#avatar-rigging
1 messages · Page 162 of 1
@nocturne sleet i'm sure that model is one of those games which using multiple UVs for head and body/else
if yes, to fix you can separate the face and remove body uv map and rename face uv map to UVMap, then same for body, to have same named uv map and merge it back
im new to all of this and am trying to import my first avatar, and I dont think it has a jawbone - what will talking look like without one selected? Also, is there an easy way to create one in unity?
as in, its humanoid and the skeleton doesnt have a jawbone, not that the model itself is lacking a jaw
does it have shapekeys for mouth movement
I have no clue. this is the first time i have ever used unity and/or worked with models
the mouth does move in the game where the model came from, but none of the listed bones are at the head
so for the lip sync should I just set it to "default" instead of specifying a specific bone?
all of the options say none
default doesnt do anything either, I tested it in game and they said I had no mouth animations
oh i think i got it working
thanks
Are there any advanced animator here? is it posible to use your own /or Auto rig pro/ or rigify/ rig and then pasting that animation to the mixamo ready bones? so it can be exported to unity?
Has an issue with my avatar, his feet bend inwards like that but there's nothing wrong on unity itself, even test animation set from vrchat shows feet are okay. I tried removing toes but nothing has changed. What could be wrong? https://cdn.discordapp.com/attachments/548123552252166155/710792235545001994/unknown.png
@drowsy fossil Check your model's bone rolls in Blender. Ensure all bone-rolls are cleared, this should make the bones face the appropriate rotation for the feet to be flat
I'm having this issue when I put my avatar in Unity, I'm not sure what's causing it. Someone on reddit said it's scaled wrong?
I checked the weight painting and it seems fine but I don't know what the deal is
that looks like inverted normals maybe?
are they visible on the other side?
let me check
if you're talking about that
I guess I'm gonna just stick that on the back burner
these super robot wars models are really finicky to rig anyway
still annoyed about that, I don't know what would fix it
Looks like flipped normals, if you get a two sided shader do they fix?
I don't know how to set that up
this happens with all of these models, I think I may just give up because they're all messed up
they aren't in T poses, some of them are in pieces until you delete this one set of meshes
if I could find a better source of 3D anime mecha models it would be nice but this is all I got
there's a scopedog for $15 on cgtrader, tempted to just buy that and rig it
It’s super easy to fix with blender your problem @old quest
how would I pull it off
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ah
nope, still didn't fix it
these things are a mess to work with tbh, I don't think I can work with their proportions
they clearly were not made to be rigged
the arms are like permanently stuck to the sides
like in object mode when I import one it's like this
in edit mode it's fine but object? nope
oh shit, that part is the armature
these are already rigged
sorry im new to this discord and im not sure where to post but im wondering how i can just easily make a sphere on my avatar move to the sound of my voice, nothing special i just want it to move
up and down?
you could add a bone to it and set it as jaw bone
then it would move up and down depending on how loud you talk
thats all i gotta do in blender?
oh great, so this rig doesn't have a neck or chest
yeah you need to do that in blender
it won't let me continue until I map a neck and chest bone
no idea where that option is haha
but I don't know what to do
should I just make one myself in blender
ugh this is ridiculous
everything is already assigned to something, when I tried subdividing it didn't work
why does vrchat need a neck and chest
For humanoid rigs.
this is the hierarchy
there is literally no chest or neck bone to map
I don't know how I'd go about making ones
Then make one. Put in it blender, add the bones, make sure the parents are properly set
I tried subdividing the spine but it wouldn't work
I just did it myself and it worked. Just have to rename bones to match.
What exactly didn't work.
when I brought it into Unity it was all broken apart
I don't know what that means
I'm not sure what I'm looking at here.
Did you add a fresh version of the model into the scene or did you replace the file in explorer
Odd
okay how do I remove this dumb camera from the model
Camera?
there's some camera baked into it, I unpacked it and deleted it but now I can't move or scale the model
Seems like you're exporting a camera and a lamp from blender. Just remove those objects or change your export settings to not include those. CATS automatically sets those export settings
okay, got that
oh forget it
this stupid model has no neck or chest bone and I cannot be bothered to make them
I'll never be able to use it in VRChat unless they allow rigs other than humanoid
it's unfair
You can make it a generic rig. It just won't have animations.
yeah and then it'll slide around and not move
Yeah, it won't have animations.
there's no way to fix this aside from messing with the rig and breaking everything
because some genius decided not to have neck or chest bones on the rig
WELP
can I link the model in here so someone can see what's wrong
oh wait no I can't it's ripped content
The rule is don't talk about ripping or share how to rip. Working on ripped models is fine
I just don't know if it's safe to link it though
For some reason none of your weight painting is applying to the armature. You'll want to look into that
ive been having problems with all my avatars on this, when im on idle animation and i crawl, this happend, but when i start moving/walking, i start to crouch normaly, i tried to put all the bones straight, move them remake them and tons of things, nothing works, i dont have any warning when i upload
what with all those digimon model that keep pop in in the channel. If your leg bone are not human enough crouch will look weird
the thing is, some public avatar with this exact same desing, literaly exactly the same on everything, crouch correctly
so there must be a way to make the avatar crouch normaly, after all when i crouch/walk its totaly correctly
Does anyone know how to fix this? My avatar is in the floor while the rigging and such is normal but somehow when I go into vrchat Its normally standing like normal but its inside the floor.
