#avatar-rigging

1 messages · Page 152 of 1

crisp tendon
#

that might give bad results tbh

#

i think you can select the four vertices that start at the forearm and apply paint there

#

so that it bends a bit at least

#

but it shouldn't affect the chest

scarlet creek
#

Guys,im need your help again
So,im mapped all bones on my avatar (and dont mapped UPPERCHEST),but when im trying to upload it,it says "You dont mapped neck,head,chest,hips,spine etc...".
Whats wrong?

steady patio
#

@scarlet creek you must have the minimum number of bones mapped and they must follow a specific hierarchy

#

most likely you have some bones missing

#

not mentioned here is finger bones

scarlet creek
#

im already solve this problem,you late,sorry

steady patio
#

thats good ^ ^

bold locust
#

Lol Posts the same question in several channels, waits 5 minutes before acting as if the world is ignoring them on purpose, then acts a little ungrateful when someone answers. Nice.

#

¯_(ツ)_/¯

neon socket
#

Would there be a name that i should be using for the index finger or something?

sacred wadi
#

@neon socket Well it doesn't necessarily have to be named "Index1.L", but it looks like Unity is trying to find the finger bone.

#

You can manually assign bones if you click where it says "Configure"

neon socket
#

i did that ^_^ only thing it complains about is the character not being in t-pose which it is but i think it might be slight angle issues

#

Having issues here now, how does one get this into t-pose considering its complaining about the thumbs?

drowsy wharf
#

there's a "pose" button at the bottom, click that and select "enforce t pose"

#

normally the thumb points out and forward. Hold your hand in a loose but straight pose, the natural angle for your thumb isn't perfectly straight out, it's angled

neon socket
#

Thats how i had it before, i put them straight out thinking it would fix it. Thanks for the "enforce t pose" tip.

drowsy wharf
#

most likely it thinks there's another bone after the thumb. I'd check the mappings to make sure everything's set correctly

#

normally it shows the incorrect bone highlighted in red instead of the cyan-ish color

wintry rover
#

is there a way to bring the head down?

#

I tried scaling the chest but that didn't do anything

#

my bones setup in blender

crisp tendon
#

bring the head down ?

wintry rover
#

you can see in the 1st pic my right hand is touching the top of my IRL head

opal aurora
#

You could attempt to shrink the head, but it might look pretty odd

wintry rover
#

that's the thing

#

my IRL chin is also lower than the model's chin

dense stump
#

I think its cuz anatomically the eyes on this model are lower than they would be on an rl person?

opal aurora
#

Getting complete accuracy will be a daunting task

dense stump
#

You could maybe move up the viewball? But that’d mean ur not looking out the eyes and cause other weirdness

wintry rover
#

I moved the viewball level with the eyes

drowsy wharf
#

Your head position is determined by the viewball...combine that with the avatar's head not being proportionally correct and you get what you're experiencing

wintry rover
#

let me try bringing it up a bit more

drowsy wharf
#

just like skipper said, the head is off (proportionally) from reality, but that's part of the art style

#

the whole model is probably off in proportions, so a larger head, smaller neck, etc is common

wintry rover
#

I looked at myself in the mirror and it seems accurate lol

drowsy wharf
#

is your chin the same distance below where it should be as the top of the head is?

wintry rover
#

I think so

#

I'm testing the viewball way up high

#

oh man bringing up the viewball does the trick

#

I always thought the viewball has to match the eyes

opal aurora
#

It should, but it shifts the "proportions" depending on where it is, so if your models' eyes matched your current viewball, it'd be "proper"

wintry rover
#

I thought it took some random bone like the hip as reference

#

been trying to find that bone for months

opal aurora
#

This is just an assumption, but i think perhaps some longer arms could offset the range enough to work

#

That could mess up the arm proportions if you had them proper already however

wintry rover
#

I don't fully understand

opal aurora
#

Imagine having longer arms, you'd need to bend them further to touch your head if you stretched them upwards, correct?

wintry rover
#

I do have a problem that one of my arms always bend when in T-Pose regardless if I have them scaled way too short or not

#

ah got you

drowsy wharf
#

how would longer arms fix your head position...?

opal aurora
#

If your upperarm is longer, it will have a longer reach untill it bends, making it so that the lowerarm is higher than normal

#

Atleast that's what i'd assume it'd be capable of doing, yet that could mess up proportions overall

drowsy wharf
#

in normal animation I could see that helping, but with IK you're in control of the hand, not the arm movements...the arms adjust to the hand location, not the other way around

#

so putting your hand in the same spot would either desync your hand from your actual hand, which just causes other issues, or it'd rotate more at the shoulder to reach it (possibly at a weird angle)

#

and the hand would still be showing that the head isn't where you expect

opal aurora
#

Ah, right, i was thinking too much in a realistic scenario xD

#

That makes it rather annoying to deal with then sadly...

drowsy wharf
#

technically speaking our actual movements are closer to IK than you might think other than when trying to move it differently

#

@wintry rover can you give an orthographic front view of the head?

#

hard to compare with a vrchat image

opal aurora
#

I imagined that it'd take our hand inputs and translate them regarding the currently used rig, being somewhat affected by actual arm length rather than 1 to 1 direct inputs, but all the proportion issues do make more sense that way

drowsy wharf
#

yeah the eyes are too low compared to normal proportions (probably due to art style)
that's why your head is off when viewball is at the eyes

#

to be fair, pairing it to the eyes is better in most cases since we tend to look toward people's eyes though

wintry rover
#

that's untrue

#

we look at mirrors

drowsy wharf
#

oh right, my bad

wintry rover
#

they always bend doesn't matter what

#

I tried scaling them way shorter

#

still the same

drowsy wharf
#

how did you scale them exactly?

wintry rover
#

go to pose mode then scale both arms

#

then apply as rest pose

drowsy wharf
#

that should work assuming you're updating your model properly in Unity

#

bent arms are because the IK determines it as not a full extension

wintry rover
#

im scaling them once again

#

VRChat god please help me

wintry rover
#

weird

fading verge
#

0.0 wtf am i seeing

wintry rover
#

scaling arms changes the proportion

fading verge
#

ok

wintry rover
#

it doesn't help straightening the arms but it scales the proportion

#

confirmed that's just how the dev setup the arms with the Index controllers

drowsy wharf
#

weird...also good to know

wind osprey
#

@wintry rover Is your user height setting in VRC accurate to you? Often that has some bearing on how the physical world and VR world scalings end up, which in some cases can cause an inability to fully extend arms.

wintry rover
#

just checked with +- 2 inches of my real height

#

results are the same

fringe citrus
#

@wintry rover in my experience using your actual height in the User Real Height setting will have the result you see with your arms. The avatar's arms will end up slightly too long and they'll remain bent even when your real arms are fully extended. The solution is to reduce your user real height setting. Keep reducing until you are just able to fully extend the arms and a slight bend in your real arms causes a slight bend in the avatar. Something to note though, once you go down the road of straying from VRChat's default arm scaling you'll likely need to get into having a vertical offset to keep your floor aligned (assuming it was ok before).

