#avatar-rigging

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sweet tundra
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i have no idea why it does this

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any idea

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i know its something with the rig or weight painting, but i have no idea how to fix it

crisp tendon
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there is no weight paint

sweet tundra
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its pose mode

crisp tendon
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so ?

sweet tundra
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there is weight painting

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on all other bones

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but

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the main bone

crisp tendon
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they're not connected

fickle dawn
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my new elsa body

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all the bones around my head control my gestures and expressions lol

pulsar oxide
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@sweet tundra having the same ish issue

fickle dawn
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hey squid

pulsar oxide
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?

fickle dawn
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oh wait

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lol

pulsar oxide
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???

fickle dawn
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wrong squid

pulsar oxide
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k

fickle dawn
fickle dawn
fading verge
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Anyone know how I could make this work for vrc without completely messing up the hand? Cause when I enforce a t-pose it gets pretty spooky xD

iron chasm
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can i get Cat Tools to not translate when I press Fix Model?

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I am trying to connect the bones

crisp tendon
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disable that option

iron chasm
fading verge
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So I want to connect this to a humanoid rig so i can still use gestures, however how do i make it so the model just glides instead of being attatched to bones? (Ive tried before but it looks like it auto defaults to the pelvis)

fervent hornet
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You should have a full humanoid rig which would be you. Then the car a sibling of that armature under your main gameobject

novel thorn
restive folio
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@novel thorn I suggest using MIXAMO for a free auto rig for bipedals, you might need to adjust some things later but it should give you a nice basic rig for any basic humanoid like that

novel thorn
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@restive folio is that a website?

restive folio
novel thorn
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@restive folio thanks worked perfect

restive folio
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No prob

pulsar oxide
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why is my dynamic bones not working?

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figured it out, dynamic bones are weird

crude garnet
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how can i make eyes

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work

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i dont have bones

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but want to add them

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dm me if you think you can help

mild stratus
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You need bones, the cats plug-in and shapekeys

crisp tendon
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either that or a shader, but that requires a specific mesh shape

crude garnet
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im using cats but therre are no shapekeys

mild stratus
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You have to create them

crude garnet
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how

fading verge
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Uploaded the model and the jaw is fine normally. But when I uploaded the mouth is slightly open :/ The rest pose is with the mouth closed, the rig in unity has it closed, but why is it open in vrc? I much confused

sleek isle
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your jaw is assign in the humanoid tab. un assign

grand mirage
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Anyone have any advice on how to even attempt to animate those face plates?

slender hatch
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Tig then separately then parent to the head

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@grand mirage rig the face plates separately then parent the bones to the head then you can animate it opening or something and make it open during waking animation of just make it a gesture

grand mirage
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ah

bronze fern
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you could probably even do that with shapekeys given how linear the movement is

manic marsh
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shape keys seem easier in this case

warm parcel
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does anyone know how to assign a whole humanoid rig to a single mesh in Blender? Everytime I make it a multimesh, each individual part creates another texture, and it easilly racks up to 60 meshes/textures. I have no clue how to work with weights or anything, so this is all a big struggle

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I can PM the .blend file if you want to see what I'm working with

grand mirage
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How do you make sure your bones are perfectly centered?

manic marsh
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good question

crisp tendon
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@grand mirage centered around what

manic marsh
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i guess he means in the center of a mesh

grand mirage
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Yes the center of the mesh

crisp tendon
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when you select edges in a loop, you can do "Move cursor to selection"

grand mirage
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Ah when rigging bones do you need just a basic skeleton?

crisp tendon
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that rig is for ik

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you need the basics

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but if it's a generic, aka non humanoid, you'll need to make your own animations

grand mirage
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Ahhh i suspected as much

fervent hornet
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You could try using Final IK for the legs with a fake humanoid. But next update pure generics will work so the custom animations will go through.

manic marsh
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Yeah, but why use animations when you can have all of that procedurally generated goodness

drowsy wharf
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And unless something has changed recently, generics STILL do not transfer animations over the networked IK. So you'll just slide around from everyone else's view.

grand mirage
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I can only animate in blender right? unity dosnt have animation?

crisp tendon
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it does, they do the same thing

grand mirage
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The exact thing? None of them are preferable over the other?

crisp tendon
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if you're a beginner unity might be much easier

grand mirage
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thanks

sick turret
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so the fingers are named wrong and in vrchat are also not doing so good

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i tried renaming them but that made it worse

mild stratus
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Manually assign them in unity

sick turret
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so theres 2 kinds of a thumb, theres arm thumb and theres just thumb

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what do i use?

mild stratus
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Use the thumb on the hand.

sick turret
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ok one more thing that i think will solve my problem and its that some of the fingers are named and placed differently

mild stratus
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You should fix the placement of the thumb.

fervent hornet
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@drowsy wharf That's why I said next update. Pure generic avatars work in the beta IIRC

sick turret
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im asking how

mild stratus
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In the inspector, at the bottom of the bone assigning window, there is a drop-down menu under 'pose', click it and the click 'enforce t-pose'

sick turret
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oh ive done that'

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see how the index is the thumb

crisp tendon
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Gotta be fixed either way

sick turret
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thats what im trying to do

crisp tendon
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in blender though

sick turret
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oh

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that would make sense

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but i dont rename it in blender right?

crisp tendon
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you should

hoary mulch
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Helloo i have been working on a model that i already upload, and i did a Complete Rigg based on that model and bones, now that i have finished it and im starting to do animations, i dont know how to transfer the animations from Rig A to Rig B in unity. the only thing that i see viable right now is to export it as it is and turning it of the Vrchat model and turning On this new animated One, any ideas?

mild stratus
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VRChat has built-in animations. As for if you want custom ones, You should make multiple actions in blender for the model, then export it as an fbx, then place it in unity.

hoary mulch
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but the thing is i dont want to animate the bones directly

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thats why i made a rig, but i dont know how to transfer the rig animation to the bones

mild stratus
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VRChat has animations built-in to the game.

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That's what a rig is for.

hoary mulch
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This is what i mean i animated the controlers, and the thing is that if i export the fbx unity only read the keyframe of the controls not the base bones

mild stratus
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It doesn't read the rig because there already is one.

crisp tendon
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You'll need to make custom animations and bake them in before export individually or use the default vrchat animations

hoary mulch
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How do i bake them?

