#avatar-rigging
1 messages · Page 159 of 1
I removed those so I could focus on just the tube and this is what happened.
However, I want the tube to "swing" from the top anchor and for the bottom one to move with the tube so now I need to figure out how to do that.
your bones need to be placed correctly too
the head of the bone needs to be at the same height as the top edge loop
why is this happening? http://puu.sh/Ftdkx/4064df7297.jpg
i mean, my tail isn't moving while i play any custom animation in VRChat, but it's have 5 bones already
is this inactive, or what? ._.
Ninja, chill. You aren't entitled to an immediate answer, people help if they want to.
wait, your tail is parented to the armature? you have to parent it to the hips
wut? i just described the situation more precisely so that they could help me solve it faster!
@manic marsh umm... http://puu.sh/FtdzE/22d68140cc.jpg
ah, nvm... thanks for the answer... http://puu.sh/FtdCp/d361741cda.png
yeah, it is parented to the armature instead of the hips
i move it to hips and try to test it again .-.
@manic marsh yay! thanks so much! http://puu.sh/FtdIv/13b8defc0e.jpg
👌
Top picture is with anchor weight paint (the black disks) and bottom is without anchor weights. Bottom has the tube flexing as intended but the tube's seams aren't staying with their respective halves.
What would be the proper weighting to have the tube flex + have the seams stay anchored at the correct points?
i have a small problem with weights, but idk what i can do with it to hide this thing inside the body: http://puu.sh/FtfNw/a2e481a4b3.jpg
Not sure how to handle rigging the hands.
There's a few programs which can rig up humanoid skeletons pretty well, though may have to make some adjustments depending on the geometry complexity/style of the model itself.
hello?
Replies/answers happen when they do. May get one instantly, in a few minutes, or several hours later.
Just check back every so often to see if you've gotten one.
I can rig her myself. What hangs me up is how to properly parents the fingers to the hand bone.
I think you can parent specific vertices via vertex groups IIRC.
But I'm relatively inexperienced with Blender so not sure what's the best path for doing that sort of stuff.
@sweet topaz What issue are you having ?
So I've gotten everything to work properly except the part where both halves of the tube meet now.
The currently visible weight paint is for the lower half's connection to the black cap.
So I've probably got conflicting weight paints which're competing for the lower tube's upper vertices.
https://gyazo.com/8690642ce9e53c1900b754e0abb56573 I don't know the best way to connect the finger to the hand bone.
Those bone positions look fine? I'm unsure what youre trying to fix
When you set parent you can keep the offset
Well that's good. I just don't know how to parent them.
Select the mesh, shift-click the desired bone, CTRL-P
You can select automatic weights but results may vary.
He's just talking about bone to bone relationships, not weighting IIRC. If anything you still want CTRL-P
Yep, that shows parent-child connections on displaced relationships
Cool. If that's acceptable, I'll take it, but with the armature there, I could see my fingers need a bit of work.
Acceptable isnt quite the right word as its the only way to do it. Wrists in video games are always 1 bone so you couldnt really connect it up to each actual finger
Ah, then that's better. It's nice whenever there's only one right way to do things.
If you want the best deformation, one trick i learned is to move the 3D cursor in between the selected edge loop around the bone tail
then to snap the bone tail to the position of the 3D cursor
that way it'll rotate around the best point possible
I got an idea on it. I model just fine.
I'm using the latest version of blender because it helps me adapt better. (Maya user) I'll bring it down to 2.79 to prepare it for VRC
why ?
I have an easier time with the UI.
I thought I had fixed my knees (VRoid model) by aligning the knee joints with the hips and ankle (so that they just slightly bend forward at rest, and not forward and inside), but I guess not https://puu.sh/Ftpvl/6fe7b3e408.png
Anything else I could be doing wrong?
(Also any way for me to test out IK on the rig without having to upload the avatar?)
(This is without FBT btw)
(Also any way for me to test out IK on the rig without having to upload the avatar?)
@last nest check your unity "avatar" setup on the fbx(where you need to tell unity what bone is what). You kight want to add or remove the optional "feet". That fixes it for me most of the time.
@fleet widget Removing the feet entirely? https://puu.sh/FtvUA/fffeba956a.png
Basically, brought this model from mmd and it clips like crazy, as well as the ring just floating in the air beside it
@last nest are they perfectly straight from the front? Vroid knees are notoriously bad for not being properly set up from the beginning
@inland lintel I made sure they are in Blender yeah
I mean I aligned them, and made sure they're slightly bent forward
Maybe try to reduce the bend a bit? That's all I can think of
I've tried playing around with the bend, but I don't understand why the IK wants really
Is there a way to test this out in Unity? Uploading it every time and going in VR to try it takes a lot of time 😕
Not that I know of
Sometimes you just gotta take the L if you want a model
I can't take the L if I don't understand what I have to do though lol, this model is really simple afaik, if I can't get this one to work I can't spend days working on my own and then having the same issue 😕
I know some people talked about adding extra bones to fix the IK, but I couldn't find any example or explanation online either
But yeah, I need some help properly rigging the clothing to stay on the body instead of clipping right throug
@last nest you need to have the leg like this in front view if you want less issue
@sleek isle I've tried that, made sure the legs were perfectly straight from the front with a little bit of bend on the knees (as suggested here https://vrcat.club/threads/need-help-fixing-legs-bending-inwards-and-crossing-on-model.3101/), applied the pose as rest pose so the mesh gets changed, reimported it
Exact same problem
you have to reaply the humanoid rig
I've even tried really overexaggerating it, bending the knee joint quite a lot forward to make sure the IK picks up on it, same exact issue
clear roll too
@sleek isle Reapply it?
I can't seem to apply anything the rig configuration menu unless I make a change
(and I only make the changes in Blender, i assume only the mapping matters right?)
you change the rig so apply generic and re apply humanoid
@sleek isle What are we talking about, in Unity or Blender?
unity
@sleek isle Oh I hear you, I'll try that thanks
@sleek isle Thank you!
@inland lintel here you go watch this. https://www.youtube.com/watch?time_continue=17&v=Tl4qTgwQwYw
Quick intro and guide to skinning/weight painting.
this video is meant for those with a basic understanding of Blender
learn this and then, observe your model structure
paint where its supposed to be painted so that Your jacket or things can move with your body
yes
that would be correct if you are gonna throw your jacket onto your character's body
it would use the Body for the clothings too if you want it moved along with your body
Hoo boy
@inland lintel However If the jacket was already rigged you can do some short cut keys to automatically apply it to your model
it will be worth it
you'll be fine
everything is not perfect so you'll have to come back and check it each time
You mean you have a coat that isn't weight painted, and you want it to match the body?
