#avatar-rigging

1 messages · Page 138 of 1

fading verge
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oh you have to assign materials in blender

opal aurora
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Since it's a source model, you probably have VTF files

fading verge
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and use vtf edit

opal aurora
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Those need to be converted into a standard image format with VTFEdit

fading verge
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to make textures actually png's

loud fjord
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I have the textures in png and tga

opal aurora
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Oh then just apply them normally

median thunder
fading verge
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That's weird

median thunder
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ikr

fading verge
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when you press play in Unity does it do that @median thunder

median thunder
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no

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and it does not do that when i remove the dyn bones

fading verge
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have you asked other people if they can see that as well?

median thunder
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yes that is actually my friend av

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So Me and her can see the problem

fading verge
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ok so it's not a local problem

median thunder
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when she sit on a chair it stop tho

opal aurora
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Apparently somebody had the same issue and the cause was an animation...

loud fjord
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Where do I put the textures?

opal aurora
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This is what they said caused the issue "its the snail marker animation that mess up my hair"

median thunder
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hmm i'll see

loud fjord
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@opal aurora

opal aurora
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I mean, if it's on the material then it's properly applied

dark pollen
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Anyone know good dynamic bone settings for long sleeves, that includes gravity/force?

brisk rampart
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You gotta try and see for yourself. A tutorial video said 0.5 damping 0.1 elasticity and 0.9 inert is the reccommended setting for things like clothing and skirts

dark pollen
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I've checked and it's not a weightpainting issue

gritty nest
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Is this on cloth or dynamic bone? @dark pollen

dark pollen
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Dynamic

gritty nest
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Use "Force" and not "Gravity".

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Force behaves as you would expect it to, gravity is weird.

dark pollen
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What force settings do you suggest?

gritty nest
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Very small negative Y force

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Start with -0.02 and go up or down from there

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You can edit the value in play mode too

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If force makes it "stretch", apply a stiffness curve so the first bone in each chain doesn't move and only rotates.

dark pollen
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I'll give it a shot

stark musk
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How can I tell if everything is weight painted correctly?

wind osprey
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Test it. Put the armature into pose mode amd bend it around.

stark musk
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Well everything seems alright

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Onto animating

glossy brook
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hey can anyone help me out? I rigged my model, but the mesh isnt moving with the armature

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and im really not sure what I'm messing up haha

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okay so apparently the parent bone is attached to the mesh, but everything else moves independently

fading verge
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@glossy brook Simplest question to be asking first is; is the mesh weight painted to the armature?

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Setting up a rig is all kewl and dandy, but it doesn't know what to do with the mesh that its been attached to, which is where you have to weight paint the bones in order to tell it what to do!

glossy brook
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I'm not sure i understand

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@fading verge I got into the weight painting menu and the model is all red, not really sure where to go? I made the weighting automatic when i parented it with the armature

fading verge
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Have you checked each individual bone?

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COnsider watching this tutorial on weight painting, it explains it far better than I could here

glossy brook
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thanks!

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okay i quit lmao

floral shell
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How to make so the breast physics on the shirt don't clip through the actual breast? I tried weight painted under the shirt too but it doesn"t really fix it

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like, when moving the shirt mesh goes through her breast...

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@fading verge if you have time, any idea?

fading verge
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delete the breast vertices, would be the simplest solution

floral shell
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I think there's another way... I have this avatar that doesn't have the vertices deleted but everything is moving together, I don't get where's the difference tho

tawny mural
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Hello ! I Have a request to make since I'm basically a noob with Unity and everytime something unexpected happens I'm just lost

So basically I have the model I need to rig but random bones appears when I try to rig it and I'm just struggling to get things straight u.u'

unique tartan
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So i'm doing the weight painting however whenever i select or go to select a different Armature to paint, i will instead select the entire model.

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Is there any settings i may have that may cause this? Or have i not properly set up the weight paint?

crisp tendon
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Your rig is in pose mode or edit mode ?

high nova
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You need to separate the materials

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Else you're just editing the whole model

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space bar > separate by materials

stark musk
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Bone Heat Weighting Failed: Failed to find solution for one or more bones.

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Keep getting this error when trying to weight paint single bones that I just added in.

high nova
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@stark musk try remove any modifiers on the mesh

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try remove any doubles (w)

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Hmm did you leave mirror mode on?

brisk terrace
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Hello , im pretty new to avatr creation and i ran into a weird issue where the Visemes move parts of my wrist when i adjust them , anyone can help me with that ?

gritty nest
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Go back to Blender, select the wrists in edit mode and do "shape propagate" in the spacebar menu

brisk terrace
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hum , ok lemme see if i can find that

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what's the spacebarmenu ?

gritty nest
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Press spacebar and find out

brisk terrace
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i dont have shape propagate in that menu

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could it be named something else ?

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oh wait ... by select the wrist, did you mean the bone "wrist" or the vertices affected by my issue

gritty nest
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The vertices

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Select the wrist vertices that are incorrectly moving, and do "shape propagate" in the spacebar menu.

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That should fix it

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That will make those vertices unaffected by the shape keys though

brisk terrace
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is there an easy way to see witch one are the ones affected

gritty nest
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Yes. In edit mode, if you select a shape key, you will view the model as it would be in those shape keys

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So it'll stick out like a sore thumb when you select the lipsync shape keys

brisk terrace
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would you mind coming into a screen share call with me , im very unfamiliar with blender so i dont really know how to find all those

gritty nest
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I don't really do that, sorry. The shape keys menu can be found in the right sidebar under the Data tab

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With the mesh selected (your Body most likely), go into edit mode with tab and select the wrists with B or C

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Then in the spacebar menu, type shape propagate

brisk terrace
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Allright , seems to work , Thank you so much !

brisk terrace
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well it appeared to have fixed it in blender but the issue is still there in unity

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@gritty nest do you know why it would remain in untiy and not blender ?

gritty nest
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Maybe you exported the model but forgot to actually put the exported result in your Unity assets

brisk terrace
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i think i have the right model unfortunatly

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did i miss a step before exporting all out of blender ?

brisk terrace
naive tree
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export, import, can ever overwrite the fbx

gentle totem
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Question, anyone have any idea how I should go about rigging this?

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like at all?

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😰

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Maybe just give it a default skeleton with no weight painting?

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Er... other than like the feet spine and head

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Is there a tutorial to create a skeleton?

shut yarrow
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I’m having a lot of issues with weight painting on a model, if anybody can fix it for me, I’ll give them $35 USD dm me if u are interested

unique tartan
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I have correctly done these steps, 1 ensured the heiarchy was set to Unity standards, 2. Named eacharmature appropiately, 3 seperated materials, 4 used pose mode for a Armature then edited it's weight paint on the model. WHen i try to test if the weight paint has worked however, i rotate the armature and the model refuses to move with it, did i forgot to parent the model to the armature? Or do i need to do something entirely different?

misty mesa
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Would someone be willing to fix my weird messed up Krieg hands? Blender and I don't get along

crystal vector
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@unique tartan Make sure that the mesh has the armature modifier with the correct armature selected. Or press join meshes in cats, that fixes it as well

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@gentle totem Well just give it a standard vrchat rig and then weight paint maybe 2-3 bones if you want it to move

ashen river
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so mixamo.com doesn't like the new model I was working on apperently, anyone have advice for what I should do to manually do it then?

high nova
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@ashen river Rig it yourself :P

worthy tendon
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so found this avatar without any fingers and no fingers is gonna be a problem, not being able to crouch n stuff. any sugestions? like should I just rig the fingers in there or is there some other way?

naive tree
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extrude 3 bones from wrist and assign them for thumb index and middle proximals

