#avatar-rigging

1 messages Β· Page 149 of 1

stark musk
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basically done adding bones tho

opal aurora
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The only issue one can face with a-pose is if they don't force a t-pose in unity, as vrc will take the pose in the rig config as a t-pose, so they lower the arm angle further than an a-pose model should, basically the arms would cave into the model and possibly cross

drowsy wharf
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you can also run into terribly broken fingers if you don't manually fix it in the unity config due to it not seeing the end of the finger bones

onyx hull
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I need to move my pupils outward a little bit (they tend to clip into the eye whites) Would I need to do this in blender?

stark musk
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@drowsy wharf I probably won't be weighting the finger bones to the mesh at all

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Maybe just the index finger, not sure.

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@onyx hull Yes

onyx hull
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Gotchya, thanks!

drowsy wharf
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@stark musk Good idea in your case, should also have very small sized shoulders

stark musk
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Ah alright, I'll make them smaller.

drowsy wharf
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shouldn't be connected btw, basically have just to exist near the upper arm

stark musk
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The shoulders?

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I always connect them for every humanoid

drowsy wharf
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move your RL arm, shoulders don't rotate at the center.

stark musk
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RL?

drowsy wharf
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real life

stark musk
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oh

drowsy wharf
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sorry...cat stole other arm >.>

stark musk
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lol

drowsy wharf
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approx. 1/3 of the distance from chest to shoulder is where I usually have the head of the shoulder bone placed...just remember movements can seem extra pronounced in game, that distance tends to help calm it down...for yours I'd assume you wouldn't want it to move much, hence short suggestion

stark musk
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Yeah I'll make them shorter

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wait, should I be connecting the cape bones to a "root" cape bone? @drowsy wharf

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this is what I mean

fervent hornet
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Yeah, even if you don't use the root it helps with organization in the hierarchy

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Usually it's a good idea to use the root as a dynamic bone root but that doesn't always work

stark musk
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yeah that's what I was hoping for in this case

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is there a faster way to add bones instead of manually adding one bone at a time?

drowsy wharf
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you should be able to use it for this...could always use curves that start off stiffer and fade from there to work better for the cape too
Always recommend a root bone for cape/hair/etc

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have to head out atm, can't help with much for now

fervent hornet
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It's pretty fast to add bones if you use extrusions, if that's what you're doing

stark musk
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well the cape is all wavey, trying and I'm trying to place them as best as I can

drowsy wharf
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E to extrude from end of bone...otherwise you could adjust the mesh to flatten it out to make it easier on you first

fervent hornet
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Rigging from a pose is by definition really sucky so there's no real easy way out

stark musk
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thought so @fervent hornet

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the weight painting is going to be horrendous to deal with lol

drowsy wharf
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good luck though

stark musk
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ty!

drowsy wharf
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it doesn't have to be positioned for anything....it could be sitting near the top vertically if you want. just make it a child of the chest for expected movement

turbid spear
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if stuff's spaced out it's not necessarily gonna be that hard

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but the cape could cause issues

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since it's a pretty simple model otherwise

stark musk
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perhaps I'll remove the cape and add bones to it, then join it all together when I'm done

turbid spear
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that could work

stark musk
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ty all for the help!

spice axle
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Heyo, anyone notice a bug where the hips will sorta jutt out on their character? I have a feeling it's the bone placement but I've not changed it at all. Any ideas? Mostly seen on desktop and non-FB

reef ether
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^Happens to all my models and I dunno why, when i tried to move the hip bone around the rigging of lowerbody became terrible.

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Literally squished their torsos around waist area

fringe citrus
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@spice axle & @reef ether that's probably due to the hip bone being too short. When the hip looks good in FBT but messes up in 3point VR or desktop, that's usually the cause

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(and I know bone tail doesn't matter in unity, but I mean the distance between the hip and spine)

spice axle
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Thank you! I also found, bringing it in front of the legs, but behind the spine helps a bit! @reef ether

sage jasper
weak oar
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Neck parents to chest, if that's what you're asking?

sage jasper
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yes sir but I am trying and its not working

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Bear with me im sort of new to blender but i have most of the basics down just not taking heads off bodies and putting them on another

weak oar
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Select the neck bone, go into the Bones menu and set the parent to Chest.

tough robin
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If they arent a single armsture join them

weak oar
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Ah, yeah they're still separate at the moment judging by the hierarchy in the top right. Use CATS to merge the two.

sage jasper
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Okay thats done, but as soon as i parented the neck to the chest the head bones moved downward

glass panther
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Did you select the keep offset option?

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Or whatever it's called

sage jasper
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everything looks good except the weight paint on the arms

shadow mesa
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Looks pretty clean

fading verge
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okay; so basically I did the rig of springtrap v9 by failz

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but here's the problem

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once I got the rig, I noticed that the pelvis was moving in a direction I didn't want

twilit geyser
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I keep forgetting to take a picture of this: When using Index controllers my avatar's thumbs(The bone closest to the wrist bone) extend outwards turning into big gnarly looking hooks. This does not happen with Vive controllers. Is this a rigging issue or a scale relative to real life hands issue?

crisp tendon
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iirc that's a default pose issue with how the thumb is on the index

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tupper posted in one of the docs a screenshot of his hand rig to get a good looking finger rotation/pose

twilit geyser
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Thank you!

stark musk
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Is there any way to weight paint while selecting vertexes?

crisp tendon
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yep, there's an icon on the bottom left for vertex painting

stark musk
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Right, but when I click on that it doesn't do anything.

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That's what I meant, sorry should have been specific.

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Unless I'm doing something wrong.

crisp tendon
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Well then you select a vertex a vertex then assign strength manually on the vertex group you want

stark musk
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Oh I see. I was trying to weight with the draw tool while having vertex's enabled lol*

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ty!

sleek isle
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No pin or link for the tupper doc ? @crisp tendon

crisp tendon
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i asked him and he said he didn't end up posting it, so i guess i just saw it internally

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but it doesn't matter much, it comes down to trying and getting something reasonable looking

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because it will most likely look janky for the vast majority of models

sleek isle
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I end up have only 2 bone to in the thumb

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Now

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I have to move the bone and ignore the t pose warning

stark musk
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Been asking a lot of questions lately (mainly bc 2.8 is annoying at changing nearly everything I knew about blender) but why is this happening whenever I switch modes? It's basically breaking my avatar rig.

crisp tendon
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Apply pose through cats

stark musk
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thanks!!

rough cipher
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is it fine if some bones that are normally horizontal are instead placed vertical?

turbid spear
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those look like end bones

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Which aren't needed I think

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I think they won't be exported anyway

teal badge
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If you use the default FBX export you'll need to disable the end bones in the exporter options when you go to save it. If you use Cats's, it does it for you.

twilit geyser
crisp tendon
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Everyone does MikuXD

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You should to automatic weight on upper and lower arm bones

twilit geyser
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I just did automatic and besides a little touch up on the shoulder it is perfect.

crisp tendon
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yep, that's the best way to do it imo

twilit geyser
crisp tendon
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not bad !

twilit geyser
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I don't mind the intersecting since the texture will hide most of that.

crisp tendon
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i don't think you can do better with that topology, so it's still great

twilit geyser
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Oh, I had to remake the arms since they originally removed under the clothing.

native shuttle
crisp tendon
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It doesn't have hand bone because they didn't bother making them and no, you don't map the hair

native shuttle
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it did though

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im guessing blender deleted them

crisp tendon
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can't see in your screenshot

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if you can find them in the list then apply them manually

native shuttle
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tried that

crisp tendon
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blender it is then !

native shuttle
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what do i do in blender

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;-;

crisp tendon
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keep the hands

native shuttle
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blender deleted them :/ i think it did it when i pressed fix model

crisp tendon
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yeah, it's possible it didn't have any weight paint so they got removed

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you can remove that option in the fix

native shuttle
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so how would i get my hands back

crisp tendon
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ctrl + z ?

native shuttle
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cant

crisp tendon
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try to recover from auto save in blender then

native shuttle
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removed the option to remove zero weight bones and it still deleted the hand bones

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also how can i fix this situation on my other model the shoe is off the feet when moving the leg in pose mode

drowsy wharf
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weight it fully to one foot, looks like it's currently weighted to both or a partial weighting

native shuttle
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and how do i weight it to one foot and yeah it is connected to both feet i dunno why @drowsy wharf

opal aurora
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Use auto normalize

drowsy wharf
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^ and do a full paint on one, it'll remove the other when using auto normalize

native shuttle
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so by auto normalize you mean click on nomalize in weight tools or normalize all? I currently only have the vertexes in the shoe selected only

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@drowsy wharf @opal aurora

drowsy wharf
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keep that on unless you're doing something specific and know you need it off for it

native shuttle
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so after that what do i do next? just start clicking on the vertexes on the shoe?

drowsy wharf
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paint the whole shoe for the correct foot

native shuttle
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the shoe is currently red

drowsy wharf
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you could set it to subtract blend mode, select the opposite foot and remove the painting from it that way, or you could paint over it with auto normalize on and the painting on the other foot should get removed

native shuttle
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ill try painting the shoe with auto normalize first

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what do i set the weight to?

