#avatar-rigging

1 messages Β· Page 140 of 1

dusk panther
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oh this was in blender

opal aurora
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That's fine then

dusk panther
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Miximo has no problem with it 🀷

opal aurora
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Your prefab is broken however

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Which means something was moved or removed

hollow grove
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Comment: I wish I could dance like that

dusk panther
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πŸ€”

opal aurora
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If you drag the model back into the scene, you'll see its name as blue

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Whereas the one currently in the scene is gray

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That is probably your issue, as the prefab won't update properly when the model file is updated if the prefab is broken

dusk panther
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hm

opal aurora
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If you drag your model into the scene and add a descriptor, does the publish window complain about it?

dusk panther
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It doesn't make any obvious complaints however, newly draged in nekkos have 4 point lights for some reason, (idk how this happened 🀣 )

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removing the lights breaks the prefab

opal aurora
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Yeah, need to remove those in blender

dusk panther
opal aurora
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There you have it, it's due to the broken prefab

dusk panther
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πŸ‘ Will throw the fbx into blender and commit genocide on all light sources

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/Also I've made a horrible mess of where the textures and such are saved at, cleaning that up doesn't have any ill effects would it?

opal aurora
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As long as they're unused

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Moving things around or renaming them should be done in unity as it can re-assign them, deleting files can be done via the explorer

opal aurora
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LOMPS

fading verge
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What would cause a material in Unity to tile instead of stretch? Its doing this for maps too.

hollow grove
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Cube..

opal aurora
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One lonely cube

dusk panther
hollow grove
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I think the cube is dead

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Chill

fading verge
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Anyone know? Could it be caused by problems with the UV map?

opal aurora
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I mean, if the texture is tilling then it may be a resolution issue, not matching the UV data properly, but i'm not sure of what could be causing such in general

dusk panther
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Would it be easier to make 2d gifs for mouth movement, than add a jaw-bone?

opal aurora
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It'd be far easier to make a jawbone

dusk panther
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Are there any guides that can show a know-nothing how to operate blender to do that?

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There's bones for a tongue, but not the jaw

dusk panther
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I should have just watched this from start to finish from the start

patent mesa
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That’s how I figured it out too

dusk panther
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So he doesn't go over this in his video but I'm missing some textures, and I just now fixed the hair somehow but how do you apply the texturespheres to meshparts?

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In unity, I would just drag the texture-sphere onto the part, in the view screen to fix this but idk how to do it the right way in blender

patent mesa
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To apply existing materials on a mesh you simply just select them in edit mode then go to your materials and hit apply on the material you want to use

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It looks like you’re missing the face material tho. You have a material named Face but it’s all white

dusk panther
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Yeah, I have a tga image file for face

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but its not paired to the sphere

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same for the skirt (but png)

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l o l

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some of it went in, but the skin didnt (which is in the same tga file)

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😱

patent mesa
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Are your eyes mixed in with that texture?

dusk panther
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figured it out

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they are

patent mesa
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Whoo!

dusk panther
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I did however notice, that the facial mesh animations are tied to the jacket for some reason, and when activated the jacket expands like a balloon, for every single shape key

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self_destruct.gif

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Does anyone have an idea what causes the severe warping when using shapekeys?

dusk panther
dusk panther
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Deleting old vrc_visemes, and making new ones has same results

dusk panther
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lost all of my textures because unity let me delete the folder without any warning

dusk panther
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No mouth movement because the shapekeys are corrupted but still πŸ‘ πŸ‘

sleek isle
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Delete and redo shapekey iris

dusk panther
sleek isle
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If the face look intact when using a shapekey. Separete it from the body. Delete the shape of the body. Remerge

dusk panther
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πŸ˜†

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The sweater is just a porcupine when any animation is called out

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Very happy that it at-least appears in-game this time.

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so

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s h a p e keys

dusk panther
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At a loss.

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Hips, Spine, Chest, (R/L) Shoulder, Arm, Elbow, part of the wrists, Character_Body

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Are responsible for the deformities

crisp tendon
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No need

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you can copy paste vertices from the sil one that isn't broken

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and then paste as basis i think

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@dusk panther

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Select all the top clothes, then ctrl + c, then select a broken shapekey, ctrl + v, select "blend from shape" and at the bottom left corner, uncheck the "Add" checkbox

dusk panther
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So all of the intact body parts from sill can just be copy-pasted onto all of the broken shape key bodies?

crisp tendon
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yep

dusk panther
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Do I have to be in edit or object mode?

crisp tendon
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edit mode

dusk panther
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That got 99% of the bad mesh, I've got two swords growing out of my wrists still πŸ”

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Something I missed, hmm

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I'm perplex, they're both no more than 5 or 6 vertices

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So small...

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Like originating inbetween the thumbs and the index fingers

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Ha, it's some weird tiny part of the thumbs

crisp tendon
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Press L on a part, it'll select everything

dusk panther
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Thumb0_R and left

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πŸ‘

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Thankyou very much πŸ˜„

thorn willow
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been working with another model
what finger bones are reccommended to have it in IK or smth

crisp tendon
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Minimum three bones for three fingers

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Best is three bones for all 5

thorn willow
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for all fingers?

crisp tendon
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That's what humans generally have yep

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For IK to work, you need at least three fingers

thorn willow
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just thumb, index and middle?

dusk panther
primal moth
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anyone know of any good guides for doing colliders on avatars?

drifting wind
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So I have all my dynamic bones set up and everything, but when I upload the avatar it doesn't work. What's going on?

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Do I need to add the script to the hips and exclude all the bones that aren't supposed to be dynamic, or do I need to do something else?

sleek isle
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dissable the limitation

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in the opti menu

drifting wind
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Oh hecc

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I didn't even realise that was a thing

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Thank you

shell swallow
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If I want to add clothes to a model I got in a unity package, I know that I have to put the fbx in blender and weight paint the clothes on there. However, importing the new fbx file would most likely break the prefab instance and all of the animations that went with the model. Is there a way around this issue? A different way of adding clothes perhaps?

gritty nest
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Overwrite the FBX and it should work just fine in Unity

stoic sluice
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I'm trying to move the bones in this finger back so that they aren't past the ring, anyone know what to do?

fading verge
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omg blender keeps crashing every time i switch tabs, I dont understand why, I have a really good pc that should be overkill for blender

fading verge
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ok I fixed it, for some reason it wont work unless its in full screen

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ooook maybe not

novel matrix
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does somebody know what im doing wrong here, i want to optimize this avatar but this always happens in blender

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ok fixed it

marble olive
marble olive
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done it

ebon wagon
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Is there a way to add three-finger rig without having the hands Move so I can still crouch without destroying my hands, I'm using a game mesh is why I'm asking

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I have a borderlands psycho that I'm working on and his hands seem to get messed up

sleek isle
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Re parent bone @novel matrix

novel matrix
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i already fixed that one and also completly broke the entire avatar now

sleek isle
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@ebon wagon extrude e bone and map them in unity

novel matrix
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automatic bone weighting stuff isnt working thus i need to do all of that manually

sleek isle
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Some model have up to 3-4 bone for the tight, arm etc

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You have to try to parent them to the correct one at the top and merge them to it

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So you have one

novel matrix
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the thing is because i testet around i fucked the bones up completly so i removed everything that the bones are bound to and i would now have to manualy assign each vertecies to the bones that they belong to

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also the verteces groups are completly fuccked as well

sleek isle
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what you overall model look like

novel matrix
sleek isle
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send me the original i can check it

novel matrix
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No need to I will do this by myself

stoic sluice
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@novel matrix Could I ask how you fixed that?