You can transfer all the weights from the base model
how so?
Multiple ways I think, but you've got this for starters https://www.youtube.com/watch?v=IPQ2QVVIxLU
Made for modding DAI but can be used for anything for transferring weights
Also you can automatically rig parts of it, and just do the cleanup manually
Thats Only if the jacket is rigged.
not sure if you can do it the other way though
also future reference. Alt + Prnt Screen > Ctrl + V here in this chat will ask for you to upload a screenshot of your application for easier screenshot explanation.
Fooni do you have a video you like for rigging from scratch
I think nows the time for me
wait what the hell
it copied the weight painting underneath it onto the coat upon exporting from mmd but it still clips like crazy
Both the coat and the arm underneath it are weight painted
I unintentionally engaged hard mode with this coat ngl
https://gyazo.com/87796c03a363e2ae1b318a97fea89b26 I parented the legs to the hip, but the dotted lines connect on the top of the hip bone. That normal?
are you sure it's your hip bone ?
It's supposed to be. I'm looking around for guides.
Maybe I could grab any MMD model and look at how the armature's built. Work off that.
yes
This model of Len shows the hip bone separated from the spine.
Seems okay though.
Yeah if I have any issues, I'll be able to fix it.
@sweet topaz The small end of the bone is where the child should be connected to, yes. The head of those leg bones is probably too high, and the hip is DEFINITELY too low. The Head of a bone (the large end) is where it rotates around.
Your hip should also be above the leg bones for things to work properly, not below them.
Okay, this is good info. I have more work to do then.
The rigging process is going to be the most difficult part since my classes barely covered it.
We just used Mixamo and went straight to animating.
That'll sort it. Thanks! I also saw somewhere that it's better to make sure the hip, spine and chest bones are completely straight.
m\
See any reasons why my right knee would be spasming?
@inland lintel isyour leg completely straight on the Y axis? (depth)
it should be straight on X axis (left/right), but should have a small bend at the knee in the correct direction.
You can compare the numbers of head/tail of the upper and lower legs.
Hitting numpad 5 will toggle orthographic, and num3 will look from the side too
ok which performs better blender 2.8 or blender 2.79?
Have you messed with Maya before?
Blender 2.82, what I have right now, really works for me because I have prior Maya experience. They made the ui more industry friendly, but if you haven't used blender before, it wouldn't matter too much?
To keep with the channel's theme, I've found it easier to rig my model in 2.82 than in 2.79.
You should only use 2.79 if you've previously used it. If you are new to the scene you should use 2.8x
Correct.
I don't seem to get local, global, and normal rotation.
Ah, alright.
Hang on. In pose mode, I use local orientation and it looks straight.
Okay, so far the thumb rotates correctly on the Z axis, while the fingers are on the X axis. Should they rotate on the same axis?
would it be possible to rig my model that doesnt have a jaw currently to have one?
for lip sync
and if so are there any good tutorials
Does anyone know whats going on with the rig here? Would it work in VRCHAT? I have a model I'm trying to get working with a Poncho, and found this while looking for references to stop the poncho from clipping on her arms.
https://3d.nicovideo.jp/works/td31884 This is the model being used for reference
hey does anyone here know how i can avoid this? i've never had any avatars fuck up their legs like that
i also tried fixing/moving/rotating the bones in blender manually, rotating them in unity, moving them and everything else i could think of that wouldnt require me to remake the whole rig from scratch
@leaden ether Show orthographic images from the front and side in blender to show rigging
https://imgur.com/a/PHt97Lg @fervent hornet heres both in wireframe and solid
The legs cannot be bent backwards like that, the leg bone should be straight down and then the knees bend forward
Here's mine
ah ok, thanks a lot ill try to do it and see how it goes
Also this is helpful if you didn't know about it https://docs.vrchat.com/docs/full-body-tracking
VRChat supports additional tracking points using the HTC Vive Trackers. These work with the Lighthouse ecosystem to permit these two additional modes of motion capture: Four-Point (4PT): Tracking headset, two controllers, and one hip trackerSix-Point (6PT): Tracking headset, ...
https://gyazo.com/bed1e34354d243cd244e4546a5f764dd Is there a better way to change the axis orientation than just rotating the fingerbones 90 degrees counter-clockwise?
Anyone know a guide to help me rig the jaw of my character
I know that, but wouldn't it be better if the fingers curled on the X axis rather than the Z axis? Does that matter too much?
hoo boy. rigging tutorials anyone?
Nah just look at the fbx import settings for bones
Oof
@crisp tendon
no like
the original rig is fine
but it dont work
with vrchat
i can dm you the file if you wanna check it out
you just need to merge bones to end up with the correct armature
so im guessing i just have to figure out mouth rigging myself
How do I prevent Cat's plugin from deleting my bones?
I have some extra bones (no weight, and seem redundant) just to simplify dynamic bones, but when I fix model it deletes them, even if I turn off "Connect Bones" and "Remove Zero Weight Bones" in the settings
(Same if I enable "Keep End Bones")
nooblet question; "This avatar is not imported as a humanoid rig and will not play vrchat's provided animation set" I remember switching it from generic to humanoid once on another model just a few minutes ago but the drop down menu is suddenly gone, how TF to i find it??
FBX asset in Project folder, Tab "Rig" under Inspector
:?
Click on the asset, then under inspector there's a rig tab
If it's not there for you send a screenshot maybe
yea theres no rig section
Well Unity just decided to die on me in a similar way just 5 minutes ago, maybe try WIndow -> Layout -> Default and see if it's there
You're selecting the scene actor
You want to select the actual asset
well i selected something and everything disappeared blargggg, i dont know if i can do this
Click on the "Untitled" asset at the bottom
"this avatar does not contain an animator " can someone pls help me with what i am ment to do
Idk if u figured it out yet buuut-
@undone quarry Click on your avatar root in the hierarchy (its the name of the avatar usually, with armature and body under it), in the right on the inspector, click add component. Type in animator. Click it when it pops up. Bada bing bada boom
thanks i will do that when i get the free time
So i'm having this issue, that my right leg somehow randomly twists around. I guess this has something to do with rigging, but cant figure it out. Do you guys have an idea why this might be happening?
fixed already
ok so im having problems with my avatar that it is not able to use vrchat animations like walking anyone know what i did wrong
Delete that upper chest bone
It says neck should be neck, but you have neck as upper chest
I think you should consider opening this model in blender and use CATS plugin
It will tend to fix hierarchy issues like what you ran into
ok thanks
Howdy, the control panel states that I need to have my head, feet and hands bones mapped before I can export; but I already have them mapped. Any ideas?