#

It's one of those things where you might find you get diminishing returns* on your effort there and it's not worth it to you. You can improve it to be nearly perfect, but you'll have to start jumping through more and more hoops for only slight additional gains in avatar fit quality.

barren gust
#

i'm wondering if anyone has had this issue before: when my eye tracking looks to the right the whole body shifts slightly right with it making it look like my avatar is ducking its head slightly down and to the left.

common fixes like redoing the eye tracking have been performed and i have not don't the 'neck fix' at any point on this avatar. here is some pictures of the armature with irrelevant bones gone, in case anyone has experienced this before

wintry rover
#

maybe check your shapekeys?

barren gust
#

i ran through all of them, none shift the body at all. ill check once more just in case

#

it looks like a light version of when desktop users crouch and the head goes down to the shoulders

wintry rover
#

also I don't see you have the Eye_L and Eye_R bones

barren gust
#

i hid those so the neck bone was easier to see in the pics

#

in case that helps

#

another thing i checked was that nothing but the eyes were weight painted to the Eye_x and ___Eye bones

wintry rover
#

was about to ask that

#

so in Pose Mode nothing moves when you move the eyes?

barren gust
#

cuz it looked like that wouldve caused it. i also thought it might have been like the effect of having an idle anim while in FBT, but i do not have any of those on the anim controller either

#

correct, nothing but the eyes

#

cant recreate this issue anywhere but in game

crisp tendon
#

Do you have a video of your issue ?

barren gust
#

and ive put this avatar up against alot of working rigs to check proportions

#

i can try and take one now

crisp tendon
#

Yeah that would help a lot

barren gust
#

well, my last attempt to edit the armature caused some weird clipping so im reverting that change now, problem is still exactly the same though so ill post the streamable link in a second here

#

another thing maybe that would help to note is i repositioned the origin when rescaling for FBT, could this have caused problems?

wintry rover
#

if you have not made any significant changes maybe test it with the original model see if it has the same problem

#

also how did you set the origin

barren gust
#

set the cursor to 0.0.0

wintry rover
#

did you move the body and amature separately?

barren gust
#

then set origin to cursor

#

no they were moved together

#

cuz obviously the quadricep was shortened, and a bit of the lower leg as well

#

and so i had to bring the whole armature closer to 0,0,0

wintry rover
#

they should be moved separately in my experience

barren gust
#

most my scaling was done in pose mode

#

since it was already really close

wintry rover
#

I tried moving both at once and it caused some problems

barren gust
#

hmm. ive never had issues with it before, my next try is going to be disabling eye tracking and reuploading to see if it it still occurs

#

after that ill move to resizing the whole model again lol

wintry rover
#

when moving both at once blender some how keeps the original origin without showing it

barren gust
#

right right, so there is an origin when you have the armature selected, and one on the body mesh

#

i have those both set to 0,0,0

#

so i did the operation twice, perhaps thats what you were getting at

wintry rover
#

yeah I thought that would somehow tie the body to the eyes

barren gust
#

so i move both down first, then move the origin twice

#

didnt seem to do that

wintry rover
#

does the original model have the same problem when applying eye tracking?

barren gust
#

not that ive seen. im still trying to recreate the motion in pose mode and unity with blendshapes

wintry rover
#

sorry man if im not helpful

#

there's billion things can go wrong in blender

barren gust
#

no worries, i appreciate the effort lol, ive never seen this happen before, on anyones model (but then again maybe im not paying close enough attention)

wintry rover
#

idk if the neck bone is the problem, but maybe straighten up the neck a little?

#

here's how I have them setup

#

last time I got problems with the legs, moving the bones around fixes it

barren gust
#

so oddly enough i think my arms are about 1 hand length too long

#

and im wondering if that may cause it

wintry rover
#

don't change the arms length

#

it messes the proportion

#

it would actually scales your model down

barren gust
#

thats annoying...cuz my legs feet and elbows all line up

#

rip

wintry rover
#

scroll up I tested it yesterday lol

barren gust
#

this issue is weird cuz you cant really see it except in FBT

wintry rover
#

what I would do is give up

#

make a new blender file lol

#

maybe there's changes you made along the way messes up the eyes

barren gust
#

i mean, everything works except for this. it should be something obvious that im missing

#

already spent alot of time on this, im not particularly ready to restart since it has already sucked up enough time lol

#

im gonna try doing what Kung has for the neck bone in the tutorial and see if that changes anything

#

or is that the neck fix everyone says is no longer necessary?

wintry rover
#

I never do that

#

it's basically weight painting

barren gust
#

i noticed your neck bone is much smaller than mine tho

#

maybe ill try straightening it and also making it that small

#

if that isnt enough ill do the weight paint part

wintry rover
#

sounds great

#

if you managed to fix it please tell me what fixes it

barren gust
#

yeah ill definitely report back with a solution if i ever come across one

#

from inspection in pose mode though, ill have to weight paint it

#

im gonna just test and see if this fixes things first though

barren gust
#

okay so it was the neck bone, i shortened it and will be weight painting it out shortly

#

i got the head sway to stop, but i can still see minor movements in the neck

#

@wintry rover

wintry rover
#

nice so the neck bone is the problem

barren gust
#

yeahhhhh. i still dont entirely understand why this was happening though

#

but if it does, shrinking the neck bone to something close to that should atleast mitigate the sway

wintry rover
#

here's my model if you need a reference

barren gust
#

thanks, yeah it looks much closer to what you have now

pulsar rain
#

I have an avatar with a hunch how can I make them hunch over in vrchat? Because someone showed me it was possible

neon lance
#

Does anyone know what might be causing this? It's not a problem with the armature or posing anywhere, I've been using versions of this model for months. This just showed up recently and I can't figure out why it's happening. This same model worked just fine before, but now the fingers are bent.

#

It looks fine until I go into this humanoid menu or in game.

#

I figured it out, I guess it's just something that happens. I couple re-imports from Blender fixed it, but it's odd to me that this has only happened recently with no changes to the workflow I have when I make things.

leaden horizon
#

(Using blender 2.81.16) Hello i have two meshes with two armatures in blender that i wish to join together as one. When i join the armatures together one of the meshes no longer follows the armature in pose mode. the vertex groups still exist and the bones do not share names, the only thing i have done is joined the armatures together i do not know if there is something i have to do with the mesh. Do i need to somehow connect the mesh to the new armature?

opal aurora
#

@neon lance the likely issue was blender exporting leaf bones
You see, unity doesn't see the "end" of a bone unless it has a child bone under it, so it thinks the bone points in the direction the parent is facing, so when blender exports leaf bones, it adds a bone to every bone that doesn't have a child bone
So unity can now see the actual orientation of the bone, which it will promptly attempt to fix, and if your bones aren't in the proper orientation, expect odd bends

#

Leaf bone exporting is a tickbox you can untick under the Armature tab whilst exporting a FBX

#

CATS already does this on its own export but it's on by default if exported the normal way

#

@leaden horizon joining armatures will not bring over the meshes, so you likely need to assign the mesh to the armature

neon lance
#

Ahhh, thank you for explaining that

opal aurora
#

@leaden horizon you want to specifically, parent the mesh to the newly merged armature, with empty groups

#

This will preserve the weight values and should now follow the bones

#

If they're named the same ways as they previously were that is

rose mountain
#

In the process of contemplating making a new custom avatar that fits me better for full body. Instead of just making a mesh first, I intend to start with the rigging to fit my exact skeletal dimensions using VRCAT to make measurements. Then making a mesh and textures to go onto the rigging.

This would be my first time using Blender 2.81 to this extent to make an avatar. Any feedback or ideas is appreciated.

bold locust
#

I'd like to know a reason why Full Body tracking IK would break but only locally. I have a model that has it happen every single time but from the outside looks perfect. Which, the latter is surprising enough given its armature.

#

I think I have two models that do the same thing. It's like my Right leg is pulled about 2 inches out and away from my body.

#

But again, only locally. And only when using FBT.

torn isle
rain frost
#

this is an example of what it looks to similar up there with yours and i just found out that the weight paint for the ankle on Left Knee

#

doesn't belong there

#

so now i just zero weight paint the ankle down there in my Left Knee vertex group

#

prevents mesh doing spider legs in unity

#

and if you find out that You already did that and its still does it, then its Vertex Groups.
Click your mesh, Go into edit mode, click one of your Vertex Groups, Select it and check to see if its the same like this.