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:P

surreal copper
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@stoic sluice you need to merge weights of twist bones through cats or with weight mix modifier, if you are asking him about that problem

royal valve
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Can someone here help me?

sleek isle
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yeah

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what s your emergency

royal valve
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i'm trying to put some bones on a model in blender and i'm confused on how to do it

crisp tendon
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Better find a basic rigging tutorial then !

royal valve
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ha ha ha... yeah, those won't help with this πŸ˜…

sleek isle
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what kind of bones

royal valve
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just normal bones, I can show you if you want

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because it's nothing i've experienced...

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@sleek isle the bones are going to be Jigglebones in Unity for a avatar i'm making, but I'm not sure how to impliment them in Blender so they work

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specifically, breasts...

crystal vector
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@royal valve There are literally tutorials for weight painting breasts 😁

royal valve
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what is weight paint, I don't understand how that works...

sleek isle
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its the skin that is attach to the bone

crystal vector
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Weight paint is how you make the mesh move with the bone.

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Just search for "blender weight paint breasts"

sleek isle
crystal vector
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This should exactly what you are looking for

royal valve
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ok

prisma raven
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So I'm trying to complete the rigging on my avatar, all the bones and stuff are in place and I got it uploaded, but I'm facing a problem in VR:
When I turn my head, or lean side to side, my entire body follows, causing me to slide instead of leaning and stepping around. Anyone know how to help?

crystal vector
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@prisma raven You have to set the rig to humanoid in Unity

prisma raven
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I did that.

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Head moves, arms move, legs move only when I walk, but I don't lean or step properly

tacit radish
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can anyone help me with my finger bone? im trying to make it have fix it where it can bend correctly

unique meteor
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Hey, I've been having this weird neck tilt problem for a while now and wanted to ask if anybody might know of a solution. Every time I look upwards my avatar's head stops following the tracking and gets blocked at a certain angle. This means that if I crouch people standing will always see my model looking at their ankles, even though I'm looking at their faces. This happens with every avatar I use and has only started happening since a couple of days ago, so I'm not quite sure this is the correct channel to ask this in. I'm using Rift, and also: everything I described is from somebody else's perspective, because from my POV looking at mirrors and cameras my avatar behaves just as normally as it used to. Does anybody have an idea about what might have caused this?

fading verge
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so im trying to connect this arm with this one armature to another body with a different armature, so i click the arm armature and the body armature and do cntrl + J to join the armatures but then it moves the arm mesh and scales it down and the weight paint the arm had to the arm armature is gone. Does anybody know a fix for this?

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i figured out how to join the armature and mesh together but the arm mesh no longer has the weight paint it had before i joined them

glad orchid
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Rig of the character Nimbus from the game Tornado Outbreak. I'm planning on using this as a custom avatar. πŸ˜„

sleek isle
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Join the mesh too

fading verge
sleek isle
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Both need to have the same vertex groupe name

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You can use cats too

fading verge
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how would i use cats to do it?

sleek isle
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There is an option in the left tab

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You could simply hit fix on both and merge J too normally

fading verge
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i think i found it

grave coral
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Hi ive added a new head into blender for a body i already have. However when I join the two armatures the head shrinks and goes into the body. Is there a way to make it keep the right size when I join the two models?

opal aurora
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Ctrl+A Apply Location/Rotation/Scale

grave coral
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Thank you so much!

sleek isle
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in cats apply transform I thing

marble olive
naive tree
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join your meshes

marble olive
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ill try that now

marble olive
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still nope

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when i test the eye tracking it works, shall i just leave it?

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IT cRasHED

steady patio
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iiiits question timeee!

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so ive got multiple bits on my avatar that are like this

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where there are overlaying meshes that need to be connected to the bone underneath

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i was wondering, is there a way to like

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"project" weights from one mesh onto another thats in close proximity?

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just to save a bit of time

proper scaffold
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Pardon my ignorance because I may just be being an idiot, have you merged meshes prior to weight painting?

steady patio
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well yes but technically no

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its all one mesh

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but

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if youre not familiar with minecraft skins, there is an extra "jacket" layer that hangs off of the skin to provide layered detail

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which is how i get this cute af hair

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and since the jacket layer is literally an exact copy of a normal skin upscaled by 1.1, there are no verticies straight up connecting the two

proper scaffold
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Are you able to parent the jacket layer to the armature and use "with auto weights"?

steady patio
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thats exactly what i did actually, both jacket and base

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thing is tho, i think blender goes "uwu uwu" whent here's no verticies explicitly conneccting them

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so now im just fixing them manually since its an iincredibly low poly avatar

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i was just wondering if there was a more streamlined version of doing it

proper scaffold
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I'm not sure in this instance, sorry :<

steady patio
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say, "project weight from face to other nearby faces within... 0.2m"

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its all good

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was just wondering

marble olive
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figured it out

shell swallow
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I am trying to add clothes to this avatar and i am trying to weight paint the shorts by using the "transfer weights" option but it does not work and the shorts get no weight paint values applied to them

glad orchid
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Is it necessary to use IK bones?

glad orchid
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Also, @shell swallow have you tried selecting the clothes and the avatar and pressing Control and J?

shell swallow
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I got the weight paint transfer to work

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I just had to do it by name

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I have a second question

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In VRChat for full body tracking to work properly, the angle between the thigh and hip bones has to be 180 degrees to work properly

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do I move the thigh bones up? Will that mess up the weight painting that i just did?

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is the thigh bone too far forward?

crisp tendon
shell swallow
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oh sorry I thought that this was a rigging question

crisp tendon
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it is, but the fbt channel might have the answer you're looking for

shell swallow
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ok thanks I will ask there

stoic sluice
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I'm looking at an avatar in unity for reference to make my own rig for an avatar, and I noticed the hips seem to look like they're made of two bones on my reference-

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Is there any way I can achieve this in blender?

sleek isle
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Unity make visually the connection with the parent with a (bone)

shell swallow
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Hey so using blender I crafted and rigged clothing to add to this Unity package that I have:

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How can i combine the clothes to the avatar?

shell swallow
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I can't find a way to combine these meshes even though they are rigged with the same armature

pseudo sedge
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@shell swallow you can't combine meshes in blender?

shell swallow
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yes but then I would have to upload that fbx into unity. However, this unity package already has a lot of animations, visems, dynamic bones, etc. and replacing the fbx breaks all of that

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I tried it before

pseudo sedge
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@shell swallow replacing via overriding through blender's export fbx with same name, or you removing file and placing new one?

shell swallow
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the first one

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I exported the fbx with the same name and then overriding it in windows file manager

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If there is a way to replace the fbx while retaining the prefab then that would help

shell swallow
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Does anyone know a way to combine skinned meshes?

naive tree
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im blender cats has an option > join meshes, or you select all meshes and ctrl+J

shell swallow
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yes but the problem is that after exporting the fbx file from blender, loading the new fbx breaks the prefab instance of my unity scene and the animations, lip sync, dynamic bones, etc. are broken

naive tree
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you dont overwrite the fbx, import as new

shell swallow
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"import as new" while in unity?