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or does it matter

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its at 0

drowsy wharf
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you want to fully paint it, so it should be at 1...

native shuttle
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@drowsy wharf

opal aurora
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Try to paint them at different angles, sometimes vertices are iffy to paint when they jag out like that

native shuttle
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ooofs

native shuttle
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hello peoples, ive come across another problem so the bones for the shoulder and the upper arms for both left and right wont show and when i try to enforce t pose it only t poses the lower arms up i dont understand why unity is getting rid of the bones? In blender it shows the bones are there but transferring to unity it removes them i dont get it? if anyone can please help out id appreciate it

stark musk
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Probably the same issue when you select "fix model" with cats.

native shuttle
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Didnt press fix model though :/

stark musk
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Usually that's not an issue in the game, I've had a few models that had a similar issue that were fine in-game.

languid briar
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i am trying to apply the already made dance, taunt, laugh animations that league of legends has already made to models i am in blender is there anywhere online that would have the rigged animations as a file i could hopefully use anyone know where to find these animation files I have the models from modelresource.com was wondering if a similar website exists but for animations

echo drift
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Is there really any reason why the fix button makes the hip bone tiny on my armature?

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in blender?

native shuttle
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@stark musk i dont know, it looks like it wont track well in 3 point vr or fbt as i enforced t pose and only the lower arms were posing in t pose :(

drowsy wharf
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@native shuttle the bones ARE there in unity though...you just have to assign them, they didn't assign correctly (probably due to the naming not being detected in Unity)

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the shoulder obviously shouldn't be listed as an elbow, the arm/and bones obviously shouldn't be fingers...drag the correct bone into the correct slot to assign them the way they should be

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arm=upper arm, elbow=lower arm, wrist=hand, and set the hand rigs correctly as well.
make sure there's nothing in jaw in the head slot (often ends up with a hair bone or something)

native shuttle
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alright ill try it

drowsy wharf
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after it's all set, THAT'S when you enforce tpose

fading verge
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So hey, can you guys help me

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@drowsy wharf

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Top two, how to fix

drowsy wharf
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@fading verge "first child" means first in the hierarchy list, you can reorder it

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if you screenshot the hierarchy near the leg area that'd help

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the other is about the position of the hip and upper leg bones

fading verge
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I'll do that later, I did something that fixed an issue

native shuttle
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@drowsy wharf

drowsy wharf
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@native shuttle show me the body rig near the arms

native shuttle
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@drowsy wharf

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wait

drowsy wharf
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it looks like the arm isn't weighted to the arm bone

native shuttle
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i just noticed the bone is there

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hold on gonna fix it

drowsy wharf
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always test things out in pose mode in blender πŸ˜›

native shuttle
drowsy wharf
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it's all blue...no weighting

native shuttle
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so what do i do

drowsy wharf
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time to learn how to weight paint

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fair warning...no one likes doing it

native shuttle
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so auto normalize wont help it

fervent hornet
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Weight painting is the best part of rigging, get to see the rig have an effect

native shuttle
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im kinda scared

drowsy wharf
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Good way to look at it there scion, positive thoughts πŸ˜›

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make a save before you paint it if you're scared of messing things up

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but keep auto normalize on, it'll prevent unexpected things

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weight painting is basically telling the mesh what it should follow, and how much of an effect that bone has on each vertex

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save your pre-weight paint model, and play with the painting...getting a feel for it helps a lot

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not every part will have 100% weight for a bone the way a shoe would for example. Like near the elbow and shoulder you want a fading weight so it's not 100% rotated by the arm bone

native shuttle
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waaaa

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so i need to switch my weights

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like from 1 to 2 or somethin

drowsy wharf
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from somewhere between 0 and 1

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0 is none, 1 is all

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you should go look up a tutorial on weight painting

native shuttle
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link me pleasee

drowsy wharf
native shuttle
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also what did u mean by no weight paint needed if its blue? I saw a tut of some dude fitting a sweater on a model and the chest of the sweater stood in one place so he painted it green and clicked on the vertexes and it was fixed , (the part of the sweater he painted was blue)

drowsy wharf
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not no weight paint NEEDED

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blue vertex means it has NO WEIGHT for the selected bone

native shuttle
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ohhh

native shuttle
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the red area looks fine but the area where the armpit is at looks scuffed im guessin i need to paint that in red? (also cant see how it looks outside of weightpaint since its a pink model and yes materials are in the same folder)

wet hollow
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There's something I've been wondering about. Does the VRC IK solution support twist bones in for example the arms?

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I didn't want to test if that's the case as it would mean quite a bit of time thrown away if it doesn't work

native shuttle
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anyone know how to fix this? In game it stretches and likes to move with the other shoe , the other shoe is fine is just the one highlighted that acts up. not sure why theres nothing connected to the other shoe

crisp tendon
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check the bones on the other legs

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the right foot will most likely become red

native shuttle
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like that? @crisp tendon

crisp tendon
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yep

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1: Remove the red
2: ???
3: profit

native shuttle
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the red on the leg?

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or ? @crisp tendon

crisp tendon
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no, the shoe

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why would the left leg need to move the right shoe

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once you remove the weight paint of that vertex group on the shoe, it'll just pop back in place

native shuttle
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this is a nightmare @crisp tendon

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is there a easier way where i can just highlight every vertex and press a button to put 0 weights on it

crisp tendon
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Yep, select all with L, and on the right menu where it shows the Vertex groups just set the weight to 0 and click assign

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@native shuttle

native shuttle
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just pressing L or is is L + ? @crisp tendon

drowsy wharf
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@native shuttle L selects anything Linked under your cursor (might not select everything without multiple tries)

native shuttle
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it isnt selecting anything for me @drowsy wharf

stark musk
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Also pro tip, hide bones when weight painting.

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Makes it easier to see what you're doing.

ionic sinew
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Can someone help me figure out why my model is showing near 200 bones when I upload it to VRchat? It certainly doesn't look like it's got that many

fading verge
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Show you armature.
Do you have a lot of gameobjects added to your model? Props? Anything like that?

ionic sinew
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2 meshes I can toggle, otherwise no game objects or anything

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I just counted and its roughly 100 bones on it's own. Which isn't great :(

Does it double up bones on separate meshes?

fading verge
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What about in blender? Go into bone edit mode and see how many bones show up there.

ionic sinew
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95

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I've deleted a few since my Unity project count

fading verge
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Do you have a doubled up armature on the meshes you toggle?

ionic sinew
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Is there an easy way to tell? As far as I can see it's all one Armature, no bones sitting on top of eachother

fading verge
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Simply hiding and seeing if there's one under it is the easiest way to tell.
I don't think there's enough screenshots to really let us know what's going on though

ionic sinew
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Yeah, no duplicates. I can send in some more.

fading verge
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That all looks about right

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What about the unity hierarchy, is that looking fine?

ionic sinew
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Wellp. I reuploaded the new version into Unity (after deleting less than 10 useless bones) and it's showing correctly now.