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all the tutorials so far that i found are only about importing already made animations not how to makethem or bake them

crisp tendon
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Do you have keyframes ?

hoary mulch
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I have keyframe on the controls

crisp tendon
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that won't work afaik

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humanoid bones need to be keyframed

grand mirage
mild stratus
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Epicly scary

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Now you have to animate it

crisp tendon
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Did you weight paint or only made the bones for now ?

grand mirage
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just the bones

grand mirage
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it wont let me pick them both at the same time

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nvm ill just delete the arms and do it again

grand mirage
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Now able to pose ๐Ÿ˜„

grand mirage
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wait... do i have to add bones to the model in unity again to animate it?

slender hatch
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@grand mirage regarding the face plates did you try selecting the faces separate by selection then automatic wight paint to the bones?

grand mirage
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honestly I have no idea how to go about the face plates i want to keep the mirrored but i dont know if thats possible ๐Ÿค”

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its only my third day lmao that seems way too advanced for me but im ganna try anyway

slender hatch
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@grand mirage I animate in blender then import it to unity

grand mirage
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yeah thats what i was thinking tho the animating process seems the same but unity's UI system is weird af and i dont feel like learning it lol

slender hatch
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@grand mirage yeah animating in unity is not something I wanna learn

crisp tendon
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it's almost literally the same

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except blender has addons and a few features

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you move keyframes/use the animation recorder/use curves

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they both do that really well

grand mirage
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What's IK for? i keep seeing it and it looks useful for animating @crisp tendon

crisp tendon
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IK if what you had on the bear screenshot

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it's control bones

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Here the one i created

grand mirage
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Kind of pulling fleshy parts out then i plan on building the plate of the face and connecting them after. My concerns mainly are mirroring the face plates and figuring out how to rig the plates to move up and down at will with the bones

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You use that for animation right?

wet hollow
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Pretty much needed for animating as it allows for easy control and restrictions

crisp tendon
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face rigs are different though

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a bit harder to do imo

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also you should shade smooth your model

grand mirage
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How are they different? do they require different tools? Id love to see an example when ever you have the time

crisp tendon
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@grand mirage I've only seen face rigs in maya tbh, but i'm sure there are some for blender

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body ik is just chains usually, but face is driver based

tall dome
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So, whenever I parent my model with automatic weights to the skeleton, the model expands into a bigger size than the skeleton, oh and also [overused image that's an overspoken problem in avatar rigging]

crisp tendon
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Apply transforms first, then remove doubles/close holes in mesh/makes sure bones are inside the mesh

tall dome
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right, how do i apply transforms

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no- you know what, stupid question google exists

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transforms are there, bones are in the mesh, and aside from the hat there are no holes

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looking around for the same issue in here one of you suggested weight painting which could very much be a probability because I didn't do that at all yet

grand mirage
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should i texter and paint my project before i start connecting small bits and pieces of extra details and parts?

long geode
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i need the hoodie to bend with the pants when i squat

crisp tendon
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@grand mirage Never paint until the model is completely done

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@long geode weight painting

long geode
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got it. was hoping there might have been an easier way also does anyone know how to mirror bones? I can mirror mesh but not bones

crisp tendon
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Symmetrize/duplicate and scale -1 on the x axis

long geode
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does the bone im trying to duplicate have to be attached to a spine first?

crisp tendon
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what for ?

long geode
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im trying to duplicate a hand

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i was only given the right hand and i can duplicate the mesh but not bones

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but i havent connected them to the base armature yet

oak lark
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:(

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gmod rigging. the EASY way out

oak lark
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this is what my stuff looks like rn

bronze fern
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what are the extra limbs on the middle?

oak lark
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i'm not sure.

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oh

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armpits

bronze fern
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uh

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alright

oak lark
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i don't know how to fix this problem

bronze fern
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probably something to do with your unnecessary limbs

oak lark
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@bronze fern i don't see why. it's a parenting problem

bronze fern
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so fix your parenting problem

oak lark
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fuck cunt. t

bronze fern
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huh?

oak lark
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there's a lot of shit in the rigging hierarchy i gotta go through

mild stratus
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take a screenshot of the inspector in the rigging editor.

oak lark
mild stratus
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Inspector, not hierarchy.

oak lark
mild stratus
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So... as we can see, everything seems to be parented correctly.

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But they probably aren't.

oak lark
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so how do I proceed with with fixing this.

mild stratus
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Locate the correct shoulder and upper chest bones in the hierarchy, making sure they are the correct ones, and drag them over to the correct place in the inspector.

oak lark
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@mild stratus

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I was able to upload but it thinks I didn't upload as huminoid

mild stratus
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There is an error in the humanoid rig and you need to fix it.

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So... click 'configure.

oak lark
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i have to move these till they're green... don;t i

mild stratus
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No.

oak lark
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it says "charater not in t-pose"

mild stratus
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In the inspector window, above the 'done' and 'apply' buttons, there is a bar with two drop-down menus on it.

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One is labelled 'pose'

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Click it then 'enforce t-pose'

oak lark
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ok. thank you!

slender hatch
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when making prop animation do i have to set them as humanoid?

agile summit
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rigged with Mixamo of course

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only bones in hand are the index ones

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how do I fix this dude's warped fingers?

slender hatch
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you have do set that red bone as the finger rig or delete that extra bone

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try enforce the tpose

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it should be in the rig you should see pose or something

agile summit
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which red bone?

slender hatch
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lol theres a red bone at the tip outside of the mesh

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its highlighted red

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click pose and click enforce t pose

agile summit
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alright I enforced the tpose and the red bone isnt a problem anymore

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and that was two seperate bones

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still got his little crazy fingers

slender hatch
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did it fix?

agile summit
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Nah, his fingers are still every which way

slender hatch
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i feel like those two bones are not supposed to be there?

agile summit
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I mean I think that's where they need to be

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like I said, I rigged it with Mixamo

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usually, I'd be willing to start over, but I actually made the mouth move on this one

twilit aurora
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any idea how i can map pelvis in unity

slender hatch
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@twilit aurora click model select, then go to rig then configure, click the pelvis should be the hip bone

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@agile summit looking at it i think those bones are actually not useful? in a finger i think there should be only 3 bones

agile summit
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Yes it mapped like 3 or 4 to a single finger

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No other fingers got bones though

slender hatch
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i....

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@agile summit i honestly think you should re-rig at this point but up to you.

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does mixamo rig it automatically?

twilit aurora
agile summit
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@twilit aurora did you rig it with mixamo?

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and, yes mixamo does rig it automatically

twilit aurora
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think i give up with the avatar still same issue their better avatars i can use from the file

dusty socket
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How can I fix my shoulder slouching a lot when I put but arms down in fbt? I guess it has to do with shoulder bone alignment to other bones?

rapid mauve
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@dusty socket you need scale the parts to fit your body size - this video have much info you need

dusty socket
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@rapid mauve Ok thanks will check it out

nova hornet
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When playing without Fullbody it moves normal

orchid fog
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My avatar has more than 2 eyes. I am trying to use rigid bodies to make the extra eyes follow the rotation of the main eyes, which I have setup for proper eye-tracking in-game.

I am hooking up the rigid bodies in the same way as I am for extra arms which follow the original arms just fine (rigid bodies that freeze position, Fixed joint to the main bone).

however, my extra eyes just slowly float away up into the sky in-game. Anyone have any idea why that happens?