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how do I import the new fbx?

naive tree
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drag it in from wherever the exported fbx is

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or if you export it directly into unity from blender, then change name of the exported file

shell swallow
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if I import a new fbx then it would not contain the components I have in the prefab instance and I would have to add it all over again. Is there a way to copy all the components from my original prefab onto the newly imported fbx?

naive tree
shell swallow
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thank you I will try to figure out how to use this

shell swallow
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oh my god it worked thank you so much @naive tree

naive tree
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np, be sure to always uncheck transforms or else it'll break model

shell swallow
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oh it doesn't copy over animations? Did I do it wrong?

naive tree
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animations?

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it copies only dyn bones and colliders

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rest is you have to do yourself, can drag n drop from old model to new

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it needs latest dyn. bone version or else you'll get compilation error

shell swallow
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i did not get that error

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new one (right) old one (left)

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I do not know how to get the animations copied over

naive tree
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what animations are they?

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idles for wings and such?

shell swallow
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yes

naive tree
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you can drag n drop the animator component from the bone onto same bone, or you can drag n drop the controller onto the new avatar bone

shell swallow
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and when inputting visemes under vrc avatar descriptor the only option that shows is -none-

naive tree
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is your mesh named Body?

shell swallow
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yes I double checked that

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maybe the avatar creator did not create visemes in his blender file; I noticed that the unity package and the blender file have a different polycount

shell swallow
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okay I redid everything using the proper mesh

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thanks again for your help

hollow grove
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So I have a model from blender I got, uwow I just gotta put it in unity, I did the steps but one thing wasnt there, the dynamic bones I spent so long working on vanished

shell swallow
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Crap I did the steps above but the animations still do not work. I will ask in #animation

fading verge
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I think the model I am trying to import to VRCHAT is giving me problems

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I have no idea what to do here but I heard i need to rig it or something

fading verge
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does the model have bones before the left arm and right arm bones?

ornate patrol
crisp tendon
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That's the idle animation, so yes

ornate patrol
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So from what you are saying, the arms are going to clip through default animations regardless?

crisp tendon
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I may be wrong, but i believe the pose the model uses in the preview is the same for all

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Depending if you chose Male/Female in the descriptor

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They'll clip in the preview yes, but not while you're wearing it if you have a custom anim

ornate patrol
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Alrighty then, thanks for the clarification! I almost thought something might have been up in my armature

gritty nest
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You need to adjust the T-pose in the humanoid rig configuration in Unity

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To actually be T-posed

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I'm willing to bet money on the arms being angled slightly down

crisp tendon
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from the screenshot above in blender, looks like it

ornate patrol
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I just went into unity now and rotated the arms up a bit. Will post a screenshot of any differences

ornate patrol
wicked ember
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Any tips on rigging dogs?

cedar warren
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ehm, for whatever reason, whenever I try to bring up build control panel for my model. it says that upperchest has been mapped and will cause issues with ik, how do I fix this?

wicked ember
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Whats the model of?

pseudo sedge
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@cedar warren select your model in Project window, press Configure under humanoid selection and on popuped window unmap upper chest slot

cedar warren
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aaaah, okay

fading verge
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Where is the scroll? Π ΡƒΠ΄Π·

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Armature

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help me

unique frigate
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Looks like you got no bones fam

fading verge
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I got

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in blender

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after export this problem

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do you have idea?

wicked ember
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How do you transfer the skeleton from Blender to Unity?

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Or is the animtion done in Blender?

fading verge
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And without animation just Avatar

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Tried through the plugin and in a different way.

wicked ember
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Yeah, I find it strange, the skeletal structure is present in blender

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Yet when I export it, it is lost

fading verge
wicked ember
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Sna_bs what avatar are you animating?

fading verge
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I do not animate I just created

wicked ember
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Ah

gritty nest
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You didn't tick "optimize game objects" right?

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Any import errors?

fading verge
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nono

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The problem is almost fixed

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It turned out from another blender

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It looks like the export addon has flown

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Very strange

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Try to reinstall

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Stupid blender😑

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The problem is solved but I did not understand a damn

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Thank you all

tacit radish
wicked ember
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I have a quick question regarding the import rig tab

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Nvr mind

ornate patrol
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@tacit radish Looks like you either need to rotate the bone or edit the armature in blender

magic nymph
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If I've made an avatar that has arms but no legs - will a generic rig with a custom animator controller still allow me to control the arms in VR? Or should I just stick with a humanoid rig + assign no weight for the bones not being used?

sleek isle
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if you want to move the arm yes. you need humanoid. somake dummy leg and assign then in unity

magic nymph
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alright, word! thank you

fading verge
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I'm having a problem where my avatars are translucent.

winter heart
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I like to have a model rigged to use.

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Hello?

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Is anyone there?

wicked ember
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I'm having an issue regarding the bone structure of my avatar

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I'm very new to this, however, I cannot figure out how to change the grouping on these bones

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I'm trying to create the same dotted line that you see on the left but on the right. However, its connected to the front right shoulder blade

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I'm just trying to make it so each individual paw can rotate at the 'wrist' area so that I can properly animate it, and due to the connection to the shoulder joint, it keeps resulting in a certain limb being stretched.

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I understand the dotted line has to do with 'parenting' yet, when I remove it, it completely disconnects the bone from the entire skeleton, not just its relationship with the hipbone

split solar
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Sup o/ so im currently trying to rig my eyes proberly for eye tracking. did rig my eyes, however im getting the error, that my bone has no existing vertex groups. i dont really want to merge all my meshes - is there a way to fix that without merging?

crisp tendon
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Your eyes should have a vertex group for your eyes

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And you should join your meshes if you can

split solar
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yeah i have the vertex group, thats not really an issue. i have the blinking animations on the head, however the vertex groups are on the irises. seems it doesnt work like that

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had to merge the body together

crisp tendon
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That's definitely not a requirement

split solar
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yeah i plan to, but i want to create a base model where i can easily change out stuff, but i guess merging the body is ok

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i just merged the face parts, including irises and it worked like a charm

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but i guess i can work with that

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still have access to the textures of my irises, so i can work with that

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would have loved some seperate eye meshes though for shaders, but 🀷

crisp tendon
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You can definitely afford to do that

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If the rest of your body is merged

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And even then, you can have one mesh, and a vertex group just for the eyes

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on which you can use a different material

split solar
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hmm didnt think about the material

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i tend to just fuse all textures into one atlas

crisp tendon
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Yeah, 2 mats is fine

split solar
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guess i could exclude the eyes in this case

crisp tendon
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That's what i do πŸ˜ƒ

split solar
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good shit, thanks for reminding me of this useful feature πŸ˜„

magic nymph
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What do y'all recommend for a case where the shoulder span of an avatar is massively different than your own? I can't tell if I have a weight paint issue or if I just need to adjust bones. Here's some photos of the clipping issue I'm having: https://imgur.com/a/ETwYfvK

vocal quiver
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I'd probably relax the weights on the verts closest to the connection point

stoic sluice
magic nymph
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thanks tupper, i’ll give it a shot!