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Not sure what caused it in the first place :/

fading verge
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Is there any way to rig tails without using the dynamic bone asset? I don't really want to have to pay 20 dollars for it, but right now the tail is just a rigid stick

drowsy wharf
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You could animate it manually, but it wouldn't "flow" with your movements

fading verge
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Darn

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So either dynamic bones or bust

drowsy wharf
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basically yeah

fading verge
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Also, this is just a quick question. My model doesn't really change under light, like in a dark room he looks like there's a light above him

drowsy wharf
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that's all about the shaders you use

fading verge
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Well, yeah, but last time this issue happened I did something and suddenly my dude was affected by light

drowsy wharf
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currently you're using one that is self-lit instead of one that works based on world lighting

fading verge
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Where could I get one based on world lightning?

drowsy wharf
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you either changed the shader, or changed a setting in the shader to make it affected by lighting

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xiexie's shaders, poiyomi's shaders, and plenty of others out there will work

fading verge
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I didn't even realize I was using a shader. Where do I access it in unity?

drowsy wharf
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give those names a quick google with "shaders" after them and you'll find them

fading verge
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Maybe it's just a quick fix with the current shader?

drowsy wharf
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you are always using a shader, if you haven't set it, you're likely using standard

fading verge
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Ah

drowsy wharf
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check the materials for your model, it'll be listed there

fading verge
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Then yeah I'm using standard

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Welp I fixed it

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Thanks though, didn't know about this stuff

native shuttle
drowsy wharf
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@native shuttle it's still weighted to something other than the foot it belongs on then

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check the other leg/foot bones, it's probably still weighted to them

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or it just isn't normalized and/or a non-full weighting

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@native shuttle hit normalize, if it's not fully red for the foot bone, paint it with a 1.0 weight (or set it for the vertices the same you removed weighting on it)

crisp tendon
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i posted a gif yesterday of the steps

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just repeat that on the rest of the bones

native shuttle
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im confused

sleek isle
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If you move the spine those the foot move? @native shuttle

native shuttle
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no @sleek isle

sleek isle
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Select a vertex and check in the N tab(the first top) you can see what vertex group that one is attach and how much

native shuttle
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select a vertex on what part? @sleek isle

crisp tendon
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the foot

native shuttle
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can you circle where the n tab is? and selecting a vertex all i have to do is just right click on 1 dot correct? @crisp tendon @sleek isle

crisp tendon
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the n tab appears when you press N

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and no, you press L in edit mode to select one vertex and it will select the group

native shuttle
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sorry for the late responses taking care of an upset friend anyways what do i do? Im here also thank you guys for the help @crisp tendon

crisp tendon
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So did you fix it ?

native shuttle
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not yet

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all i did was select all with L and press N

crisp tendon
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then refer to the gif i sent you yesterday

native shuttle
earnest idol
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ΠΏΡ€ΠΈΠ²Π΅Ρ‚

warm smelt
stark musk
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Well it'll always clip in blender when you reach a certain point. Dynamic bone colliders will help with that. @warm smelt Although, you can also make sure that the skirt doesn't have influence over the leg at all (and vice versa).

warm smelt
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wdym by influence?

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I use that model all the time ingame, and I lift my legs really high before it clips

stark musk
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Like when the leg moves it shouldn't move the skirt automatically

warm smelt
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but it is? Also, I don't wanna put dynamic bones on this avatar. The whole point of it is that it has an excellent rating

stark musk
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Also I need some help. I've been trying to remove weights on this part of my mesh, but for some reason no matter what I do, the weights won't remove.

warm smelt
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uncheck that, then you should be able to reach weird faces

stark musk
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what's that?

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Which button are you referring to?

warm smelt
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in the weight paint brush settings

stark musk
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ah

warm smelt
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front faces only

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thats on by default

stark musk
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Ah alright I'll try that.

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For your issue, I'm not really sure tbh.

warm smelt
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meh, I have it working somewhat decent

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infinitely better than the skirt being static

stark musk
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Usually I'd make the legs independent from the skirt, and have dynamic bones do the job later, but since you want a excellent optimized model, I don't know.

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Yeah

steady patio
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@warm smelt literally just weight everything in front of moving leg to 1

warm smelt
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thats....

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what I did?

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smh

stark musk
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make more of the skirt under the influence then.

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influence of the weights*

final summit
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do you have auto-normalize weights on?
It's usually good because it prevents you from having the vertices weighted too heavily to more than one bone

fading verge
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is it better to rig the characters in unity?

stark musk
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No

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You can't rig characters in Unity @fading verge

fading verge
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ok i just made a character in Autodesk Maya so i proably just rig it in here then

steady patio
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@warm smelt maybe your skirt is weighted to something else like your hips?

warm smelt
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Now, to figure out this whole normals garbage

twilit geyser
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I just spent an hour fixing my skirt. I basically pinned the top portion and just slightly cleaned up automatic weights on the lower portion.

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So the second tier rumples/folds into the first tier as the leg bends.(Similar to real life.)

warm smelt
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just did that (badly), but thats literally what I wanted it to do.

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thanks everyone

twilit geyser
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I also had to fix a lot of the leg weighting since it looked more light the upper leg was being snapped off when going that high.

warm smelt
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Yeah, I already did that

crisp tendon
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Looks great !

muted jolt
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So from screenshots I see of people you can actually rig models (before importing into Unity) in blender, right?

twilit geyser
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Correct.

muted jolt
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Nice, are there any additional steps to ensure Unity knows which bone is arm (before Blender export), which bone junction is leg and so on? Because from what I understand animation comes from Unity?

crisp tendon
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Calling it arm helps

muted jolt
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Ah so Unity will pick it up automatically?

crisp tendon
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hopefully yes

twilit geyser
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Yes, it will also walk the armature tree and attempt to assign bones.(It always detects the front hair bone near the jaw on my avatar as the mouth flap.) So you may have to fix a few assignments anyway.

muted jolt
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Ahhhh, aight, so I'll be able to tweak after importing to unity. Nice.

crisp tendon
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Look at the pinned items in this channel, it'll help

muted jolt
twilit geyser
muted jolt
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Ouch

twilit geyser
crisp tendon
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oh

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try reduce the size of the bone by a lot

twilit geyser
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Can do! I will report back.

crisp tendon
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also thumbs generally only use two bones

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So you could do away with the first bone in the chain

twilit geyser
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Bone shrink helped a bit.

crisp tendon
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I think you can check how it works in the muscle editor ?

twilit geyser
crisp tendon
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might wanna adjust the mesh as well

muted jolt
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Did you try to remove one bone?

weak oar
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I got around this by just mapping the end two bones as bone 1 and 2 (leaving 3 empty) in the Unity rigging.

twilit geyser
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I will try the bone removal later. I have spent too much time in 3D land already today. :D

fading verge
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Using Autodesk Maya, does anyone know how to fix this error "Unable to perform heatmap bind operation. Validate that hierarchy is inside mesh volume and that geometry "Mii_KunShapeOrig" does not contain non-manifold vertices or edges. Use Mesh > Cleanup to locate and remove irregularities. I've try the cleanup but nothing is working, does it when i try to bind the model to the rig

stark musk
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Just wondering, but can't you just use blender? Many issues can be fixed with CATS.

#

Not saying that your issue can be fixed with CATS, but it's just for future issues.

steel forum
#

I'm having a weird issue ever since i reverted the full body fixes on my avatars. My view sinks into my neck whenever i sit down in full body. On top of that, whenever i'm not in full body, my hips roll around weirdly when i move. Any ideas on what could be causing these issues? Heres a picture of my current rig

stark musk
#

No matter how I weight the arm, it always caves into the shoulder in a weird way.

icy bear
#

whos good with making avatars?

tired meteor
#

You might have weighted that part to another part of the body, or vice versa

icy bear
#

im trying to make my model a humanoid but it says it's missing the hip bone

fading verge
#

Check your bones and make sure you have a hip bone

icy bear
#

thats the thing, how do i add it

stark musk
#

@tired meteor replying to me?

tired meteor
#

Yeah sorry

#

It definitely seems like a weight problem either way

fading verge
#

I recommend looking at other example models to see what they do for shoulder weights

stark musk
#

@tired meteor I did weight that part to the shoulder(s).

#

on both sides

#

so that may be it

tired meteor
#

Yep, its easy to accidentally weight paint things like the shoulder to say, the feet or other parts.

stark musk
#

Tried that actually and it didn't fix it at all.