How does the eye tracking actually work? Does the game move the eyes in a different way than it moves the arms, etc?

indigo coyote
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When i try to fix the rig in CATS on my avatar, this is the error log i get from it.

sleek isle
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@orchid fog work the same way. Only keep the rotation

orchid fog
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yeah that's the thing I am doing that

mighty sigil
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Would anyone have any idea why using fullbody tracking causes my avatar's shoulders to suddenly stretch outwards, and the hips jut out to one side? Literally only happens when using the feet trackers. ๐Ÿค”

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I'm assuming it's a rigging issue, but the skeleton looks perfectly fine to me in Blender. Seems to follow all guidelines.

crisp tendon
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Show a screenshot of your armature from the front and side

mighty sigil
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I probably need to straighten out the legs, but apart from that, I'm not sure what might be causing it.

crisp tendon
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yeah, legs need to be straight in front view

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but the armature has extremely unrealistic proportions, so whatever you do may not fix it completely

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but try clearing rolls on all bones in edit mode and applying all transforms in object mode

mighty sigil
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Understandable. The original base was super weird, haha

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I'll give it a try. Thanks! โค๏ธ

mighty sigil
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I'm not sure whether it was clearing the rolls, or straightening the legs, or both, but... it seems to be fixed now. Thanks, Ruuubick. โค๏ธ

craggy kettle
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hello there anyone know how i can fix this problem?

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when i use de Full body this happen

crisp tendon
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where is your hip bone in that image ?

craggy kettle
crisp tendon
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you need to raise the hip bone and reduce the size of the chest bone by a lot

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so scale up the spine

craggy kettle
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will try o7

honest tusk
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Hey ughh the controll panel from my VRchat SDK doesnt open

rare glade
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server down

honest tusk
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oh it also effects vrchat SDK

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didnt know that lol

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may bad then

low wasp
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how do i get rid of that

wind osprey
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In your scene hierachy select the item that it's saying isn't the first child, and click on GameObject>Set as first sibling

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Clicking select might even highlight the offending item, not sure. Haven't had that error for a while myself.

low wasp
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What do I select

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The lower leg?

wind osprey
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Whichever bone is mapped to the lower leg, or the foot. It's wonderfully unclear as to which is at fault.

agile summit
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it moved my model from 0.0 and in unity it appears as a white line

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how do I get rid of this thing

wind osprey
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The orange dot is the object pivot point, generally should be somewhere central on the avatar. Move things back to the center and apply location transforms.

agile summit
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Well it wasn't there before

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When I entered blender to adjust something my transforms were all yellow but all still set the same they were

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0 on everything

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I dragged the avatar back to the center and didnt change the transforms because 0 m should be the default right?

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Still have that white line

agile summit
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i unlocked vrchat 3rd person though

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Seriously though, how do I fix this?

crisp tendon
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Why is your model all the way back

agile summit
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That's what I'm trying to figure out

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I don't know why

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It's that little orange nugget's fault

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in the center

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and I don't know to get rid of it

crisp tendon
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no it's your model's transform fault lol

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that orange dot is the origin of your object

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your object should be at 0,0,0

agile summit
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it is at 0,0,0

crisp tendon
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yeah the origin

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not the model

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origin is what it uses for rotation and view

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move the model where it should be and then select all and do ctrl + a apply all transforms

long geode
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anyone know why when I hit fix model in blender i lose my left hand bones? Ive renamed them to their proper names and it still disappears with an error saying no left wrist

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I mirrored the hand from the right side if that helps

ionic sinew
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Anyone have creative rigging ideas? I'm stuck on this. When her arms go behind her she looks alright, but if I put the arms up and rotate slightly they clip like crazy.

long geode
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weight painting. thats what im on in my model

ionic sinew
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Yeah, I've been messing with it for hours ๐Ÿ˜ฆ

crimson mango
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SDK says the spine hierarchy isnt good

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Could someone check on it?

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Pic in a second

drowsy wharf
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@ionic sinew shrink the shoulder bones outwards more
You're also better off having it in an actual T pose for the default state (and angling the elbow forwards slightly)
Also of note is that it looks like you have an extra large chest bone, which can cause issues with other limbs as well. (hard to tell in that image though)

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@crimson mango hip>spine>chest>neck/shoulder
If you have that, then check your assignments in the rig config for the model

crimson mango
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what if the circles in teh mappping thing arent full

drowsy wharf
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it means you don't have them...check the list at the bottom though that says what is assigned as what, that's what is important for this

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upper chest should not be filled, jaw should (usually) not be filled, the rest generally are

crimson mango
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the hands are like that

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but the right bones are in

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they are green just the circles that are not complete

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look at the picture

drowsy wharf
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in that image the circles ARE filled in

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That solid green dot in the center means it's set with something

crimson mango
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it still doesnt work tho

drowsy wharf
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see the one in the upper chest area? it's grey and hollow

crimson mango
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still it says its not good

drowsy wharf
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Make sure the hip all the way out, every setting is filled properly...if it's still not working, restart unity it may have glitched

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again...hip-spine-chest-shoulder is where you should look for a shoulder issue

crimson mango
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the shoulder is fixed

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the chest wasnt mapped

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but now the head feet and hands arent good

drowsy wharf
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are they set correctly though? all the way down the arm?

crimson mango
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yes

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oh i see the problem i think

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thats the wrist bone

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might be that

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or im still too dumb for this shit

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or its the feet

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no thats fine too

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confirmed: im too dumb for this shit

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i restarted unity but it doesnt work

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is this what tilting the neck should do?

drowsy wharf
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...why is your neck in your chest

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that sounds like your neck isn't set right to me

crimson mango
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wait

orchid basin
crimson mango
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go to the 3d model > select on the top right, rig, then configuration

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then select chest bone to the chest

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i have gone into the muslce thing

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and this happened

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how do i revert this to tpose?

orchid basin
fluid oriole
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hallo

long geode
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anyone know how to weight paint alot of vertices at once? I cannot physical get each individual vertice

crimson mango
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Do it with the brush tool

fading verge
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anyone know how to rig a 2d avatar mouth to jaw flop like how they did on south park?

long geode
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@crimson mango the brush tool physically cant mark every vertice in a section

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been at it for a few hours

orchid basin
long geode
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click pose at the bottom and force t pose

wind osprey
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@long geode Enable paint mask (small button next to Weight Paint and other modes menu), then you can click a single face and press l to select all linked faces, once you have what you want weighted selected, set your brush to what weight you want to apply to that region, and press shift+k

orchid basin
wind osprey
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To select a new bone while in paint mask mode you have to ctrl+click to select instead of the usual click.

long geode
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@orchid basin change your shoulder bones and stuff. They are all assigned to spine4 click the little circle to the right of each box and choose the corresponding piece.

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@wind osprey thank you I will give that a shot

orchid basin
long geode
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Try deleting upper chest.

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Hit the circle and change it to none

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If that doesnโ€™t fix it then that means youโ€™ll have to go back into blender and parent the bones correctly

fluid oriole
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can i get some help with my model holding a weapon

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for some reason when i do the gesture in game it shows my hand in the holding position, but the weapon itself doesn't show up

long geode
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that means the weapon is still hidden when the animation is active

fluid oriole
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i checked that already it shows inside unity that it's active

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but it just doesn't work in game

long geode
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when you hit play does it show up in the models hand in unity?

fluid oriole
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ye

long geode
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and you updated the controller with the new animation? and added it to your descriptor?