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dont need to weightpaint

worthy tendon
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ah thank you : )

high nova
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Easy way is to just copy hand and forearm from a model and copy it onto where the hands should be

valid dune
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You could make dummy bones that arent weighted in blender and do that if you dont know how to weight paint

hollow pebble
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could someone help me rig my motel

sleek isle
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Your motel move in what way?

fading verge
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How do I merge 2 armatures

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I'm trying to use cats for it

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but it's removing my shoulder bones

crisp tendon
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Have you tried removing the shoulders on one of the two armature before the merge ?

crystal vector
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@fading verge Then they probably don't have any weight on them or are not named Left/Right shoulder

stray zenith
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Any good tips for fixing Knee rotation?

crystal vector
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@stray zenith Bend the knees in
Blender slightly

stray zenith
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Ahh okay, I notice they tend to bend to the inside and when in full body they go just a bit further.

fading verge
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does anyone know how to fix blenders Bone Heat Weighting?

crisp tendon
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Remove doubles

fading verge
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I've tried that

crisp tendon
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What else have you tried ?

compact laurel
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Does anybody have some time to explain to me why my model is bending? And how to fix the bone properly in blender?

gritty nest
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Just forcibly bend it into the right place

violet orbit
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hey.

finite ice
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so im having one of the wierdest problems rn. Basically, whenever full body is off the character works perfectly normal. But once full body is turned on, the character's legs and arms twist 180 degrees. The only warnings I get in Unity are the one telling me that my sound might get adjusted(for animation) and that my pelvis is a few degrees off from 180. Any clue what's going on?

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specifically, it's telling me that my pelvis should be 180 degrees from my thigh bones, but mine is 170 degrees. I don't necessarily see how a 10 degree difference would twist my limbs entirely, but it might be important to know

naive tree
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make sure your legs aren't straight

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bend the knee and remake full body fix

finite ice
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in blender or unity?

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sorry it took so long to respond i was playing robo recall lol

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nvm got it, now I just gotta deal with a problem that existed before too: my view keeps being higher than normal and whenever I calibrate(put the white circles in the right place), my character ends up crouching. None of the other avatars do this, and Unity says that my eyes are in the right place

celest bridge
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question, is there any way to mirror a pose down the X axis? im messing with hands, and it'd be nice to just mirror one hand's pose to the other side before applying as rest pose, but the typical blender ways of doing it dont seem to work due to naming convention differences

unique tartan
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My model is not MMD it is SFM. @crystal vector

crystal vector
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huh?

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@unique tartan Ok, that's great I guess!

unique tartan
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I mean i can't use cat on it

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It's in the name, "CATS MMD tool"

crystal vector
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Lol but it's called Cats Blender Plugin

unique tartan
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I still cannot use it on the model.

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Unless im stupid which is probably the case

crystal vector
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Cats can import sfm models via the source blender tools

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if you have a .smd, qc, .vta or .dmx file, you can import it

unique tartan
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Alright so i ran through my files and fdor some reason CATS (Though i downloaded it and placed it there) was not in the tools file location. That would explain why it was being difficult. Im glad you told me that or I would've never double checked

finite ice
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anyone know how to fix my character half crouching and my view being above where I set it in Unity?

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This only really happens with full-body, when it’s turned off the character works fine

wind osprey
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@finite ice The hip tracker gets shoved to the root of the next bone in the chain in FBT for some reason. The instant but nasty fix is squat the exact amount your avatar squats when calibrating. The slightly better one is shrink the hip bone quite a lot and pull it down to where the tracker is on you.

fleet echo
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coming soon be able rigged in vr

meager turtle
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Just wondering, I'm working on rigging my character, and I've got spherical eyes for the character. Do they need to be separate objects like the example model VRChat distributes, or do they need to be parented/joined to the character model?

fleet echo
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@meager turtle they can be one mesh

meager turtle
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Ah ok

fleet echo
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but rigged eye make easier have separate first and weight to the bone

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then merge mesh

meager turtle
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Right, I've tried to do that but I'm having trouble doing so... x-x

fleet echo
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just make parent connect to head bone

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and label correctly

meager turtle
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Gotcha

fleet echo
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@meager turtle need dynamic bone

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from unity store

gentle totem
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For "Viseme sil" it'

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it's supposed to be just none right?

fleet echo
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sil is close mouth

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like when dont talk

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sil is slient

gentle totem
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ah there's an auto generated sil viseme from cats

fleet echo
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yea

meager turtle
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The paid addon you mean, @fleet echo ?

fleet echo
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@meager turtle yea

meager turtle
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Question: for modeling out the visemes, should it be vrc.v_ee or vrc.v_e ?

pulsar rain
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so i have a amature for the chest area and half of the neck and the atmature with the head and they both use different shape keys and the neck changes with each different one so how should i fix this?

fading verge
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@meager turtle e

meager turtle
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gotcha, thanks

arctic lichen
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@finite ice Make sure you are in the correct view mode eg seated or standing play

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and ensure your feet arent in the ground

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if they are then adjust your foot bone so its level with the ground below it

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had an issue similar to this last night

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@pulsar rain CATS plugin for blender

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fix model

meager turtle
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Can someone help me out with this now? I've imported my model and told it to create an avatar definition from the model, but for some reason it's got this.. https://i.imgur.com/C0Q0VkP.png

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Yet, I don't even have a "Jaw" bone on my model... the heck?

fading verge
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hit configure and fix the problems in the head rigging

meager turtle
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Nvm, figured it out, you're supposed to set it to "none"

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Ty

fading verge
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yep!

meager turtle
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Ok so now I've got two more problems

gritty nest
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The first thing is not a problem

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For the second problem, do Pose->Enforce T-pose at the bottom

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Which Unity version are you using, anyway?

meager turtle
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I'm using the one recommended by VRChat, 2017.4.15f1

gritty nest
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The legs still look a little too wide

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Could manually change that or only tweak it later if it actually becomes a problem ingame

meager turtle
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Ok well there's that, thank you!

heavy needle
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That's awesome man, good job!

meager turtle
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Thank you so much!!!

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I can't wait to get home from work and try it out more

merry brook
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So my model has no feet in blender, (mesh wise) but has bones there.
i put it into unity and attatch shoes to the ankles in unity, i then configure the model as a hunamoid and enforce tpose and stuff.
but the rig is just broken cause it says there are no feed and it is A pose when its in game, even with an animator overide controler and everything.
any solution?
guessing id put the shoes on in blender but it says they dont have a mesh for some reason in blender but unity it obv does

grave mantle
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Did you try manually mapping the feet in the rig menu?

merry brook
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In unity?
if so i tried that and it wouldnt count the shoes i added as bones so it wouldnt.

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Nothing there for foot eventho in blender on export the model has feet bones

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see? feet bones but in unity it dosnt see that

timid horizon
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@merry brook You have to set them yourself

gritty nest
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@merry brook you need to manually assign them then

timid horizon
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Lul

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Unity has trouble assigning bones if they are foreign names

merry brook
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I dont see the names of the bones in unity.
Is there a way i can select them in blender to find the names of the bones?

gritty nest
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Yeah, go into edit mode with tab and right-click on the foot bone

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It should be left/right ankle by the Cats naming

timid horizon
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Feet are generally name ankles

merry brook
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yaes i see

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lemme try rigging in unity

timid horizon
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Are they parented right?

merry brook
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in armature yes

timid horizon
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Mmkay

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Just making sure

merry brook
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ty ty

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it work

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me all good

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<3

timid horizon
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Just rigged this bad boy, now to use Final-ik for the arms

lyric mountain
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Okay, so I've been messing around with an avatar for the past few days, and I've gotten everything working the way I want it to, except for one: There are no breast-bones to add dynamic bones to. How does one go about adding those in blender?