hasty wasp
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@stoic sluice click 'pose' and then 'enforce t-pose'

stoic sluice
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Thanks :P

normal cloud
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why does this hpapen

toxic egret
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what in the world

proud canyon
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I need an expert with rigs and things like that to help me with few thingss please and I will pay him also so its not free but I don't think it will be so hard so please if you know so much about these things dm me thank you πŸ˜„

clear acorn
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how can i fix the eye bones? the bones goes lower so I tried to fix them by re arrange the bones with the edit mode and exported it to unity. Later when I go to vrchat after upload or play animations, the eyes goes lower like idk how

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when I go fix armature, it goes this

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u can see the bones are lower than the original eye bones

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how can i fix the fix armature ?so the vrc bones doesnt go down

fading verge
last vigil
clear acorn
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...

stoic sluice
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@fading verge Set the "UpperChest" to none, crucial crucial step

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also does anyone know how the crap to rig eyes for eye tracking?

gaunt oyster
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Nobody told me making a character would take me +5 hours. It isn't even done yet. I'm constantly running into walls and having issues.

sleek isle
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Hehe

undone harness
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its apart of learning something new c: u can do it

slate elbow
#

anyone good with blender that can help a poor soul with just attaching a shirt and pair of pants to a y bot?
if u feel like helping just hit me up in dm

lone aurora
#

Do people usually use bones to make visemes or do they just alter the mesh itself?

opal aurora
#

You can do both, personally, if there are bones i use them to get a base shape if they're simple and change it a bit manually on the mesh, if the bones are fairly well weighted and complex, i can just work solely out of them

lone aurora
#

And then you delete the bones after, right? From what I understand the visemes system doesn't use them

gaunt oyster
#

Could anyone help me out with placing bones and rigging them up? Blender is killing me and I've tried an auto rigging thing which didn't work.

opal aurora
#

A bit more weight painting along the neck and a good bone position for rotation at the base i'd say

fading verge
#

i have no idea how to go about that

scarlet creek
#

uh...guys?

#

GUYS!

crisp tendon
#

you don't have shoulders

fading verge
#

im still having serious issues, i have no idea how to weight paint and just need a simple solution i can repeat for 4 models:

#

all i need to do is somehow copy all the stuff the spine does to the chest without deleting the spine, or applying the difference to the chest so that the actual chest moves.

crisp tendon
#

Does your neck bone have weight paint ?

fading verge
#

bonus: there's no chest vertex group

crisp tendon
#

Why do you not have weight paint on your chest

fading verge
#

it's not the neck, it's that the chest doesn't move with the chest bone - only the spine

crisp tendon
#

Give your chest automatic weight paint then

fading verge
#

how?

crisp tendon
#

Select the armature, posemode, then select mesh, weight paint mode, select your chest bone

#

Weight menu bottom left and select automatic weight paint

#

And then do that for your spine too

earnest wadi
#

What about broken knees? Instead of bending forward they bend on the sides

crisp tendon
#

Make sure the legs aren't fully straight in t-pose

#

Move the knees forward slightly

earnest wadi
#

In unity?

crisp tendon
#

Blender

earnest wadi
#

Oh u mean the rest pose, I'll try thanks

#

Works perfectly now, thank u very much! ^^

fading verge
#

automatic weight painting didn't fix it

#

surely there must be a way to just copy the weight difference between the spine and chest and apply that to the chest

#

or anything to just make the chest move like the spine does

#

duplicating the bone with CATS didn't work, making a copy of the bone normally didn't work, assigning the same vertex group as the spine didn't work

#

if i make the spine the chest instead, and then try to make a fake spine, blender just REMOVES THE SPINE for no god damn reason

#

as soon as i leave edit mode

#

it's gone

#

no matter what.

#

i'm frustrated beyond belief working on this all day for no progress

crisp tendon
#

There is a modifier made for that

#

Weight shape mix i think

#

That's for moving all the weight paint over from one bone to another

#

but different settings should help

rare glade
#

I need help with my figers, they keep breaking on me doc

crisp tendon
#

Tried rotating your end bones ?

rare glade
#

how so

crisp tendon
#

you click on them in the list, press E, and rotate

rare glade
#

alright let me try

#

it moves the finger itself

crisp tendon
#

Click on the other bones in the finger then, not the first one

fading verge
#

Not sure if this is where I should ask, but I'm having an issue with colors matching on my avatar. One of the materials was missing, so I just used Unity's eye drop. It doesn't match the nearby materials. Even if I create a new material out of that color, the same problem occurs.

rare glade
#

a

#

thank you

fading verge
rare glade
#

@crisp tendon do i just hit apply after adjusting the fingers

crisp tendon
#

If they look good, yep !

rare glade
#

alright thank you, It's taken a bit but I'm probably done

still loom
#

i think i need to repair the hole avatar since i cant fix the avatar descriptor camera.. 😦

north loom
#

Does anyone know if the Leap Motion is functioning good in VRChat?

gritty nest
#

Nope, it doesn't

open hull
#

I have a leap motion and can confirm it's crap

still loom
#

any ideas how can i fix the hellish lag in unity when looking in to avatar rig?

naive tree
#

@still loom collapse pipeline manager

still loom
#

i dont think u can see that while u are in the rig menu...

#

@naive tree here

naive tree
#

oh, the rig.. I mean, not that lags matters that much in there

still loom
#

cant even move there because of it

naive tree
#

export with using cats

still loom
#

wayy to laggy.

#

.i did.

naive tree
#

prob has way too many bones

still loom
#

even so...i always lagged here

#

1 fps... 😦

#

cant do anything

#

il just rebuild the avatar bones at least this time im learning how and what it needs for an avatar to work like an humanoid

north lichen
crisp tendon
#

Force t-pose

north lichen
#

What?

crisp tendon
#

Enforce the t-pose in the humanoid configuration

north lichen
#

How do you do that?

crisp tendon
#

If you don't know what that means, i'd suggest watching a tutorial for uploading

north lichen
#

Why is the elbow dislocated from the upperarm though?

crisp tendon
#

it's probably parented to the wrong bone

north lichen
#

No they're parented right.

#

Should I just translate them back in place?

north lichen
#

I think I fixed it by just translating the bones in the rigging. Sorry for the difficulty.

open viper
#

So I found a hand with a bunch of bones that are named different thna i've seen before. I should just have to name them the same as my MMD ones and it'll be fine right?

fading verge
#

is anyone else having problems with rigidbodies?

#

when i try to make another pair of arms move, they slowly rise into the air

fading verge
#

@fading verge that should only be a local side issue

fading verge
#

i forgot how to open up the rigging page

#

help?