Map your chest.
The model sadly does not have a chest bone, just spine and shoulders
You'll have to add one.
alright, thanks
how do i adjust bone length?
Scaling.
ty
what does one do when it tells them that the angle of the thigh and pelvis bone is around 90 but should be 180?
You can mostly ignore it.
Quick question.
I export my MMD avatar from blender 2.79 as an FBX and it never had any bones when rigging in unity
ive re-installed etc
Ive often resorted to simply saving the .blend file and rigging from that in unity, which worked
but the new 2018 blender requirement doesnt let me rig the .blend files like 2017 did
and since I can export FBXs properly I cant rig at all
I would like to know why my blender cocks up when attempting to export FBX mmd models.
Hello people. So my avatars arms continue to clip in the body if they point directly downwards, so I was wondering if there would be a way to limit the angle in which my arms can rotate downwards.
You should just change the idle animation. An example (and default) can be found in Assets/VRCSDK/Examples2/Animation
Oh. Never thought of that. Thank you
Heyy queen
So basically i might need you to hop in a call with me so i can explain it fast i don't want to waste your time
Hm.....
its fine i will
Struggling with this again
Which of these do I need to adjust so the the tube flexes properly?
probably the first line of vertex should unpaint it leaving it blue i guess
Okay, think I got the tube 100% working as intended now!
But now I have this issue
can you zoom out a litle to see more?
Is it modeled that way ?
@fading verge
1-Unpaint the bottom vertex of the bone showed on your first image.
2-Select the next-down bone, select the previously unpainted vertex and paint it again.
hope this works
do you manage to solve the rig problem?
I think so?
I just need the bottom-most part to stick to the tube but the tube itself seems solid now.
I know I'm close to figuring out how.
if something happens, @ me
I think it's something involving the lower tube's weight painting. The shell bone seems to fine.
i posted this in full body but it doesnt seem to be a full body issue. my gordon model's hip sag and hes left crouching while standing in desktop and standing in full body.
heres his rig
I would straighten your thigh bones and delete the toe bones
Also your spine is really small so you should normalize it compared to the chest
I've heard that moving the knees forward and the ankles back can help with that issue.
And maybe wanna fix the toes bones or remove them entirely.
im gonna remove them, as they arent needed
yeah the rig was... terrible before
hip was below the thighs and sideways
i tried to fix it as best as i can
ill do both of what yall said, ill let you know if it fixes it
Well, think I finally fixed the issue after a total shot-in-the-dark.
That's all I had to do.
Other two layers are left as I had them before. Shell doesn't have any paint for the tube itself.
can anyone help me with a leg problem with an avatar?
im trying to get into the avatar making thing, and I started with a Rainbow Six model, but the legs keep going bow legged when i crouch
Try to have the rig like this https://cdn.discordapp.com/attachments/390924372782612480/696399638621585488/unknown.png
Do the fingers on the rig have to be completely straight for Unity to consider the rig to be in a T-pose?
even if they're not you can hit the enforce t pose button and it might just do the job itself
@fringe citrus thanks a lot for your rigging video. I had a question about the armature if you don't mind me asking
are all bones from hip to head supposed to be perfectly vertically alligned? something like this?
(Ah thank you that worked quite well)
@eager geyser I can't say for sure, but I'd recommend having a slight backward corner between the spine and chest bone
That's the configuration in tpose-new.fbx in the sdk. I tried doing testing with it both ways, and couldn't get a 100% fix for the issue that it would make sense if it improved (which would be your chest sometimes snapping around strangely when you spin around)
It's also possible that it would influence the "kink" in the spine there when it needs to compress under IK, you'd probably want it to bulge to the back rather than the front to avoid the chest puffing up too much
But yeah, dunno for sure. Also not perfectly straight would probably make sense so it maybe doesn't break down when it tries to compress under IK. I don't have any testing examples to back that up though 🤷 just would makes sense that it could cause a problem
yeah I sorta have this issue in fbt in which when I lay down the chest feels like it's higher than it should be
looking at the tpose-new.fbx in blender I notice that the neck is also tilted forward, do you think I should do the same in my avatar or keep it perfectly vertically aligned with the head and chest? @fringe citrus
@eager geyser I'd have it tilted forward (the neck) I basically go when in doubt go with the relative orientations from tpose-new.fbx
an exception being the hip to thigh alignment
hip should be closer to straight above
the alignment in tpose-new.fbx actually causes a slight tilt
but still advisable to be very slightly behind for the reasons above
you mean this one right?
oh
nvm
default armature was something like this
you mean it should be even more slightly behind?
like
this? @fringe citrus
yeah just rewatched the video
nvm thanks
@eager geyser I was afk yeah I mean above it and slightly behind the vertical line that would extend up from the thighs*
You want the line you'd draw from the thighs to the hip to basically point straight up, but be mathematically behind, could be imperceptibly so visually
could be .0001 behind or something if you wanted
and even then I'm not sure, but rather than recommend exactly above I'm recommending the same relative direction as tpose-new.fbx just because I wouldn't recommend differing from that unless I've uploaded test avatars to confirm you should
the top of the thigh to the bottom of the chest are all mathematically on the same value. dont think they have issue
tpose-new.fbx looks like this:
but having the hip bone that far back causes a hip tilt. I've tested with avatars to confirm that, but otherwise unless I could test a reason not to I'd recommend keeping the same relative offsets as in there
but it's kind of an "if you want my recommendation" thing there. If you're not specifically trying to fix something, and you don't end up with issues with it being mathematically straight for the spine chain, go for it
and actually if you think you ended up with more issues from it being straight I'd want to hear about it. I just don't* wanna go recommending something without a basis/evidence/tests. So if you want my advice, stick with tpose-new.fbx relative offsets except get the hips much closer to directly above thighs
I could probably just throw these in if you want a reference for how I'm doing it:
are there any extra bones to be added for better full body tracking performance? by that i mean like extra bones in the arm for example that are weight painted to a specific part of the arm. ive messed with some rigs and meshes like that but im not sure if it actually affects anything.