fading verge
opal aurora
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@fading verge blend the weights between the two bones, if it's all red then the other bone doesn't control it (or atleast properly if it goes over 100% weight between them)

turbid sapphire
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"Transform "chest" not found in HumanDescription" I don't know what that means but everything so far that I know is that there is a chest, it's named chest, and it's in the chest section. Here's a picture. Any help?

pseudo sedge
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@turbid sapphire click on Pose>Enforce T-Pose on the right side of window under mapping section

turbid sapphire
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Thank you so much.

opal aurora
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Revised eyetracking compatible bone hierarchy layout

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//CodeBlockType is fix
Armature Naming Scheme Layout
|>Parent
|-----Child
&
Parent
    Child
=
|>Hips
|    Spine
|        |>Chest
|        |    Neck
|        |        |>Head
|        |        |-----RightEye
|        |        |-----LeftEye
|        |
|        |-----Right shoulder
|        |        Right arm
|        |            Right elbow
|        |                Right wrist
|        |
|        |-----Left shoulder
|                Left arm
|                    Left elbow
|                        Left wrist
|
|-----Right leg
|        Right knee
|            Right ankle
|                Right toe
|
|-----Left leg
        Left knee
            Left ankle
                Left toe
fading verge
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if im making a piece of clothing that does not have as many polys as a body, when weight painting it might clip through so to fix this would you normally just delete the body under the shirt or is there another way?

charred sentinel
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ya you can transfer the weight from the body to the cloth overtop and it should follow the same weighting

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if you do it this way you can keep your model complete so for future changes add new stuff or change the clothing

high nova
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@fading verge you can hide (split) the mesh underneath the clothes to further reduce clipping

barren olive
sleek isle
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select the band and the band bone.P separate it. Then auto Wight paint it with the armature .select the mesh and after the rig

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rejoint it

fading verge
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how do i transfer the weight from the body to the cloth overtop so they follow the same weighting?

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nvm

untold star
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how do i put a delay on a particle effect in the animation tab for example i would like my particle effect to start 24 seconds into my song

sleek isle
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put it on an empty object and enable it at 24 sec

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maybe

fading verge
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@untold star Think of the timeline for animations as sequences. Everytime you put something in the timeline at a certain frame is a specific time which that event will happen. So if you want something to happen at 24 seconds, then you will put the keyframe for it at the 24 second mark of the animation.

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In this case, you can do what @sleek isle suggested and enable the particle through an empty game object, OR enable the particle system itself at 24 seconds

untold star
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@fading verge

untold star
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i have it like this now but whenever it gets to the 24 sec mark nothing happens

high nova
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@untold star set it to 1 second and see if it even works

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idk how you've set it up but have the gameobject deactivated

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With the particles in that activated

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Then the keyframe activates the gameobject with the particles

untold star
fading verge
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Hm, weird

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If you want to do a different method you can instead just have it turn on at the start of the animation

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BUT

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Put a 24 second delay into the particle system component, that'd be a much easier method of doing it I guess

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in the first section of the particle system you'll see a "Start Delay"

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Just set it to 24

lyric mountain
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Well, this is getting frustrating

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I thought I'd painted the breasts, but apparently not

lyric mountain
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Okay, so, I've extruded the bones. I've placed them where I want them. The only thing that seems to be available to paint is the body, which apparently maps to mmd_vertex_order, which I did last time. That didn't work. There's also something else that highlights the whole body, called mmd_edge_scale, which I could paint - is that likely to be any better? I'm having a real tough time doing this thing. >_<;

high nova
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@lyric mountain mmd_vertex_order, mmd_edgescale what?

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Do you mean meshes?

lyric mountain
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I guess? I'm kind of running at this blind.

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I guess? I'm kind of running at this blind.

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I'm about to go to sleep, but tomorrow I can screenshot what I've got to work with

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I've spent an embarrassing amount of time trying to get this to work, and I just want it finished already

high nova
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Join your meshes with cats tool

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go weight paint mode, then weight paint the body

lyric mountain
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I thought for sure they were already joined, but I'll find it a shot

high nova
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Follow this tutorial to add weight painting to the area

lyric mountain
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And yeah, I've watched that video about five times

high nova
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So what was the issue?

lyric mountain
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Despite painting the model, with appropriate bones highlighted, there is no effect from adding dynamic bones with either appropriate or exaggerated settings

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I dont know why, I dont know what I'm doing wrong, and if I did, I would fix it. Lol

high nova
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To test if the weights applied in blender

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Click pose mode

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Then rotate the bones to see if it works

lyric mountain
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I'll keep that in mind. But it's almost 2am. I'm gonna get some sleep.

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Thanks tho

high nova
opal aurora
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mmd_vertex_order and mmd_edgescale are MMD specific and can be removed without issues (if i recall correctly), if your issue is regarding dynamic bones not being applied, then you either forgot to set the root for the script or you're trying to apply it onto a single bone, which dynamic bones can't work with unless an endlength is defined, remember to remove weights from other bones that shouldn't be affecting an area, or use auto normalize as you weightpaint to avoid situations in which the mesh acts erratically

high nova
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@opal aurora You're tagging the wrong person

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🤔

opal aurora
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I didn't tag anyone .-.

fading verge
civic solstice
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i'd say no

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you should soften the weights for that bone on the hips

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best thing you can do is lean over and understand how your skin bends in

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or lack thereof

solemn junco
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Out of curiosity, when you guys are doing from-scratch models, do you weight paint manually or use automatic weights?

gritty nest
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Automatic weights

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You can always fix it up later after that

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Auto weights just helps get the basics

solemn junco
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Ok, thanks!

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One other thing, is there any way to mirror weights from one side to the other?

sleek isle
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yeah

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if your model have the mirror moff

solemn junco
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oh, dang, really? I didn't know that worked. Thank you!

amber thunder
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Anyone here know any tutorials or can help regarding IK Rigging a weapon on a model?

sudden sundial
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I cant seem to fix it!

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or her right arm*

sleek isle
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in blender make sure its in A pose ot T

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aply as rest pose in the cats tab

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So in that case. go in pose mode and select bow elbow bones and align them so its a strait line with the rest of the arm

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but your rig kind of look weird too

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idk

sudden sundial
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Thank you so much!

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@sleek isle

sudden sundial
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Last thing, I cant seem to get these bones to connect, and I have no idea how. If anyone has any videos they can share about the topic it would help a lot!

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Last part of the avatar too!

sleek isle
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ther are not in the same armature

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joint them with ctrl J

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whil selecthing both

fading verge
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Maybe I should subdivide them

sleek isle
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?

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they are ok what problem

fading verge
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@sleek isle there were no finger bones so I added them and am now painting them myself

sleek isle
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do automatic weightpaint. If you place the bone in the correct place it should be good to go

gritty nest
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There was a technique for weight painting using either 2 or 3 loops but I forgot

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Something like 3 loops, the first one weighted 100% to bone 1, the second one 50/50, and the third one weighted 100% to the next bone in the chain

sleek isle
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if you have low poly do that i guess. have fun

sudden sundial
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wow i feel dumb, thanks. I thought I could only join meshes like that

gritty nest
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Well even high poly meshes will have loops like those I think

fading verge
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@sleek isle How do I automatic paint it

sleek isle
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automatic painting work good

sudden sundial
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are you rigging every bone?

gritty nest
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Yeah kinda like

sudden sundial
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Is it a human-like model?

sleek isle
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slect the mesh and after the rig

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ctrl P

gritty nest
sudden sundial
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auto rigs human like models

sleek isle
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you dont really need to be red if no other bone affect that area

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you mostly only need 3 loops in general yeah

tough oriole
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How do I make the edited model in Pose Mode the new standard? It keeps resetting when I switch to edit mode.