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@wind osprey it wont allow me to deselect or select sections of vertices. is just adding weight to all vertices in hand

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is there a way to paint through layers?

fluid oriole
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yea i did

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wait

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descriptor?

long geode
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yea you add the animation to your controller then you add the controller to the descriptor

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you can add a standing and sitting controller

orchid basin
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@long geode idk how i fix the bones in blender like no idea but could you send me a youtube video so i could fix it

fluid oriole
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oh yea

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i did that already

long geode
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@orchid basin i dont know a specific video that could help but im sure you can watch a few to help i learned by trial and error

fluid oriole
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it still no work

long geode
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hm im not sure then i just know the weapon is staying hidden

fluid oriole
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ye

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it's weird

fading verge
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ik this is dumb but how do i geta roblox avatar to work

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just tryed it bugged out in vrchat

crimson mango
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click pose at the bottom and force t pose
@long geode doesnt work

long geode
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if its still broken after forcing t-pose and assigning the right pieces then that means your rigging needs fixing in blender

crimson mango
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It worked, i just clicked on the muscles thing

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And now its like thjs

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Do i have to untangle it now

long geode
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i dont see anything

crimson mango
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The picture from earlier

deep kite
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Hi! I don't know if questions about dynamic bones go here.. I'm quite new to avatar making but are dynamic bones supposed to come with the SDK?

crisp tendon
deep kite
#

oof

#

i don't have 20$ :c

bronze fern
#

You can save money and we can save performance!

#

win-win

deep kite
#

i'm quarantined ๐Ÿ˜‚

slender hatch
#

Can props have bones? Or does it have to only be a mesh

mild stratus
#

They can have bones.

long geode
#

Anyone know why I upload a custom avatar and for vr users including myself it shows me duplicate?

#

Like one of me in each eye

crisp tendon
#

What shader are you using

fading verge
#

my rig has the toes at the heel of the foot
should i change it or its that ok

tulip flare
thick pike
#

i make the bones for my avatar, but bones can rigging without a model...

#

what am i doing wrong?

#

i mean, i can drag bones but model isn't moving with bones

#

i do object>parent>with automatic weights

tulip flare
#

You moving them in Edit Mode?

thick pike
#

no, in this mode on ctrl+tab

tulip flare
#

Which Blender version do you use?

thick pike
#

2.82

tulip flare
#

Use Pose mode to make the rigged model move with the bones

thick pike
#

yeah, it doesn't work for me ๐Ÿ˜ฆ

#

i can drag bones without a model

#

idk why...

tulip flare
#

Does the Body itself have a Armature modifiier?

thick pike
#

yeah, it have armature

tulip flare
#

Show me the armature modifier?

tulip flare
#

No the Armature modifier

thick pike
#

sorry, i'm new in this >_<

#

ah...

#

like this?

#

ah...

#

i don't have this option ๐Ÿ˜ฆ

tulip flare
#

Add the modifier and in Object you select your Armature

thick pike
#

it's still doesn't work ๐Ÿ˜ฆ

tulip flare
#

Show me the modifier please

thick pike
#

oof...

tulip flare
#

Its not a big problem really so no need to worry too much vrcLaughing

thick pike
tulip flare
#

Yes that is fine

thick pike
#

i'm a bit frustrating about bones rigging ๐Ÿ˜„

#

it's the hardest part for me ๐Ÿ˜„

tulip flare
#

Ok now select one of the Parts in the Outliner (thats the list you just showed me, it contains all the objects in your scene) for example the chest first and then the Armature so the Armature itself is orange and the mesh is dark orange

thick pike
tulip flare
#

Nope thats the wrong way, you first selected the Armature then the mesh, you have to do it the other way around. First the Model Body, then the Armature

#

You might want to select it in the 3D View, selecting in the Outliner can be tricky

thick pike
#

do i need to select the chest and then armature only?

#

or this full-body + armature?

tulip flare
#

Just for teaching purposes i'd first only show you with the chest only

thick pike
#

ok, thankies, ima try ๐Ÿ˜„

#

like this?

tulip flare
#

Yes!

thick pike
#

so, what's next? ๐Ÿ˜„

tulip flare
thick pike
#

๐Ÿ˜„

tulip flare
#

Well does it work?

thick pike
#

sure, but...

#

๐Ÿ˜„

tulip flare
#

but?

thick pike
#

it's so wrong ๐Ÿ˜„

tulip flare
#

uhh

#

Did that happen after you moved the bone?

thick pike
#

yes!

tulip flare
#

Very weird

#

i never had such a issue

#

Im sorry but i cant help you with that, maybe the weightmap is screwed up.

thick pike
#

do i need to combine all body parts, maybe?

tulip flare
#

You can try

rapid mauve
#

combine your mesh into one before parent it - should work

#

highlight all four parts with shift - ctrl+j

#

then parent to armature with automatic weights

#

if bone are poke out you will experience problems

iron drift
#

Need some help with rigging in unity, trying to make a left shoulder but it wont let me make it a parent of the arm.

tulip flare
#

Because the shoulder has to be the parent of the arm, not the other way around

iron drift
#

Im trying to make the shoulder the parent of the arm but it wont let me.

tulip flare
#

I dont know how that'd work in Unity just make it in Blender i guess

iron drift
#

This is the first time ive ever done this.

#

oof

tulip flare
#

I have alot of experience in Blender but not in Unity ๐Ÿ˜…

iron drift
#

lol

#

I just need these shoulders done then I can go around asking people to pay up their bells

#

Will the blender rig carry over to unity too?

#

Ive never used blender

tulip flare
#

yes it does

rapid mauve
#

you can do this in hierarchy for model - armature

#

@iron drift

iron drift
#

Hm?

#

Sorry, ive never done this before

#

complete noob

#

Where do I find that?

rapid mauve
#

drag item into correct place

iron drift
#

Ah geez.

#

Is there a VC we can do this in?

#

Dangit.

rapid mauve
#

post snip of armature like my

iron drift
#

Im trying to use 3D objects as the transforms

#

But every time I leave the rig editor they dissapear

#

Worked for the neck, but now I cant even make a neck again.

rapid mauve
#

check what jaw bone is set to

iron drift
#

Nothing

rapid mauve
#

hmmm

iron drift
#

Geez

#

I just want tom nook to work lmao

#

I tried Mixamo but none of the file types it supports that I put in as worked.

#

All said invalid file type

#

Even though they were right.

#

So I need a neck and shoulders.

#

This would be easier if there was a VC.

rapid mauve
#

this is the problem

iron drift
#

I know

#

Im trying to make it the parent of the Larm but it wont work

#

And now it says I dont have 15 bones

#

even though all the bones I need are there

rapid mauve
#

drag Larm1 onto here

iron drift
#

Didint work

rapid mauve
#

or drag shoulder to chest 1st

iron drift
#

I dragged them on eachother yet the shoulder still goes inside the arm and not parenting it

#

Hm

#

wtf

#

it goes down into the larm when I do that

rapid mauve
#

then drag out arm to shoulder

iron drift
#

Alright, shoulder is now parenting it.