The scuffed way to fix it is to raise the model from the root in the avatar rig configuration to account for the sinking into the floor
In the rigging of the model?
do y'all know what the error "The Avatar definition does not match the property path. please author using a hierarchy the avatar was built with" means? It is in the animation tab, it isnt letting me select an object to spawn / despawn
Does anyone know what to do if your character is rigging up backwards?
Tons of errors
initially it looks fine when muscle testing
but no... some of the bones are going the wrong way
For starters, the feet are backwards... alternatively, the entire MODEL is backwards and feet are correct
haHAA
If you chose answer B), you would be correct.
What do I do?
I've been at this for hours and I have nowhere else to go for answers.
So, looking into a few things, and in the video pinned in this channel, it helped me notice a few things that could go wrong
problem is that only one of them was even remotely close to the problem I was having
but even that one wasn't right, because after following what he said to do, I still get the problem
The legs all the way up to the head bend perfectly fine, it's just the arms that are whack
did you rig with maxamo ?
hey guys i am having this problem, i am trying to make the rayman character from rayman into an avatar for vrchat, any ideas on how to fix it?
It was a rig that was automatically imported from the dae file
It's Blender
@rapid mauve
That is the enforced t-pose
Maybe it's got something to do with your Left and Right side's being swapped
Yes, but in the image you showed bone names
Your right bones were on the left hand side of the model
How would I fix that?
you could rename them, or, just try flipping which side goes to which in the unity rig
Cause I've had models where it was only the arms that were put on the wrong sides, I've had it be both legs and arms, and that weird twisting looks about the same.
you'd probably have to rename the bones in blender for it to work right, then re-import
if you rename the bones with blender does the weights also - i think not - when you move renamed bone with pose mode the weighs move on opposite side test 1st with rename arm and elbow bones L&R
The weights dont move in blender
unless 2.8X changed something, you shouldn't have any issues with going R to L, L to R, all the way down the list
Found out how to fix it with the help of Kung. The entire mesh and armature was reversed, so we just flipped it in its entirety.
i need help to make a avatar
Ankle trackers showing up in the knees, hip tracker showing up in the stomach. Any fix ideas? I have seen Kung's "Adjust Height for Bind In" fix in his new video, but I'm confused. If an avatar has "normalish" proportions and is properly rigged, why would I have to go through OpenVR Advanced Settings to get it to work?
Compare that to normal human proportions and legs would most likely be too long ?
I don't know about that 😦 I have the proportions (in terms of legs and arms) in that pic; where it hits on the knees are where my IRL knees are
what about the rest /
Arm trackers are where they're supposed to be and fits my actual arm length , headset + view position are also accurate to where the avatar head is
what about hip/neck
neck in avatar is correct to neck irl / hip tracker shown on avatar is appearing too high on the avatar and too high irl (where her stomach is is where my stomach is)
but irl, i'm wearing it on my center hips
and irl leg trackers are on ankles
that's probably where there's an offset
those are really good points....I had shrunk the chest bone but it doesn't look like it carried over correctly. Should it be about half of that size?
Also do you mean the arched ankle to lower leg connector or the the toe tip area connector? either way, nah no reason really it's definitely something I can change
imo the oddest thing is the ankle tracker, i don't know anyone who does that, but @fringe citrus might see something obvious in your rig that explains it
how long does it usually take for yall to make them?
@earnest nacelle it depends on how much experience you have and how "custom" you want it to be; frankensteined avatars (those that have clothes changes, hair changes, other 'parts' changes) can take new folks a week and experienced folks only a few minutes / 100% custom, sculpted from scratch avatars can take weeks or longer depending on how much work you want to put into it
I'm getting these errors but
my skeleton is mapped correctly?
(noob, sorry if asked too many times)
@prisma glacier assuming head and arms are mapped in the head/left hand/right hand sections of the armature setup, try clicking pose -> t-pose -> done and attempting to reupload , sometimes makes errors like that go away
ah right, i'm tempted to start creating my own but gotta wait till i get my $4,000 pc sorted so thats gonna take a while
Is there a certain way I need to name head/hands ?
or does it rely on the mapping
@prisma glacier to my knowledge names don't matter, it relies on the hiearchy (things being parented to the right parent bones) and being put in the right slots in that armature setup
so similar to this?