you can add twist bones
that's not specific to fbt though
I'm in the middle of updating my stuff for that now that vrc supports it
can get pretty in depth with it actually, here's my wip:
pretty exciting and apparently the constraints that give this support are really low performance impact too
I'm wondering if you could make like a 3 bone (1 per axis) setup like in your head, and then constraint weight a bunch of different hair parts to rotate various amounts inheriting a bit from each axis from the 3 bones as appropriate
as long as they didn't need to be in long chains, you could get a lot of usage out of just 3 dynamic bones
but does the extra twist bones actually benefit or look better or something?
ah. gonna start rigging my mesh from scratch so was wondering about that. idk how i would do the weight painting for the extra twist bones so im just startin with the basic ones.
basically you need for example your arm to be moving solidly with your bone when you raise your arm or it'll bend like a noodle, but when you twist your arm it should have a smooth falloff
you can either use vertex masking and paint a gradient, or do a hard chop of the usual weights for that part of the arm and give half of it to the twist bone, then use the blur tool to smooth it out trying to make it look how a twisted muscle would look
Hey, I'm new to making avatars, and this has probably been asked 1000+ times. But one of the ears on my avatar isn't staying on the head when I turn it, and I have no idea how to use blender. Any suggestions?
The ear isn't attached to the head bone, but no matter what I do, it wont attach.
it's likely the ear isn't weight painted to the head
twisted bones goes crick crack
@sleek isle DRR... DRR... DRR...
@chilly acorn in edit mode select the ear
all the vertices of it
then under "Vertex Groups" in the data tab of your body mesh (looks like a little triangle)
find the vertex group for head
and while still in edit mode with the ear selected click "Assign"
The vertex groups tab is empty
Yeah, both ears are
but one moves with it?
yeah
does your other ear have vertex groups?
Yeah it has the head group
If the nonmoving ear mesh is parented to your armature just like the moving one, you can click the little + on the vertex groups tab
(on the nonmoving ear)
and make a vertex group exactly named the same as your head bone
and then assign while in edit mode
to that
That worked!
👍 nice
Thank you so much
no problem
any ways to copy one part of weight paint weights and past it in over side of model?
Mirror weight painting to another side?
yeah, but i have weight already on the one side
can i just copypast it for another one? ._.
it looks good for one side: http://puu.sh/FvnTt/f99b5640da.jpg
but ugly and wrong for another one: http://puu.sh/FvnVq/76dcb19449.jpg
so, i did something wrong, i think
A quick description on how to mirror weights in Blender.
The little dragon I used as an example belongs to an Android game, I published at:
https://play.google.com/store/apps/details?id=com.scaredGhost.dragonMatch
heh, it's for 2 same things, like arms, but i need to select half of the chest part and somehow to copy weights in mirror mode to another half part of chest...
Can anyone here help with Mixamo?
I made a symmetrical character, but it's deforming asymmetrically.
Only one side. So the left side looks normal, but the right side looks like a Resident Evil boss.
Will it cause problems if while configuring in Unity, the bones aren't named things like Hips and Chest?
i am having a issue with one of my models keep having this issue i cant seem to fix
Will it cause problems if while configuring in Unity, the bones aren't named things like Hips and Chest?
@chilly acorn you can set up the bones manually buit thats a pain.
What i recomend is
Mixamo/Blender-Cats Fix model/ ExportFBX and then unity
that way it works, if you what the eye tracking and visems that would be before FBX export, dont know how advance your setup will be
Not really an avatar specifically but seems to be a rigging issue anyways
In unity 2 specific bones are not rotating on the proper axes when setting them in an animation (one of the bone transforms pictured, it's supposed to pivot outwards from the edges only), it rotates kind of in the desired direction at first but then goes off at an odd angle.
In blender the bones are set properly at 90 degree angles and the roll on the bones is not messed up to my knowledge so i'm at a loss for what I can do to fix the rotation without having to use all 3 axes to get it to rotate in a single direction
How does your armature look in blender ?
cats is a blender add-on, you install it and there's a fix model button
aight
I have a question, What would cause your leg's to twist inwards but you can only see this issue when you try to go in full body? Everyone else can't see what I see. No one see's my knee's and upper leg's like this, They say it look's normal for them. Like when I twist my own leg like this, they say it looks fine but for me as you can see that is not the case. I just want to know what would cause this?
You should clear your bone rolls and maybe think about adding twist bones with the new constraints
@fringe citrus tried copying the hip/spine/chest bones from the vrchat t pose fbx but now it caused a new problem when not being in fbt
basically when I walk forward, after I stop, it's like my chest/spine bone tries to adjust itself leaning forward after I stop walking
was thinking if it could be because the spine is tilted backwards or the chest tilted forward
I've had this on other avatars but not this exagerated
i just check again and now i see that in unity the shape keys are not working, they do work in blender and if i import the fbx to another blender file, but not in unity
am i missing an option somewhere importing or exporting?
Not certain this is the right place, but apparently I can have proper ik legs for a multi-legged creature (eg a spider)?
yes search for final ik tutorials
https://www.youtube.com/watch?v=qOZGBVhGQwc heres the specific tutorial for vrc!
In this video I talk about how to use a whitelisted component called Final IK to create an avatar where it's legs will use inverse kinematics to move. This system is more realistic than using animations or rigid body fixed joints to make the spider legs move.
Time stamps:
0:3...
I have a discord about it if you have questions, linked in the video.
Ah, thanks
Anyone able to offer some advice? I'm trying to give an avatar an idle animation in Unity (eye blinking to start with), but as soon as I do my avatar turns to the side and crouches up into the test position
To my knowledge I'm only creating keyframes on the eyelids but it breaks the whole avatar
@median sentinel Unfortunatley the idle animates your entire avatar while idle. So if you look into the vrchat's default idle, it has it animated to stand. So when making an idle, it's easier to edit an idle that still has the avatar standing up. There's a base in the description of this video that ive used! https://www.youtube.com/watch?v=YzplHWQHGoc&t=403s
This will help you on your journey to make custom Idle Animations, so take it and stuff.
https://drive.google.com/file/d/1Fe_s2LSkKayGxFUWn7YCtcG13O1AyKLW/view?usp=sharing
I make stupid VRChat videos.
Discord:
Jade#0008
-----------------------...
u basically just use the base and then add on whatever you want it to do. ezpz lemon sqzy. dont forget to set it to loop if u want the extra stuff to occur more than just once when ur avatar loads
Thank you, I'll take a look now 🙂
(Why does Greyhound have to have such an alluring voice?)