#

you can fix this by just removing the unnecessary selected vertex group

opal aurora
#

That normally happens on MMD models when the weights aren't transfered properly, as quite alot of models have 2 leg bones per leg, mostly used as twist bones

rain frost
#

yeah exactly right

#

for Most mmd models, clicking on Fix Model in the cats plugin will fix that

opal aurora
#

Mhm

#

Since they share common names and parenting that CATS looks for

#

With some very rare exceptions

rain frost
#

yep

opal aurora
#

Oh i should probably correct that, most models in general have 2 leg bones per leg, but mmd models tend to have 2 sets of said bones per leg, which it uses as twist bones for more control over deforms

rain frost
#

i'm having rigging issues myself, i wish i knew the perfect values for a humand hands

#

i mean in general sigh

opal aurora
#

It all depends on the model sadly, what works for one might fail horribly on another

rain frost
#

yeah its been 2 days now since working on riggings

#

trying to find the right weight paint

opal aurora
#

I like rigging things, except skirts, or even working with skirts in any way shape or form really

#

Such a headache

rain frost
#

yeah those are advanced areas

native shuttle
#

wonder how can one weight paint pants should be easy right?

#

Rigging weight painting pants

rain frost
#

yeah its easy

rain frost
#

i wish there was an active window to see the riggings being applied

#

that way you can find just the perfect value

torn isle
#

Anyone know how to better control the viewing camera in blender?

#

All I know is middle mouse zoom and pan, and shift - +

fading verge
#

bare with this highly specific description.
Say you are in VRChat in VR...you raise your arms from resting at your side upward 180° so you are holding both controllers over your head. This means your avatar rotated both its shoulder bones, and its upper arm bones. Does anyone know about how much of each? Like if the shoulder bone was rotated X° and the arm Y°? despite this sounding like a math test, it doesn't have to be exact. This will really help me when painting weights.

rain frost
#

@torn isle i think you can left click it and move the camera with mouse

#

@fading verge i wish it were that easy to determine

torn isle
#

what about with arrow controls?

#

I just wanted to move left right on the camera view.

rain frost
#

@torn isle go into File > User Preference > Input > View2D. It will tell you the shortcut keys or keys to move the view in blender.

#

i used a custom plugin so mine is different from yours

drowsy wharf
#

@fading verge IK movement is on a per model basis due to bone positions and rotations.
You could however make a point where it shears on purpose and use a texture to check the alignment difference and get an approximate movement

#

a lot of mmd models have twist bones so you can move one and rotate another to balance it more accurately...sadly that doesn't work with the IK setup in VRC so can't use as a workaround

torn isle
rain frost
#

you welcome~

#

so yeah spider legs is always the cause of riggings

drowsy wharf
#

@rain frost you can pose a model into a position and weight paint it, when painted it'll snap to where the new painting level would have it

#

can be hard to paint that way though...

rain frost
#

i think i tried that yeah i didn't like it

drowsy wharf
#

it's useful if you missed a few vertices you want 100% painted or similar, but otherwise it's not that great

fading verge
#

can someone do the bones on my hands and just overall body? ive been trying for the past 2 hours and gotten nowhere

#

ill pay

drowsy wharf
fading verge
#

nope can see anything @drowsy wharf

drowsy wharf
#

what do you mean can't see anything...that link is a direct link to the #community-servers-old VRC Traders post

fading verge
#

no like there was nothing in the server

#

Is there a verification process you missed?

#

no, not that i saw

#

ill manage on my own

#

Seems like it'd be user error to me.

drowsy wharf
#

most likely you didn't read the rules/newcomer page...especially since it was only a few minutes after I posted the link

fading verge
#

i read though all those

#

ive done it now anyway

#

idc how it looks

hasty meadow
#

ok so i am confused. I imported a charector and added the textures, but does this have bones?

#

its a blender file from blender v2.79

drowsy wharf
#

looks like bones to me, they're just in sphere display

fading verge
hasty meadow
#

and does this mean i can inport it to unity?
BTW thanks for the help 😄

fading verge
#

Huh, I mean those should be bones

#

Fix model button appears to make them look like normal bones

drowsy wharf
#

I'd highly suggest reparenting the tail to the hip bone or it'll act weird...you also have like 3 extra spine bones and 2 neck bones, probably more problematic setups...but technically it should work

fading verge
#

Even though I normally avoid using that button

hasty meadow
#

how do i rearenge the tailbone to the hip?

drowsy wharf
#

you reparent the tail to the hip

#

also don't use cats fix model...it turns all the spine bones into a giant neck bone apparently...

fading verge
#

Huh, so it does. Yikes, this is gonna be quite a project model to make work

drowsy wharf
#

also messes up the fingertips...

#

so don't use the fix model button, manually fix things

hasty meadow
#

hehehe sounds like i got myself in to somthing timeconsuming

drowsy wharf
#

kinda yeah, moreso if you're just starting out

hasty meadow
#

yep im pretty new 😄

#

i know im pretty anoying by now but i dont know how to reparent. wvwn when i select bouth bones and do CTRL P

drowsy wharf
#

you're in pose mode, switch to edit mode

hasty meadow
#

im sorry but how do i that? 😭

#

NVM i found out 😄

#

im still a bit cinfused. i connected the two bones but the still dont show up conected

#

i found it out

main parcel
#

Bubba at least is in a decent pose for a re rigging, so it wont be too terrible doing it. The only tricky part if you are just starting out will be proper weights of the bones themselves, that will take some trial and error

tacit verge
#

i was working on a elsa model and converting it to vrchat

#

but there seemes to be a problem with the rig that isnt allowing me to import it s humanoid properly

#

and i dont know enough knowledge on bones to fix it properly

rain frost
#

use the cats plugin fix model

tacit verge
#

i did but it says the lower left lit broke it somehow?

rain frost
tacit verge
#

i redid the cats thing and it still broke 😦

turbid spear
#

Can you click the arrow next to import messages

turbid spear
#

Click on configure and set the jaw to none

tacit verge
#

thank you so much

#

i think that fixed it

astral warren
tacit verge
#

i think thats a weight painting issue, somehow they got mismatched with the wrong side

#

i have no clue how that happened

astral warren
#

yeah everything's weighted to the opposite side, hoping i can reverse it without doing it over

tacit verge
#

i personally, dont know how to fix dat

rain frost
#

@astral warren rename the bones, could try that

#

it looks to me as if you can just disconnect the bones and slide it to the other side with the exact transform value and then connect it to that uh...leg bone

#

easiest i can come up with

torn isle
opal aurora
#

@astral warren drag the mesh out of the armature, rename the bones, drag the mesh into the armature -> parent with empty groups

astral warren
#

Thanks. I ended up scaling the armature by -1 on X in edit mode and it seems to have worked, hopefully no side effects later

opal aurora
#

As long as the rolls are good i think you should be fine aye, just make sure the bones match the location (left for actual left) or unity'll throw your model to oblivion

#

Renaming bones with a mesh parented will always rename the same vertex group on the mesh, renaming them without a mesh parented will not, useful to keep note of such at times

rain frost
#

whew finally rigging is done, thank you god

turbid spear
#

I think you could have just renamed the vertex groups

warm lintel
#

ok so my current model has bad weightpainting on the fingers and i have no idea how i can fix it

rain frost
#

@warm lintel usually this means that some other vertex group have accidently been weight painted by a small amount

warm lintel
#

ok

rain frost
#

its really annoying and it took forever for me

#

just to track it down

warm lintel
#

so do i remove the parts where the weights collide?

rain frost
#

in other vertex group, zero weight paint the pointy areas

warm lintel
#

i know how weightpainting works to a small degree

#

i just dont have a good grasp on how i place the weights

#

but i will try removing the parts where weights collide and see how that effects it

rain frost
#

go into other vertex group other than those two current preview ones and zero weight paint them to blue

#

even though its clearly blue on your screen

#

sometimes you may have mistakenly added a weight to that vertex by mistake on another vertex group

warm lintel
#

ok doing what i did made it worse

#

oof

rain frost
#

you can leave the finger position as it is and go into weight paint mode

#

and then paint that pointy area into zero

#

that point area there seems like Finger_2 and i saw that you already weight painted it perfectly

warm lintel
#

wait can you zoom out on the "pointy area"

rain frost
#

sure just use the mouse wheel isn't it?

opal aurora
#

Shift+C centers camera on selection iirc

rain frost
#

really? nice the more you know

opal aurora
#

Atleast on 2.79 it does, unsure about 2.8+ binds

#

Also i recall seeing some issues regarding CATS fixes, the fix button and any button operation can be undone if the history has it in memory with a simple Ctrl+Z, atleast on 2.79

rain frost
#

ah thank you i wasn't sure about that cuz i never done it before and ultimately assumes it ruined it for almost everything for me

opal aurora
#

Never do it whilst eyetracking testing though, that can crash blender

rain frost
#

wow

#

will take notes

opal aurora
#

Hell, nothing should be done whilst eyetrack testing, before any further edits one should stop the eye testing on the button

warm lintel
#

wait, what if i simply make the weights less powerfull?