@prisma glacier if those three things correspond to the shoulder, upper arm, and lower arm (in that order) -- yes
this is my left hand, do I need a hirearchy for the hand individually?
the way you have it set up in that area looks fine, but there are places you 'slot in' the individual finger bones -- set these up in the area i've highlighted in red (don't forget the Head section)
@prisma glacier I do notice something odd with your rig-- there are bones between your upper and lower arms that appear to not be included in the right side slot/armature setup area
in red-- those two bones are grayed out, in a normal arm setup each arm bone should be highlighted green to indicate it's set in the humanoid armature rig
i think this might be where your problem is coming from
i put an avatar of mine into blender and after adding a belt and chest harness i exported it into unity and than when i put it into vrc my avatar didnt move anymore. When i plugged the avatar back into blender to see what was going on the body seemed to rename it self and when i clicked on CATS to fix the model it keeps telling me that there is no mesh inside the armature found. Anyone have an idea as to what is going on?
I even tested to see if i could move the arms or legs by rotation in unity but it didnt work.
@raw jackal even once you get your avatar perfectly proportioned, VRchat will scale it around 10% too large when user real height = IRL height. (I'm assuming they do it to strongly prevent held objects from detaching from your hand when you extend arms). In order to counteract this you need to use a custom "user real height" value about 90% of your IRL height. This causes a shifting view target which necessitates OVRAS to counteract, but it allows for a perfect fit.
I think the reason your tracker balls end up so high is 3 factors... 1. your legs are probably proportionally too long, I think they should be around 85% of the current length. 2. it appears like you aren't using a custom user real height so your avatar is about 10% oversized beyond the issue in #1, making your legs extend even longer. 3. you wear your trackers on your ankles so the are naturally a little high.
(long chest bone can cause a problem as Ruuubick mentioned, but that issue would only appear after you bind in, and you wouldn't see it when in calibration mode with trackers visible)
@fringe citrus Thank you so much for explaining! I was so hesitant to use OVRAS as a workaround because I thought it meant that surely Id done something wrong during rigging. I had no idea about the user real height / irl height thing. No wonder all of my shorter versions of this avatar work fine but the "correct to my height" one don't. Cursed with the ostrich legs.
Thank you so much Kung!
click on the model and toush the thing that says rig
go to configure and get rid of that upper chest
aka set it to none
that is the first one
the other two maybe will affect you if you are a vr user
the other should be optimized but you can still publish
anyone know how to fix this, is it a unity fix or a blender fix. since in the armature everything is mapped so i dont understand why i am getting this error
@thorny crater go to 'all models' in unity and search for your avatar's model, go to 'Rig' on the right menu, change it to humanoid and then click configure and put the spine, neck etc where they belong
im having rl hard time to make this elbow not pop out of my jacket
i'm making the jacket toggleable so i kinda have to have the body underneath
I would just make the skin under also a toggle, so when wearing jacked its hidden or spend ages trying to weightpaint
Looks like a fairly easy weight paint job tbh
Just paint over it until it doesn't clip, then move it again and paint again if it clips
Or try projecting the weights from the body to the clothes but that's probably gonna need a lot of cleanup
i tried painting higher and higher it doesn't really help q.q
I'm having a bit of an issue right now
the model had very weird bone setup on Blender, so I clicked on Fix Model in Blender Cats and it seemed to have solved everything, and put the bones on the right places
I'm not sure if that's the issue
what I don't understand is the fact that it says something about animation, while I didn't import any animation on the model
okay I realized it's using some "placeholders" humanoid animations, but why doesn't it work
when I import it on VRchat anyway, it just goes crazy and I can't even stay on the ground
other thing, I began doing everything on the 2017 one, but discovered that there have been an update to 2018, so I had to convert the project, not sure if that can cause problems
model's rig, enforced T-pose
okay it fixed it
there's still an issue, my character has no crouching animation, but I found a potential fix on Google, it's apparently linked to finger bones for some reason
Yeah, you need to have all these bones assigned in unity for your animations to work fine. If you don't have all fingers you need to create empty bones for those parts in blender.
any way to override the default humanoid animations?
yes, search for override controller in your assets search bar, make a copy of it and put the animations you want into it then stick it into your avatar descriptor
where can I find custom animations or poses such as for sitting, standing still etc.?
I'm trying to look on Google but I can't find any like sharing forum or database
dunno
Can try looking for free humanoid animations on the unity asset store
Some free characters come with some, but keep in mind that not all will work well
huh? I got pinged but the message disappeared 🤔
Mixamo have a bunch of animations you can use for stances / sits ect
where can I find custom animations or poses such as for sitting, standing still etc.?