#

But.

#

@rapid mauve

#

It says its not a parent but it is?

rapid mauve
#

strange -

iron drift
#

my brain is melting

#

melting I say

#

Is there an easier way to do this?

rapid mauve
#

if it was my avatar - i rename all bones correct with blender

iron drift
#

So Rig it in blender?

#

How do I bring this over there?

rapid mauve
#

yes -

iron drift
#

Export as uh

#

fbx?

tulip flare
#

Yes

rapid mauve
#

you have fbx ok

iron drift
#

ok

rapid mauve
#

make sure all parents are correct

iron drift
#

Ok, one sec.

#

I think I might just make a new file without the rig

#

And send er over to blender

#

Might be easier

#

One second.

#

whatr the hell

#

invalid header?

tulip flare
#

Where do you have that model from?

#

What is your source for it?

iron drift
#

Sketchfab

#

slams head against desk

thick pike
tulip flare
#

@iron drift so its a .mmd model?

iron drift
#

Just says Invalid header as an import fail reason

#

Whats that?

thick pike
#

in pose mode i just move this right hand and her skirt moves too

#

lol

pulsar tinsel
#

weightpaint

iron drift
#

Alright.

#

I got

#

tom nook in blender.

#

Never used it before

#

Now what?

rapid mauve
#

rename all the bones correct and check parents

#

@thick pike how bad is it -

thick pike
#

what can i do with it? how to fix it? ๐Ÿ˜ฆ

rapid mauve
#

if it not so bad you can remove weights from effected skirt

#

check all bone movement - how bad is it

thick pike
#

it's all scaled bad ๐Ÿ˜ฆ

#

like: if i try to move one bone in hand, for example, over part are moving with it ._.

rapid mauve
#

were any bones poking out of mesh before you parent

thick pike
#

do i need to make this bone much smaller?

rapid mauve
#

no part of the bone can poke out of mesh is all

empty crescent
long geode
#

Anyone know how to use rim lighting on hair and specific colors of like shoes or anything?

#

Iโ€™ve downloaded multiple packs but canโ€™t seem to get it to just glow the tips of hair

iron drift
#

How do I add more "Bones" In unity, so I can make a spine and shoulders.

#

And chest.

#

Cause i swear I will get this tom nook rig to work.

long geode
#

you add bones in blender

iron drift
#

bruh

#

i dont know wtf blender is

#

i tried it

#

i gave up idk how to use it

long geode
#

yea it takes work but once you figure it out youll be able to make models in there in no time

iron drift
#

damn

#

ok

long geode
#

yea unity is made for more of the flashy stuff like particles and animations. belnder is for the actual models

#

unfortunately there isnt an easier way if something on the rigging of your model is broken

long geode
#

anyone know why the joints are reacting to the material differently when they are both seperate meshes and have the same exact values and textures in blender?

turbid eagle
#

Did you made the model in blender?

long geode
#

yes

turbid eagle
#

1-probably each hand is using different materials
2-if you modeled your avatar via mirror modeling tool in blender, maybe some of your uv vertex are in the wrong area of your texture image
3-maybe in one hand is a material assigned to it and the other hand not

long geode
#

it might be the second option you mentioned because they dont have any textures or materials assigned to them in blender and i had to mirror the right hand. is there a way to fix the uv vertex when mirrored?

turbid eagle
#

Generally when using the mirror tool, blender automatically duplicates the +x axis of your model to -x axis coordinates. When you uv unwrap your model, everything from the left side of your model mirrors the vertex coords of the right side of your model. Tldr; everyting from the right side of your model, incluiding materials should be mirrored to the left side.

long geode
#

gotcha is there a new way to check the uv mapping in blender? i havent done it since the old blender like a year ago

turbid eagle
#

What ver. Of blender are u using?

long geode
#

2.82

turbid eagle
#

Sorry man, i am using an older version of blender an the new interface confuses me a little bit ๐Ÿ˜ฉ

long geode
#

yea im used to the old version but i started this model on this version lol thanks for the tips tho ill keep messing with it

turbid eagle
#

Im in the phone rn so if there is a chance to share the model via dm probably i can see the issue at latter maybe?

#

.blend file

rapid mauve
#

@long geode use set normals from faces option should fix it

long geode
#

@rapid mauve in blender?

rapid mauve
#

yes

long geode
#

set normal still has the same issue

turbid eagle
#

in edit mode, select all the vertex (A key) and Fix the normals (CTRL+N) maybe it work?

long geode
#

no they changed it so ctrl n makes a new file

#

but i tried flipping the uv mapping and everything and nothing seems to work

misty fog
#

theres a camera stuck in my avatars weapon

#

nvm got it B)

fringe citrus
#

gonna paste a couple screenshots as part of a youtube guide including how to paste screenshots to discord. Don't mind me ๐Ÿ˜

mild stratus
#

ok lol

fringe citrus
#

ok got what I needed, I might just delete these messages hehe

mild stratus
#

ยฏ_(ใƒ„)_/ยฏ

fringe citrus
#

I'll leave these I guess but cut out the screenshots so I don't clutter stuff

fringe citrus
#

The full walkthrough of every fix might be too in-depth for a lot of people here, but hopefully it's useful to some

wind osprey
#

@fringe citrus Do you have a written summary of the important bits for people who don't want to watch and/or click through an hour long video? Like how the shoulder sag fix could be said as "Place avatar into T-Pose before exporting to unity" and the hip tilt fix can be said as "ensure thigh roots and hip root are as coplanar as possible on the Y axis"

crisp tendon
#

the beginning of the video is a very fast and condensed fix for all

fringe citrus
#

Might be possible to condense all the fixes down into twitter sized chunks, but yeah that's what the visual guide at 1:00 is for

#

Really condensed descriptions kinda get confusing I find

wind osprey
#

See I didn't even want to start playing the video. I'm probably the tiny minority that hates video guides.

fringe citrus
#

Hmm I'm maybe not the best to help in that case, although the section at 1:00 lasts about 90 seconds and covers everything faster than I think reading could

wind osprey
#

You underestimate my reading speed ๐Ÿ˜‰

fringe citrus
#

That section was kind of for that type. A lot of what I put extra time in the video for was what I've found was extra hard for people to understand with words

#

the user real height and multiple reference frames for scale as an example

#

just seeing it is way easier I think for a lot of people

wind osprey
#

I suggest it less for the initial understanding of why the problems happen and how to fix them and more for quick reference.

fringe citrus
#

90sec is pretty quick, but yeah not everyone can crack open a video or wants to see it in that format

crisp tendon
#

they should !

fringe citrus
#

I can try and type out a bit of it if that'd help, but it won't be as informative as the visual guide..