#

well shit that kinda worked

#

its allot smoother now

rain frost
#

nice!

#

all you do now is practice and basically rig your model carefully and watch for those end points

#

its either zero and 1 weight point

warm lintel
#

i didnt rig it

#

i mean i have almost rigged something completely

#

but it was like a robot and it was mainly a re-rig

rain frost
#

when you are rigging something it means you are playing around with the weight paint

warm lintel
#

i thought you ment rigging a model from scratch

rain frost
#

nah

#

rigging means playing with the weight paints, it doesn't mean start from scratch

rain frost
#

1 finger down, 4 more to go

hasty meadow
#

and i dont know why

rain frost
#

its the riggings you gotta go in blender and check it out

#

more specifically in weight paint

hasty meadow
#

ok i look in to that 😄

fading verge
#

Did you export with CATS or through Blender? It might be a leaf bone issue iirc

hasty meadow
#

i exported with blender fbx file @fading verge

fading verge
#

There's a setting about leaf bones you have to disable.
The setting is automatically set when exporting with CATS.
I imagine that's why you ran into your issue.

rain frost
#

2 fingers down, 3 more to go

fading verge
#

That sounds dirty

rain frost
drowsy wharf
#

@hasty meadow also make sure to reset all rolls before you export. Any time you move a bone it might have a roll afterwards which can cause issues with Unity

hasty meadow
#

How do i do that? :/

drowsy wharf
#

armature edit mode, select all bones, and hit ALT+R (blender 2.79)

#

note that technically speaking the rolls don't have to be 0, they just have to be the same across the model. It's just far easier to set them all to 0 than anything else

hasty meadow
#

the little end bones are not straight

drowsy wharf
#

yeah that'll do it, just align the ends roughly straight and you should be fine

hasty meadow
#

i fixed it 😄

#

thanks for the help evrybody 😄

rain frost
#

👌

#

its kinda messing up my progress on fixing the finger

fervent hornet
#

Purple usually means no reference at all (ie a bone with no vertex group the whole model is purple) but I've never seen something like that

rain frost
#

and i tried zero weighting it, doesn't work

#

Hmmmmm

fervent hornet
#

You could try normalizing the weights to where they need to be

#

1.0 on index distal is what it looks like it should be

rain frost
#

it is, the finger is fine, but its the purple weight thats ruining the finger

fervent hornet
#

So turn on autonormalize and paint it red, should cut out extraneous weights

rain frost
#

guess i'll recheck the vertex groups then

drowsy wharf
#

auto normalize is almost always a good idea btw, there's rarely a case where you wouldn't want it on for Unity

fervent hornet
#

Its not good on places like hips to spine where you want a more gradual bend but it will still probably work fine if it is autonormalized

#

I usually use it to clean mistakes or fix errors rather than for normal weighting.

drowsy wharf
#

auto normalize just means the total weight for a vertex does not go above 1
so in most cases you just fade the bones between 0 and 1 so that they fade into one another instead of being a rough edge.
What makes it worse for a gradual bend?

rain frost
#

just the shoulder left ;_;

native shuttle
drowsy wharf
#

set it to what it says. You have the scarf armature selected, not the PARENT of the scarf armature (the thing that says "Dark Scarf" in top right)

native shuttle
#

fixed it

#

thank you

rain frost
#

well thats unfortunate, stupid vertex group mirroring is broken

drowsy wharf
#

mirroring only works if they're in the exact same spot on opposite sides. And only if the bone names contain L/R to identify it...I forget exactly how that has to be named though

rain frost
#

so renamed first and then mirror it?

drowsy wharf
#

yes

rain frost
#

it says xxxx vertices mirroed xxxx failed

drowsy wharf
#

I think it was just <name> L or <name> R

crisp tendon
#

@rain frost It always says that, even if perfectly symmetrical

rain frost
#

yeah but then the result doesn't look too good or satisfying

crisp tendon
#

There's a better way one sec

rain frost
#

thanks! i'm really done with this avatar, just need to mirror the right shoulder to fingers

crisp tendon
#

Go to your vertex groups, select one, duplicate, select the duplicate, and chose mirror topology or inverse topology

#

Can't remember the phrasing

rain frost
#

it just ruins my riggings for the duplicate ones with the failed vertices

#

theres gotta be another way

crisp tendon
#

Are you selecting both arms ?

rain frost
#

nope, should i?

crisp tendon
#

If nothing is symmetrical then yeah you can't do it

rain frost
#

Hm...

crisp tendon
#

Armature and mesh need to be symmetrical if you want to mirror stuff

rain frost
#

only goal here is to mirror the left shoulder to fingers

#

it should be possible

crisp tendon
#

Yeah, select the vertex group for the left shoulder and do the steps I mentioned above

#

Can't see why it would fail at all

rain frost
#

well it works, but its kinda like removing some of the failed vertices and then

crisp tendon
#

If you selected the entire upper body it should work

#

But if it removes vertices then it's not symmetrical

rain frost
#

really? what the heck.

#

see some dots on the right vs the left

crisp tendon
#

In that case try deleting the right hand as a test, and in edit mode symmetrize the left hand to see what happens ?

rain frost
#

yeah i'll take a look

rain frost
#

ughh no luck

thin haven
#

Can anyone help with eye tracking? I keep getting the following error messages in Unity's Avatar Configuration:
Transform 'LeftEye' not found in HumanDescription OR
Transform 'RightEye' not found in HumanDescription

rain frost
#

you need to fix it in blender

thin haven
#

Got that open. What do I fix?

rain frost
#

in the CATS tab, go into eye tracking and make sure these options are set

#

freaking there is no way to mirror weights perfectly vrcCrying

thin haven
#

I used CATS to make the eye tracking. It works just fine in Blender, but Unity still says it can't find the transform

#

I've checked against other models, and every youtube tutorial says this should work. I don't know what's broken.

fading verge
#

any clue to why an avatar would do this? i have no clue what i did

thin haven
#

In blender, where the upper and lower legs meet, move them forward slightly.

thin haven
#

Unity is still telling me the left and right eyes are not in the human description.

rain frost
#

could be missing shape keys or something

#

probably the names are mismatched

#

worst possible case scenario you will have to create them

thin haven
#

How do the vrchat specific shape keys prevent unity from recognizing the eye bones?

fading verge
#

Have you assigned the eyebones specifically in the rig configuration?

thin haven
#

That's where I get the error

fading verge
#

Picture?

rain frost
#

should i just wing it?

#

right shoulder, right arm, right elbow, right wrist and all of the right fingers needs to be properly rig before my model can be complete

#

Or find another way to mirror or symmetry it with the left side

#

shes nearly completed damn it

fading verge
#

Normally when I weight paint, I do one side first, duplicate all the keys, mirror all the original keys and then rename them to the other side since it only mirrors the source key

thin haven
rain frost
#

start a new project if you can

#

sometimes unity can shite itself

fringe beacon
#

does anyone actually know what the hell the VRC SDK means by "angle between pelvis and thigh bones"

warm lintel
#

ok quick question, does the head bone always need to be directly conected to the neck?