@nocturne sleet mixamo
have tons of them
you can also rigg a avatar and see the animation before downloading, also edit it a little bit
how can I import those btw?
you just donwload them and then you put it on the animator place you want to
if its a idle one you put it on idle on the customempty
this?
yes
then custom override empty
then you click on it, and click on the name, then on the archive and youll se tons of names and None on the right
you just have to drag the animation yo u want there
if its idle you put it on idle
etc
hmm alright I'll do it step by step
i would make a video for you but i dont have nitro XD
https://streamable.com/ you can use this to quickly post and share videos
I see, many thanks!
other question
how can I export a model from Unity as an .obj file?
I'm having an issue
is it a problem if Mixamo can't apply any animation to my model?
and it's transparent btw
im kinda new but it happend to a model of mine, i didnt knew how to fix it so just used the default avatar mixamo brings
oh, so if Mixamo can't apply an animation to your model it doesn't mean it won't work on the model?
and this?
no idea to be honest, maybe you can find a tutorial abaut that online
you can buy it everywere man dont do spam
so I imported the model to the game
but the head and hair behave very weirdly
like, the head just goes off the neck and the hair won't rotate and stick with the head
default female animation set
i mean
the default one
unity have a default animation set
when you left everything on NONE its the default one
and it happend even with the default one?
I only tested with the default one for now
then its the model
of course it's the model
why would I ask here then
I'm wondering, is this an issue from Unity or Blender?
maybe you can check if the hair is attached to the head
i supose its blender im not that sure tho
weird thing tho
is that everything seems fine here
oh, maybe it needs to be completely linked?
dont think so, i have my avatar ears not directly connected and it works fine
Slowly driving myself crazy trying to figure out why my avatar's knees bend inward but only with the male default animation set. Totally fine with female. I would be totally cool leaving with the female set, but the sitting animation feels goofy. Already bent the knees out, etc etc. I just for the life of me cannot figure out why the one animation set is fine and the other is borked.
alright, I tried to link the bones because we never know
last test of the "day" (and night)
Like, this doesn't seem wrong, but I may also just be completely off base
here's a cursed image to show what's wrong with my model
Oh no. That is cursed.
hair just doesn't rotate, and head goes off completely
@nimble imp The legs bend inward because they are angled inward. They should be perfectly straight when looking from the front
I tried that on a couple runs to no avail, but I'll take your word for it and make sure the base / tip of each is perfectly aligned before I go again.
Still weird it's fine with female animations though.
Well female skeletal structure has an inward tilt due to larger hips IRL. Dunno if thats applied in game
Probably. Just kinda wish, yaknow, CATS actually had a toggle of some kind to be like "yo this is a male model, plz straight legs".
Also, retested straight bones, still weirdly inward even with zero roll. I will probably just give up for now and revisit this issue with a new model.
im going to try using a more advanced rigging method for my vrchat model but im unsure if vrchat will allow it. When I usually rig model (not for vrchat) i add extra bones in the knees and elbows to simulate more realistic movement, as well as shape key automation to tie it all together. I already know vrchat wont let me automate shape keys based off movement, but can I use bones to make models less scuff? if i can figure out (or if anyone else figures out) a way to make this work then the problem of sharp joints and texture distortion should be completely gone. (ill post an example pic when I find a project that has it, vrchat model creation has been my sole use of blender for the past few months now so they are kinda lost in my jungle of folders.)
im certain this will not work on the hips but i'll still try.
it won't
i could "abuse" dynamic bone scripts to take the weight of the joins away from the main bones
Use bone constraints, they're whitelisted
You should use constraints with a dummy armature as your main armature
but using an advanced rig would be so much simpler
plus it would be fun
lol
im gonna test the dynamic bone script idea cause i feel like that could work
The vrchat IK is limiting. You make your main armature VRChat IK complient and a secondary one with constraints so you have freedom
ive never tried that
i mean i think i understand how to do it
idk i still want to try something more advanced
wouldnt it just tell me the bones arent parented properly but still allow me to upload it?
you won't have functioning IK at all
ive seen models with multiple bones in the legs before
it still needs to follow the standard IK requirements
otherwise it just doesn't work
the IK, you'll t-pose
ah
there's the humanoid configuration, and generic
Yeah you need a VRChat IK complient rig, you can add on but you cant change integral parenting order
hmmm
I.E. Leg->knee->foot
nothing inbetween, unless it's not meant to be humanoid, like a spider, in which case Scion is the guy to talk to
i could add the knee bone in between without actually parenting the lower leg to the knee bone
yeah i knew there was some people who would do crazy stuff with bones
make something non humanoid
it needs to be outside the parent/child then
ive never seen models like that function with full body so i assume thats why
yep
sure, but it needs to be a child of the leg bone, not the parent of the ankle bone
still i want to screw around and see what i can do
yeah
so leg>knee and lower leg>foot
with the foot parented to the lower leg
yep
i still think i can abuse dynamic bone scripts to make this work
take most of the weigh of the knee off the other 2
that's called a constraint though
ive never gotten constraints to work
thats why im trying to come up with this fun little project lol
follow a tutorial and it'll work
i never really had much of a tutorial, this should help.
but im still gonna try my idea out of using a more advanced rig just for science
experimenting with models is fun
time consuming but fun
hey guys, on vr when i dont have any finger on the controler it looks like this, there is any way i could make it both look the same?