#

wait

#

i figured it out

#

but i cant publish even though i removed the upper chest

fading verge
#

it says the rig is not humanoid

#

but i set it to humanoid

calm needle
#

check the errors. It might be set to humanoid but a minor error could be preventing it from being seen as valid

fading verge
#

what does that mena

#

mean

calm needle
#

did you do as it says and check the import messages to see what the error was?

fading verge
#

i dont know how to check import messages

calm needle
#

but that still doesnt show the error. Did you open the "import messages" foldout to see what the issue was?

fading verge
#

i dont know how

#

tell me how

#

wait

#

found how

calm needle
#

ah, its a mixamo rig

fading verge
#

yeah

calm needle
#

you just need to go into the humanoid coniguration and do some minor fixes since unity tried to auto choose some things and it didnt work correctly

fading verge
#

what

#

does that mean

#

im sorry btw if im being annoying

calm needle
#

in one of the pictures you posted, you can see the configure button

fading verge
#

yea

calm needle
#

hitting that button will take you to the humanoid conifuration screen

fading verge
#

i did

#

i removed the upper chest

calm needle
#

once my unity loads, i can take some proper screenshots to give an example. Make sure the value in chest is the bone that the shoulders and neck connect to

fading verge
#

spine 2?

#

i thought spine 1 goes in chest

crisp tendon
#

You have to leave the actual spine unused, and use the upper bone to chest, leave upper chest blank

fading verge
#

Oh

#

1 sec

#

lemme screenie

#

so what goes in the spine section

#

spine 1?

calm needle
#

what you have should be correct if i'm remembering the mixamo rigs correctly

fading verge
#

oof image not loading

#

so i just put spine 2 in chest

#

replaced spine 1

calm needle
#

should be correct as spin2 should be the one connected to the shoulders and neck

fading verge
#

ok

#

ill be back

#

lemme test

#

but

#

theres no crouch animation

#

or laying

#

animation

#

@calm needle you there?

calm needle
#

ok, sounds like certain fingers dont exist

#

either mixamo didnt get them all rigged or unity couldnt auto find them

#

in order for the ik to kick in, you need at least one thumb, index, and middle finger bone on each hand

fading verge
#

also

calm needle
#

if you go back to the humanoid configuration screen, you can click the hand tabs to try and set that up

fading verge
#

the arm twists when i grab things

#

weight painting must be wierd

#

idk weight painting

calm needle
#

mixamo is never perfect

fading verge
#

true

#

oh well

#

its good enough right?

calm needle
#

learn as go πŸ˜ƒ

#

we all start somewhere

fading verge
#

ok

#

funfact

#

i exported the model from roblox

calm needle
#

i started by inpecting mixamo rigs and making tweaks to them untill i learned enough to try doing it myself from scratch

fading verge
#

ok

whole sail
#

hi, i need some help rigging a model, i cant figure it out

crisp tendon
#

Check out basic rigging tutorials first and then ask for specific help on things

fading verge
#

Time for my next experiment avatar --- an Avatar that shares the same Bone but are of Different Mass. -- And the solution I feel is quite easy. Object A = Kermit; Object B = Knuckles || Different Sized objects cannot have the same defined bone if their flesh is not touching the conduit (Bones) the Solution -- Is to skin the First Object and reshape all the bones in the small mass, thus skinning the secondary object; however all bones will then need to be "save set" for the Knuckles form before returning to T-Pose. -- This is the process and assessment that I am analyzing on my knowledge of bones. XD

#

This will then allow morphing of avatars to be possible

#

withouting swithcing to another avatar

#

Important Key Note :: Self-Teaching without studying is best way to learn; experience lol

#

I wonder if adding a 3rd object; Object A --> New Object B (Knermit) --> Object C (Kermit) would be a better and interesting transitional assessment when using Gestures to do Transformations

#

It would then require to make turn animation save versions for an object B and C; or a A or C, or a A or B

#

oh it can work

#

However; the test is to see if it can allow Mesh Renderers to be animated

#

if they are are on the same Bone structure

#

while the other two are off

#

it is possible to skin mesh as many meshes on a bone regardless of the order; but will it be animated via a mirror?

#

They are binded. Now.. the issue now is to connect the small bones into the large body .. then the actual test can truly begin

#

So the process seems to work; if the Avatar Transformation Gesture Fails.. I have this Animation for an Animation Emote instead to compensate if the Experiment Fails

fading verge
#

Time to test this bad boy on VRchat lol

#

I created a monster -- but it is the monster VRChat needs for Multi-Skinned Transformations

#

It is for VRChat Science mmhm

fading verge
#

Doesn't work unless it's Generic.

#

:c

fading verge
#

Gonna just make this a "Failed Experiment" and make it a Public Avatar to show what markings it had for experimental uses

fading verge
#

It works... but not the way I wanted it

sleek isle
#

Wut

fading verge
#

Using what I learned from the Experimentation; I now will put many Skinned Meshes on the same Bone for Transformation-Based Avatars; Avatars which can Transform into different things

sonic cloud
#

Hey idk how well you can see this but while putting everything together with CATs I wound up with two knee bones and two ankle bones

#

The ones in the back are in the wrong spot but they have all the weights attached to them, is there a way I can merge those into the ones in the right place and also add their weight to the new merged bone?

sleek isle
#

they look like they are child of the correct bone. so in cats click merge to parent

#

if not. parent them yourself and click merge to parent

prisma briar
#

Dunno if this is the right place to ask this, but how would I put this in Unity while keeping the bones intact? Fixing the model with CATS merges the two bones together and I can't separate them

manic marsh
#

Uh, that's not a humanoid model, so no need to use the cats fix on it

sharp pewter
#

Its like the big red button dont press it

manic marsh
#

But you want to do it, your body tell yo to do it, look at it, big red, round, button

fading verge
#

could someone teach me how?

#

mixamo doesnt want to work with my gondola

#

@calm needle hey its me again

#

youre online

#

so

#

can you help me

#

sorry if the ping annoyed you

calm needle
#

check the pins, there is a decent video going over rigging. I'm on my way out the door so i cant do too much hands on unfortunately

fading verge
#

oh sorry

whole sail
#

ive hit a snag in trying to get my avatar into the game, in the tutorial im reading it says to log into the pipeline manager script but theres no option to, it says "use the settings menu to log in" but i dont know where that is

fading verge
#

oh

#

click the tab for the vrchat sdk

#

on the top

#

then open settings or whatever its called

whole sail
#

it just says "clear cache and player perfs"

fading verge
#

1 sec getting on unity

#

you should have a settings option

whole sail
fading verge
#

youre clicking the sdk tab right?

#

click it

#

see what happens

whole sail
#

that is it clicked

fading verge
#

whats your version of unity

#

is it the one needed for sdk

#

4.15f1?

whole sail
#

5.3.4p1

fading verge
#

that might be the issue

#

use the version stated on the sdk page

whole sail
#

well its the one the tutorial says to use so idk what to do

fading verge
#

what tutorial?

whole sail
fading verge
#

1 sec lemme get up a link

#

2017.4.15f1 is needed

whole sail
#

my unity is just really laggy now wtf

#

oh i see

#

im getting a ton of error messages

#

what do i do, they just keep piling up

#

its at 200 now

#

1000+

#

i removed the sdk and the problems stopped but i reinstalled it and they started again

#

someone help me

#

i cant sign in because it deletes my text

crisp tendon
fading verge
#

I found a different file

#

how do i rig it?