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It's the same in Pose and Object mode

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but Edit mode brings it back to its original state

#

I'm trying to do shape keys and it's adding the difference in location as a translation

#

making his head slide off his body and into the distance

#

@here

opal aurora
#

Eh, if that worked you would've pinged everyone currently online, but that aside, press space and type rest pose, find the one that says something like, apply pose as rest pose

tough oriole
#

Hmm

#

The skeleton seems to have left him behind?

opal aurora
#

Oh right, i forgot it's a weird setup... do you perhaps have CATS installed on blender?

#

Also, ctrl+z that

tough oriole
#

considering i dont know what that is

#

probably not

fading verge
#

Ok I think I got my fingers OK

#

won't know until I see animations on them

#

But now I have a diff problem

tough oriole
#

oof

fading verge
#

Just this finger

#

The others are fine on the other hand

opal aurora
#

Do you know where the modifiers tab is wimdy?

tough oriole
#

ye

opal aurora
#

Go there, duplicate the armature, apply pose as rest pose and remove the original armature

#

I think that's the setup

#

Armature modifier that is

#

It's confusing so i can't recall for sure, if it screws up ctrl+z it again

tough oriole
#

yeah it splayed him out

#

I should have mentioned this is several meshes

fading verge
#

Found my problem knew what the problem was a diff bone was selected at some point when I was painting my fingers

tough oriole
#

Oh no

#

That's the whole thing

opal aurora
#

Yeah really can't recall how to set it up atm, i'd recommend getting CATS and applying the pose from there, it's a tool developed to ease avatar creation overall

tough oriole
#

Applying pose to rest?

opal aurora
#

Mhm

#

It should maintain the mesh the same way you posed it

tough oriole
#

K.

#

I'll try that and see what happens.

opal aurora
#

Also got a pinned message on this channel that should work to pose any model

#

Ah wait a second

#

You need to apply the original modifier not remove it

#

That's where i was confused on then

#

But you'd need to not have shapekeys to apply it, or applying it as a shapekey with varying results...

fading verge
#

WOOHOOO

opal aurora
#

So CATS is probably still your best bet since i haven't figured out the manual setup for it yet

#

Nice braixen

tough oriole
#

So what part of the CATS menu am I looking at

#

I've never used this before

opal aurora
#

First one, do not hit fix model

tough oriole
#

Start Pose mode???

opal aurora
#

Don't touch that either

#

It resets the pose when you do

#

Go into pose mode first and new things will show up

tough oriole
#

ah

#

I see it

#

NICE

#

no more chunky wolf

opal aurora
#

Applying the pose there should get it set

tough oriole
#

Thank you very much

#

I was stumped on that

opal aurora
#

I still am tbh

#

I can fix it up easily on models without shapekeys

fading verge
#

@opal aurora Yea been working on it for a few days I'm super proud of it

opal aurora
#

But not so much on those with them

fading verge
#

I cut out the 2d eyes and added some 3d ones

#

And then I didn't feel like making visemese for the 3d mouth as it would be to painful for me

#

so I added the mask and made some muffled movement for it instead

#

Also shrunk the ear fluff was too big for my tastes

#

Next will be making earbones and painting those for ear physics

opal aurora
#

So far i've rigged a glaceon and a mega lopunny, wondering what i could rig next actually

fading verge
#

Oh yea and I rigged the tail as well

opal aurora
#

I think i rigged a lucario for someone ages ago actually...

#

Got any ideas on what i could sorta rig? :o

tough oriole
#

is there a way to combine duplicate armatures and meshes?

#

I've got a samus model on the backburner that i'm trying to make have both arms

#

remove the gun arm

#

I've got 2 versions of the mesh, one is mirrored

#

now I just need to combine them to make one, dual armed samus

opal aurora
#

You can rename the bones to match that of the base and simply merge the meshes to said base, the mesh will follow the new bones due to the same naming scheme

tough oriole
#

will that not mess up the mesh weighting?

opal aurora
#

The weights will be the same as they previously were, but using different bones

#

Vertex groups rename themselves to match the bones' new name

#

Unless you rename vertex groups manually yourself that is

#

But weight data is unchanged

#

Needless to say, making backups is a good idea

tough oriole
#

gotcha

distant raptor
#

Anyway to parent the hair to the head in blender? (default is the hair bones name)

leaden ruin
#

cute

robust crescent
#

edit mode, select hair bone , select head > ctrl+p , keep offset should do it

fiery cosmos
#

any idea as to why the legs bend inwards at almost a 45 degree angle? theres nothing in blender or unity indicating this would happen

solid adder
#

@fiery cosmos rotate bone rolls in Blender? Select armature, go to edit mode, press alt+R.

fiery cosmos
#

ive tried rolling bones before, unfortunatly gives no difference

forest igloo
#

@fiery cosmos Can you take a picture of the bones in a side on view?

#

leg/hips/etc bones

fiery cosmos
#

blender or unity?

forest igloo
#

Blender preferably.

fiery cosmos
forest igloo
#

More side on, I think you can hit numpad 1 and then numpad + some other number

#

You also might want to hit numpad + 5 too

opal aurora
#

Leg bones are probably too straight if it's not a rolls issue

orchid aurora
#

Hello all, I can not for the life of me seem to get Eye Tracking and Blinking to work! I Work in 3d studio max, I created shape keys (morphs) for blinking etc. I also created the visemes (those work fine) I also created and weighted the eyes to Eye_L, Eye_R, LeftEye, and RightEye (50% for each) Any help would be hugely helpful!

orchid aurora
#

@foggy bough that looks like it's a waiting issue, you may have to look in whatever modeling program you're using, whether it's blender, or 3D Studio Max, and edit the weight painting for that shoulder, I bet you it's waited to the wrong spot

lofty topaz
#

is there any quick way of fixing this instead of going bone by bone? The automatic assign isn't covering some of the vertices

naive tree
#

1 by 1

lofty topaz
#

please kill me

gritty nest
#

It seems auto weights is also taking the hips into account

#

Even if unselected

#

You could use auto weights on another armature that has only the hand part of the armature. @lofty topaz

orchid aurora
#

Anyone know how to correct the avatar so that their shoes are not in the floor? dO I need to lower the toe location? Or do I need to raise the hips in Unity?

foggy bough
#

raise the hip level in unity @orchid aurora click on the asset, rig, then configure

orchid aurora
#

Ok thank you, I think I am going to lower the foot bones also in 3ds max

fading verge
#

@foggy bough Any emissions specified in a material in blender gets copied into the settings for a material in unity. This is honestly quite useful to use due to the fact that it saves a lot of setting up with materials again (if we made our own in unity.)

This also means that its easy to reverse a setting setup by blender. Simply by going into the material under the body of your avatar, you should find that your will have an emission tab. Simply just turn it off using one of the methods below

  • Turning the color setting to Black
  • Turning the Emission strength to 0
  • Unchecking the emission button if there is one present
reef hound
#

Is there a way to attach two separate sets of heads AND shapekeys/visemes together on the same model, so they work at the same time?

robust crescent
#

Guess you could set both shapekeys to 100 on both heads ( when merged ) then create a new shape from mix, rename back to one you want delete the old ones

pure valley
#

Hi, I'm coming back to vrchat, and intend to use a 3d model I've found. Is blender capable of rigging a four-legged model?

wind osprey
#

Blender can rig just about anything, it's more of a case of unity & vrchat accepting the rig. It's gonna be a bit more work than just a regular humanoid. I've never done a non-humanoid rig for vrchat so I couldn't help you at that stage, but in blender I'd just rig it as you'd expect to. Root in the box part, bone joints where the actual pivot points are, etc.

paper osprey
#

You could always find a 4 leged avatar and look at the rig. and see. of course making a rig hardest part is gonna be weights imo

wind osprey
#

For mechanical things weighting is much much easier since you don't have the smooth blends to manage. 99% of it is either one weight or another.

paper osprey
#

Thats true. im used to humanoid weights which makes me want to just throw everything out the window at times lmao