Hey so my model is all well n good however the head kinda stretches right
so Im not going to do this tonight but I wanna know if this is possible. The model I'm putting together has some bags on their belt, and they have bones and flexes and all that fun stuff leftover from the game so they can bounce around as the character walks
would it be possible to give physics to these so if I jump around or whatever they'd bounce and stuff?
@agile summit Weight paint
@dull quartz I posted this in another discord but I'll share here too because I think it's what you're trying to do. I've figured out a method with constraints to reduce sharpness in the knee / restore volume around the calf. It works on elbows too.
Here's how the rig looks with it working:
and without the constraints active it would look like this:
Here's how it works:
A and B are the normal thigh and shin bones that unity sees for IK
C copies 4% of B's local rotation against A
in the example, B is rotated 150 degrees, so C would rotate down 6 degrees
F is a target bone at the end of C that's just sitting there as a child of C to give a reference for the end of the bone
D is an aim constraint bone that looks at F
and the shin is actually mostly weighted to D (even though B is the bone unity sees for normal IK)
this stretched the shin down under large knee bends to simulate the double action of a real anatomical knee
E is a child bone of D and copies half the rotation difference against A
and most of the kneecap is weighted to it
so that has the knee cap at half rotation but allows it to extend down with the deflected shin
And that's it (for shin deflection at least)
I use a similar setup to restore volume in the elbow too
You can see me toggling the constraints with a gesture in game here in Shanie's dev stream commentary video (timestamp): https://youtu.be/aQ8RqzBfeRk?t=11900
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Easy one maybe? I can't find this in Unity "You have to perform Pose->Reset and Pose->Enforce T-pose if you update an existing model's armature in Unity." Where is this menu? My armature won't update when I update my fbx after adjusting my bones in blender.
These are the menus I have. I don't see a Pose menu.
click on the model in the project panel and then on the right in the inspector click on the rig tab then configure
Tried that and that didn't work either. Tied part of the shirt won't move out. Only way around it is to build up another prefab?
Do they have dynamic bones on them?
yes is that the issue? I'm going to try removing the dynamic bones and see if it updates.
Yeah, copy the dynamic bone component, remove it, revert transforms to prefab on the bones, paste dynamic bone back
That didn't work either. Not sure why it won't just won't budge in the scene. I'll just make another prefab but it's a pain to add in all the dynamic bones and cloth physics every time.
pumkin tools, make it easier to copy stuff to another avatar (probably wont copy cloth stuff though) https://github.com/rurre/PumkinsAvatarTools/releases/tag/0.8b
thank you
No cloth support yet, but soon™️
Final IK components when /s
That'd be a pretty big headache
Considering how much of a headache supporting dynamic bones was
Any third party stuff is kinda clunky considering how my tools are setup
Maybe once i rewrite them sometime
I also don't even know it's payed or not
Final IK is 90$. I was mostly jesting. Especially since Final IK is like 10+ different components that are whitelisted.
Never expected you to incorporate it due the baggage that comes with it and it's low use in VRC compared to dynamic bones.
I feel dumb. Fixed knee issue by deleting my old unity model (that I had just been reimporting over and over) and then doing a fresh import. I guess the old animations stayed even though I had changed the rigging? I dunno, but happy to have it work now.
Now I feel more comfortable doing more complex things, at least. Was kind of a bummer to go through the process of making a custom model to have it just animate weird in the end, and now that I know why that happened, can start focusing more on the actual model.
@fringe citrus i make it much simpler for models that wont be going into vrchat simply but adding a bone in between the upper and lower leg. Blender will almost 100% of the time work perfect (or almost perfect) with the enhanced rig I use. The issue is vrchat doesnt allow you to use an advance humanoid rig for some reason. the human knee doesnt just rotate on a single point it rotates an a "ball and socket" joint with two bones and things in between to make your bones not grind together. you can recreate this in blender simply by adding a very small bone spanning the length of the entire "ball" portion of the joint. Again, vrchat does not allow this so I was hoping i could trick the sdk or something and get it to work but so far iv'e had no success. With this advanced rig it only takes me 5 minutes tops to rig a humanoid object and blender automatic weight usually work great and need little to no tweaking. This is why I would love having this because i wouldnt spend years weight painting everything to try to get it just right or to remove a certain sharp edge.
if vrchat would allow this type of thing model creation could get to some seriously cool new levels and it would be much easier for someone starting out to make models from scratch
ill find an example of a model or ill just do the knees real quick
"for some reason" >The IK system
Yes but why is that a limitation?
unity is fine with it
blender is fine iwht it
vrchat just has that as a limitation and i honestly cant understand why
as in why they would limit that not as in what causeing it to make it not work
^ Preach. But you have to remember it has to run in realtime for VR, so cutting back on some of the extra bones is worth it sometimes. But VRC's SDK definitely needs more explict control, more stuff should have boxes to pick what everything is rather than hardcoding everything. Like the option to chose what bones are the "knee" for the IK and what bones are an eye. And features shouldn't completely stop working without a warning if everything isn't defined. Bwut uwu, I has qwuestion...