#

@wind osprey Here's a small part of the info contained in the tutorial. Advanced users could probably get by with this, but on average I think people would run into trouble without "seeing" it done.

User Real Height: It's world scale, and locked to your avatar's arm length.
Proportions: Scale world to match torso first, then screenshot reference to find appropriate arm and leg lengths. Scale in Blender.
Shoulder Sag Fix: Put avatar in T-pose
Broken Shoulder Fix: don't have hip colinear with thighs
Hip Tilt Fix: have hip directly above (micro-behind) thighs
Shifting Down Fix: chest bone should be shorter
Limb Twist Fix: elbows should bend back, knees bend forward
Tiny Side Tilt Fix: (rig hack) drag the root of the hip a tiny amount to the avatar's left side
Shoulder Flop Fix: (rig hack) reduce vrc viewball height slightly (compensate with OVRAS)
Zigzag Neck Fix: (rig hack) unweight and shorten neck the smallest amount necessary to attain the fix

fringe citrus
#

The 90sec part was targeted to advanced users but all the rest of it was mostly meant for people having a specific problem and wanting a super thorough, no hotkeys unmentioned, hand holding walkthrough

#

The idea with the timestamps is if someone in here has trouble with for example twisted arms, you'd just go and grab this:

#

and problem solved for everyone

sleek isle
#

So today i got a complain that somevof my avatar only have on leg the slitly bend and the other stay strait when doing small movement with the hips. Tilthing/change hight of thebone would fix it? I personnaly dont really care. Butvdancer yes i suppose

deep heart
#

Hey, so if I understand, eye tracking depends on the bone path matching exactly
Armature/Hips/Spine/Chest/Neck/Head/LeftEye and RightEye.

Because it breaks this exact match, is there any way to have eye tracking work on a model that has an Upper Chest bone?
Has anyone ever experimented with such a rig in VRChat?

long geode
#

anyone know why when i separate something to make it a separate mesh and then join them it doesnt stay separate? in blender

rapid mauve
#

if you join all meshes then it does what you ask - if you want not join one then hold shift - select meshes you want joined - with cats click " join selected" - rename that group "Body"

long geode
#

@rapid mauve will that destroy any weight painting on the object that was separated? and will it give me any issues if I export it with 2 "bodys"

rapid mauve
#

you do not want 2 bodies ? weights are unaffected ? why would you have 2 bodies

long geode
#

if i dont join the separated mesh with the main body then it leaves it as its own body

rapid mauve
#

show a screenshot of mesh list ?

long geode
#

for example if i take 2 shoes and separate them so that i can make them their own materials everything works fine until i join the meshes then both shoes recombine as one material. ive renamed the meshes and textures and in the end the objects wont stay separated so that I can add 2 different shaders

rapid mauve
#

you want each shoe as separate item

#

same way as above - after you have the shoes separate as a pair you can separate them into each shoe

long geode
#

right. but no matter what I change or rewrite as soon as i join all they combine back to one pair of shoes instead of 2 separate shoes. so in unity it changes the shaders for both instead of one

rapid mauve
#

yes - because you are use join all ?

#

you need use "Join Selected"

long geode
#

so itll be fine having 2 meshes under the armature?

rapid mauve
#

actually if you want each shoe the way i think you want then you will have body - left shoe - right shoe meshes

long geode
#

oh and if i hit fix model it rejoins them

rapid mauve
#

yes- it will

#

best way is to assign new materials to the left and right shoes -

#

this is intermediate blender work - how long you use blender ?

#

if you need help with this you can send me the model via dm

long geode
#

what your suggesting is intermediate instructions i have already done lol. I don't believe you've encountered the error I am requesting help with. been making models for vrchat off and on for 3 years but first time using 2.8 thanks for the attempted assist.

rapid mauve
#

ok - no problem - good luck

rapid mauve
upbeat ore
crisp tendon
#

Did you click on them ?

#

And did you create those shapekeys ?

upbeat ore
#

i dont believe so

#

my character definitely has the lid bones

#

do i need to rename the bones myself?

crisp tendon
#

no in this case you need to create shapekeys for the blinking

upbeat ore
#

thanks, il take a look

raw grove
#

Hey! So im trying to fix some weight paints that mixamo did wrong, the cloak is moving along with the leg. while painting the cloak will start to deform is a sense and look incredibly wrong. like the image here : https://i.imgur.com/4cCFp0K.png. also, the cloak is completely blue yet that bone decides to move the cloak anyway! can someone give me a run down on what to do to fix this? im extremely beginner tier on blender

raw grove
#

putting weight back on does turn it back to normal, but removing it will make it go back to the glitchy version

#

im going to try this but on blender 2.79b

#

see if that fixes it

#

does do this on that version of blender

#

๐Ÿ˜ฆ

crisp tendon
#

You can use automatical weight paint in blender too

raw grove
#

yeah i tried automatic weights

#

you dont want to know what the result was

upbeat ore
upbeat ore
#

in blender i scaled down the legs starting from the top, it was quite hard due to all the verts being detached, idk if threes a way to fix that

#

works better now anyway

long geode
#

anyone know any good values to have a long tail just kind of drag on the floor like a snake?

rapid mauve
#

yes

untold lantern
#

i actually had the same question, do you have a screenshot of the values? @rapid mauve

dense stump
#

@upbeat ore dunno if u figured it out already. But in blender 2.7 theres an option called remove doubles! In 2.8 its called merge by distance. U basically go into edit mode, xray, and select the problem areas then use the correct function for ur version (Warning. Donโ€™t do this on the head/neck area. The teeth can fuse together and shapekeys can become broked)

main shoal
#

Hi, i want to modify a generic rig from a monster of Monster Hunter (Brachydios) to convert it to a human rig for use it in VR but i don't know how to succeed to change that, a lot of people tell me that i need to add some bones with Blender but i have no knowledge about it because i work with Autodesk Maya, and i'm searching a manner of proceeding...

#

And sadly i do not found any videos or tutorial showing how can i make that

thick pike
#

how to use weight paint in blender 2.82?

ornate marlin
#

@upbeat ore private message me Iโ€™ll link you a video that will probably change your life when it comes to adding clothes and fixing scuffed stuff like that

glossy badge
#

on an avatar dues the two leg bones have to be connected for vr can they be separated?

long geode
#

anyone know why when I mirror an object (for example a hand) and flip it on X-axis the textures get all messed up in unity?

#

its like the hand i mirrored is see through by default

thick pike
#

in blender it looks ok

#

but in unity it looks broken

long geode
#

did you add some weight to the should bone?

thick pike
#

@long geode do u mean "Left Hand" or "Left Hand.001"?

#

i add weights to "001" and "002", but i don't add any to "Left Hand"

#

i mean, is this important to add weight to "Left Hand"?

long geode
#

.001

#

try manually t-posing that arm in blender and see if it does the same thing

thick pike
long geode
#

hmm and you double checked the bones are parented? also what happens if you enforce t-pose in unity?

thick pike
#

hmm... i'm not sure, but it have some errors

long geode
#

if it has errors in unity try enforcing t-pose when configuring

#

it looks like its just offsetting your bone locations and im not sure whats causing that

thick pike
#

i'm so newbie in this, i have many different errors in rigging this avatar ._.