#

Though Maya and mud box atleast makes it easier for me then blender. friends tell me blender is easier but i just cant adapt to blender

crystal vector
#

@orchid aurora
VRChat won’t enable eye tracking at all unless three requirements are met:
1- The bone hierarchy Hips->Spine->Chest->Neck->Head->{LeftEye,RightEye} must exist! Those bones are also the ones you use in the mapping.
Exact names are required, there can be no in-between bones.
The bones don’t need any vertices skinned to them. They can be “empty”.
The Head bone and both Eye bones have to point straight up.
2- The blend shapes vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right must exist as the first four blend shapes in Unity. (index 0 through 3).
Exact order is required, names are actually unimportant though.
They can be the same as the basis shape. They can be “empty”, but blender won’t export empty blendshapes.
3- The mesh containing the blinking blend shapes must be named “Body” and the armature must be named "Armature"

orchid aurora
#

@crystal vector This is EXTREMELY helpful info I could not find anywhere else. Thank you so VERY much!!! vrclove

crystal vector
#

No problem 😄

orchid aurora
#

When you say the eye bones and Head bones need to point strait up, which local axis do you mean hun?

crystal vector
#

Well whichever way is up in your model

#

In blender it's normally the Z axis

orchid aurora
#

Ok thank you, I believe Z is up for me in 3D studio max as well

orchid aurora
#

@crystal vector That was it! Thank you very much, that was extremely helpful!

frail junco
#

Does anyone know how to fix the issue when you try to parent with automatic weights and it says it can't find a solution?

#

or does that mean i need to go ahead and do manual weight painting?

worldly willow
#

it indeed means you have to manually weightpaint (this seems to happen mostly with layered meshes)

frail junco
#

darn

#

thank you!

opal aurora
#

There's a few possible causes actually

#

Layered meshes, doubles, too complex for autoweights

frail junco
#

fantastic screenshot

opal aurora
#

I have a feeling in your case it is possibly doubles, which can be cleared out by going into edit mode on the mesh, pressing W and selecting remove doubles

#

After doing such try autoweights again

frail junco
#

after removing 1471 vertices

#

it works

opal aurora
#

There ye go

frail junco
#

Coolio

#

thanks

worldly willow
#

removing doubles always gives me tons of holes in the avatars :/

opal aurora
#

Maybe your setting is a tad too high? :o

#

Removing doubles does have a range you can set iirc

worldly willow
#

last time i used it (the one in Cats ) it literally removed every other face

#

of the whole model

opal aurora
#

Ouch

#

It supposedly only removes very close vertices, or merges them

#

Unsure of which atm

#

The usual cause for autoweights going out if whack tends to be doubles, then after comes complexity and then layered meshes in terms of occurrences

#

As far as i've seen so far

#

I feel like i just wrote something redundant

worldly willow
#

just a skeleton of over 400 parts

opal aurora
#

If separated into sections to then weight blender definitively wouldn't complain, it tends to be merged entire complex meshes that... well... tilt it

#

That's what i've noticed from testing atleast

frail junco
#

now here's a question

#

aren't these supposed to be connected?

opal aurora
#

Not really, not literally atleast

worldly willow
#

parent (keep offset)

frail junco
#

parent both to the bone itself or?

opal aurora
#

Stick bone layouts always felt off for me, can never tell what's the head or tail personally

frail junco
#

this is what im looking at right now

opal aurora
#

Much better

#

Do you have 2 hip bones there?

frail junco
#

yes

opal aurora
#

You can only use a single hip bone on a humanoid setup

frail junco
#

i attempted this a year ago and couldn't figure out why it wasn't working

#

and that's why?

#

oi vey

opal aurora
#

Lemme see if i can find the setup i wrote down

frail junco
#

oh shoot i found my original from a year ago

#

it was more complex because i worked on the hands

opal aurora
#
//CodeBlockType is fix
Armature Naming Scheme Layout
|>Parent
|-----Child
&
Parent
    Child
=
|>Hips
|    Spine
|        |>Chest
|        |    Neck
|        |        |>Head
|        |        |-----RightEye
|        |        |-----LeftEye
|        |
|        |-----Right shoulder
|        |        Right arm
|        |            Right elbow
|        |                Right wrist
|        |
|        |-----Left shoulder
|                Left arm
|                    Left elbow
|                        Left wrist
|
|-----Right leg
|        Right knee
|            Right ankle
|                Right toe
|
|-----Left leg
        Left knee
            Left ankle
                Left toe
frail junco
#

but same issue, so any help to fix that is appreciated

opal aurora
#

Wrote that down a few days ago, see if that helps you out a tad

#

You can ignore the toe and eyebones if you don't use them

#

But the rest is pretty much mandatory

frail junco
#

well i followed that video from the Pins

#

so i'm a tad confused on what you mean by just one hip bone

opal aurora
#

The last screenshot you sent has 1 hip bone

frail junco
#

but i thought it needed to be connected to the bottom, and not the top?

#

I don't think i wrote enough information

opal aurora
#

The tail is what the parented line will aim to, which is what you see happening

worldly willow
#

only for full body a rotated hip bone is added which may be what is confusing you

frail junco
#

I guess so?

#

well hold on

opal aurora
#

The bulky points on a bone will aim at the skinny point of what they parent to

frail junco
#

You know what would help me

#

Actually parenting the old model to its armature

#

oh wait, it already was

#

but i do see what you guys mean now

#

since i just now realized that he added a second bone to the model and never spoke about it

#

nevermind then, i think i'm all set

#

it was just confusing how i followed the video step by step, but when he posed the hip, it actually moved, unlike mine in which the whole model gets stretched

#

Thanks for the help btw

worldly willow
frail junco
#

cough on actual review, that extra piece is just the arm and I'm dumb. But that video has a different result than I did with posing

#

So 🤷

pine iron
#

Is it possible to mirror one side of the bones to the other side? Or do I have to do them one by one aswell?

naive tree
#

select first bone in chain, shift or ctrl+G > children, then W> symmetrize

#

you might need to xmirror blur weights at 0.00001 values tho

#

for them to be properly named they need to start with Left/Right or end with .l or .r

pine iron
#

Thanks, will give that a try in a bit. Ijust noticed I forgot a hipbone.. Can I just make a new one and somehow add it to the spine?

#

Also, does the direction of the bones matter? Else Id just pull one out of the spine

granite epoch
#

Need help with fullbody track rigging issue, well.. I guess tippy toeing also work in normal VR but still

solemn kelp
#

anyone know why some models in fullbody sink into the ground? bones are right length and made for full body tracking.

pine iron
#

Just finished all of the bones for my model (.obj). All named and connected correctly ( I think) . If I export as .obj and I try to use it in Unity all the bones seem to be gone. If I export as .fbx it doesnt work at all. Any Idea whats going on? The model is quite messy but it should still work?

wet linden
#

.obj files don't hold bone info

pine iron
#

that explains a lot lol

#

should I export as fbx then?

pine iron
#

Okay, I feel like I could need some advanced help, does anyone have the time to go on a call or sth.? Would help a lot.

crisp tendon
#

that's very basic avatar creation stuff, you should try to watch a tutorial

pine iron
#

I did, plenty acutally. It's just that the model that Im trying to use is quite messy

crisp tendon
#

messy how ?

pine iron
#

The structure of this thing. when I try to change textures for example, its just not doing what i think it should do. But thats probably me doing mistakes since im fairly new to blender

#

above I just have the armature with the bones that I made.

queen mural
#

work within the properties section

crisp tendon
#

You should use the material tab in blender for that

queen mural
pine iron
#

yesterday i spent an hour in both texture and material tab, changing the image and texture files without any result Now it worked with the material tab MMD Texture. Could you explain the differences maybe? what does the texture tab do, if its acutally the material, changing the texture of the model

queen mural
#

to begin with you need to make sure whatever you're applying it to has UVs and is assigned properly within the texture section

#

i'm not too familiar with blender render internal though

#

besides that make sure you enable textures within viewport

final summit
#

I think in the middle of the top bar area in blender there is a drop down menu, it should say "Cycles Render" if I remember correctly, I might be wrong though im also really new to this

#

and what rappy said

queen mural
#

Cycles is only for rendering really

pine iron
#

The model itsself has a working texture, found that out by pressing alt Z

#

I just wanted to exchange it with a higher resolution one

queen mural
#

for porting to vrchat you wanna be in blender render

#

refer to what i directed you to before

final summit
#

ok, good to know

queen mural
#

you gotta select the object you wanna change the texture on though

pine iron
#

wait yea, i remember reading about that earlier today, forgot over the day tho so didnt try..