How can I fix this dress without buying Dynamic Bones? I'm going to try really aggressively weight projecting to the body, next. Up until know I've been smoothing and blending everything. https://streamable.com/rorqb1
4-8 extra bones wouldn't really do that much to performance, given the current trend of like 100+ dynamic bones in hair and tails.
also cheesecake i dm U
;p
Your right XD
first off that bad boy needs a good re weight painting, i'm seeing a lot of clipping there which can be fixed by more careful weighyt painting or deleting the mesh underneath that you wont be seeing anyway.
I was going to delete the mesh underneath, but I might have to redo the lipsyncing.
There's that one issue I've been having with a model I'm making where basically the fingers slightly bend sideway. I've tried playing around with the bones roll on blender thinking that'd be the problem but nothing changed at all. :x Does anyone have an idea how I could fix this? :o It's been really bugging me.
I was considering making custom animations on Unity but I feel like it'd be smarter to fix the issue on Blender instead.
i had the same problem @dense radish
i fixed it by grabbing a hand off another model i knew worked good and compared them side by side, fixing any differences I saw in the bones and then redoing the weight painting.
Ok so I'm working on this avatar right? Looks fine in blender, but then in unity
someone please help this has happened to me twice now, and last time i fixed it in a very scuffed way that doesn't even look good
Btw I made the rig myself
Nvm just fixed it by setting the "roll" of the bones in blender to 0 degrees
I am the big dumb lol
hey, anyone know how to fix this? when i dont have any finger on the controlers my fingers look like this, and i would like to make them both closed, and when i put my fingers on both controlers the open one closes and the closed one opens, any ideas?
hey guys, when i upload my model this happens
in blender and unity it looks fine
how can i fix this?
the rig is the default one from rigify, i didn't edit the hips/pelvis bones
You don't need and shouldn't use the pelvis bones.
Only hips, spine, chest, etc.
as well as the legs.
Probably because the legs aren't children of the hips.
as i said the rig is the default one from the rigify plugin
Rigify has extra ones, and is missing a chest bone.
for some reason when i walk around or look around the mouth on my avatar opens from the lower jaw/lip can anyone tell me why it might be doing this? And how i should fix it? It is driving me insane rn.
model has (L/R) leg and (L/R) Aux leg bones
Alt+M does not work. Dissolving bones does not work. how to merge the weight painting together into one bone?
select one bone then the one you want it merged to, cats > merge to active , what i do anyway
oh, perfect! didnt even see that option and it was right in front of me, haha
thank you! :)
test it with pose mode, its probably wrist/hand something if its not needed just merge it to the hand or parent
also
if I was merging the bones with another avatar, the rig would still be fine in game right?
or do I have to re- match it?
ummmmm...
you’ll want to click on the avatar in your assets section on the bottom of the screen, rig, then the little button that says “configure...” and assign the bones manually. sometimes unity can’t do it on its own.
also you probably want to use CATS to reduce the poly count and merge all your textures into an atlas. rn it is very poorly optimized
for some reason unity doesn't recognize the head bone in my character?
I have a head set up on my character and it appears in my maya file, but in unity the bone is just missing for seemingly no reason
assign it manually
click on the imported file in the project panel -> rig -> configure
then assign the head bone in that new window and click on apply
Hey, I have an avatar I'm rigging with backwards legs (like a dog, or nanachi), how are these generally set up for VRC?
The same way they work IRL. Their bones are displaced but it still uses the same bones as humans do
So for the purposes of rigging, I should treat the lower third as the whole foot bone then?
You should do what the graphic depicts
Tarsals are your foot bone, metatarsals are your toe bone
So yes
gotchya, thanks!
and the generic vrc animations work with that rig setup?
With my harpy set up it works fine normal and FBT. The only thing to keep in mind is rolling the foot will detach the foot from the floor since its technically high up
yes they do mostly
Would someone be kind enough to link me a tutorial for setting up dynamic bones? I'm probably just going to scroll up until i find one anyway
a easy tutorial on how to get moving hair and alike on a mmd character in vrchat.
end Music is from Kill The Copyright: https://goo.gl/JyhLIs
I found this one I guess
o.o
how do I make this hand turn into a fist and have it a part of the elbow rather than the wrist?