#

I think the issue is the mesh itself.

viscid grail
#

Sorry to sorta interrupt but I keep getting this one SDK error for my avatars telling me it's bones aren't mapped, yet everytime I go to config them, everything's fine

stark musk
tired meteor
#

Hmm, maybe

stark musk
#

In any case, the body is completely black and under a cloak for the most part, so that may not even be an issue.

viscid grail
stark musk
#

Ah I see two issues.

#

That's an easy fix.

#

First off get rid of the hair from your jaw bone, you don't need that.

#

then just close out of that window and save your project and your scene.

#

then try uploading

viscid grail
#

I already took that out and it still doesn't work for some reason

#

Is it maybe because I'm only using the default rigging options? And for whatever reason, I think I only get this issue on the android platform

drowsy wharf
#

@viscid grail first off, type "snipping tool" into windows, easy to use tool to take a screenshot of part of your screen. Camera images are crappy and often hard to read well.

Second, why are you showing the head rig config when the error states arms and feet aren't specified? Don't stop reading at the first word in the first error.

viscid grail
#

@drowsy wharf I already know about snipping, I was just lazy at the time since I was just sending it to other friends. Also, I do have another pic of the entire body rig and hands. Everything is using the basic vrc rigs and all is green. The only things not rigged are the jaw and the upper chest

drowsy wharf
#

@viscid grail are they rigged with the CORRECT bones though? The error specifically says arms/feet so that's almost certainly where the issue is.
Without info we can't really help either.

viscid grail
#

I assume it should be correct since it shows no errors for those areas. They're just mapped to what they're labeled as. Head is mapped to head, arms are mapped to arms, etc. @drowsy wharf

worldly willow
#

let it auto map again and have it force t-pose

#

you can also try re importing the asset (fbx)

viscid grail
#

No luck with automapping either. I'll try to reimport it maybe

worldly willow
#

also check in the hierarchy if there are no bones between parent bones ( So no arm2 bone between upper and lower arm for instance in@the hierarchy)

viscid grail
#

I checked the hierarchy, everything's in their own correct sections as far as I can see

#

I went to the asset and reimported it and nothing happened for that either

worldly willow
#

did you put the avatar descriptor in the right spot (on the model not the hips (highest level of the hierarchy)

viscid grail
#

Alright, I fixed the issue. The descriptor was set on the Body in hierarchy instead of the model itself

#

Thanks

#

God I feel so stupid, I hope this was the problem for the other models too

worldly willow
#

good note to make πŸ™‚ ,

the descriptor check in the sdk screen checks for bones below the spot it is on in the hierarchy

viscid grail
#

So ig it didn't detect any head, arm or foot rigging cause the descriptor was set on just the body itself, not the whole model?

#

Yep, this was the issue for my other avatars...Now I feel really dumb but you know what, I can at least publish them now

#

Well, now that I can actually upload my avatars now, the only things I'd need to do is learn more about animation and maybe recoloring certain parts of a avatar I guess

fading verge
#

Is there no automatic rigging that's good? in houdini fx, maya or something?

viscid grail
#

No, aside from vrc's default

#

For some reason I got trouble with this. When I hit select it highlights some of the body parts and hitting delete just breaks the whole avatar.

turbid spear
#

Are you trying to upload a quest avatar

viscid grail
#

Yeah, trying to import it to quest

opal river
drowsy wharf
viscid grail
#

@drowsy wharf I know quest can't handle too many bones and such but what I'm trying to figure out is how do I get the model to stay within those limitations without it breaking the entire model? In other words, how do I tone down the dynamic bones and such without it breaking the avatar, since simply deleting the bones doesn't help

drowsy wharf
#

not just bones...somethings aren't even ALLOWED on the avatar, hence the specific section I linked, since you have some things in it

viscid grail
#

Well, I'm unsure how to correctly delete or downgrade them

drowsy wharf
#

when you hit select it shows you which parts have a problem, don't delete the bones, delete the components listed in the error ON the bones

#

I'm not sure if the "fix" button will do it for you or not

viscid grail
#

No, autofix didn't work since it gave some error in the console which in other words said that I needed to fix it myself. Right now the avatar's publishing to PC so when I can switch to android platform I'll put it in more detail

drowsy wharf
#

Suggestion when you get it sorted out: Save two scenes with the same character, one with those things, one without...then if you have to update it in the future it's less work.

viscid grail
#

Thanks. It's swapping to android right now so when it finishes loading I'll do a screenshot of the things it wants me to get rid of, and that console error

viscid grail
#

Alright, I got it fixed. Delete the components that were ON the bones. That's all I needed to hear

#

Thanks for the help again

stark musk
#

How can I weight paint over a pre-existing armature in 2.8 (for example, I remove the head from an armature and replace it with another mesh and want to weight paint the new head that I added, how would I weight paint the existing "head" bone to the new "head" mesh)?

weak oar
#

Keep the bones from with the mesh, if you want to make it easier. That way there's no repainting.

stark musk
#

There's no bones with the new mesh actually.

opal aurora
#

If ye want to keep the exact same weights without additional bones, you can have both bones have the same exact name, that way you can just parent the head mesh to the other armature and it'll match weights

#

Renaming the vertex groups prior to parenting also works if no bones are present

magic sonnet
fervent hornet
#

VRchat IK gets confused when your legs are not straight down, you should redo your Apose there so that the legs are not bowed out

magic sonnet
#

how do i do that?

fervent hornet
#

Move em around in pose mode and then set pose as default, might get a little awkward buts its all you can do

magic sonnet
#

hmm, guess ill try that

#

cant set the new pose with shapekeys...

fading verge
#

Pose mode, straighten legs, set as default rest pose
No need to mess around with shape keys

magic sonnet
#

the only way that works to apply a pose involves copying the armature modifer and applying it, which doesnt work with shapekeys on the model

weak oar
#

No?

fading verge
#

What are you talking about?

magic sonnet
#

if i just apply it the pose stays but the mesh go's back

weak oar
#

Enter pose mode, repose it as you want, then "Save as rest pose"

#

Use CATS pose mode

magic sonnet
#

oh, when did they add that?

fading verge
#

It's been an option for ages

crisp tendon
#

Two years ago ?

magic sonnet
#

wow, wish i knew that was there

#

ive always had to go with the modifier route

stark musk
#

Is there any way to clearly see weight painting issues?

#

I've been here for over an hour trying to figure out what's causing these weight issues.

crisp tendon
#

move bones in all direction randomly

stark musk
#

lol actually that's a good idea...

#

Alright so I found the culprit bones, but when I look in WP mode, everything's blue.

#

There's no light blue/white anywhere.

#

and that's strange because it's apparently clipping really badly.

crisp tendon
#

select everything in edit mode, chose the bone in vertex group, set 0 strength and apply

stark musk
#

Well I have weights on these bones that I need & already edited though.

crisp tendon
#

the click select on the mesh

#

then press h

#

then do what i suggested above

stark musk
#

ty I'll try that!

fading verge
fervent hornet
#

Probably less to do with the rigging and more to do with the dynamic bone settings you use in unity, make sure you take advantage of the curves you can set

fading verge
#

Dynamic bones? I don't know how to use those.

fervent hornet
#

How were you planning on making it flow?

fading verge
#

I was hoping someone would be able to like..link me a tutorial or something.

#

for dynamic bones

fervent hornet
#

Well you need to either use dynamic bones (prefab from the unity store) or unity cloth, theres probably a tutorial somewhere. Its not very complicated really

fading verge
#

Unity cloth?

fervent hornet
#

Unity cloth is a non-bone version of making things move, much laggier and harder to use but gives a different look

#

Dynamic bones is much easier to use and get right, and doesnt suffer from desync

fading verge
#

Do I need to make any extra bones for dynamic bones?

fervent hornet
#

Not really, what you have seems fine

fading verge
#

How "open" is the rigging in VRChat? E.g. must all avatars use the same standardized rig? Or can it have extra joints etc?

#

And would it potentially be feasible to integrate eye tracking from a Vive Pro Eye?

proven dragon
#

this is weird but, with the special animal-featured avatars, is the emotive ears/tails/face expression related to rigging?

#

or is that a separate thing entirely

fading verge
#

I imagine it'd need to be rigged?

#

But there'd be some level of animation involved too

proven dragon
#

i see all these custom rigs/avatars/etc. and im like "why cant i be that good"

#

i cant even bring myself to talk on mic confidently, let alone be good at stuff like this πŸ˜‚

fading verge
#

Well, have you done any 3D work before?