#

because i try using Very Animation and i can see all of this...

long geode
#

oof im not knowledgable in that i only know blender and unity

thick pike
#

yeah, it's a plugin for unity ๐Ÿ˜„

long geode
#

yea ive never used that

thick pike
long geode
#

yea its repositioning your bones osmehow

stiff sable
crisp tendon
#

ctrl + j and assign parent in relation tab

grave hawk
#

I need help.... I uploaded my avatar and he seems to be off the ground in game

blissful nacelle
#

Hey uh, I havenโ€™t worked with VR chat much but I was wondering if any one wanted to assist me in finding out how to use Half Life Alyxโ€™s metro cop models in the game

#

If any one has done this before or what not I would greatly appreciate it

buoyant ibex
#

The right arm isn't the child of the shoulder

rapid mauve
#

click on "Rarm2_R" hold shift click on "Right arm" then click cats "to active"

#

ooh wait it's ctrl you are use 2.8x -

#

click on "Rarm2_R" hold ctrl click on "Right arm" then click cats "to active"

delicate apex
#

Hey, I don't know much about rigging at that. But with the avatar im trying to fix, is missing a foot and wont become a humanoid rig in unity. Anyone help with what I do?

sleek isle
#

Find the foot

delicate apex
#

Thats the problem

#

Theres no foot

grand mirage
idle lance
#

@grand mirage I'm sorry for pinging you, I just wanted to say I've been watching your avatar progress, and I think you're doing a swell job

echo flame
#

hello, i'm trying to fix my avatar by getting the neck, shoulders, ect. to be the direct child of the chest, but it doesn't let me move bones in the hierarcy and tells me i need to unpack a prefab instance???

echo flame
#

whenever i unpack the prefab it just all shatters into pieces :/

#

nevermind i got it

grand mirage
#

thanks I really appreciate that ๐Ÿ˜„ @idle lance

shy willow
#

heya i cant get my shape keys exported in bledner

#

they dont show up

sweet tundra
#

My legs are bending in for some reason in vrchat

#

dont know why

upbeat ore
crisp tendon
#

@sweet tundra You need to grab your hips and move them back, you're doing the thriller michael jackson pose right now

#

also once you've done that you need to bend your legs at knee level

#

@upbeat ore Did you clear bone roll ?

upbeat ore
#

what does that mean? so most likely no ๐Ÿ˜›

crisp tendon
#

In edit mode, select all bones then open search bar and do clear rolls

upbeat ore
#

ohh, i dont think thats the problem, it creates/ takes away bones after import

crisp tendon
#

Then check your fbx settings export

#

and add leaf bones if necessary

crisp tendon
#

Yeah, check settings in blender

upbeat ore
#

nothing here?

#

im using cats to create/export things

crisp tendon
#

it's in the armature tab

upbeat ore
#

not to sure what im looking for

#

ahh, i think its still broke in blender, still thinks this is my thumb

crisp tendon
#

Rename your bones !

warm nova
#

I'm having a problem with the Blender Automatic Weights, anyone familiar with something like this?

#

It seems like the feet, fingers and face are still a part of the Origin and wont connect to their respective bones

#

im not sure where the one from the leg is coming from

crisp tendon
#

auto weight paint fails if there is any bone outside the mesh or holes in it

warm nova
#

well then

#

Since this model was originally in the MMD format, should I just go ahead and re-rerig it entirely?

#

@crisp tendon

crisp tendon
#

you could yeah, mixamo might help for the basic too

warm nova
#

Mixamo, that does exist huh. I have had a lot of problem with it in the past before though

#

I'm testing it rn tho

ancient slate
#

hey there.. still iterating on this model I've been working on with some others. We're trying to fix up the hand and the finger curls. Any clues where to try adjust things to fix it ?

warm nova
#

@crisp tendon it worked near perfectly, tail is a little screwy but otherwise good

sweet tundra
#

My legs are still doin the weird thing

#

have no idea how to fix, i tried moving the hip bone more into place but i still dont know

crisp tendon
#

@ancient slate That's fixed in the humanoid configuration under muscle editor

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@sweet tundra Clear bone roll

warm nova
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Alrighty, so the model works fine now, but it has a weird thing where the right leg is all finniky, it keeps rotating to the side for some reason, anyone gotta fix?

crisp tendon
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Make sure legs are not too straight

warm nova
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huh? Whatcha mean?

crisp tendon
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post a screenshot of your armature from front and side

warm nova
crisp tendon
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yeah they're too straight

warm nova
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so do I just

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rotate them just a little

crisp tendon
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take the knee bone in blender

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and move it forward a bit

warm nova
crisp tendon
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uh no

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undo all that, press 3 on numpad

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then press C to get circle select

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and take only the knee bone

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then G + Y

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then move forward slightly

warm nova
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@crisp tendon

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well for both legs

crisp tendon
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enable transparency with Z

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and do it for both

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at the same time

warm nova
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I was just showing that for reference

crisp tendon
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but yeah that would be it

ancient slate
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Alright.. so I did find where you meant in terms of muscle settings. Is there an import I'm supposed to use or a general guideline? this is the default.

crisp tendon
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you can do it in pose mode as well and apply pose as rest pose in cats

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@ancient slate That's the per muscle setting

warm nova
crisp tendon
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make sure the bones are still within your mesh

warm nova
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just having the knee resting on the central line

crisp tendon
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otherwise it'll deform it

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it doesn't need to be that much

warm nova
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oh wait ok

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ok so

ancient slate
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๐Ÿค” okay I Think these ya? Is there a position I should be adjusting them to or is it more or less trial and error until it looks correct?

warm nova
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the bone is actually too big for the leg

crisp tendon
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you can mess with the values of the bones you want @ancient slate

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@warm nova then do it on pose mode

warm nova
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alright, will be doing another round of testing again

ancient slate
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Ive done a bit of searching and I'm a bit confused how to make it save any adjustments I make to the preview section of the muscles. Should I be editing the values in the mapping and not the muscles & settings tab?

crisp tendon
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they're the same ?

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What does your hand look like in blender ?

ancient slate
crisp tendon
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That would be the default IK doing its thing in that case

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You could try making a custom pose as a gesture to replace it !

ancient slate
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alright.. we'll see where we went up then! thanks

thick pike
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how to fix that?

dense stump
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@thick pike usually happens when u replace an fbx with another fbx over it! Set ur rig to generic. Apply. Then set to humanoid agsin. Apply. Then should be all good!

thick pike
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oh, yeah... i just fix my .fbx file a bit in blender

dense stump
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Gotcha! Ye thatd do it!

thick pike
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thankies c:

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ima try...