(it adds to the learnin-)
Skipper (or perhaps is it Melon? 😉 ), was it deliberately set to an offset of 403s? The steps Jade / Greyhound goes through is exactly what I've been doing
I think it could be that my avatar doesn't have a base pose
(That could be bulls*** though, I'm a novice)
(NICE) and wdym an offset of 403s?
The video link you provided starts part-way through at a part where she creates an animation controller and sets that as the idle animation
Oh! No that wasn't on purpose, I had just pasted it from my browser. Apologies I didnt notice!
No worries, I'll watch the whole thing 😁
but basically the idle animation she links in the description is basically the default vrc one. So it'll already have it standing. U can then download it, and just edit it to add onto it whatever you want
Oh. :derp:
Skipper, thank you bud, that's gotten me going 🙂
Welcome! Glad to be of help!
Dont forget to set the animation to loop if you want it to repeat btw-
@eager geyser That looks like tweening between the walk/run animation and your pose you've bound in full body. One thing I'd note is it looks like you copied the really really short chest bone from the tpose-new.fbx. It's hard to rig with a chest that short, when I was saying the relative offsets I meant what's in front of what etc... not to the point of getting all the bone lengths the same. I think your old bone lengths in the very first screenshot you showed me looked really good. Also is your neck bone pointed forward in the armature that causes the chest puffing video you showed? I should probably do more testing with exaggerated spine-chest joint angles to see better how things break. Anyway, this one looked really good: https://discordapp.com/channels/189511567539306508/390924372782612480/697739248106733618 I'd say try that with the tail of the chest bone / root of the neck moved back very slightly ( like .001 ) to have the neck point forward, and then have the tail of the spine bone / root of the chest moved back about double that amount (so like .002) to provide a very slight backwards corner there. If that still causes the chest puffing then you can try straight again, or possibly have the corner point forward. I'd be interested in your results if you try a bunch of configurations.
anyone know how to rig non-humanoid avatars? i'm new to this as a whole, including blender, so i need help with rigging this.
@fringe citrus gonna try this then, thanks
@mossy talon What kind of avatar is it?
@formal temple Rose head with a normal human body
Oh yeah I can do that totally
How much?
Can anyone tell me if this is problem with vertex groups or something else? Feet keep clipping out of shoes whenever i turn to the side.
Should i cut knee vertext groups to the green line to fix this problem?
Ankles vertext groups
my model moves up and down slightly when going in and out of sculpt mode for blendshapes - is this a rigging problem or a blender thing?
might just be that the viewport isn't identical in both modes, the centerpoint is different, it's normal
ok thanks
inner ocd in me is acting up
will it effect my visemes?
entering sculpting makes it crouch, so dont want blend shapes to act up with it
it's just the camera dude
k
i need help to put cloths on my character
i got my model fully uploaded and everything went find but when i used my headset i couldnt move my arms or head or anything using my actual body
halp
Make sure the rig is set to 'humanoid'
it was
Also make sure there's no errors.
Click 'configure'
where do i check that
On the SDK panel.
Ye
Click 'show control panel'
ok
Are there any errors or warnings
They look fine
like maybe it doesnt know what to do about the shoulder cloak
there doesnt seem to be a large bone inside the head
is that maybe it
but the arms dont do anything either
Make sure there is no dyna bone script on the arms, legs, head, etc. and make sure you have no custom idle anim
is there a custom animations tab
send a photo of the inspector.
select the root of your avatar.
the parent of that.
how do i get to the parent of that what does that mean
The one named 'untitled (clone)'
Where's the avatar descriptor?
No custom controller is fine IIRC
Check to see if that works then, everything else you posted looks fine.
There's an animator, that'd be the problem/
the one that said male i just set it to none
That's your problem then
We have a default male and female animation set, if you set none you have no animation set
Just set male
having the male set wasnt the issue?
Was the problem arising when you had male set or none set?
I can promise you having set as male was not the issue so just leave it on that
wwtf
i uploaded it and a red error appeared and then disapeared
like in the previous image liek the yellow exlamation point but it was red
Just see if it works in game
k gonna check
how the hell do you fix this again?
I know I can probably get away with it in Unity by just clicking reset pose in the rig configure view, but like...
Just move the tails of the bones to the tips of the fingers in edit mode
its not just the fingers
Its every end bone
look at this hot mess
Every end bone is rotated by 90 degrees in relation with the parent bone
If you haven't made changes you can try reimporting it. There's an option in the import settings that helps with this iirc
so
Main problem is a lot of programs don't have tails on their bones so blender guesses
I re-imported the original FBX on top but with automatic bone orientation enabled
deleted everything but the armature
deleted the current armature
and set the mesh' armature modifier to the new one and re-parented it
and that did it
Oh so you're good now?
its fine now yea
Easier than manually fixing every bone, good luck with the avatar
thanks
how they make the orb sphere /powers smooth follow the hand without the script??
i tried dynamic bones parenting but its not the same result
You need to be more specific. Do you want an object to follow your hand?
Best way to do it now is via parent constraints
no no that part i can do, my question is the delay follow, like its floating around
its easy to do with a script, but vr chat doesnt let you upload with custom made scripts, as far as i know
Yeah no scripts. What object are you trying to do? If its some sort of energy/powers you can have a particle system in your hands where the particles are attracted to their home but are in world space
that souns promising, can you link me a good tutorial or how should i search for it?
because i think you cant smooth follow complex prefabs at all
For a complex prefab I would still recommend dynamic bones. Make a zig zag of empty game objects and set the elasticity lower so it drags behind. I dont know of any videos about this topic though
hot question for anyone
i've already set-up the avatar for VRChat use but it's got some custom emotes/expressions (i presume) that i have yet to actually put in
how would i go about doing that
how to create separate roots for back hair bones and front hair bones?
instead of parenting them together in one root hair bone?
My buddy and I are working on this avatar and it seems like we're having issues with the rig, where his hand is the top of his head. Why would it be leaning forwards this much?
@molten tulip create 2 new bones Hair rt_front & Hair rt_back - parent them to head - then reparent bones for hair to new root bones
Having issues with index thumbs up ect. Follower the rigging guide lines and it all looks perfectly fine in unity. But in game.. bleh. Any ideas and suggestions would be appreciated as I've ran out of ideas.
how to rig an avatar's foot with long heels/shoes? my avatar's high heel just sinks down to the ground
@arctic elbow if you have intention for gesture with thumbs up you can edit there with Pavo Studio muscle editor - also vrchat default avatar hand bone group you can check with blender
@rapid mauve 99.9% sure that the index controller ignores anything put in the override fields for hand related gestures and is locked to rigging. Correct me if im wrong.