An animation
either
I meant to make the fist from the start, and leave it as a part of the elbow
so in VRChat it wouldn't be able to open and close the hands
@crisp tendon
You put the fist in that position, apply as rest pose and remove the weight paint from the bones on that hand
actually nvm, you'd need to have the entire hand weight painted to the hand bone
Does anyone else with full body have issues with thighs rotating outward after calibration?
what do I do if it's unaligned like this, when I rotate it
Probably a weight painting issue if it's not following the bone in pose mode
how do I fix that?
By weight painting.
look at royal skies tutorials, they're fast paced but if you're quick on the uptake you can learn all the basics for blender in an afternoon.
@rancid moon
nvm, I got it alreadt
now I'm just having a nightmare that I use to have when modeling it 3Ds Max and Maya
bloody weight paint
ok, he's gud
so i just rigged a model using blender from what im seeing theres nothing wrong with the rig the problem is that when i put it in unity the stomach bone goes missing and the arms goes foward and backward instead of sideways anyone knows whats wrong?
You'll have to assign the bones manually.
how?
find the correct bones in the hierarchy to the inspector window on the right in the correct spots.
you can replace the misplaced ones
Enforce t-pose
in the inspector near the bottom of the window, it should say pose. click it then enforce t-pose
the arms are still the same way
they went tpose foward and backward instead of sideways
Then move it manually.
:|
oh
It was in the pinned messages.
still
i had the same problem with my avatar doing the "character not in tpose" or some shit like that then i saw this
enforce tpose is a godsend tysm @mild stratus 
I downloaded a MMD Psyduck model. My main problem is that he has bird bones that I can't make t-pose. Is there a work around or did I hit a wall?
does enforcing t pose break the model?
It dose.
might have to straighten the legs out in blender then in edit mode
Alright so I think I might have found the problem with my bendy legs
maybe
however
Reimporting in unity doesn't update the model
It still keeps the old one
So I manually replaced it in the assets folder, and now my avatar has seemed to disappear. What is the best way to replace the model?
To better explain, the "avatar" is still here, but he doesn't have the updated model
It wouldn't be a big deal if I wasn't trying to update my existing avatar
Normally you should just go to Rig tab, set your avatar animation type to None, Apply and then back to Humanoid in order to "refresh" the rig.
Ech
I'll note that for future use but I went and done replaced my model in the assets folder
So what do?
Do as I said
Did
the problem is that I manually replaced my avatar in the assets folder of the project and now he has disappeared
So I'm not sure how to bring him back
For some reason, when I try to use the model on VRC the body flips under itself. (You can laugh at the tail if you want). I think it happens whenever I rigged the empty finger bones.
can you show this rig in blender ^^ - front and side view / skeleton only
The bones positions of the legs are different in unity because I had to enforce t pose.
view from section 27.09 also 28.33 will fix your problem
Timestamped Links (Right-click: Copy Link to share a stamp)
0:00 - Intro
1:00 - Visual Guide
2:53 - User Real Height
5:54 - Proportions
7:04 - OpenVR Advanced Settings
8:17 - Proportions cont'd (Blender Start)
10:20 - Shoulder Sag Fix
11:46 - Proportions cont'd (Scaling Limbs)...
It worked!! Thank you so much!!
Hey guys! So atm I'm tryin to follow the Full Body Tutorial from Kung, and for some reason whenever I exit out of pose mode, the visemes all basically disappear. They are still there, just whenever I preview them nothing shows. Does anyone have this same issue, and/or know a fix? Any help would be greatly appreciated! Thanks!
Specifically it is whenever I press the "Apply as Rest Pose" Button in the CATS plugin
How many meshes do you have ?
Is your main mesh called Body ?
Well, I think so? It looks like this
You ran the cats fix before ?
The Fix model?
Does anyone know how to get bones or whatever they are called so that the hair is fixed to the body of my avitar
Ah! I figured it out. Turns out you shouldn't hide the visemes with the checkboxes like I usually do with habit. Seemed to fix it!
When rigging from scratch how do you attach an armature to the object? Here ive added t-posenew to my object and made it fit, but when i do CTRL+J it says no mesh data found.
I've done this a few times and got the shape keys and waypaints perfect for a few avatars but they're just sitting here because I cant figure out this mesh data step
You want to parent the mesh to the armature, so have the armature be the active object. You can do it with ctrl+p or set the parent in the object data panel.
And while you're there you want to add a armature modifier to the mesh and select the armature object in it.
How do I get dynamic bones for my character so that the hair will stay with the body
What do you mean?
Like how do I get dynamic bones
Because when you don't use them the hair stays in one place but doesn't follow the movement of the body
@fading verge
I'm not sure what you mean still, can I have some pictures?
You get dynamic bones from the asset store and you add dynamic bone components to the model and put the root of the bones you want to move into the component.