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oof...

dense stump
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Theres should be a pose button st the bottom of the config menu on the right! Hit it and then hit enforce t-pose

thick pike
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nvm... "enforse t-pose" just works fine ๐Ÿ˜„

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yeah

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thankies! c:

dense stump
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Welcome!! Good timing lol!

thick pike
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heheh, btw, do you know how to roll my hands a bit?

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i mean, i don't see another instruments for rolling bones, not only a draging ._.

dense stump
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There should be a rotater in unity? (One of the top left icons. Itโ€™ll make like an orb) but idk if rotating it in unity will make it function correctly. You might have to do it in blender.

thick pike
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oh, got it! thanks so much! ๐Ÿ˜„

dense stump
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Also remember that if u want fullbody ik (the body squats when u squat or when u press c) you need hands, and a thumb, middle, and index bone on each hand (only the first ones, u dont need the full set of three bones for each finger). These dont need to be weightpainted to anything. Just need to exist so you can slap them in the configure menu

thick pike
ancient slate
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So.. made the custom animation for the fist closing and I tried to put it in this, but it seems to have no effect in game. am I missing something important?

thick pike
main shoal
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Is there a way to put the T-Pose of the Rig Editor on the normal scene if our is not in T-Pose ?

thick pike
thick pike
grand mirage
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Anyone know how to fix this?

wind osprey
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@grand mirage Looks like very harsh weight transitions from one bone to another. Go into weight paint and use the blur brush to smooth the weights across that area.

brisk tulip
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I really wanna get more into using Constraints, but I can't seem to find any good places to learn about them for 2018 unity. Anyone who could either teach me the basics or perhaps pass me a link to where I can learn more? the official unity docs are a bit too generalized to understand how they work. Specifically I wanna know how they can be used to improve the rigging for more realistic arm bending and such.

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The few people I know that knows how to do it rather keep it private than share so. Not much help there.

wind osprey
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Well that's not cool of them at all โ˜น๏ธ

I haven't played with them a lot yet, but the ones I have fiddled with appear to behave very similar to their equivalents in blender, which makes it very easy to make and test them out before even getting into unity.

That said, I'm sure a quick search on google will give you loads of info on helper bone setups for regular 3d animation which should be easily translated across.

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Also it seems that the phrasing in the component is, as usual with unity, ass-backwards. Freeze Rotation Axes works by when an axis is ticked, it is allowed to move, and when unticked is locked.

main shoal
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Actually i'm asking questions on few discords with similar channel for avatar help and i never get answered that feels amazing vrcAevSip

brisk tulip
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@wind osprey I'm a little confused about its connection so IK so what I did found googling wasn a bit confusing. Which is why i've turned here for someone to hopefully explain or introduce me into it. Or help me out with a link where I can read up about it. I've messed around with it a little bit in unity for a few hours but its a little hard to trial and error learn.

scenic hornet
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It does me joy of how undescriptive this is, like there is nothing anywhere that is a white spehere

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only a light source and a camera

nimble aspen
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The eye sphere is tiny. Like 5cm wide. Try setting the X Y and Z to zero and look for it at the feet and then move it up and out until its between the eyes.

scenic hornet
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nothing therer

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it's just not there

fading verge
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No -_- don't send a message to every chat asking that @ivory gale

scenic hornet
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there not in the scene as ealier so I need to add them but I can't find a normal explanation of how

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never mind

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found it

midnight sand
fading verge
#

Figure I'll ask here since I didn't have luck last night.

I'm trying to rig a "hair" segment for a custom avatar. There's the anchor point, tube, and then the body of the segment. The idea is to link the ends together to form a strand, each part able to collide with others and affected by gravity. However, not having much luck with getting things to work properly.

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The top-most segment should act as the swinging point for the connected tube. The larger portion should move together as one part. However, the tube distorts and the bones don't move when the others do (suppose to be like how an arm moves).

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When I rotate portions though, they get skewered and look like thus

eternal blade
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I've made much of this dragon's body for myself, now I need videos on how to make eyes, texture, and rig

light rune
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(If you find videos on eyes, hmu, cause I have no clue on that ;o

eternal blade
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with this basically a fursuit, the lazy solution for cartoony eyes is to put them on the inside of a bowl so everyone sees them follow

fading verge
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i just ported this from the game and its completely rigged and its BEAUTIFUL

clear acorn
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I'm having issues when I press "Fix Model" in the cats plugin then when I press it, all weight paints break. Does anyone knows how to fix it?

fading verge
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Im trying to do viseme lip sync but its not working

coral plover
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Any one know how I can rig this avatar so the two objects don't come undone like this?

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Cant fix the issue in Weight paint. Joining the objects or subdividing the bones. Im stumpt.

main shoal
#

Do someone know how to move a bone hierarchy on a model without breaking the prefab ? Because if i break the prefab i cannot modify the model anymore

deep heart
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You'd probably have to either open the fbx in blender and move them there, or bite the bullet and unpack

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I believe you can repack later if needed but it's tricky

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Unity does come with a fbx exporter in package manager which will relink to a fbx prefab , and then you may be able to overwrite that fbx from blender to update

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It's a bit of a tricjy call. Definitely make a backup copy before unpacking

main shoal
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I will try that thanks you

fading verge
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Avatar Help Needed ... Anyone on here have experience with 'Jaw Flap Bone' ? (Or anything other than Viseme Blend Shape) ??? I'm trying to experiment with it now that I'm moving away from MMD avatars. Rigging a bird avatar but, can't find any tutorials on lip sync for.. non anime characters.

fading verge
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This should work but I tried it on my avatar but it doesn't seem to be working for some reason.

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I've seen that tutorial already, that guy uses the viseme blend shape method... I'm looking for a tutorial where someone uses any other lip sync option besides that one...

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It's a pretty helpful video though. Very informative.

crisp tendon
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For jaw flap bone you just need a jaw bone

fading verge
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Alright

eternal blade
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I can't figure out how to bake ambient occlusion in the current version of blender

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the tutorial I watched is from 2015

crisp tendon
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Join the club !

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I ended up doing it in substance painter instead taurishrug

fading verge
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Could someone help me out with this? I'm trying to have the two tube portions stick together, each half has their own bones.

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I've got the bases for each portion to stick to their respective anchor points but not to each other yet.

crisp tendon
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What do you want to achieve ?

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If you don't want one of the tube main face to move, select the most further edge loop and give it the lowest amount of bone weight you can

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for both bones

fading verge
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I want the tube to be one cohesive part when flexing.

crisp tendon
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yeah so the "connected" vertices need to have the same weight paint

eternal blade
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I found it

fading verge
crisp tendon
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yeah, the ones from the cylinder above should have the same

fading verge
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I mirrored the bottom's weight paint pattern and, uh, don't think it worked.

crisp tendon
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Did you also apply those same weights for the other mesh pieces on each bone ?

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the bottom piece also needs to be weight painted to the top bone

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and reverse

fading verge
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Is this set-up right?

crisp tendon
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Seems correct !

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Actually the third image may be incorrect

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Top tube should have its bottom vertices red

fading verge
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But it does...?

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I am very confused now