#

It takes a long time to learn πŸ˜…

proven dragon
#

im not trying to do some big fancy thing

#

i just wanna upload an avatar to be unique

#

yknow?

#

just a nice, simple one

fading verge
#

You could always try kit-bashing stuff together and retexturing for now?

crisp tendon
#

it's hard to be unique if you start kitbashing though

fading verge
#

True, but you can get something a little different?

sharp pewter
#

Ya just find some obj no one has rigged b4 ez

fading verge
#

Might be a good way to learn your way around the software/workflow

#

Can always improve as you learn

turbid spear
#

Everyone has to start somewhere, kitbashing is fine

#

Even a recolor works if you do it yourself

fading verge
#

It's a good hobby if you can get into it too

crisp tendon
#

Better start modelling/sculpting then, you learn both the software and you make something unique

turbid spear
#

That's way past the average player's patience

sharp pewter
#

Thats a bit of a tall order right away

crisp tendon
#

Something also tells me people who kitbash don't learn much vrcVPoorThinking

proven dragon
#

well i mean, i already have an avatar that i love. the only thing that stops it from being perfect for me is a lack of tail

sharp pewter
#

Well thats a start

proven dragon
#

it has a hipster style like mine, ears, the face/ears are highly expressive with the keys,

turbid spear
#

Tons of people have gotten into blender because they had no other option with vrc

proven dragon
#

idk who made it tho

fading verge
#

You still learn your way around the software and engine

turbid spear
#

Even if you kitbash at first you still pick up on techniques from doing different stuff and eventually become more confident in modelling small accessories

fading verge
#

This^

turbid spear
#

And it goes on from there for some, others don't care and settle for less

proven dragon
#

my main concern for developing skill with this

crisp tendon
#

As long as you merge your meshes and atlas your textures, anything is good

proven dragon
#

the costs of buying models, animation sets, rigs, etc

turbid spear
#

Like with learning an instrument or doing anything, it's insanely discouraging being bad at something

#

And it's a lot of time investment if you want to learn to make everything from scratch

crisp tendon
#

Being bad is different from being new

turbid spear
#

Either one gives unsatisfying results for the time being

proven dragon
#

tbh the only reasons i havent given up yet; I have a past with technology in education (ICT specifically, received A-star in GCSE and B in A-Level), as well as ADHD so my brain sees patterns in its own way

fading verge
#

Don't need to buy anything! The rig is pretty standard for a basic humanoid

turbid spear
#

You can do almost everything for free in blender, unity and vrchat

proven dragon
#

yeah i noticed that

fading verge
#

Yep πŸ‘

proven dragon
#

i was just trying to figure out the...

#

fancy word for the bones

fading verge
#

Blender is pretty amazing now tbh

#

Joints

proven dragon
#

no

#

the developer term

#

starts with an A

fading verge
#

Yeah, joints haha

proven dragon
#

armature?

fading verge
#

Armature?

turbid spear
#

armature aka skeleton is the whole thing

fading verge
#

That's referring more to old stop motion models tbh

turbid spear
#

the whole bone hierarchy

fading verge
#

Most software will just say joints or bones tbh

proven dragon
#

brb sorry

turbid spear
#

i feel joints are a bit different

fading verge
#

Ahh, might be a Maya thing

turbid spear
#

In unity joints are components that can link rigid bodies

#

But they aren't bones

#

And i'm pretty sure blender should have some joint modifiers as well

fading verge
#

Ah yeah, maya thing then πŸ˜… bones are joints in Maya

turbid spear
#

It's almost always bones when I hear them mentioned, so yeah

#

And armature for the whole hierarchy of bones

#

Though I remember it being called a skeleton a long time ago

fading verge
#

Ahh heard both for the whole thing

#

Although most of my stuff is animation/vfx, so.. different workflow I guess

#

Have built and rigged an actual skeleton to go inside a model before πŸ˜…

turbid spear
#

Yeah, there's a lot of different parts to working with 3D software

fading verge
#

Yeah, tbh this is why I think kitbashing is fine to start with

#

It's just such a huge field

#

Going from having never used 3D software before to modeling, texturing and rigging an entire character from scratch is a pretty huge project

turbid spear
#

Exactly

#

It's discouraging and intimidating

fading verge
#

And whatever 3d package you're using.. it WILL go wrong and break everything at least 2-3 times πŸ˜‚

crisp tendon
#

I feel like kitbashing is a cul de sac, you learn a lot of surface stuff, but it's adding onto a pile continuously, but if you ever were to learn how to do more, most if not all of what you've learned won't be of much use

opal aurora
#

I'd say that's wishful thinking at times

turbid spear
#

I've never modelled an avatar from scratch, and I wouldn't want to even try

#

It would take a lot of time to get good at it

fading verge
#

Oh yeah I mean you only learn so much from it, but...

opal aurora
#

Since things are outta order, my comment was towards nerf

fading verge
#

It's a start

turbid spear
#

I've modelled accessories before tho

crisp tendon
#

also there's kitbashing and there's dropping downloaded objects onto your model in unity

#

and people tend to confuse the two

fading verge
#

Its enough to learn your way around

turbid spear
#

I'm more referring to blender "frankensteining"

#

Or whatever people used to call it, awful term

fading verge
#

@opal aurora haha yeah, I was being conservative there tbh πŸ˜‚

turbid spear
#

But anything is a start because even with dropping objects in unity you get a taste for customization with shaders and texture edits

#

But you quickly hit the obvious limitations where you need blender

opal aurora
#

I mostly just call ehm mashups myself

crisp tendon
#

If he already has a model he's happy with, he should start the more interesting thing imo

#

because he can still use something in the meantime

proven dragon
#

back

#

also if you meant me, yeah i nalready have 16 models favourited

#

i just wanted to try my hand at a new skill

fading verge
#

I mean the moment you want to start making an avatar from scratch you gotta know about edge flow, poly counts, etc.

crisp tendon
#

then i'd suggest modelling/sculpting

fading verge
#

It takes time to learn, so any way to ease into it is good

crisp tendon
#

it's not too difficult, it just takes time

proven dragon
#

i dont think i'd ever be able to make one from scratch

fading verge
#

100% recommend learning though

#

I do this stuff all day

#

Then

opal aurora
#

Uv unwrapping, texturing, hell even different texture formats can affect the actual look of the texture on a model

turbid spear
#

Nothing is difficulty but just takes variable amount of time

fading verge
#

Get home and do it some more for fun

proven dragon
#

tbh the thing i wanna learn the most is to add extra bodyparts

turbid spear
#

It doesn't really make it any easier to end up with a good result tho

proven dragon
#

(i.e. the tails, ears, etc)

turbid spear
#

That's fairly straight forward

proven dragon
#

cuz they seem to be the most simple but also deceptively complex

crisp tendon
#

yeah that's dropping stuff in unity, not difficult thankfully

turbid spear
#

Wouldn't do that in unity tbh

proven dragon
#

i wanna edit my main model but that's probably a rulebreak, isnt it?

turbid spear
#

This is something i'd go to blender for even if i don't know what i'm doing

#

You can't edit favorited models if that's what you mean

opal aurora
#

I'd say always try to do what you're most interested in first, that will enable you to seamlessly transition into the medium whilst having fun doing so, you will both broaden your knowledge in it and feel more intrigued about other topics surrounding it

fading verge
#

Tbh 90% of the models you see are probably lifted straight out of MMD

proven dragon
#

right

fading verge
#

Does VRChat allow for additional bones over the standard rig?

#

Have an idea on how to drive some more complex looking stuff using the default rig as a proxy

opal aurora
#

Yes, but they aren't necessarily interacted with on a humanoid level, they will of course follow their parents

fading verge
#

Ah awesome.

opal aurora
#

That's how dynamic bones are used afterall, bones do exist for hair and whatnot, but the humanoid rig itself is technically separate from it, if that makes any sense

fading verge
#

Ahh cool okay- wasn't sure how far we can push stuff, but that's good to know

#

Is there any way of importing eye tracking data? πŸ€”

opal aurora
#

As far as i'm aware, eyetracking simply works on the basis of how your humanoid is layed out (Hips-Spine-Chest-Neck-Head-LeftEye/RightEye) and not necessarily triggered by any external data inputs

fading verge
#

Oh sorry I mean, is there any way of bringing in external eye tracking data and using it to push the rig?