#

it has no arms btw

crisp tendon
#

blender

fading verge
#

i dont know how to rig

#

blender is not my friend

#

it does the opposite of what i want it to

#

i try to paint it, it makes the entire model glitch and break

calm needle
#

how so?

fading verge
#

it makes wierd cuts in my model

#

idek why

nocturne girder
#

Hi. Can anyone give me pointers or advice for how to properly rig this skirt? Does the skirt have to be a separate mesh from the main body?

solemn talon
#

No need for a separate mesh. Probably you can just weight it to the legs

#

Doesn't seem to be the kind of skirt where dynamic bones or cloth would look good so just weight painting would be my suggestion

fringe owl
#

Looks fine in unity till you move the arm and it does that.

#

Let me retype that really quick to be better

solemn talon
#

You've got a couple of vertices that need their weights fixed

fringe owl
#

Where would I find that?

#

Because from what i'm looking at, they're all weighed at 1

#

I can't find anything on the internet to fix this issue. I'm sure that there is a solution, I just don't know what to search specifically

solemn talon
#

@fringe owl they might have extra weights

#

Or the bone name might be typoed

nocturne girder
#

@solemn talon thanks!

solemn talon
#

(been there done that with both)

fringe owl
#

I can't figure it out. Bit frustrating but what can you do. Nothing really makes sense on what i'm doing and seems to be distorting the model after every attempt to try and do something different

#

Alright i'm pretty sure I fixed it

fringe owl
#

Hey what would be easier and better? Attaching Hair and a beard in Blender or attaching them to the head in Unity? EDIT: Tag if you respond, pls. Thanks

steady patio
#

in unity, but heavily reccommend u do it in blender for avatar optimization and less lag

#

its not that much harder

#

just a few extra clicks

#

more work if u want the hair to be animated, tho

#

but simple compared to weightpainting a model soo

#

@fringe owl

hallow panther
#

is it still possible to rig quadrupedal avatars via humanoid? I haven't figured out how to lay out the rigging if it is possible

crisp tendon
#

It is, but it's a bit difficult if you're new to this

hallow panther
#

I've done 15+ avatars, but I wanna learn quadrupedals. I got many ideas, but the rigging is the only thing holding me back :c

#

the avatars may not be extravagant, but they were better than i anticipated

crisp tendon
#

@cosmic mica is a pro at this, she might be able to help you out, her centaur works really well

hallow panther
#

thanks for pointing me in the right direction πŸ˜ƒ

crisp tendon
#

Good luck, i'll need to work on that myself eventually, so i'll be learning too !

cosmic mica
#

i have been summoneded

#

oh

whole sail
#

does anyone know how do tails? like with dynamic bones

near beacon
#

question, are the shape keys for blinking/lowerlids required for eye tracking to work?

#

or does the avatar descriptor just look for the appropriately named bones?

crisp tendon
#

they need to be created and in order

#

even if empty

velvet fractal
#

Do hips need to have weight on their respective part or on the whole model?

near heron
#

Does anyone know how to fix Final IK on the latest update? I've seen a few people who've figured it out, but I can't get it working.

pure perch
#

Hey guys, im a complete idiot when it comes to tech stuff, so i dont even wanna attempt to rig a model, can someone rig a model for me? I mean, if that isnt a hassle or anything XD

steady patio
#

commission someone there

#

@pure perch

pure perch
#

Okay. Thank you :) I'm not used to server stuff since it's been awhile XD

gritty nest
#

@near heron you can't

#

As far as I know

#

Depends on what you mean with "fix Final IK"

near heron
#

Getting Limb IK and CCDIK to work. I've seen a few people who've got it working on the new update. And frankly, I'm more than a bit disappointed that this issue still hasn't been fixed. Networked IK in general is a complete mess, and I know of several other content creators who aren't even using VRC right now because their projects have been rendered useless without Final IK

deep cave
#

so i can probably find some guide for getting bones for humanoid characters

#

but my dude is just a sphere with a hat and stick arms/legs

#

how would i even do that without contorting his head?

#

for reference

#

any tips? it would be very much appreciated.

lilac moss
#

1 option is to only weight the body to 1 bone like chest, no method will look perfect though

hollow grove
#

Trying to make a tail for my avatar, it's sort of a kangaroo tail but I don't want it to flop all over the place, yet it does, I tried a lot of things and was wondering if there's a way to make it

#

Less floppy like..

steady patio
#

@hollow grove mess around with dynamic bone settings a lot

hollow grove
#

I'll try man

steady patio
#

you can look up / ask people for some nice configs to use for everything if uw ant

#

and just edit them from there

#

im sure someone has some sort of setting for tails

hollow grove
#

I'll just continue to mess around with it

crisp tendon
#

@hollow grove Inert and dampening are the ones you want to look at

#

You can also apply force on the axis

hollow grove
#

Thank you kind sir

raven portal
#

Since Network IK is broken atm, generic avatars are unsynced to the server, their movement animations doesn't work anymore, this is a big issue because many made generic avatars and they are hard to be made expressive in VRC due to them lacking ability to use emotes and such...

crisp tendon
#

Generic models have always been "static" though

raven portal
#

πŸ‘€ πŸ‘€ πŸ‘€ πŸ‘€ πŸ‘€

runic mantle
#

hey guys, how can i make it so my avatar can actually touch her knees? i use fullbody but when touching my feet/legs in real life, there is a lot of distance in vr

inland stump
#

Vrchat bases what I'd assume is your "virtual size" by the avatars arm length / span and nothing else to my knowledge so you need to make sure your arms and legs match the average human proportions

#

so using an MMD anime model is going to have ridiculously long legs and short arms which leaves you feet in your knees

runic mantle
#

anyway to change it?

lilac moss
#

scale down the legs or scale up the arms, might be easiest in unity rig config

raw jackal
lucid orbit
#

He has such short arms!

raw jackal
#

They're a normal length, it's just the angle they appear at in the pic that makes them look unnatural 😦 I'm in fullbody so it could be a fullbody proportions issue

lucid orbit
#

I think this sounds like something you ask in #full-body-tracking to help setup your VR tracking. Yeah, you might need to get out the old tape measure and figure out proportions.

raw jackal
#

Thank you! Knowing it's a fullbody issue and not a "this was set up wrong" issue makes me feel much better. I did some searching and it's looking like that might be it

sullen saffron
#

who is firping-bleeping, at me???

steady patio
#

eduard this is a wendys avatar-rigging, not sure what you're asking nor why you're asking it here?

sleek isle
fervent hornet
#

Not those two, you should have thigh,shin,foot,toe. If anything you should merge the second lowest to the lowest and use that as the toe bone

crisp tendon
#

@sleek isle yep

lilac moss
#

anyone successfully constrained rigidbody rotation to just 1 axis? i tried but it just rotates in every direction (position is fixed)

median pasture
#

would anyone know why my avatar looks and works fine in blender

#

(pictured sample of finger poses)

#

the mapping isn't wrong in the muscle editor

#

everything is correct

#

i used the same export settings i always do

#

i did make the armature myself from scratch but ive done this on 9 other avatars so far

#

and as far as i can remember the same way each time

#

my export settings as well

#

ive narrowed it down to having removed doubles in the hand since there was some mesh tearing

#

not sure why that would affect it

median pasture
#

ive narrowed it down now to Cat's FBT fix

#

naming structure for my bones though is the same as it is on the other 7 avatars

#

that work all perfectly fine

lilac moss
#

pretty sure cats never renames finger bones

median pasture
#

It doesn't rename but sometimes it's stupid about bones on its fixes

#

Ie I name "left foot/right foot" but it doesn't detect if u do the blanket 'fix model' button since it expects "left ankle" instead

#

Though when I apply my fbt fix I use the fbt specific button which doesn't have that problem

burnt goblet
#

anyone want to remind me how to setup blend shapes to bend my fingers ?

median pasture
#

A blend shape over a bone?