#

my model looks scuffed when it is so im asking if its safe to do that

crisp tendon
#

@fringe beacon you can generally ignore that

fringe beacon
#

does it actually adversely affect fullbody at all?

crisp tendon
#

not that i'm aware of, but angle should probably still be above 160 for good measures

fringe citrus
#

@fringe beacon assuming your legs are bent forward which seems likely for most models, the more deviation from 180 you have the more your knees will seem to jab up into your chest when you squat/crouch in full body

fringe beacon
#

ok well its 167 degrees

fringe citrus
#

At some point your knees will start to clip into your chest and look pretty bad. So you'd want to avoid that.

fringe beacon
#

i'll have someone test it in fullbody tomorrow

fringe citrus
#

I guess just check if your knees seem to jut up or clip through your chest when you squat

#

if so, having the thighs coming more straight down can fix it. But make sure the shins still come back from that so there's a forward point in the knees or you'll get other problems

bold locust
#

@fringe citrus I didn't know that was why that angle mattered. Thanks.

drowsy wharf
#

@fringe citrus just curious, is there any reason you have the legs bent when in a standing pose (mesh wise, not bones)?

#

@warm lintel what exactly is scuffed when you have neck>head ?
And for things to work properly, yes you want it to be directly connected.
Eye tracking won't work without it for one, movements may also be weird depending on setup

warm lintel
#

its about over now

#

i found a way to werk around it

fringe citrus
#

@drowsy wharf Yeah, it's to artificially limit the maximum straightness the legs can attain in appearance when the IK straightens the bones.

#

The IK can straighten the bones more than I can straighten my real legs when I lock my knees, so it caused the avatar's knee to duck down away from my real knee

#

To help knee alignment I have the mesh in a state where when the bones are as straight as the IK will allow, the knee on the mesh lines up with my real knee when my real leg is straight

#

That required having the mesh legs more bent than the bones... But it also worked out anyway because the shin bone being forward like that is sort of anatomical I think anyway.

#

Not quite to that extent, but the bone wouldn't be centered in the calf

drowsy wharf
#

ah ok, that makes sense
seemed off for a human standing pose, I thought it'd be off

fringe citrus
#

Yeah if you keep the thighs straight down but adjust the shins back the avatar will look a little off balance (though that's fine and I think the best way to do it) But beyond that I adjusted my thighs forward and shins back even more than just the bones. Good eye 😉

rain frost
#

just the Right fingers left 🙏 hopefully i get this done today

drowsy wharf
#

it was just the roll of the thigh that seemed off, since there's usually a backward slant to the entire leg for a neutral standing position
if it works the way you want though, then good fix

fringe citrus
#

Yeah tpose-new has a slight backwards slant to the thigh bone itself too

#

But the machine-like straightening of legs in IK was was too much for what my RL bones could do so I made a workaround

torn isle
#

If a piece of clothing has bones of its own, is it possible to manipulate the current armature so that they remain in a custom position that can link up to the main avatar armature?

#

Ex: I need to line up the sleeves to the arms of my avatar.

rain frost
#

ctrl + A > Alt + R

torn isle
#

Thanks!

#

So I pose the shirt first then apply the setting right?

#

As new rest pose?

rain frost
#

i think so

#

never done it like that before

torn isle
#

Also, when I try to weight paint the paint doesn't apply. Any reason why that might be the case?

fading verge
#

so CATS is really weird with how it merges armatures, it sort of picks which bones to get rid of on a whim
what I would do in that situation is manually pose the shirt so it's in the same place as the arms, remove the original mesh's arm bones, then find your merge armatures option in the CATS window

torn isle
fading verge
#

you have your brush strength set to 0

#

I'd suggest having that at .25 or .5

#

and the blend setting is best at mix

torn isle
#

Still doesn't apply.

rain frost
#

has to be 1

drowsy wharf
#

does NOT have to be 1 on strength
strength is "how much of the painting applies"
weight is "how strongly should it be painted"

#

@torn isle I would guess you don't have the mesh selected, try hitting M to see the verts/faces

torn isle
fading verge
#

There's a setting in CATS to make it not delete extra bones when merging I believe

torn isle
#

What in the world?

#

What kind of view is that?

drowsy wharf
#

er...2.8 changed hotkeys...I don't know the new ones

#

that looks like a seam view though...

fading verge
#

I think you're thinking of tab

drowsy wharf
#

no, M shows or hides the mesh's verts/faces/edges in 2.79 when in weight paint mode

torn isle
#

I still can't paint...

#

nvm

#

now it works

#

for some reason

drowsy wharf
#

allows you to right click past the mesh to select a bone

#

extra note @torn isle it's generally easier to paint in solid mode instead of textured...just clearer separation on colors and no texture colors getting in the way

rain frost
#

i paint my weights with 1

#

and then go back to anything that is deform and corrected the weights

torn isle
fading verge
#

Enter weight paint mode in pose mode, pose it then weight it what it should be

warm lintel
#

ok if mentioned making multi legged models but i think im ready to do just that now, i want to first ask if its possible and if it is, any good tutorials to watch or anyone able to help me along the way

rain frost
#

its hard to determine the exact value to keep it what you like, thats why you rig it with weight 1 and go into and slowly decrease it to fit in

warm lintel
#

(the model in question)

drowsy wharf
#

extra note, once you have the shirt merged with the body, you can delete the skin to save some headache on fixing the weight painting to match the body/shirt

#

should only need the hands (and maybe a little of the arm depending on the sleeves), and the neck up (with part of the chest)

rain frost
#

wouldn't it be more advisable to merge mesh first and then weight paint?

drowsy wharf
#

that...depends on how you're doing it, but probably yes

#

then just remove the skin where it's hidden and paint the shirt onto the bones

torn isle
#

That didn't work. @rain frost

#

Any other suggestions for positioning the jacket?

rain frost
#

Hm....

torn isle
#

oh

#

wo

#

Cats tool has a button that says save rest post and that worked.

#

Lol.

rain frost
#

👍

torn isle
#

Is hair just as hard as clothing if not same to add to an avatar?

rain frost
#

everything is if you are sort of new to blender

#

if you know what you are doing and where to place it around the meshes, its not that hard

torn isle
#

How hard would a head bone be to adjust? I just need the hair head bone to be close to my avatar's head bone.

#

Nevermind, it's just edit mode.

round ibex
rain frost
#

the problem is in blender you need to make sure those bones are parented by the arm or something

rain frost
#

i'm in a love-hate relationship with rigging

torn isle
#

Quick question, how do you drag a bone from one hiearchy to another in blender?

fading verge
#

Change the parent.

torn isle
crisp tendon
#

you're in pose mode

torn isle
#

In object mode it's the same error.

#

Nvm, edit mode.

#

Thanks.

#

The eyes were mapped to the hips as parent for some reason. Hope reparenting fixes the eyes.

turbid spear
#

It should

torn isle
#

No more glitch eyes.

#

Thanks for the help!

ornate prairie
#

Does anyone know why if i just tilt my head from side to side my entire upper body moves?

#

All the bones and weighting looks right :/

rain frost
#

check the vertex group

#

the weight painting may be correct, but not the vertices

ornate prairie
#

hmm will give that a shot thanks

rain frost
#

click mesh > go into edit mode > check the vertex groups on your right > click one of them and then click select

#

and it will show you why

ornate prairie
#

thats what I have for neck

#

should i get the shoulders out of there?

rain frost
#

well that explains it

#

the highlighted ones makes everything moves when you tilt right

ornate prairie
#

so just move it up so it's only the neck ones in the white right?

rain frost
#

you want to remove the highlighted polygons

ornate prairie
#

oh i flipped it, the neck ones i just deselected lol

rain frost
#

yeah you can do that too

ornate prairie
#

white is neck lol

rain frost
#

oh okay yeah just remove the selected vertices

ornate prairie
#

so neck shouldn't have any verticies?

rain frost
#

well you said you flipped it so its correct right now

#

zoom out and see if there are any other whites

ornate prairie
#

thats what is set to neck

rain frost
#

then press alt + c and try fix it correctly

#

hold mouse wheel click to delete i think

#

or was it just c

ornate prairie
#

so delete all those verticies in the neck group?

rain frost
#

nooo

ornate prairie
#

lol yeah i'm confused

#

not sure why it's happening, haven't had this happen before

rain frost
#

Hm...

ornate prairie
#

as far as i know the weight painting and vertex groups look right

rain frost
#

alternatively you can click on fix model in the cats plugin tab

#

see if that fixes it

ornate prairie
#

tried, will have to start poking at it again tomorrow

#

its so minor, just annoys me if i'm at a mirror, other people can't tell lol

rain frost
#

oh

ornate prairie
#

they just assume i'm moving that way 😄

#

even if my shoulders don't move, on the avatar they move like i'm tilting my upper body, its super minor

rain frost
ornate prairie
#

hmm some of the neck verticies are also in the chest group

#

might start there in the am

#

thanks o/

rain frost
#

yeah try and delete that

#

👋

dense stump
#

Hewo! So I imported a model into blender, and it didn't have a chest bone. So i extruded a bone from the spine, named it chest, and fix modeled it so cats would parent the arms to the chest. all seems good there. But now when i go to weight paint my new chest, it shows instead the weight paints of other bones. (For example, if i look at the weight painting on the shoulder, then switch and look to the weight painting on the chest, it still shows me the shoulder weightpainting.) How do I fix this?