#

I.e. from a Pro Eye?

opal aurora
#

Oh that i'm not sure about, pretty much detecting your eye coords and telling the eye to follow said movements much like VR limb tracking?
I kinda doubt that is currently possible

fading verge
#

Basically that, yeah

magic sonnet
#

so i just discovered that the weight paints on my head bone got merged to my neck at some point, ive already gone through with everything else and it would take to long to start over, i still have the original model, which has an identical mesh, ive tried searching for how to transfer vertex groups, but no matter what i do, it just wont work, is there anyway of doing this?

magic sonnet
#

Actually. Seems like I found a solution. Not the best but it will work.

heavy swift
#

it's just that whenever i actually link the armature to the model, it throws off the positioning of everything

#

and for some reason scales the head down a bit

stark musk
#

is there already weighting on the model from an old armature or something?

heavy swift
#

well this rig was taken from the source model i worked off of

heavy swift
heavy swift
#

this isn't working either

#

i got everything linked up, but uh

heavy swift
#

nothing bends correctly

#

as if it is all a single mesh

heavy swift
drowsy wharf
#

@heavy swift It isn't weight painted properly

heavy swift
#

dang

drowsy wharf
#

it should only be a single mesh, but that doesn't mean it has to move as one...weight painting assigns a "weight" of how much movement ratio the mesh should follow a specific bone...
Currently it looks like your left arm bone has weighting for the right side as well

heavy swift
#

it's not weighted at all lmao

stark musk
#

It looks mirrored to me

heavy swift
#

nothing's mirrored

stark musk
#

Are there any modifiers then?

drowsy wharf
#

if you rotate the arm and it moves the other arm, then it's weighted...if you move ONE bone and everything moves, it's all bound to it

stark musk
#

^

drowsy wharf
#

it's hard to see in a still image

stark musk
#

it's weight painting for sure.

heavy swift
#

question is: what areas need weighted?

#

just everywhere that isn't a joint?

drowsy wharf
#

blue is no weight, red is FULL weight, and other colors are the inbetween
Make sure you have "Auto Normalize" checked when you start weighting...it helps a lot.

#

weight is set for each individual bone

#

for example, most of the head would be red for the headbone, but blue for everything else

heavy swift
#

so

drowsy wharf
#

the neck might have a bit of the head weighted with a fading weight near the base of the head

heavy swift
#

so i would just paint the base of the head?

stark musk
#

you can do automatic weights

#

and/or for single bones

drowsy wharf
#

the image example is a neck painting

#

You should look up a tutorial, weight painting takes getting used to

#

And yes...when starting out I HIGHLY recommend auto weighting and playing with it...helps to understand when you try things out

heavy swift
#

well i parented the elements under the armature with automatic weights but that didn't really do anything

drowsy wharf
#

look up a guide, just setting auto weight doesn't always work...there are steps to assign it that you have to follow instead of just clicking "auto weight"

heavy swift
#

gotcha

drowsy wharf
#

I definitely can't help with new blender either, I just went back down to the last version to not re-learn everything >.>

fringe citrus
#

@heavy swift I see that you're using armature modifiers, you don't need to use those to set up a rig

#

Just to keep it clean slate, I'd say, save a backup then go on your mesh, under the vertex groups there's a little triangle menu button and from there you can click delete all groups

#

Then in object mode with your mesh selected ctrl+click on your armature and with the mouse over the 3d view, type Ctrl + P to make the armature the parent (even if it's already the parent you can do this again to get the weights) and select automatic weights

#

If you have multiple meshes that need rigging you'll have to do this for each one

heavy swift
#

they're all already parented all of the elements under the armature with that method

fringe citrus
#

Did you remove your armature modifiers? And make sure you redid it with the meshes having no vertex groups?

heavy swift
fringe citrus
#

Yeah

heavy swift
#

what

fringe citrus
#

What were you using them for? Did they have a purpose?

heavy swift
#

that's what's linking the mesh up to the armature, is it not?

fringe citrus
#

You added them after the fact manually right?

heavy swift
#

no?

#

they were added after i parented them under the armature

#

automatically

fringe citrus
#

oh ok

#

I saw the video you posted above assigning them manually

heavy swift
#

oh

fringe citrus
#

I guess they should get replaced when you redo the parenting anyway

heavy swift
#

well that's no longer the case

fringe citrus
#

ok, was just trying to troubleshoot back to a clean slate

#

trying to figure out why you're not getting auto weights

heavy swift
#

i already gave 'em a fresh rig and whatnot, now all i really need to do is properly weight it along with trying to figure out why it has a mirror effect on the mesh when modifying the right side of the skeleton in pose mode

#

nothing changes when i modify the left half, it seems to only be the right

fringe citrus
#

Oh ok, so I misunderstood I guess, you've got auto weights working then, but it's a mirroring problem?

heavy swift
#

yeah

#

well, that's the issue now at least

fringe citrus
#

When you did auto weights, there's an x-mirror checkbox option, maybe make sure that's unchecked

#

it's unchecked by default though I think

heavy swift
#

uh

fringe citrus
#

yeah it should work then in the bottom left it'll show the options of the last action performed

#

And there's an option for x mirror there, though I'm just guessing, I haven't had your problem with inverted x-axis weights

#

Maybe your mesh has unapplied transforms or something? It should still work anyway though

arctic wren
#

so im trying to follow your tutorial there but for some reason my avatar when in the weight painting menu its all blue and i cannot select bones

solid adder
#

@arctic wren make sure bones are set in pose mode and the mesh is set in weight paint mode.

arctic wren
#

i cant select the mesh while in pose mode. i need to be in object mode

#

either way im starting to think that video might not be what im looking for anyway. my avatars body seems to move whenever i move my head. like if i tilt my head up or down my body will move as well. if i look left or right my body will lean the opposite direction

solid adder
#

Sounds like the head has the entirety of the weight. An easier way my opinion is to check vertex groups instead of weight paint.

#

Locate your shape keys, there will be a box that says vertex groups above the shape key box, same tab. Open that box and put the mesh into edit mode. You should see the list of bones in the vertex group box.

#

While the mesh is in edit mode, you can select individual bones and the following buttons should be available; Assign, Unassign, Select, and Unselect. If you press select on one, then it will show all vertices that are influenced by that bone.

#

Any vertices highlighted can be assigned and unassigned to and from other bones

arctic wren
#

if i click on the body and go into edit mode i can no longer click on the bones

#

if im in object mode and select the armature then go into edit mode then i can select bones but the buttons i see arent like that. its mostly movement stuff

solid adder
#

You are technically selecting the "bones" in the vertex groups

#

The vertex group box will/should show you each bone named accordingly. When you press select on one of those names while the mesh is in edit mode it will highlight the part that will move.

arctic wren
#

okay i think i found it

solid adder
#

So if you were to locate the head or whatever name the head bone is and press the select button. It should highlight the vertices that is only the head.

#

Now for your situation if the whole body is moving with the head, the avatar should light up orange.

arctic wren
#

so i checked the neck and head and its all good it seems

#

the body isnt orange

#

im still testing minor parts

solid adder
#

Good

arctic wren
#

okay i found a small part that is controlling part of the body

#

but it really is only a small part

#

i think i did it properly and removed that

#

thank you

#

but it was really only a small part

#

maybe like 5 vertices on an arm

#

could that really cause such a dramatic body movement?

solid adder
#

The further away the vertices are from the head of the bone, the more noticeable you will see the mesh pull and stretch.

arctic wren
#

ill upload this and test this. thank you very much

solid adder
#

The head of the bone is what is going to be twisting and turning

#

Pretty much head of the bone is the bigger circle, the tail of the bone would be the smaller circle

arctic wren
#

it wasnt the head. it was the right eye

#

had a little peace of the right arm

#

piece

solid adder
#

Yep, but I mean bones specifically. How one side is thicker than the other.