#

Make a basis shape key if u don't have one alrrady

#

Then add another shape key for whatever finger bend you want

#

Then modify the vertices in edit mode while making sure you're not on your basis shapekey

fading verge
#

So I wanted to hang something from the back of my avatar with dynamic bones acting like a necklace with it has an asymmetric object in the middle. Im not sure how to rig that correctly. What ive thought of is just adding bones for the sides separately but when it gets to the center object im not sure what to do

clear acorn
naive tree
#

reset tpose

solemn talon
#

@clear acorn switch rig to generic then back to humanoid

#

That'll reset the old bone position data

clear acorn
#

Reset t pose won't work

#

Hmm alright resetting again from generic to humanoid

mystic lichen
#

is it possible to delete/dissolve a bone and have it automatically give its weight to the root? deleting bones messes up everything and manually painintg everything again sucks

opal aurora
#

CATS has an option to merge bone weights, removing the selected bone in the process @mystic lichen

mystic lichen
#

@opal aurora omg thank you, makes creating quest avatars so much easier ❀

median pasture
#

alright so i was able to get a somewhat working FBT version up yesterday after tons of fiddling with what is apparently very finnicky bone rotations in blender and seeing how it manipulates in unity. however, i am still getting an issue where whenever i load into a new world, i get first pic happening. switching avatars, and without needing to snap into a new one and resnap into this one, allows me to fix the issue until i join a new world again

fading verge
#

Does anyone know how to get automatic weights to work? I don't have any doubles or modifiers, my normals are all recalculated, yet I can't seem to get my model to work.

#

um can we get a pic of the avatar?

#

I think the problem is in the bones or a part of the mesh, and the way the elbows are linked are a bit odd. I didn't create this model but I'm trying to get it working in game

median pasture
#

was it mmd

fading verge
#

yeah

median pasture
#

the mesh should already be parented to the armature

#

it doesn't move in pose mode?

fading verge
#

the problem is that the elbows glitch out whenever any rotation is applied, so I've been trying to fix that by recalculating the weight distribution

median pasture
#

automatic weights wont fix that

#

you'll have to manually paint the area

opal aurora
#

Possibly twist bones that aren't parented properly

fading verge
opal aurora
#

Eyup, twist bones

median pasture
#

id recommend to active

#

you'll probably still have to fix manually

opal aurora
#

If it's twisting improperly i'd recommend reparenting and testing prior to merging

#

Still remember when there were waist cancelators, 2 sets of legs, both with influence, both ending at the hips, in which merging netted you with static feet and leg weights on the hips

fading verge
#

stupid question, but should the twist bones be parented to the elbows or arms?

median pasture
#

whatever makes it look better

opal aurora
#

Check the weights, the one that properly overlaps the area should be parented to, well, most likely the forearm based on your screenshot

fading verge
#

By the looks of things, I'm probably going to need to manually paint the weight distribution

opal aurora
#

Perhaps not, try using the smooth setting in the weight paint panel

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About, 3 times on both arm and forearm

#

After merging the twist bones properly that is

fading verge
#

yeah, im going to try to manually paint it

#

thank you for the help! really appreciate it

raven portal
#

Hey guys, I am trying to rig the models to a single bone armature but I lose the mesh riggings, is there way to troubleshoot this?

#

I already joined the single bone to the first model, then tried to join the second to the first

naive tree
#

apply transforms (ctrl+A)

clear acorn
#

Does anyone have this problem about vicemes with some vertices move on your body? Cuz when I make a full custom made model and create default vicemes , I can see some vertices moves when I talk
I haven't got that problem before and I am thinking that it's the cat's fault

sleek isle
#

Select all the body not the face where you use viseme. Space(shapekey propagate) something like that

placid crow
#

i just imported my model into unity and for some reason my body appears empty first time i get this problem anybody knows how to fix this ?

sleek isle
#

Rip

#

Got the same problem at some point. I remade the model from 0

placid crow
#

damn.......

#

well thank you for answering my question i will try agen in a few days ^^

scenic delta
scenic delta
#

if aonyone is willing to help just dm me

foggy light
#

Is there any way to weight paint the entire mesh red for my hip bone in just a few seconds? There are several doubles which are almost unreachable with the weight paint brush. Please DM me if you have an answer, or are willing to help.

clear acorn
#

Alright thanks @sleek isle

drowsy wharf
#

@foggy light easiest way I can think of is to just hide anything you've already painted...makes it much easier to get into multi layer areas, also helps avoid missing an unpainted spot

foggy light
#

Nvm, found a solution: Vertex Weight Mix modifier. Thanks though.

solemn talon
#

@foggy light you can also set weights in edit mode, for future reference.

foggy light
#

thanks

solemn talon
#

click the button on the bottom to enable selecting hidden vertices, select the vertices you want, then select (deselect and select if needed) a single vertex that you'll use as a template, and click copy to clone its weights to all selected vertices

#

merging the doubles is another good option, if remove doubles is too broad for your taste, you can turn off limit selection to visible (the button at the bottom), then use the circle (C) or box (B) select tools to select the doubles, and use alt-m to merge them

#

just be very careful on meshes with shape keys πŸ˜ƒ

foggy light
#

Okay, thank you!

viscid salmon
sleek isle
#

shader

viscid salmon
#

wym with that

#

like gdsl or shadeless?

#

i tried putting flat toon

#

and stil

#

doesnt fix

severe zephyr
#

try using cubed paradox or ashader that has a cutout option

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flat lit toon

#

and pull down the drop down menu

#

change it from opaque to cutout

viscid salmon
#

Oh i see

#

thanks C:

severe zephyr
#

np ^-^

viscid salmon
#

so i look to the back of my avatar

#

But its not like that on blender

severe zephyr
#

πŸ€”

#

Let me see the materials

viscid salmon
#

Like the atlas thingy?

severe zephyr
#

No the materials tab on the side

#

Where you choose what shader

viscid salmon
severe zephyr
#

Why is it a combined shader?

viscid salmon
#

It said to do atlas cause it had 17 diferent materials

#

and that its adiviseble to do 4 max

severe zephyr
#

Do the separate materials

#

It'll be easier that way and there wont be problems like this

viscid salmon
#

I cant unseparate them

#

ctrl z

#

not working

severe zephyr
#

πŸ€”

#

Try re importing it

viscid salmon
#

i need to set it back to pieces then

severe zephyr
#

Hmmmm

viscid salmon
#

I'm not taking a fully made model

#

I'm getting editable mmd's and making my one

#

Of course those who allow it

severe zephyr
#

πŸ€”

#

It's really weird

viscid salmon
#

I have to join armature's rigt

#

merge i mean

viscid salmon
#

Ok if i cant put it on combine how do i take off the texture from blender

#

Cause when i export its just the model with no textures

#

U know what i will deal with this tomorrow its too late anyway

drowsy wharf
#

@viscid salmon it's like that because the normals are likely flipped.
Try changing the culling mode to off, you'll know if it's flipped if it looks normal that way too.
"Back culling" is the normal state for most shaders. "Front culling" is only used if something is either inside out entirely, or for special effects. And Off is for when something needs to be double sided (or has flipped normals and you don't want to fix them...)