#

or if theres any video pls feel free to toss it at me

rain frost
#

at that point you might as well weight paint it

drowsy wharf
#

@dense stump my guess is you don't have a vertex group for the newly added bone, fix that first

dense stump
#

That did the trick! Thank u @drowsy wharf !

#

And thank u too fooni! tho incase the same thing happens to u, it just weightpaints it to that last bone if u do

rain frost
#

:]

iron chasm
#

My eyes keep rolling to the back of my head ingame, I tried deleting the eyebones but that just gets rid of my eyes completely

rain frost
#

you gotta fix the eye tracking

torn isle
#

Any tips on how to keep the pants in the same position?

#

Instead of having it push my entire skeleton up?

#

Figured it out.

#

Joined meshes together first.

#

Then the armatures.

restive gyro
#

not sure if this is the right channel, but it says 'The angle between pelvis and thigh bones should be 180 degrees (this avatar's angle 87.5). Your avatar may not work well with full-body IK and Tracking.'

#

the warning thing idk

#

and me need halp

rain frost
#

i used to have that problem, it could be due to your bones although i don't remember

iron chasm
#

I am trying to put clothes on in blender but the clothing I am trying to put on is doing like a t pose where the arms are lower than the models, I tried messing with the bones but nothing i have tried has worked, anybody got a solution?

rain frost
#

the best you can do is move the bones in Pose Mode into A-Pose to fit the dress

#

just concentrate on moving one side of the bones and then copy the transforms/x-y-z values for the other side

iron chasm
#

okay thank you

#

when i merge the clothes and the body together and hit fix model on CAT it changes it to what it was before

iron chasm
#

I got to a point where when i press fix model one arm stays in A pose while the other arm goes back into T-pose

rain frost
#

do what i said, else you could re-import that model again and click on fix model

timid yew
#

im getting the "LowerArm is not first child of UpperArm or Hand is not first child of LowerArm: you may have problems with Forearm rotations" error. but when i check the mapping and heirarchy it all looks right to me. can anyone help me with whats wrong in this?

drowsy wharf
#

@timid yew do you have more than one avatar in the scene with a descriptor? or have you moved anything in the scene?
It looks fine as is, a screenshot of the scene with arm/elbow shown in hierarchy would help confirm too

torn isle
#

For clothing, pose the clothing separately so that the arms link up. Make sure the bones in both clothing and avatar are close to each other. @iron chasm

#

Then, join avatar and clothing mesh.

#

Then join armature.

#

Then use cats fix to join the bones together.

#

Pose to make sure weight paint is properly applied.

#

Ctrl-z to revert any changes if not successful.

#

Also delete skin underneath the clothes if not visible so that the skin does not clip into clothing.

wet urchin
#

Any good models to practice rigging on ?

native shuttle
#

Anyone know after doing a headswap how can one fix the skin from looking all janky in the neck area

crisp tendon
#

You either copy over the colour from one texture to the other, or you adjust UVs

timid yew
#

@drowsy wharf only one avatar with one descriptor. I havent moved anything, except for the main camera. i guess its worth mentioning it uses a seperate hand that replace the main one for one of its animations.

drowsy wharf
#

I was talking about in the scene, not in that rig config

#

also what exactly do you mean by a "separate hand"

timid yew
#

no, theres no other avatar in the scene. it has another hand model, which replaces the original hand model when that animation is played. as you can see in the asset window there are 2 "righ hands". as far as my understanding thats how this avatar was made. and as for the screenshot I just used that to show you the arms in the heirachy

drowsy wharf
#

are the hands using the same wrist bone? Also why not just have the spray can(?) object as a shapekey instead of changing the entire hand with it? just curious as to reasoning

#

I was asking for the scene hierarchy view to compare against it to see any differences or problems in setup.
As far as I've seen that only shows up when it's actually an issue....could always be unity being special I guess

timid yew
#

idk why its using 2 hands instead of just the spraycan. im only modifying a model i got of a vrc website. and im assuming it uses the same wrist as its the only wrist i can find

lament silo
#

heeeelp its blind

fading verge
#

Assign the right leg bone

native shuttle
#

sorry for the second screen display showing up

crisp tendon
#

ctrl + a = apply all transforms

native shuttle
#

doesnt work @crisp tendon

crisp tendon
#

might be a better question for the cats discord then

native shuttle
#

link me\

#

please

crisp tendon
native shuttle
#

decided im just gonna weight paint it to the armture whys it going in a different area?

crisp tendon
#

either not centered, or wrong pose

native shuttle
#

@crisp tendon

crisp tendon
#

yeah so it's a pose issue

native shuttle
#

how to fix it?

crisp tendon
#

go into pose mode first and apply pose through cats

native shuttle
#

how do i pose her?

crisp tendon
#

you don't, you go into pose mode and apply pose

#

then you weight paint

native shuttle
#

so leave her t posed

crisp tendon
#

yes

native shuttle
#

hit apply as rest pose or do i weight paint from here

crisp tendon
#

can you click on a vertex of the sleeve and show a screenshot ?

#

in edit mode

native shuttle
crisp tendon
#

with the item tab open on the N menu

#

so we can see the vertex groups assigned

native shuttle
#

how do i open the N menu

crisp tendon
#

it's opened, you just have cats opened instead

native shuttle
#

@crisp tendon

crisp tendon
#

mmh that's odd

#

ok then in pose mode, rotate the upper arm bone down by like 45 degrees

#

if it fits into the sleeve correctly then you can apply automatic weight paint on both arms instead

#

probably easier that way

teal badge
#

I have some avatars where in fullbody it seems like the hips get offset and shifted downwards, so their legs are squished and the viewpoint is offset. Does anyone have any idea how I could fix that?

fringe citrus
#

@teal badge You probably have a really long chest bone. Shortening it might help. That's just a guess though. I'd have to see some armature screenshots (best if orthographic front and side) to do better than a guess.

cunning willow
#

I need assistance

#

What project do I do

cunning willow
#

Hello

teal badge
left anchor
#

T

teal badge
#

@fringe citrus Is this helpful? This doesn't use eye tracking, so there's an Upper Chest bone, but removing that from the chain doesn't change the end result.

tardy lily
#

is this the right channel to ask for help on weightpainting? trying to weightpaint a skirt attached to the legs, so it looks better than just using dynamic bones or cloth

fringe citrus
#

@teal badge I haven't tested enough with rigs using upper chest, so I can't say for sure, but I can see that your upper chest bone is pretty long and the chest bone is positioned about where the spine should be, and spine where hip should be.