Ahh index / knuckles controllers - not have any exposure to them so idk
drag the hip up in rigging window and use tpose override to see if its still sinking
@molten tulip
@spare herald is it in blender or unity? because I'm not so experienced using either software
you can do it in unity
is this that rigging window?
ah okay
Does anyone have that reference sheet for how to properly name the bones for unity in VRChat and the requirements ?
@arctic elbow For the index what you can do is un assign the 3e bone. in the humanoid armature and manually rotate it
If im getting you correctly you mean un assign the thumb distal or last bone in hierarchy then just tweak it a lil soo that bone basically gets ignored. Can probably even animation override it. Thanks for the help if so.
It's in pinned messages @fierce carbon
thanks
no sure what's wrong with the armature but it sure is making the front area sink inwards.
This is how it looks without moving
the bottom of the next doesnt come with it all the way
even though that part of the neck is weight painted
someone please help
@somber gale It means those vertices have weight paint of another bone on it
thank you!
Good mornings ^-^
Was wondering how to add rigid body thingy to make move with head?
Has trieds to so far, and sort of moves with but will not look up or down along with head so is lil confuseds 😦
Ooh has got to works, needed to disable kinematic thingy :3
The configure menu only shows bone to bone relations, since tail bones dont exist in unity it cant show you where the bone is going
The _end bones are created by blender during export if you leave "create tail bones" checked
Okay, thank you, so by making it not create that _end piece from the last bone it should work properly?
It should work properly regardless
Okay so no problem there, I guess my issue is when applying dynamic bone to the tail, the part where the bones aren't appearing dont move with the rest of it
Like completely static? That sounds like a weight painting or parenting issue
Okay thank you, Ill look into that
Hi everyone! I spent the last few hours (8) trying to make ADAM from Unity VRC compatible. I imported him into blender, decimated and optimized his meshes, and redid most of the rigging as it was in no way compatible with VRC or even FB IK. I then weight-painted the individual vertex groups, except for the arms and head, as I first wanted to see how the lower body and shoulders move. So I exported ADAM as .fbx and imported him with some basic materials into unity (2018.4.20f1, + VRC-SDK v.2019.09.18.12.05_Public). After I converted ADAM into a humanoid rig, I was greeted by this monster. Does anyone know what might be wrong? Is there a hidden offset in the bones? Wrong coordinate space? Tiny goblins who mess with his bones? Any help with this is very much appreciated! Thanks!
Gimme I second, I will try that 😄
Nope, still a mess :/
Here`s the bone hierarchy
This is the model in Blender
@fervent hornet Hey just wanna say thanks, turns out the toes and tip of the tail had no weight set

@fervent hornet Oh you're right! Hmm, thats odd. I'll check on it quickly
Hello, my model throws me this error about bone hierarchy but Spine3 (the chest) is the parent bone, or am I missing something?
@fervent hornet Unity does not recognizue the upper arms. Maybe this is because I added "wrist-bones" which unity interprets as the forearms?
@willow flame I think you may have too many spine-bones. VRC needs 1x pelvis > 1x spine > 1x chest > 1x neck. But take my advice with a grain of salt sice I am struggling too rn ;D
Wrist bones are fine, you know you can manually fix the bone selections in the configure menu right?
Yes, I tried to select the arm bones but unity just tells me that the arms are supposedly ntot parented to the shoulders. (I just checked in blender, they are correctly parented.)
Show me your expanded hierarchy in blender
I've worked on previous models with the same number of spine bones, so idk 🤷♂️
You can have more than one spine bone but they are ignored when properly set
@fervent hornet Here's the heirarchy
Yeah dunno what to tell you dude it all looks fine. Maybe try on a fresh import
I'll try. Thanks a lot anyway!
fresh import, same result. It seems like unity is ingnoring the arm-bone. IDK why it is doint this. Maybe it is because of the missing weight-paint for this bone...
Fixed!
Got it. If anyone else ever has a similar issue: DO CHECK YOUR WEIGHT-PAINT. Unity ignores all bones that are not weight-painted
Glad you found the issue. Generally thats a unity thing (for example blendshapes that do nothing are ignored) but I was unaware that it did it for the basic humanoid rigging
Hmm, odd. Did you just import the model or are you editing the bones using other Programms?
I imported the model but fixed the hierarchy issue I was having earlier but then it threw this at me
Ok, glad you got the heirarchy fixed but this looks odd. Maybe try to import the model into blender. You can then use CATs VRC plugin and fix the bones. All this does is that it checks for the correct parenting and renames the bones. I guess the VRC SDK is looking for somewhat specific names like "Left foot" and such.
Alright I'll try that, thanks
np, good luck 😄
That seems to have solved the issue, thanks! 👍
Nice! Have fun with your avatar
heres the rigging. how did i frick this up
i rigged my avatar like this in blender but when i try to put it in the sdk the rigging is different when i set it to humanoid
Bruh ima sleep @ me if you have info for me
oh thtubehd you gotta add the fingers for the avatar to actually work
no need to weightpaint them, just have them there
yeah, but the vrc humanoid requires fingers to work
Ugh Just randomly solved a frustrating issue. If your Inspector keeps getting stuck on "Configure avatar" screen. Its because it keeps locking the screen. Go to where you find debugger and uncheck the Lock tab, problem solved.
i didnt model fingers. what am i gonna dooooo
just add the finger bones, no need to weight pain them
Is it possible to add additional bones to a completed FBX model? (Like for a tail or something so I can use dynamic bones)
And if so, whats the best way to go with this? Unfortunately I don't have alot of experience using blender
yes you can :D
on the bone that it'd be attached to, press e while in edit mode
from there on you'll have to weigh it
which is what im currently struggling w/ ;_;
but tails and stuff are pretty simple
hmm I see where I press e and it stretches out another bone, but I have no idea where to put it or map it etc
lol
what do you mean? o:
https://cdn.jjthehusky.net/04152020-56de6bb9-d06b-42cb-bb1e-607b1e9ac7dd.mp4
Kinda like this lol, I assume I have to match it up to the actual mesh, but I'm not sure how to do that
there's no video for me o:
it should be a child of the hip
yeah :D
yay c:
so im sure I missed something. I tried using the dynamic bones and it looks like it "works" but the mesh doesnt move
https://gfycat.com/ClosedPleasedHoopoe
did you weigh it?
so
uhh
i dont use blender 2.8 ;_;
i have no idea how to on there
if you have CATS then you can: go into pose mode, right click a bone, right click the mesh you want, and then click weight paint
its a mode
like object mode
but take what im saying as a grain of salt
i dont know how to use blender 2.8
Yeah I see pose mode
would I just select the base tails or all of the childen of it?