#

@severe zephyr Combining them into one material makes a difference for performance...please don't tell people to split them all up as the first fix for something...
Splitting something off that needs transparency from those that do not however, is a good idea. (so things like blush for example would be a separate material)
Or if something specifically needs a different shader to it for example.

#

@viscid salmon assuming you ran into this when trying to fix the eye issue, you can change the "alpha cutoff" value until you see all the hair, but not the transparencies on the face (or separate the face and any other transparent part into a separate atlas)
Generally speaking, keep transparent materials separate from opaque ones.
"Alpha Cutoff" is basically "Anything below this percentage of alpha isn't shown"

surreal copper
#

@viscid salmon you can still use combined texture and manually apply faces to new material with same combined image and use 2nd material for transparent cutout shader and first one for opaque, also not sure but i think because it uses same texture it still be kinda more optimized then separated opaque and transparent atlases

viscid salmon
#

Ok i have seem to fix that problem

scenic delta
#

huh

#

if anyone is good at rigging dm me have some roblems

viscid salmon
#

So it says i didn't import as a humanoid

#

Now its all fucked

severe zephyr
#

@drowsy wharf sorry πŸ˜…

#

I've never done that before

#

I like keeping them as separate materials

surreal copper
#

@severe zephyr you should care about "draw calls" and "memory usage" πŸ˜‰

severe zephyr
#

πŸ˜‚πŸ˜‚πŸ˜‚

#

I have a low-midrange work laptop....if it can handle that then I'd assume it'd work well for others

tribal stratus
#

Adding a model from blender, problem is the lower body doesnt seem to animate in game, the only bone that is missing is upper chest, would this affect it?

#

Nvm apparently its missing some fingers, so I guess I just add dummy invisible ones?

naive tree
#

yes, thumb, index and middle proximals, can be unweighted

earnest portal
#

can anyone dm me so i can finally understand what in all tarnation im trying to do?

mystic lichen
#

very stupid question but does the hip even need any weight painting?

bronze fern
#

Yes because the hip can be moved with full body and it having weight still impacts the joints around it

mystic lichen
#

ah yeah, thanks πŸ˜„

lapis bridge
#

okay, ive been trying to fix this myself but i dont know how to and i dont know how i fixed it in the past, broken arms, how do you fix it, it looks fine when not in animation, but as soon as i play the default idle, broken. how does one fix this?

tender loom
#

Hey so I made an avatar and I textured it to a point where im happy moving on for the moment, but after doing some reading on Unity's needed humanoid rigging, I was wondering if the model's hands would end up being a problem because they are not humanoid.

#

Has anyone dealt with this before? Would I just map like two fingers to the mesh and have the rest do nothing?

fading verge
#

@tender loom you might have an issue but from what i know if you create some bones and weight them in to the fingers index and thumb "named appropriately of course" then the animation override should just register them as normal fingers and utilize them in game through gestures

tender loom
#

And the rest of the finger bones will just move, but not effect much?

#

This is my first avatar, so im still feeling this stuff out.

fading verge
#

yeah you can just rig 1 bone per finger

#

in the unity rig that is

tender loom
#

Wait really, I thought you needed a full hand set to uploud?

#

Cause I know you need a spine hip to spine to chest, just following the right heriarcy.

fading verge
#

if so you can create dummy bones, but im pretty sure you dont need a full set of 5 fingers

tender loom
#

okay cool! Like I said im new, and I did want to go back and remodel hands this late into the project, especially with how much I like the cartoon grabber.

#

Thank you!

fading verge
tender loom
#

Ah! Thank you.

fading verge
#

weight painting and animation positioning "in unity" is obviously where you're gonna make your tweeks ofcourse

tender loom
#

Well Ill cross that bridge when I get there. Thank you anyways!

fading verge
#

yepyep

#

https://gyazo.com/e6e729c8c908d3be89fa1c1af02a949d just wondering if anyone knows of this issue, im in weightpaint mode and the weights all show up black on the mesh, the object shows up fine in every other mode but for some reason when i bring it into weight paint mode the entire mesh goes black

drifting iron
#

holy

#

@fading verge how do gestures look with that setup?

fading verge
#

they would probably look pretty strange lol i just did that for an example

storm crane
#

should the vrc_descriptor be in front, inside, or in the back of the head of the avatar?

fading verge
#

i usually place it just behind the bridge of the nose for normal height avatars, it does depend how tall the avatar is aswell

crisp tendon
#

@fading verge Are you sure it's part of the same mesh ?

fading verge
#

@crisp tendon im not sure i understand what you mean?

crisp tendon
#

Are all your meshes joined ?

fading verge
#

i enter weight paint mode on the bra and it just goes black

#

im just trying to paint the bra

crisp tendon
#

Switch models from textured to solid then

#

But you should join your meshes

fading verge
#

i have a bone to pick with the mesh combiner, not sure if its my pc's older architecture but for some reason on this old pc i cant seem atlas oof

#

@crisp tendon ahhh thanks for the tip there, not sure why it shows black with textures enabled but this should do the trick thanks

crisp tendon
#

Probably because of the mats combiner

fading verge
#

i have to delv deeper into the texture atlasing but ever since i swapped my editing setup over to this old workstation i havent been able to atlas

wheat meteor
#

can someone help me install the cats plugin to blender?

storm crane
#

what should the peace sign gesture be called in the animation override?

fading verge
#

its called victory by default

storm crane
#

thanks

fading verge
#

@wheat meteor save the zip file wherever, then goto user preferences in blender > add-ons > install from file and once you do that check cats in the window save and restart blender

#

check the box next to cats sorry for bad verbage

wheat meteor
#

thank you

fading verge
#

yupyup

wheat meteor
#

where can i find model files?

wheat meteor
#

is there a way to put a model you have in unity into blender?
like put it from unity into blender

wheat meteor
#

im watching a video on how to make custom avatars and the person in the video is saying when im done in Unity i need to click VRChat SDK and click something but when i click that theres nothing someone please help

#

do i need to do something with my account? do i need to log into my steam account or link my unity account and steam account or something?

#

someone please help me

bronze fern
#

You need a vrchat account

wheat meteor
#

i do have one

bronze fern
#

Log in with that

#

It's in the settings menu

wheat meteor
#

but unity asks for an email and pass. but vrchat asks for a username and pass

bronze fern
#

You need to log into unity

#

With a unity account

wheat meteor
#

i am logged into a unity account

bronze fern
#

Then in unity click vrchat at the top

#

Settings

#

Then login