#

I'd recommend using the existing weights from the pivot points you have, but merge hip and spine and use that for hip, then use chest for spine, and upperchest for chest, then position the upperchest about halfway between its current position and the neck, and weight paint in a new pivot around there

#

That's a little bit of work though, so I'd say just do the bone positioning stuff and see if that fixes your issue with shifting down when you bind, and once you get a rig that works with that, clean up the weights

teal badge
#

Hmm, okay, thank you!

worldly willow
naive tree
#

above check if it's set to Pivot and not Center

cunning willow
#

Anyone able to help

drowsy wharf
#

we're not psychic, we can't answer that question until you provide details

cunning willow
#

I was asking to see if there was anyone

fading verge
#

Ask your question

cunning willow
#

I need assistance with giving my character a Skelton

#

Skeleton

fading verge
#

What about it

cunning willow
#

I mean when I try to give him a Skelton it doesn’t work

fading verge
#

What do you mean by it doesn't work.

cunning willow
#

As in if I try to move the forearm the whole body moves

fading verge
#

Sounds like a weight painting issue.

cunning willow
#

That’s why since I got none

fading verge
#

?

cunning willow
#

I don’t have weight paint at all

fading verge
#

Well you need weighted bones for your skeleton. I don't understand your problem.

cunning willow
#

I have no idea how to do that

fading verge
#

No idea how to do what? Weight paint? You can look it up.

cunning willow
#

Ok I’ll go look

dense stump
#

m avatar does the thing where when i get into fbt, it'll kinda crouch down. is the chest bone too long on this cuz i heard that can cause the issue?

drowsy wharf
#

definitely a huge chest bone, the spine is about where the hip should be, and the chest is both spine and chest combined for size

dense stump
#

ok!!

#

so increase the size of the hip and spine and decrease the chest?

fringe citrus
#

Yeah use a box select to grab the tail of the hip, head of the spine, tail of the spine and head of the chest and move them up

#

Taking off about 1/3 the length of the chest should be about enough.

#

The more you move the more likely you'll need to fix the weights

dense stump
#

gotcha!

#

thank u both!!! ayaka

fringe citrus
#

Oh yeah and as Himeki mentions, you might want to move the head of the hip up to about where the head of the spine is in your screenshot too

cunning willow
#

Ok I physically can’t do this could anyone weight paint and rig a model please

crisp tendon
fading verge
#

^

cunning willow
#

I know I sound lazy

#

Ree

#

crap

fringe citrus
#

@cunning willow you can try Mixamo too

cunning willow
#

It won’t class as humanoid

#

Blender was my second option

fringe citrus
#

Oh your avatar isn't normal biped shape?

cunning willow
#

Oh it it

#

Is

#

Just everything won’t merge together

#

Hell I made a sniper and pistol to go with but now I can’t even use them

fringe citrus
#

Mixamo will create an armature when there is none, you could try exporting as an obj file without any bones and see if Mixamo likes that

cunning willow
#

It doesn’t

#

I need to merge all of the stuff I think

fringe citrus
#

Otherwise what you'll have to do in blender is parent your mesh to your armature and choose automatic weights when blender asks. And yeah will be easier as one mesh all at once. You can separate parts later if you need to

cunning willow
#

Ok

#

I’m gonna take like 10 hours to merge everything

fringe citrus
#

Can't you select the objects and use the join command?

#

Do you have 1000s of them?

cunning willow
#

No right now I’m in differ 3D building thing

#

I have to merge all of it in a different place

#

So I’m merging now

fringe citrus
#

Hmm ok, well yeah your goal should be to get a single mesh and line it up to a fitting armature then parent to the armature with automatic weights.

cunning willow
#

Ok

#

Actually if I send you the file could you possibly merge all the meshes

fringe citrus
#

Hard to walk through in text chat but googling some of the terms I used and looking on Youtube might give you something you can follow along with

#

I'm on mobile now not at pc

cunning willow
#

Yeah YouTube doesn’t like me

#

I’m also on mobile but pc as well

#

Now I must wait for ♾

#

#

Cause my pc is crap but it gets the job done at least

#

Usually

fringe citrus
#

If you google "blender join object" it might show you how you can merge your meshes. Also I think the CATs plugin has a feature to merge all your meshes but it might not work when you're not parented to the armature yet

drowsy wharf
#

merging a mesh is merging a mesh, should work either way

fringe citrus
#

I was curious so I gave it a test, CATs will iterate through all the children mesh object on an armature and merge them

#

If the mesh objects aren't parented to an armature it won't merge them together, and if some are parented and some aren't it'll merge the ones that are children objects to the armature and ignore the ones that aren't on the armature

#

And if all the mesh objects have the parent cleared the CATs merge-all button just becomes disabled @drowsy wharf

sly mirage
#

so can anyone help with this ive seen raptor avatars before but idk how they are set up
does not having it in tpose even matter as long as the bones are applyed correctly? how do i get this to function properly

primal creek
#

can anyone help me rip out a skin and then re rig it im new to avtars ive been trying youtube videos arent helping

crisp dagger
#

I need some help , I want to build and publish but he send me here

stone seal
#

I could use some help with my avatar. It is a small avatar and in certain woulds the camera cut off gets in the way of the avatar so when I try to look at the arms or chest the view clips through it. I tried raising the scale of my avatar and that fixed the issue but it is meant to be a small avatar so that is not reasonable fix for it. It only happens in certain worlds but I did not notice this issue until last month and I see it with a lot of small avatars now. I want to know how to change the size of the view cut off (making it smaller) so I can fix the issue in those worlds that arn't working correctly.

teal charm
#

im new here and I try to build & publish my avatar but he just say to spend more time here for security reasons and I do like he say but it dose not work ??😥

opal aurora
#

You need to spend time in vrchat, and it's not only a time based thing, so idling won't work, you must also be using your vrchat account in said case

teal charm
#

almost how long i should to spend time ?

opal aurora
#

It's not solely dictated by time, so there's no plausible estimates

rapid mauve
#

i see in game avatar with different emote for left and right hand - how is this done - i create all shapekeys and emotes with blender i want to use but I don't know how avatar is rig in unity for each hand have separate emote

teal charm
#

im still not allowed to avatar creator status ……….

#

I cant understand why it cant work 😟

rapid mauve
#

are you user or new user status ?

teal badge
#

@fringe citrus Thank you for the help, using the spine bone as the hip and so on works perfectly!

fringe citrus
#

Awesome! Good to know the fix works with upper-chest mapped too

rapid mauve
reef trout
fading verge
#

Are the leg bones on the avatar straight? If so, put a slight bend in them.
Without the bend the IK doesn't know how to orient the legs.

reef trout
#

I've tried putting a slight bend into them in blender

#

But either it didn't update properly or isn't helping :/

turbid spear
#

What about from the front

reef trout
turbid spear
#

move the knees so they point away from each other

#

a bit

reef trout
#

mhm

#

Gonna try that

turbid spear
#

If the upper leg bones point inwards then this will happen

reef trout
#

Thanks, they still seem slightly wonky but not cross legged anymore

gray condor
#

So I pretty much have no idea how to rig, or rig smoothing with now visible limps, I know its possible, but I'm not sure how to do it. I already created animations, so I'm not going to scrap my build.

#

Anyone thing you could help?

fading verge
#

ive been trying to upload my avatars to Mixamo so I can autorig my models but for some reason it just shows that it has an unknown error when I try to upload

#

is there anything obvious that I'm doing wrong that I don't know? Or should I just give up on mixamo and find a different autorigger or learn how to easily rig it manually or something?

merry estuary
#

Well it does have a rig already so maybe that is why? With so many bones it wouldn't correctly assign weights anyway, same with blender, it is gonna be a mess it you try to autopaint

fading verge
#

OOOO ok

#

thanks!

#

so I just have to figure out how to load animations onto it?