#

The thicker side of the bone is the "head", the thinner side is the "tail"

#

The head of the bone controls the twist and turns of the mesh, the tail points in the direction which is read by Unity. This is the reason in some cases why you my see fingers jutting in a 90Β° angle and looks broken

arctic wren
#

blender just crashed....

solid adder
#

Oof

#

It should auto saved luckily enough

turbid spear
#

it autosaves

solid adder
#

So you didn't really lose much fortunately

turbid spear
#

If it's blender 2.8 you can restore it from the file menu i think

solid adder
#

Yep

arctic wren
#

i just found that out

turbid spear
#

if not there's a folder somewhere

arctic wren
#

i havent closed blender in 5 days since i started this project

#

i have no idea where half the files are

solid adder
#

despite auto-saving, always save your progress religiously

arctic wren
#

i have no idea where the materials and such are for this project or the textures. im sure i could get the model back. i have loads of saves of that

solid adder
#

Well not too difficult at least, just a pain

arctic wren
#

real quick. if i export the model from blender over the model in unity it will just overwrite it in the scene right?

solid adder
#

Yep

#

It will just sorta reload the scene. If not you just need to reopen the project

arctic wren
#

ya that didnt fix the problem

#

and now the eyes dont move in sync

solid adder
#

Eye tracking?

#

may have to reapply and test otherwise

sharp pewter
#

So i cant open a fbx file in blender with 2.81 thats an older file problem right?

#

Never had this happen on 2.79a

#

Does one just need two blenders now days?

arctic wren
#

i love it. i just tried to redo the avatar from scratch because i have no idea how i messed up the eyes

#

and its even worse

sharp pewter
drowsy wharf
#

@arctic wren when you import over current model, set it to generic rig and apply, then back to humanoid. Should properly update the models that way (unless you moved bones, scene keeps it over imported model)

arctic wren
#

ill try that thanks. although i think im going to leave this alone for a while. i spent about 8 hours on this today and made no progress. im a bit salty right now

steel kindle
#

Does anyone know why I'm unable to properly parent bones in blender? I'm trying to add a blank shoulder bone to export the model but every time I try to parent those bones it completely breaks the rig in unity

steel kindle
#

I'm having some problems mapping

inland sparrow
#

Hi! just uploaded my first avatar and her shoes broke 😦 anyone know how to fix this?

tough robin
#

@inland sparrow incorrect height settings and the shoes are not weighted to the feet poperly

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  • if this is the model that I think it is, it has some scary detailed private parts which you HAVE to get rid of before using it publically
inland sparrow
#

yup, already deleted them when decimated it πŸ‘Œ

fading verge
#

Are there any alternatives to humanoid rigs, besides the generic rig? I'm making an avatar that has a hunched back, and I am unsure whether a humanoid rig would mess it up or not]

stark musk
#

Should be fine for a humanoid rig @fading verge

#

Just make sure you weight it well in the back, and make sure you follow the IK.

muted epoch
#

hi can someone help me to make my avatar ? im trying to make like for 4 months a dinosaur avatar, but i dont know how to rigg, but every video and every image i see on the youtube, i see people with dinosaurs models

arctic wren
#

so i made some massive progress on my avatar today and im pretty happy with it. although my issue from last night still persists. i am unable to move my head without it also affecting my body. i think its a weight painting issue but i have no idea how to fix it

fading verge
#

I'm working on a model, and the rig it is using currently is insane. I've only been able to port it into VRChat once, and when I did it was like I was witnessing a multi limbed abomination begging to be killed

#

So I decided I'll just try to make a new "rig" for the mesh of the character, myself. Does anyone know where to start? I've never dealt with bones or weight painting before but I'll be darned if I won't at least try

rose shard
#

My avatar's hip sticks out, in turn making it so the skirt is essentially useless since it's so lifted. I checked the rigging and it seems perfectly fine, tips?

fading verge
#

When that happened to me it was because the hip was too high up

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I just lowered it in Blender. You could try that, though I can’t guarantee it’ll work

stark musk
final cave
#

So if your character has a straight tail is there a way to fix it in unity or do i have to take it back to blender bc i want to put dynamic bones in it so it moves but it just stays straight

weak oar
#

it needs to be weighted to those bones

final cave
#

so how would i go about fixing it?

fading verge
#

Alrighty, I've rigged a basic skelly and it seems to work fine, but when I hit the "configure" button for the humanoid rig, the rig changes and looks deformed on the new screen where you assign stuff like jaw, index finger, etc. Is there any way to directly copy the pose on the regular screen (the way it looks normally) to the rig configure screen? I am trying to manually do it atm but it is very tedious

opal aurora
#

@fading verge you can click on the pose button in the rig config menu and click reset pose to reset it, but your model should inherently be in T-Pose in the rig config for proper humanoid animations and tracking

fading verge
#

I'll try that

#

I reset it to a T pose, since originally it was in a t pose, but laying back and more like a crucifix

#

But now it looks like a normal T Pose

#

I did it and it looks better, but not perfect

#

He's a hunchback with a flat tail so I need to move the body a bit

heavy swift
#

for some reason after parenting the meshes under the metarig/armature, they still aren't linking to the skeleton at all, even with the modifiers that link the meshes to the skeleton

heavy swift
#

also, for some reason, when applying automatic weights, any weight that is applied to the left is ALSO applied to the right, even though no symmetry was active during the process.

#

getting this model rigged is much more tedious than it needs to be. especially when nothing works at all

fading verge
#

I tried to pose the model into a T Pose with the pose button, and it worked, but the t pose seems weird, and in game the legs are wobbly+the arms merge into the ground. I plan to tweak around with it until I get a desirable effect, but I figured I'd post images of what's happening in here in case anyone can help

heavy swift
#

great

wintry rover
#

Can anyone plug me with the bones setup for good FBT? I appreciate it.

#

I've been trying a bunch of combinations but still get the weird legs bend when crouching.

fading verge
#

Could you post images? I don't really know what you're describing but I might have simply forgotten it and need a reminder

wintry rover
#

I don't have any pic atm. But imagine the upper legs feel shorter so they kind of collapse inward when crouching.

naive tree
#

@wintry rover check tpose fbx in sdk, it has an armature example

#

you might have your calibration off, or height

wintry rover
#

no it's just the position of the bones

#

namely spine, hip and upper legs

#

I got it working once then I messed it up

fading verge
#

It might just be a rotation issue, happened to me once. I rotated the hips 90 degrees and it disappeared

#

If not the hips, maybe the spine or legs.

wintry rover
#

thanks I fixed the hip thing

#

now this

tough robin
#

Adjust bone possition and weight it better

fading verge
#

@wintry rover Did the rotation work or did you just change calibration? Also, that's likely just the bone position rigged weirdly., try rerigging it or inspecting any differences between both feet in rig

fading verge
#

If by thing you mean the "tail suddenly becomes a Viagra commercial", it happens to me to. The way I fixed it was by adjusting the hip's position in blender to be lower/higher. Can't remember which but I think lower

#

You could first try lowering it in rigging though

#

Might save you time from going back to Blender

drowsy fossil
#

Alright. I shall try. Thanks

fading verge
#

Actually now that I recall you can't really lower the hip relative to the rest of the model in Unity. At least, no way I know of. So it might be best to go right to Blender

drowsy fossil
#

Yea that fixed it. Thanks a lot. Now I have to fix weight painting that causes shoulders to deform tits

fading verge
#

Can't help you there, sadly. I know jack about weight painting.

#

All I know is that, generally, you want full weight on the bone in question, with the weight cycling through the "colors" towards each vertices. So like blue-red-blue, with the colors in between as the dashes, as the average bone

#

Then again I may be horribly wrong so take my words with a grain of salt. Plus that's just for bones, not sure if it applies to meshwork

wintry rover
#

Thanks I moved the bone position around to match the sample blue man

#

it's still there but fixed somewhat

floral glade
#

Can someone share how to place Eye bone for VRC rig (anime style flat eyes)? It seems very weird since it has to face upwards instead of forward.
Last time I had time to touch avatars I remember it could move a little weird depending on placement

fading verge
#

Anyone here had to deal with an issue where your avatar's legs won't stay still? Like they're always tapdancing? I don't know what's causing it or how to fix it

tulip granite
#

u can stop it from tapping by lowering yourself

median cargo
#

So I have a problem with weight paints, and I can't figure out what part I need to change in order to fix it

#

It has those jarring lines by the neck and the front chest

#

I thought reducing the sides of the shoulders would make it less wonky, but it doesn't seem to have the right effect

tired meteor
#

You might want to use the blur tool and blur it out just a little more

fading verge
#

@tulip granite Lowering myself? In Blender or in Unity?

tulip granite
#

uhhh in vrchat
unless you are a desktop user having that issue

fading verge
#

Desktop user, not using VR.