#

Anyway, back to channel topic

#

I made all my bones and wanted to give it a quick try if it works. Had all bones connected to the right things in unity and uploaded to vrchat. Not a single thing on the model was moving. Do the bones need to be connected to the model in a way?

queen mural
#

Ah you gotta understand that you need weights

pine iron
#

cause right now in my scene i have the armature and the model in the same "level" of the hirachy

queen mural
#

and the bone names need to correspond to the respective vertex group it is utilizing

#

assuming whatever you're using has vertex groups to begin with

pine iron
#

doubt that tbh

queen mural
pine iron
#

its just one big model that I downloaded somewhere a year ago

#

nope, no vertex groups

queen mural
#

Yeah so either learn weight painting or move on to something else

#

can be rather confusing especially when going in without any experience

pine iron
#

I have a model that somewhat worked made with mixamo

queen mural
#

then use that instead

pine iron
#

but the leg animations were messing with rest of the model a bit, so I wanted make one from complete scratch

queen mural
#

redoing the armature wouldn't fix that

#

sounds like a weighting issue hence you gotta either fix the weights on the mixamo one

#

or choose to weight paint it from scratch

pine iron
#

alright, i ll look up some vids and then decide

queen mural
#

i recommend understanding how weights work to begin with then look up techniques

#

basically weights are values assigned to vertices between the value of 0 to 1

#

but they are defined on a per bone basis and they all influence each other

#

so bone #1 could define Vert #1 by .5 and the bone #2 could define the weight by .5 for Vert#1 to add up to a total of 1

#

when bone #1 is moved/scaled/rotated the Vert #1 is influenced by .5 (Imagine50%) based upon the location of bone #1

pine iron
#

This seems to be exactly what I was looking for, thanks a lot!

queen mural
#

great

pine iron
#

I get some weird clipping on the face and on the robe now, but I assume thats still a weighting issue? I'll put some more time into it tomorrow.

queen mural
#

yeah probably

echo inlet
#

This might be a faq but does anyone know why my models lose their dynamic bones when uploading for full body? 😞

queen mural
#

you sure it isn't dynamic bone limiter at fault?

fading verge
#

im a little confused with this rigging im trying to do. Im trying to weight paint a helmet to the head bone, i have the helmet mesh parented to the armature with an armature modifier on it and then fully weight painted the helmet but it does not move when i rotate the head bone. any suggestions on what the problem could be?

#

im doing the same thing on another helmet and its working normally so im not sure what the problem is

#

the helmet that is having the problem is from a different model if that matters

queen mural
solid crypt
#

It says "no mesh inside the armature found!"

#

well, Everything was alright till I merged all the parts together using alt + j

crystal vector
#

@solid crypt make the armature the parent of the mesh e.g. by dragging the mesh onto the armature

opal aurora
#

You merge parts together with ctrl+j, not alt+j

crystal vector
#

Now I wonder, what does alt+J do 🤔

solid crypt
#

It doesn't work, @opal aurora

#

I'm sorry, could you explain more @crystal vector

#

I mean where I can select the mesh

opal aurora
#

Deselect everything by right clicking on an empty spot, select a single part by right clicking, press A to deselect all and then A to reselect all and then ctrl+j

#

Blender fails to understand what is selected to merge at times for whatever reason

#

Alt+J seems to be related to faces so i assume mesh edit mode shortcut

solid crypt
#

It's all one part right now @opal aurora

opal aurora
#

Then it's merged

solid crypt
#

When I clicked ctrl + j I got "no mesh data to join" @opal aurora \

#

and when I click fix module I get "no mesh inside the armature found!"

opal aurora
#

Take a screenshot of your hierarchy

solid crypt
crystal vector
#

As I said, drag the mesh onto the armature

opal aurora
#

Ah, you literally have the mesh outside of the armature... now i wonder if alt+j detatches objects from their parent...

queen mural
#

just drag the orange triangles onto the human

solid crypt
#

Set parent to? @queen mural

#

object?

opal aurora
#

Armature deform

queen mural
#

yeah with armature empty transforms

opal aurora
#

Think you can literally just select armature deform

queen mural
#

yeah but i prefer empty

solid crypt
#

It worked ! @queen mural @opal aurora @crystal vector

#

Thanks!

pine harbor
echo inlet
#

Does anyone know why the SDK performance details doesnt detect my bones/colliders?

granite epoch
#

Still trying to find a person who knows how to rig a digitgrade leg so it can tippy toe

queen mural
gritty nest
#

Just rig it as normal with the toe bones and everything

#

Then configure the T-pose in Unity to have it stand on its toes by default

#

Or just have a foot bone where the mesh is actually just standing on its toes already

pine iron
#

Does the neck group need to at least have some weight painted somewhere?

queen mural
#

you're better off looking up a tutorial for weight painting

#

weights are values assigned to vertices between the value of 0 to 1

#

and they are bound to bones or in this case vertex groups

#

they are essentially what defines the amount a vert is moved based upon the pivot of the bone being rotated that is influencing them

#

you wanna work on the chest and shoulder bone/vertex group

#

Not all of it no

#

Not really no but that isn't the issue at hand

#

you want a gradient falloff around the shoulder

#

this is why i advise you follow a tutorial

median thunder
wet hollow
#

That's because the arm doesn't have the correct proportions

#

The lower arm looks to be a bit too long and the upper slightly too short

naive tree
#

yep, upper bone is shorter than lower

pure valley
#

Does anyone know where I can request for a simple rig for a quadruped? Pretty much stuck mirroring a single leg to use for the other 3.

median thunder
#

@naive tree @wet hollow That was the problem, thank you very much!!

wet hollow
#

Yay!

pine iron
#

Checked the weight paint of child bones?

fading verge
gritty nest
#

Reorder the bones in Unity

#

You have

  • Left Arm
    -- Sleeve_L
    -- Left Elbow
#

Swap the last two

#

The next bone down should be the first one in the chain

fading verge
sleek isle
#

Am confuse. What problem?

fading verge
#

The angle between pelvis and thigh bones should be close to 180 degrees (this avatar's angle is 173.6). Your avatar may not work well with full-body IK and Tracking

fading verge
#

so i think i found a problem, the right calf bone is mapped and rotated properly with the red and green axis lines in front of it right, but on the left calf bone the axis are blue and green so something is messed up about the bone i think

fading verge
#

not sure what to do about it

pine iron
#

174 is so close to 180, I wouldn't bother tbh

#

But to me it looks like the left leg bone is longer than the right

fading verge
#

i think thats just the angle of the photo, cause something about the legs are not the same which is making the angles of the leg, shin, foot all different

fading verge
#

i tried rotating the leg bones inward thinking that would fix the legs but they are still bending outward for some reason

opal aurora
#

You'll want the knees to be pointing a bit forward in terms of the bones, and have them completely straight when viewed from the front

#

Mine might be a bit crooked though as i just makeshifted it

fading verge
#

it sorta is already rigged like that, should i just push the angle slightly more then?

