sense if you explain it like that 😄
well again its not really my job to guess how learned people actually are
especially since u never said 'i dont know anything about rigging'
so i just assumed u knew at least what a 'bone' referred to
yea
A bone in 3d modeling language is a "pivot" of sorts that defines how a mesh moves, bends or contorts, a mesh being the 3d model itself or more specifically a mesh is a part of an entire model, which can be combined into a single mesh aswell (i know it sounds a tad confusing but essentially meshes can be separate in terms of a single entire model, you can have multiple separated meshes in 1 model or a single one that encompasses the entire thing)
Hopefully that's relatively understandable to start out in terms of "defining" a bone
@opal river
yeah, thanks
And dynamic bones essentially make said "pivots" move freely, based on certain constraints you define for them, hence being dynamic
Albeit, they're mostly affected by the movements of the player rather than "natural" forces (i.e. wind or the world itself)
i mean u can always kinda simulate that with an animator
Yep, animating them is a plausible solution aswell
not really at all
i didnt have that many dynamic bones, collision checks, and i only used 1 animator with 4 layers
ok
Having an absolute mess of total dynamic bones (not components) can net you a relatively bad rating, and each collider present (if any) will multiply the total bone count by 2x
breathing twitchL twitchR wagging wind
but still 1 animator
well no not the bone count
If you use it for just a few things that would normally make sense to be dynamic, your rating will most likely be quite decent, however dynamic bones are seen like the hellspawn of lag itself, so y'know
for each script, the amount of transforms * the amount of colliders set adds to the collision check count
so if u have a hair db script thats 10 transforms
and u have colliders for each hand
thats 20 collision checks
In terms of performance, dynamic bone transforms are +1 for every collider they respond to
ye
So that'd be 30 checks wouldn't it? .-.
If it takes n to calculate a dynamic bone transform, it takes n for every collider too
no it would be 20
So that's n+colliders
Or rather, total it's n*colliders
every bone used in the chain needs 2 checks
Huh, could've sworn that 1 collider would make the 10 bone checks be 20
Not 2 colliders
n*(colliders + 1)
but what if u have 0 colliders
10 bone checks
That's just a theoretical performance impact
It'd just be transforms
Cost total
ok then yea wat i said yes
Which is how they should have done it IMO
but only for collision checks
Then you can use a tiny number of collisions without dipping into Poor immediately
well it also depends on the calculations being done
I dunno man, i just recall hearing that every collider adds another transform per transform
cuz if one calculation takes more time in a benchmark
So essentially NºTransforms*2 per Collider