you'd have to individually click each bone and then weigh the section that goes with it
for example
one second
oh
i was gonna say the arm is split into sections based on the bone
and u can see whats weighed
idk where either ._.
im running into a issue were my avatar i uploaded from 2017 unity works perfect in full body but my same base reimported into 2018 the full body now kinks the hips and bends the knees the rig was not changed in anyway just reimported to the new unity dunno what happend.
may I ask (and if you know) what the normal way would be without cats?
sadly, i dont know
@naive mantle im pretty sure the version of unity VRChat based off of changed
so all old models are now scuffed
wait uhh
yeah
maybe?
im not too sure
its a fresh import to the new unity but if i copy pasted the old one and reuploaded it, it did work but the new but same fbx uploaded as a fresh fbx doesnt work someone told me its somthing with import settings for fresh fbx but i cant seem to find the info anywere on this
aah im sorry, im lost on this subject ;_;
assuming i didnt model individual fingers is this good enough for hand rigging
yes
ok
repost. does anyone know how to fix this rigging
you could just use drivers and weight painting i think
not very familiar with all this rigging or weight stuff bc i've never done it before
whats a driver in terms of blender? o:
No
If the fishnet dont have nearly the same topology it will be hard to prevent clipping
@fading verge If you can seperate the net from the arms mesh, you could simply add the net as a cloth and work the shape out with collision constrains in unity.
ooo that'd work but it'd feel awkward having my sleeve move around a ton
since the mesh is supposed to be skin-tight
@fringe citrus do you know the reason and fix for the chest bone pointing up when trying to lay flat?
@eager geyser that was mostly fixed in the Sept 2019 update as far as I know. The biggest remaining cause is if your hip is in front of your thighs you can get a tilted hip. If the angle is extreme enough it'll mean the chest has to get pulled up when it points to the hips while you lay flat
Extreme example of the hip tilt I'm talking about:
Oh, also if your vrc descriptor viewball is misaligned far enough down it can cause your entire head-chest to shift forward when you tilt your head down as if to look at your toes
When you lay flat it means the head chest would kind of try to "sit up" while you look down across your body
To fix that, raise the height of the viewball. But it shouldn't happen if the viewball is roughly aligned with your eye height. And it doesn't even happen for me when I use the righack to fix shoulder flop and position my viewball around my nose-height
In my testing It only happened if I put the viewball around as low as the neck or top of chest
roger, will play around with the viewball thanks @fringe citrus
for some reason today, anytime I try to use the fill brush in blender, it crashes.....i9 9900k, 64gb ram, 2080ti, and it keeps crashing. Yesterday I had no issues. Restarted PC and problem is still there even with a new project file
cant be anything more frustrating than this
You can assign weight to vertex groups in edit mode instead
Hey I'm currently having an issue with my avatar to where in-game, the avatar is behind where it's supposed to be. I have the avatar set to 0,0 in both Unity and Blender and it's still not centered. The view ball is right on the blind spot of the nose so I know it's not that. Basically what happens in-game is as I move my head around, the entire body of the avatar moved around me. It's like a weird 3rd person view of the avatar
Make sure to apply those transforms in blender
Basically, I have weight painting on the fluff and everything connected to the head and it still refuses to move
Looks like it's moving ?
paint it with the chest too then
Did you paint it at 1 on the head ?
where's your neck bone ?
neck bone?
the thing between your head and chest
i didn't see one
it says it is there but i don't see one
well, the neck is there, it's just apparently a really big bone or something
when i move the neck bone the neck moves
That might be useful to also have weight paint there for the fluff then
I weight painted the neck too. Nothing.
anyone get the "hold on.." for a long time when you upload an avatar fbx to unity? Im not sure why its taking forever, I have a very beefy pc
@inland lintel Can you show the vertex group values on one of the vertices of the fluff ?
@inland lintel The menu you're looking for appears with the N key, under the Item panel, it shows the values on a single vertex of your mesh in edit mode
Hi, me and another person merged a necklace and glasses to the hip instead of their respective parts (neck & head) any way to undo that and fix it to their parts?
click separate materials
in the cats plugin
Anyone have an idea on how to fix my weight painting?
@ancient trellis i did, there still needs to be 2 armatures it says in the "Custom Model Creation"\
screenshot @west moon
ok so click export model
it will say too many meshes
so click join
then go back
and under armature you should only have Body
@west moon
someones making sexies
well.. its for my gf xD
@ancient trellis yeah, i only have body, but that just merged all the meshes, i still cant attach the certain mesh to the neck bone, currently the necklace is attached to the hips
try clicking fix model
what would that solve? the parts needs 2 armatures to merge to the neck
@ancient trellis
@crisp tendon
Pretty sure he means this menu, where it states what weights that vertex is affected by (may look different in 2.8)
That's weird.
Went in edit mode on the fluff and went into the item menu in N, and it doesn't show anything
You have a vertex selected?
You can safely ignore the values that have 0
oh okay
soooo i uploaded my model into vrchat and her thumb and wrist do this... does anyone know how to fix it? 😅
I would suggest that you look into the wrist and elbow -bones again. Maybe even redo the weight painting. I believe Tupper also explained how to fix "twisting" issues here: https://youtu.be/LrCCl_F9XNs?t=1132
Here's a video on extremely common issues I see with bones and rigging setups, and ways to solve them. I cover:
- Leaving Upper Chest Blank
- Reparenting spine structure
- Reparenting arm structure
- Leaving Upper Chest Blank
- Creating a new root bone for skirts/hair
- Repar...
I also have a question: I am currently optimizing my rigging and I have noticed the moving my head in VRC causes my torso to move a bit more than I am comfortable with. Does anyone know this problem and how to fix it?
i need some help with editing mine... specifically, adding different clothes to same models, and getting the textures to stick
whenever I rig in mixamo the skin textures go away
Yeah, I'm still having trouble making the fluff move with the coat. It moves whenever I join it to the rest of the coat, but then I can't put a texture on it.
What do you mean you can't put a texture on it? It should have its own material and share the uvmap that the body uses
can someone help me rig my avatar?
Try mixamo first @real fog
Export the model with the new clothes and do mixamo again ?
not clothes, basic body textures
skin tone
i put it in mixamo, but mixamo registers it as purple
I put the file in blender, and when viewing in in everything except Shading mode, it appears as purple and green and such
and i tried to import the original zip file into mixamo, but mixamo says it can't read it correctly.