opal aurora
#

Slightly more i'd say then, make sure the bone rolls are at 0 (you can reset every selected bone's rolls in edit mode by pressing alt+r) and make sure to re-apply the humanoid config after making the changes, or else it'll use the old configuration and screw it up even more

fading verge
#

what exactly do the bone rolls do? cause on some of my other avatars there is just a little bit of bone roll but it works out fine in vr

opal aurora
#

Well, kinda like the name states, it's how the bones are "rolled" on their own axis, and i'm not entirely sure of how they can screw up, but i assume it's unity trying to set their rolls to 0, which would twist that specific bone to accomodate for it

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But that is of course speculation

fading verge
#

ok ill try setting the roll to 0 then and adjusting the angle of the bones a little

opal aurora
#

You can also open up a menu with N on the right that will show you information and give you some options, i think you'll want the bones as straight as possible, so getting the X axis aligned between them all should go well

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Also, funfact, you can press Ctrl+C and Ctrl+V without selecting the values and blender will still copy and paste between them just by hovering over them

fading verge
#

now thats a game changer right there

opal aurora
#

I couldn't stop using it after i found that out, and this works virtually anywhere in blender, i particularly use it most when copy-pasting paths for models

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Atleast, works on fields you can input things into, not sure about other kinds of fields

queen mural
#

actually didn't know that wow

quartz cliff
#

Hello. I'd need to know if it's possible to import into Blender a already rigged model and keep the bones. I tried and so far I couldn't find the way nor a tutorial. Thanks!

slender cloud
#

THey are mapped

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but it won't lte me upoad

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upload

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Y~Y

thick verge
#

on the aspect of custom characters, could I use IK in vrchat or is that not supported/ not advised

gritty nest
#

You can use your own IK, yes.

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If you have Final IK

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However, currently there is no way of obtaining the hand/head/hip/foot tracking points for yourself. I think it would be pretty cool if we had the ability to do so

gloomy pollen
#

so I just spent a ton of time on this model then realized there is two upper body/neck/heads u_u

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and half of the stuff is parented and weight painted to one

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is there a quick way to merge head bones/weight paint/etc. ?

thick verge
#

that's a thing you'd have to do in blender

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or whatever modeling program you use

humble lake
#

@slender cloud i can see from that image that the shoulders aren't mapped

gloomy pollen
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yeah any quick way in blender? lol

humble lake
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@gloomy pollen delsounds odd, but if somehow the chest weight painting is shared between two chest bones, just parent one chest to the other chest and use the bone merging button on cats tools

gloomy pollen
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problem is the second chest and neck are 3 deep each ;_;

humble lake
#

Makes no difference actually. Just merge upper body C to B then B to A then extend A to where C started/ended
If you're description is correct, I'd think that should fix it

gloomy pollen
#

oooh, which section of cats is that under?

fair epoch
gloomy pollen
#

xanex check point of origin in blender

fair epoch
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0,0,0

gloomy pollen
#

or, dirty fix, in rigging grab your hips and move your model down and save 😛

fair epoch
#

Fuckkin pose mode....

gloomy pollen
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lol

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@humble lake I've squashed the parents, how would I merge the two necks together?

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since they are on the same parent

fair epoch
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making 2 bones 1?

humble lake
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Select one neck, then the other, then hit ctrl + p then keep offset

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Sorry for slow reply, got me supper

gloomy pollen
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np

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oh I tried the cats "to active" merger thingy

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maybe that was wrong

humble lake
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This guy right here

gloomy pollen
#

squizma I got it, did "To Parent" to merge down the tree

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then did "to active" with both heads selected

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and it merged them

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and it looks like its worked to fix it 😮

humble lake
#

Awesome! I'm glad it worked~

gloomy pollen
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thanks for the help, gonna check it out in unity now lol

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hope it actually worked

humble lake
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yep no problem~

gloomy pollen
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hoo boy

humble lake
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Uh ooh

gloomy pollen
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lol i tried to overwrite the other fbx, let me try a fresh one xD

humble lake
#

oh god yeah that doesn't work if you did heavy rig modifications hahaha

gloomy pollen
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i didnt but the bone parenting changed so ... xD

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I just didnt want to remap the viseme list ;_;

humble lake
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If you hot the gear on the top right and copy component and paste it to the new one you actually dont have to

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You just have to link the body back again and thats it

gloomy pollen
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you still have to fill exclusions

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and the body mesh is different so

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it would be mapped to the other models mesh I think

humble lake
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You shouldnt actually, as long as they share the same name visemes. If you used cats tools to make em it should carry over just fine

gloomy pollen
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oooh ok

humble lake
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Trust me, I also hate doing those visemes hehe

gloomy pollen
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xD

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wish they could make an auto-detect button

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ive seen some /modded/ sdk's do it

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on youtube

humble lake
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Honestly it wouldn't hurt, I'd say 90% of models use the same visemes anyhow

gloomy pollen
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hmm her neck is kindaaa

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stretchyyy lol

fair epoch
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i lied, i didnt fix shit.

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ugh

humble lake
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@gloomy pollen lemme see a pic

gloomy pollen
humble lake
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oh dear

gloomy pollen
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standing still is fine lol

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but moving kindaaaa

coarse pulsar
#

Did anyone worked on avatars that walk on all fours?

fair epoch
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thats easy

coarse pulsar
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Really?

humble lake
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Del try looking at the weight painting for the neck

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@coarse pulsar The biggest issue you're gonna have is finding/making a custom animation for the leg movements

fair epoch
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ill make a quick sketch for an example if your using the default animation.

gloomy pollen
coarse pulsar
humble lake
#

🤔

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What about the chest weight painting?

gloomy pollen
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the vertex is called upperbodyA hmmm

humble lake
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Okay I know whats up here. Nothin to do with the name

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I'm gonna throw 3 pics at you

gloomy pollen
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should I parent upperbodyA to chest?

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err merge?

humble lake
#

It certainly wouldn't hurt, but it won't fix any of your issues right now I would think

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The humanoid rig is only using what you designated, so upperbodyA isnt being used (hopefully there's no weird weight painting there you need)

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The problem if your neck weight painting

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This is my head here

gloomy pollen
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looks like my neck just needs a repaint

humble lake
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Yup, shouldn't be too too difficult

gloomy pollen
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cool ill give that a whirl real quick

humble lake
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good luck~!

gloomy pollen
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thanks 😄

humble lake
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no problem~

gloomy pollen
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dang hair getting in my way

humble lake
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I know that feel

gloomy pollen
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lets try this

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ooh that

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made it worse? xD

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I think I see the issue

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uppderbodyA is in the neck position next to neck

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think I fixed it... hmm

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merged a few more bones and it seems ok

humble lake
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Make sure you look at the weight painting on the chest and head if it persists, and merging more bones so its the same as a base humanoid rig sometime would certainly help too

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but yaknow, dynamics, so dont try tooo hard haha

torn elk
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I dont know why but I suck at doing visemes

low coral
#

has anyone had the problem where if they move left to right their eyes clip into the head?

frail junco
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So i originally set the bones to parent with automatic weight, but now i want to weight paint them manually

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But when i paint just the head, my Vertex Groups are showing a completely different thing

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anyone know why?

crisp tendon
#

You should probably remove weight paint on everything else but the head

frail junco
#

how exactly?

covert beacon
#

there are many tools in blender that help in this endeavor but my favorite is normalize that basically equalizes all weight values when they miss match

vocal pier
#

can someone do a basic rig for my model for me?

pine iron
#

Trying to learn it is kinda fun @vocal pier

vocal pier
#

its my xbox avatar

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you can grab them now

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with no rig

slow gyro
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😮

fading verge
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@vocal pier just mixamo it

median pasture
#

trying to weight paint this hand to look a little more like the second pic

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anyone have any tips

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using the smooth tool hasn't been much help

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it seems that any sort of gradient i try to achieve doesn't really do anything either

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it feels like as soon as i set even the smallest amount of weight to a vert it acts as if its full

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to which editing weight or strength does not change it

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side by side comparison of one weighted to 1 in red and .005 in blue

crisp spear
#

So I managed to separate all the weapons that come with my model, however whenever I try to fix it, the system just combines her and the objects into one.

sleek isle
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oh yeah those one

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you one ly have to fix one. separete them after idk

crisp spear
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Eh

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Alright so

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How do you rig it when your avatar doesn't have legs?

naive matrix
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maybe imagine legs there? like put the bones in the place where legs would be?

crisp spear
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It's just the skirt

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I don't want her to walk. I want her to slide off the ground.

naive matrix
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not sure, im not good at rigging, just kind of gave a suggestion.