#

sorry if dumb question, first time trying this stuff

merry estuary
#

If you add VRC avatar descriptor and set up lip sinc it should have all the basic animations but I doubt it will work well with this rig, it has way too many bones and I can't even see arm bones (should be one little shoulder bone, 2 arm bones and 1 hand bone running along the arm mesh and here we have lots of bones pointing up for some reason). Rig looks like it was taken from completely different model that was meant for animation, most likely mmd @fading verge

fading verge
#

ill try to do this VRC avatar descriptor thing and lip sync and see how it works out.
yeah I exported it from Koikatu

gray condor
#

I fixed my issue.

fading verge
#

also thanks for helping me so much kohi, I really appreciate it

fading verge
#

(DELETED)

#

wait wrong channel, mb

astral warren
#

Whenever my avatar is not focused on a lookat with it's eyes, it looks down and to the left. did I do something wrong?

abstract musk
crisp tendon
#

which axis are you rating the eye on ?

abstract musk
#

both of them clip

#

i think i found a solution tho

#

sink the white and move the bones just a little back

astral warren
#

I usually solve this by making the white part of the eye concave, and giving it a flat-lit shader so you can't tell it's concave

fair prism
#

Okay sorry for the probably dumb question, but can anyone tell me what the lowerlid visemes are for? Most eye tracking tuts I have seen recommend to leave them blank. But sometimes I see people's avatar kind of squint as they talk, wondering if that is what it's for?

abstract musk
#

so i fixed the clipping issue but now i get this

fair prism
#

can you send a screen grab of the bones and their orientations?

abstract musk
#

im not sure what lowerlid is for also, i left it blank

#

sure

fair prism
#

you want all 4 bones Eye_L, Eye_R, LeftEye, RightEye all at 0 degrees rotation in every axis

#

and they should all be separate children of the Head bone

fair prism
#

okay hierarchy looks good

abstract musk
#

the fake eye bones have some rotation so i will set it to 0 on them

fair prism
#

set them all to zero rotation

#

also weight both the real and fake eye bones to 100% for each eye

abstract musk
#

ok

fair prism
#

the weighting should be identical for Eye_L and LeftEye, same for the right ones

#

that threw me off too, because yeah... technically that is not normalized

abstract musk
#

i didnt use CATS to set up the eye tracking part so its kinda wierd

fair prism
#

yeah me either... to make matters weirder for me I use Cinema4D 😅

abstract musk
#

still bugging out after weighting and normalizing

fair prism
#

and also still need to make sure the bone orientations are correct. those visemes are also crucial

abstract musk
#

yea the orientations and visemes are correct

fair prism
#

great!

#

okay uh

#

lol

abstract musk
#

i feel like a 5th grader in sex ed

#

i have kind of idea

#

but not total understanding

fair prism
#

I know... this part threw me for a loop too it's okay

#

Like riding a bike though so once you get it... you've got it

#

Can you send me an fbx of just the head or eye area? I can check on my end

#

Wouldn't need textures either, just the eye mesh and armature

#

If your orientations are good the only thing that could be wrong is the import settings

abstract musk
#

i was about to say why dont i just send you the .blend then i remembered you dont use blender haha

fair prism
#

lol, it's okay. I can still quickly see it with an fbx

#

I have a feeling it's going to be orientation

abstract musk
#

i just sent the whole fbx cus its less hassle and its a pretty small file anyways

fair prism
#

sure, okay yeah it's the placement of the bones

#

your LeftEye/RightEye bones are hanging out in your neck

abstract musk
#

should i place them in the same position as my real bones?

fair prism
#

okay so here's what you're gonna wanna do

#

throw Eye_L and Eye_R right smack in the middle of the pupils

#

then put LeftEye and RightEye where the rotational center of the eyeball is

abstract musk
#

then in the unity rig which bones would I use for the eyes

fair prism
#

LeftEye and RightEye 👍

drowsy wharf
#

@abstract musk @fair prism the lowerlid shapes are used when you look down but the look target is up more (eyes up head down) to close the lower lid a bit like your actual body does

#

most people just ignore them though

fair prism
#

Thank you for clarifying that!!

drowsy wharf
#

that's probably just either an animation or an idle override to do it

#

not related to talking

fair prism
#

Neat, I will look into idle overrides then

abstract musk
#

lmk any info you dig up about those too, i feel so bland when im talking since i dont have my hmd + controllers yet so no hand motions + no facial expressions = boring

fair prism
#

Yeah I would looove to have some cute idle facial animations

#

@abstract musk any luck with the eye rigging?

abstract musk
#

checking it out rn

fair prism
#

🤞

abstract musk
#

damn now my eyes dont even show up in the sdk

#

possibly the 90 degree rotation issue?

#

ill check it in the humanoid rig

drowsy wharf
#

you can either make an animation that you place in the idle override slot
Or you can put an animator on the body, and use different layers to do differently timed animations

fair prism
#

deng

abstract musk
#

option #2 sounds easier to do the first time and to edit later on

#

what are my eyes doing there haha

fair prism
#

hmm

#

maybe send me one more fbx like you did last time

#

I'll have another look

#

thanks so much for the suggestions @drowsy wharf 😄

abstract musk
#

ohh wait i think i have a clue

#

nvm

#

bones dont have transforms in blender edit mode

#

ctrl a wouldnt do anything

drowsy wharf
#

@abstract musk make sure the head and eye bones are pointed straight up in blender, that's usually the cause of backwards eyes

abstract musk
#

all pointed up

fair prism
#

I noticed the spine is second to shadow_waistcontrol, maybe move spine so that it's the first child of hips

#

Ah, that shouldn't matter

abstract musk
#

yea eye tracking is so finicky

fair prism
#

super

#

ummmm hmm

drowsy wharf
#

hip>spine>chest>neck>head>L/R eyebones

#

also jeeze that is a mess to look at

fair prism
#

yeah is there any way to do it without the bone ends?

#

maybe that has smth to do with it

drowsy wharf
#

bone ends?

fair prism
#

oh, that's how c4d imports their fbx

abstract musk
#

its the same thing in unity

#

i think thats just how bones work in blender

drowsy wharf
#

@abstract musk I'd remove your extra eye bones (keep the ones in the center of rotation) and re-do eyetracking with CATS

fair prism
#

yeah, I think I remember reading something about that.

drowsy wharf
#

and no that's not how they work, those are probably just how it was interpreted on import

#

a single bone is a single bone. If there's no weighting on those, they're not needed

fair prism
#

I figured as such, but it's definitely extraneous data in the fbx

#

I've imported other fbx's from blender that did not have those _end's

drowsy wharf
#

some programs or game engines need those, not commonly used ones though

fair prism
#

yeah, and I don't see why that would make any difference to unity either

#

I doubt it is the issue

#

Might be possible though...

drowsy wharf
#

not likely, unless the wrong bone is being mapped in the rig settings

abstract musk
#

so cats set up the eyeballs kinda weird and idk if it should be like this

#

i still retain the original eye_l/eye_r

crisp tendon
#

Your setup is wrong

abstract musk
#

but the LeftEye and RightEye are not centered for rotation

drowsy wharf
#

your eye bones aren't in the center of rotation

#

imagine the eyeballs for the size of eye you have, the bone needs to be in the center of those spheres

abstract musk
#

yea my original bones are

drowsy wharf
#

you'll need to move them further outward at least

abstract musk
#

those bones

crisp tendon
#

That's not what Himeki is saying

drowsy wharf
#

the bones I see are too close to the center

crisp tendon
#

The bone location is wrong, move them in the center of the eyes

abstract musk
#

the CATS ones or the original ones

crisp tendon
#

The ones that move the eyes

abstract musk
#

ok

#

👍

fair prism
#

godspeed @abstract musk 😅 third try is a charm

abstract musk
#

looks great in blender, hopefully it works in game now 😄

drowsy wharf
#

when you go into Unity, set the rig to generic, apply, then back to humanoid

#

should avoid at least most weirdness from updating

#

if you don't have anything special on your avatar (dynamic bones, effects, etc) you can select it and hit "revert to prefab" at the top of the inspector to fix anything out of place

abstract musk
#

aha so it looks normal in unity now

#

time to check if it works in game

#

😄

#

it works now

#

thanks all of you guys

fair prism
#

I am glad you got it working, even though I was of no help lol

abstract musk
#

you were of help

#

you tried to help and thats help enough'

fair prism
#

aw, well thanks for saying that haha

#

it was fun trying

#

at least if anyone is trying to do manual eye tracking in c4d I know I can help them 😉

wild owl
#

helluu, i have this issue i cant seem to find any info on, only seen in chibi avatars, was wondering if anyone experienced it, its about fullbody on chibi avatars

#

causes this strange hip issue