#

It's the same issue I assume you think of, with the legs sorta tapdancing

tulip granite
#

aww
then i might not be able to help
but do you notice your avatar tip toeing and such

fading verge
#

Sorta. It's not standing on its toes but it definitely looks like it would

#

It's like he really wants to pee, or he's nervous. That's the way I'd describe the leg movement.

warm oyster
#

If not it's cool, trying to figure it out myself over here.

#

Idly wondering if the fact that I haven't bought the Unity dynamic bones is interfering with things. I'd think so, but I'm not confident enough to throw $20 at it.

teal badge
#

Nothing to do with that.

#

If you edited the model rig and saved over the model, Unity is telling you the rig is different now.

#

If you want you can make Unity dump and reconfigure the rig by changing it from Humanoid to Genetic and back.

warm oyster
#

i should've mentioned this is a first-time import from blender but noted, yeah, it's just what it said when i moved it from generic to humanoid

#

but thank you, ye

rugged thicket
#

I've exported some FFXI files, model and skeleton, is there anyone that could guide me through making it work for a VRC avatar?

warm oyster
#

if you try googling "ffxiv models into vrchat" you should find a lot of stuff about it, as far as i'm aware ffxi and ffxiv are technologically the same anyway

rugged thicket
#

Thats great info thanks @warm oyster

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Im mostly havijg trouble with the skeleton

#

Its a little more odd than your average humanoid even tho it is a humanoid character

#

Any tips for that?

warm oyster
#

not particularly, sorry. i'm new too and i've been working on my avatar for like a week straight :T

rugged thicket
#

So close yet so far

rugged thicket
#

How do i rotate a bone around a joint without warping its scale and position? Does anyone know?

warm oyster
#

i hate to say it but you're gonna run into a lot of questions rigging

#

i'm brand new too so i get to say "try google first" without seeming rude :x

#

i've just found there's a literal ton of blender questions/answers online already which is such a relief honestly

#

but there's probably constraints you can set on the transformation so it doesn't move it ways you don't want (but i don't know how for that specifically)

rugged thicket
#

ive found a tsunami of answers when googling that q, but none of them are useful sadly

#

otherwise i wouldnt post here

#

take this selected bone, i want to rotate it around the red marked joint, but it seems the program doesn't support this ?

warm oyster
#

well that's fair

#

ohhh

#

try zooming in real close and grabbing the ball on the small tip of the bone

#

you can grab those and manipulate them without moving the other end

#

yes i realize that's probably frustratingly simple

#

that keeps happening to me too

#

it's why it's taken me a week to make, like

#

and it's going okay but oh my god i've learned so much this week my head hurts

#

so i feel for you lmao

rugged thicket
#

all of the accuracy and detail is out of the window as soon as you grab those p much

#

and itll just start arbitrarily throwing it into random 3d space based on what it guesses your mouse movement does

warm oyster
#

hmm, well, i noticed once you click something with a transform tool (just click, don't drag) you can then type a number and hit enter to apply the transformation, which for rotation by default is a spin based on your camera angle

rugged thicket
#

considering the model was made and rigged by FF studio i really want to leave it in tact as much as possible to enjoy their artisan work lol

warm oyster
#

oh that's not a rotation

rugged thicket
#

ah okay sweet ill see if i ca nfind that

warm oyster
#

well i see, uh, try this

#

click the white circle in the middle of the handles

#

that should open a little window in the bottom left if you're using 2.8 that lets you enter numerical values for the transform you want

#

and use the number pad keys to change camera angles a lot if you haven't, that helps make sure you're looking at things at perfect angles

rugged thicket
#

the Translate window?

warm oyster
#

i hope it works out tho, sorry i'm not more help

rugged thicket
#

ah ok, should get blender 2.8 then i guess thanks for the tip

warm oyster
#

it's more streamlined and works with all the relevant plugins that i'm aware of

rugged thicket
#

yeah i went back to .79 because all tutorials yo ucan find about VRC use it

warm oyster
#

yeah that's fair

rugged thicket
#

the interface is so different that they dont apply to .80 anymore

#

i think they even redid the way it deals with textures as a whole, not sure

warm oyster
#

yeah i encountered that

#

formerly shaders and stuff were just in the compositing menu, now they're all in their own shading node editor

#

it took me like a solid hour to realize that

#

i was literally just trying to make her eyes glow

#

hhhh

rugged thicket
#

lol

#

i dont wanna be a HADER but i think blender never had a great reputation anyway

warm oyster
#

it didn't, but it's getting really robust

tough robin
#

.8 jcust changes way too mecu for no reason. Changes shortcuts or outright removes them

#

I dont get why they made it like this but .8 is a pain to use

sleek isle
#

F9 open the window where you cursor is

rugged thicket
#

@warm oyster looks like they addressed the rotation issue very well in .80 and on

#

having the smoothest time ever doing these rotations now, thanks for the tip

warm oyster
#

ye i guess, i hope i helped lol

#

it's just that when you didn't already know blender, 2.8 seems comfier

#

to me anyway

rugged thicket
#

i agree, for me it was solely the tutorial issue

#

its a lot prettier too

#

oh but it doesnt highlight selected bones like .79 did.... christ almighty this is giving me the one headache after the other

warm oyster
#

doesn't highlight selected bones, what? it should

rugged thicket
#

imma take a break and try again later, thanks for the help! will get there eventually

warm oyster
#

yeah understandable lol

sleek isle
#

for me its green

#

cyan

tough robin
#

Thats probably just your theme

rugged thicket
#

(its his tummy don't be alarmed)

tough robin
#

Tummy rig?!

rugged thicket
#

he's a chunky boy

warm oyster
#

do i need to keep rotation bones

#

i don't, right? not for vrchat

#

trying to clean up my bone count, merging weights into major bones

#

Humanoid avatar must have head, hands and feet bones mapped.

#

oh lmao nvm

rugged thicket
#

i think i deleted a bone at each location roughly

turbid spear
#

Don't delete bones

#

Use cats to merge them to parent if you want to get rid of them

#

That'll make sure you don't have vertices without weights on them

warm oyster
rugged thicket
#

thanks

warm oyster
#

yeah there's a button that only deletes bones without any weights

#

i'm trying to prepare to use it but

#

does this even look normal? i can't test it in-game, i don't have a headset yet

rugged thicket
#

is there a way to carry over the names of bones from one file to another?

turbid spear
#

Why, what are you trying to do

warm oyster
#

replace his deleted bones

#

i presume

turbid spear
#

Delete the armature and import it again

#

Delete the newly imported mesh and combine new armature with old mesh

warm oyster
#

and save a lot

turbid spear
#

Bone weights are stored in vertex groups on the mesh so even if you delete a bone it still remembers what it was weighted to

#

But honestly in your case you should be able to just weight paint those stray vertices

#

Since it looks like only 2 small bits stick out

rugged thicket
#

the FFXI file has no actual bone names

#

so just after deleting those bones i went on to rename everything properly, now i find out i shouldnt have done that and im looking for a way to avoid having to redo all the names lol

turbid spear
#

Hmm

#

I don't think you can do that

rugged thicket
#

i renamed like 60 bones

turbid spear
#

You could just weight paint those stray vertices

warm oyster
#

probably doesn't know how, no offense

#

weight painting is arcane when you're brand new

rugged thicket
#

i dont know anything about blender really and im trying to avoid having to weight paint

turbid spear
#

I know, but considering it's only 2 vertices, it should be the best way to go

warm oyster
#

yeah, that's true

rugged thicket
#

trying to make the most of all of the work done by FFXI creators

warm oyster
#

well it's just repairing some import damage at this point

turbid spear
#

I still think it's the best course of action for now

#

Let's see

rugged thicket
#

i think ive seen before how to get into the weight painting interface, will try to figure it out

turbid spear
#

Hold on

rugged thicket
#

i think ive found the two vertex groups that were affected by my fuckup

warm oyster
#

it might just seems to be individual vertices

rugged thicket
#

they seem to be properly weight painted too