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oh slide. ok

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thats cool

proven vigil
#

I'm practicing importing of mmd models with full body support in mind, with some success
However I've encountered this issue where hand bones are twisted at shoulders and elbows. Anyone knows what could be causing this? Armature setup in blender looks normal.

crisp tendon
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Reset rolls and apply rotations in blender

proven vigil
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Do you mind elaborating on that please?

crisp tendon
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On bones, you have an option to reset the rolls, do that first, then in object mode, apply rotation/position on everything

proven vigil
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I figured the reset rolls part, thank you for the tip
Is there supposed to be an Apply button somewhere around here? Sorry for these elementary questions, am noob

crisp tendon
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ctrl + a i believe

proven vigil
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Cool, that is it

crisp tendon
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yep those three

sleek isle
#

give up on the little witch academia model. I try myself and it was just a pain

opal aurora
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@crisp spear not sure if you'll be able to animate it as you intend,but you can simply have dummy bones for legs that don't move anything

pine iron
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If that doesn't work, maybe custom walking animation that doesn't do anything

opal aurora
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@fading verge go into edit mode on the mesh and press W, and select remove doubles, then try autoweight again

chilly oriole
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idek (i dont even know) how to use blender

fading verge
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i seem to get an issue with shin rotations occurring on their own while in game just on one foot

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only happens with full body

near kite
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@crisp spear make some fake leg bones in blnder without any weightpaint

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it should work

gritty nest
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Could you be more specific than "some" issues? @fading verge

obtuse cedar
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@crisp spear A good idea for your model, if you're still up to it, is add dynamic bones for the legs (which it appears you've already done) and make your avatar have legs that aren't attached to any mesh. That way you can walk and still have her "slide" and animate

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I did something similar to a mr. game and watch model where it wouldn't process its fullbody IK without it having all its fingers, so I extended some fingers out for the Ik and managed to bypass it. Though, with legs it might be a little different as you have to get the right values for them, so I suggest copying them off of an avatar and merging armature where needed.

crisp spear
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I see

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Interesting, thanks!

hot hornet
gritty nest
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@hot hornet you probably duplicated your avatar or copied the script, but the dynamic bone component is still referring to the original rather than the duplicate.

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Assign the correct model's root bone

hot hornet
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i removed my avatar from the scene and dropped a fresh one in and it still won't stick with my mesh 😮 @gritty nest

opal aurora
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Probably the dynamic bone limiter in vrchat, you're not in play mode, or the dynamic bone setup is incorrect, the white lines are the dynamic bones by the way

stark musk
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Downloaded this model which was already rigged; however poorly.

gritty nest
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Probably not

stark musk
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Ty

gritty nest
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For what exactly?

stark musk
#

I made the hips the parent of the two leg bones

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and got rid of the "root" bone that was there by default

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made the hips the root bone

gritty nest
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Yeah that's how it should be

stark musk
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alright, only asking because when I did "keep offset" for the leg bones it went to the top of the hip bone and not the bottom

fringe jewel
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its fine when in motion but when its standing still the legs bow in and sort of flop around

gritty nest
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It's hard to tell @fringe jewel

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Do the left and right foot switch places when you stop walking?

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Or do only the knees bend inward like that?

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It seems the legs are too straight so the IK gets confused.

#

Bend the legs just a little in pose mode in Blender, then apply as rest pose.

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Or in edit mode but the results of that aren't quite as great

fringe jewel
#

yeah the knees are just bending that far when resting, ill give that a try

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adjusting the knees helped a bit, i just need to adjust more now ty

wind lynx
gritty nest
#

Do you have full body tracking? @wind lynx

wind lynx
#

a friend of mine was testing it and the avatar just sunk down in the ground

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I plan on getting one soon so was trying to fix it :3

gritty nest
#

Only in fullbody?

wind lynx
#

yeah

lucid orbit
#

Depending on the model and it's armature, sometimes you have to adjust the knees a lot. It can get annoying uploading it again and again, but just keep trying until it works!

autumn socket
#

Hey, so I noticed on my newer models that the mouth started out open as if it was the default Viseme...The pic below shows what it should be aka the default viseme (top) but once uploaded or I click the muscles & settings, the mouth opens a bit and stays open as default (bottom)...Wondering if anyone knows what cause this/how to close it...Again didn't happen until my last 2 models, so I may have just clicked something on accident too...

queen mural
#

if you view the muscle&settings section with a jaw bone set it will open it

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there shouldn't be any issues ingame unless you don't want a jaw flap bone
in that case just unbind it from the mapping

autumn socket
#

Thank you! Yah the jaw bone was causing the mouth to open ingame too, disabled it and it works perfectly again!

median thunder
gritty nest
#

That's a bug in the game.

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@median thunder

median thunder
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ooh i'll try that ty vm

glass panther
#

Does anyone have a list of the correct names for all of the bones of a rig? I had some wrong with the last model and kept getting warnings ^_^

opal aurora
#
//CodeBlockType is fix
Armature Naming Scheme Layout
|>Parent
|-----Child
&
Parent
    Child
=
|>Hips
|    Spine
|        |>Chest
|        |    Neck
|        |        |>Head
|        |        |-----RightEye
|        |        |-----LeftEye
|        |
|        |-----Right shoulder
|        |        Right arm
|        |            Right elbow
|        |                Right wrist
|        |
|        |-----Left shoulder
|                Left arm
|                    Left elbow
|                        Left wrist
|
|-----Right leg
|        Right knee
|            Right ankle
|                Right toe
|
|-----Left leg
        Left knee
            Left ankle
                Left toe
#

@glass panther

south marten
#

Yeah, at the moment I'm just trying to figure out how to rig stuff in Unity. All of this is just going over my head D:

glass panther
#

Is there a way to test vrchat animations in unity to check if everything looks okay? Like the idle ones etc. It seems to tedious having to re-upload a model each time to check if the rigging works correctly.

slow gyro
#

@glass panther I set the animation I want to test in the idle slot and place the override into the avatars Animator component and press play

lament jay
#

Does anyone know what to do when you only have 1 spine?.. (i've not made the rigging)

calm needle
#

as in you only have the spine, no hips or chest?

neat grail
#

Can i get help cause i cant move forward auto walking backwards

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And im playing on desktop

calm needle
#

do you have a colider on your avatar?

neat grail
#

Whats that?

calm needle
#

then that probably isnt the issue. Stupid question, do you have a controller connected to the computer and is it just laying on the ground upside down?

neat grail
#

i have the controller connected

calm needle
#

i had a similar issue a while back where i had a slight drift to the left, ended up being the controller on the ground with the stick being slightly pushed. Wasnt sure if that was the same thing happening to you

neat grail
#

No it wasent cause im trying to play with it but it dosent work so im playing with keyboard and mouse

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Are you gonna help me or not?

lament jay
#

@calm needle there is chest etc.. but not another spine