Do you have a picture of the color issue ?
Merge your meshes first then
whatever you have in mixamo is what you have in blender
i uploaded the same files to blender and blender had it fine
looks like maybe inverted normals on the hair
Define fine, because obviously that mesh has issues
Check normal orientation and the actual materials on the body
Ah, if the mesh is nude you can remove the NSFW parts, you shouldn't be uploading them with your model anyway
yes i know
That's because it's using blender's node for shaders and materials
But it doesn't mean the mesh itself is correct
How many materials are there ?
looks like 13
In edit mode, you can chose "select" under a material and see what part of the mesh is used by that material
im wrong sorry, actually there are 10 materials
ok so how to i make the texture appear in mixamo
You can't
It's just meant for rigging
You get an automatic rig, you import it back into blender and then you check
Or you make your own in blender which isn't too difficult
oH
Plenty of tutorials out there
giant facepalm
But I'd be surprised if it wasn't already rigged in the file you have
but the hair tho
Check face orientation mode, if not you need to merge the meshes
No rig apparently from the hierarchy view since you only have meshes
You need to select one mesh, then click A twice then Ctrl + J
And export that to mixamo
ok that combines it?
Yes
mk
ok, exported as .fbx, rigged, putting into unity.
yeah it's still purple and stuff, do I have to import the materials into unity?
c o n f u s i o n
Hey guys, is there a tutorial out there that someone would highly recommend? I’m just trying to improve what miximo has done and I’m having a nightmare!
weight paint tutorials for humanoids
Any idea on how to fix this and make it look right??
first was shoulder 2nd is arm
@ me if you have an idea
@crisp tendon show me sometime how to do the unity material thing
Watch this video in context on Unity's learning pages here -
http://unity3d.com/learn/tutorials/modules/beginner/graphics/materials
How to control the visual appearance of gameobjects by assigning materials to control shaders, colours and textures on a renderer.
Help us capt...
Eyy. I can't get the visemes to show up in Unity
The avatar I am working on had them working before
NVM I fixed this issue by updating my VRC unity stuff
hey. the rigging for this looks fine right. apparently the shoulders are too short
it doesnt look like you even have any shoulders tbh
unity renders bones weird and im not entirely sure but i'd have to see it in blender to actually say
i had the shoulders go from the neck directly to the arms
hm, not sure why it'd say they're too short, then
Hi, I'm having some trouble. Trying to take 2 rigged models and swap pieces between them within Unity. They are ones that use Skinned Mesh Renderer. I move it to the other model, reassign the Root Bone. Then delete the model I took them from. It looks like it works fine at first, but once I upload, the mesh totally disappears.
as you can see, I intend it to look something like this before I have swapped any of the parts on it
and then I move the body components to the new model as you can see in the hierarchy, and assign the updated root node from the armature
yet the pieces are still attached to the original model.. if I move the new model, it doesn't move the pieces that should now be attached, and leads to some weird behavior
I'm working with SDK2 in Unity 2018.4.20f1
Anyone have any ideas regarding this issue? I confirmed with someone else who had the same problem as me
How do I fix this again? I remember that I had to adjust the bone hierachy on my old one, but this one doesnt use additional leg bones.
how do you edit finger bone positions, so it is straight and not like this. in blender
and all the other fingers
nvm worked it out
can annyone help me with blender
?
Ask what you need
My base came with a bunch of twist bones in the arm, are those needed?
or do they help?
Just has a bunch of "random" bones
Question: When it comes to make the armature, how do I (In blender 2.8) do 2 things: name each bone and weight paint them?
Looks like a generally pretty standard armature. Just check in pose mode if everything moves properly. You can follow the twist bone tutorial using unity if you want to make use of them.
@jovial anvil You can name bones in this menu here in and out of edit mode.
To go into weight paint mode you can go through this menu here or hit ctrl+tab and select weight paint
its more that when Im in weight painting, I can't select any bones
@ancient trellis If everything moves properly in pose mode, you're probably fine to have a "standard" model
ctrl + left click the tail of a bone in weight paint mode or edit mode @jovial anvil
You can select what vertex groups you want to weight paint here, just make sure they have the same name as your bones
Ah
I forgot: which options is for making the bones appear over the model?
I again forget
Hmm...I am still unable to select any of the rig bones in weight paint mode
I can paint, but I can't select the bones
I have not figured out that either. The way i do is go to pose mode, click bone and then go to the mesh and go waight painting..
See, theres the problem
I can't select the mesh if I go into pose mode
Ya, I can't figure it out.
Also, it seems my model does not want to follow the rig after I parent it.
what didn't work ?
It's not in t-poseing enough
the no texture clown will visit you tonight
LOL it has textures I just have not added them yet
darn ok how could I tpose it enough for it to work?
@mild stratus
Use blender to move the arms into a t.
not sure if it will let me :/
everything possible
Would anyone know why the mask on my skin doesnt work in unity but does in blender
it makes my skin clip through my clothes
the what
? @sleek isle
@ancient trellis If you are talking about Mask modifier then I believe it will hide verticies in Blender and delete them after you export your model as long as you have Apply Modifiers selected in export settings
Hello, I am currently trying to minimize the movement of my avatars body when I am moving my head. Right now the entire body moves up and forward when I tilt my head up and vice versa. It just seems like the rotation of my neck is very limited. Can anyone tell me if my neck setup is wrong? On a side note: I am experiencing this with basically all avatars, no matter if I made them or if they are already in VRChat, but it is much more subtle there.
Any way of testing 2D visemes via unity? For me they work in blender but they refuse to work in unity/VRChat
look for blend shapes on the body, or whatever the visemes are on
they're properly selected on the whole "AA", "OO", "OH" stuff, but it doesn't move my mouth when I talk
I'll double check, thanks!
Thanks for the input! Can't find that drop down menu here, though.
I thought that my blendshapes got deleted but they're still showing up in unity if I reopen the .fbx file
@velvet copper
did you do the import setting yet?
Yeah, rig is already humanoid, materials are ready and "import blendshapes" is checked
then idk, might be upon export that stuff is messing up
try at least changing the name when you export, therefore making a new version
whats a good rigging hirarchy supposed to look like? ive got weird names on my bones and the SDK doesnt like them
alright thanks thats a start
how about the feet? cuz thats the bones im having most trouble with
they are names Left_ankle and Right_ankle and the sdk says they are not linked to a parent
while in blender they certainly are
Can you show it i edit mode ?