So, can you link me where exactly you get dynamic bones from
from the asset store
Where is that
How many seats do I buy
you're one person ... so 1
in unity click on the asset store view, then click on the my assets button
and then click on download/import next to the dynamic bone bundle you just bought
Oh so you don't use the dynamic bones in blender
no it's a unity addon
export it as fbx and drag it into the unity project panel
Before getting started ensure you have a Unity project with the SDK set up. Step 1 - Find a model Arguably the most important part, you must find a 3D model to be used as your avatar. As this is your first avatar we recommend getting one from the Unity Asset Store as they usua...
How do I even import the new assets
I went to the file but I don't know what to import
I'm going to be making more like this, so subscribe if you want to see more!
edit: https://github.com/michaeldegroot/cats-blender-plugin is here now!
Keeping with the tradition of making things as easy and straightforward as humanly possible, here's my updated tutorial for Jan...
I'm so confused
And I'm starting to just wanting a refund on the dynamic bones
All I wanna do is create one character anyways
Can I get a refund on the dynamic bones @fading verge
You can Google most of your questions btw
yeah
And yes you can ask any developper for a refund
Also, I seen people do the dynamic bones in blender
Dynamic bones are not meant for blender, it's a unity addon.
You might have seen physics simulations in blender or hair simulation.
You can set up dynamic bones to work in blender by weighting hair strands but that's not using dynamic bones either until it gets exported to unity
yeah everything advanced you do in blender gets losed when you transfer the character over to blender
physics, fur, materials which aren't just "a texture", modifiers, are all not gonna be ported over to unity ...
I still don't know how to add dynamic bones, plus I'm making a non human avatar
@fading verge
well google x3
i'm not gonna teach you everything from the beginning
there are a million tutorials about everything on youtube you need
Can you go into voice chat and tell me yourself
Can I just get a refund
I want a refund
This isn't working
Someone please help me
@fading verge
already said no
Can we just go into a voice chat so that you can help me
you can google everything yourself
no you don't, you'd actually need to spend an afternoon on this and research a bit yourself, setting up a basic character with jiggly bones is decently easy if you follow tutorials
Because I'm busy and I don't have motivation?
I can't even find my model on the thing in unity
Did you follow the tutorial I linked?
I see the camera, the light thing, but not the character
Look for tutorials, you're not looking at all, people can't hold your hand for all the steps
This teaches you everything you need to know to make a basic vrchat avatar https://youtu.be/SRRt2gZOg_Q
I'm going to be making more like this, so subscribe if you want to see more!
edit: https://github.com/michaeldegroot/cats-blender-plugin is here now!
Keeping with the tradition of making things as easy and straightforward as humanly possible, here's my updated tutorial for Jan...
And this is a tutorial for jiggly bones: https://www.youtube.com/watch?v=SSPkuYkWlA4
In this tutorial I go over how to add dynamic bones to your VRChat Avatar in order to have movement and "jiggle" on your designs. I go over how to add and customize the dynamic bones and give a few tips and tricks along the way on how to use shortcuts and do it quickly and eas...
If you follow those you're set and good
Can anyone see what i did wrong?
Everything looks good to me but pose mode has no mesh data found
You parented the armature to the mesh, you have it backwards.
The mesh gets parented to the armature.
Tool, if you're still around you can ask questions and show pictures of where you're stuck and we'll be able to help you out.
That's why I said the armature needs to be the active object
Drag the model (the fbx you imported) into the scene and you'll be able to see it
You're also on the wrong version of unity
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use is Unity 2018.4.20f1. Unity Hub To install the cu...
The page I sent you has a link that will take you right to the right page of unity.
I'm also getting axious
But which one do I click after that
Your unity+download or what
Hey panda, can you voice chat me so that I can get a better understanding on this
Please
It's easier for me to understand when I'm actually talking to someone
Sigh, another place where new blender fails. Okay, we'll do it manually. Select the armature, do alt+P and clear parent.
Then select the mesh then the armature so it is the active component and then do ctrl+p to parent it to the armature.
Then do what I said about adding the armature modifier.
What
I have a lot of people I'm helping, I can't babysit you, you gotta be able to learn how to have some independence in learning
I'm now offended, I just need help and you are calling it babysitting
If you're asking for help for every single step it is babysitting
I'm confused ok
yes, but they literally post images of where to click
If following those steps is too difficult then i'd suggest commissioning someone to do it for you, this will get even more complex over time
Right now that's simply installing the software you need to do the rest, step 1 out of 20
I just need help getting started
yes, so do what is shown above, in the images, with the big red arrows pointing at
I'm clicking the link to download the latest version but nothing is happening
Did you install unity hub ?
Hm, I tried to recreate your issue with the no mesh data thing by doing your steps but I couldn't recreate it. Pose mode worked in both setups of the parents.
So it might an issue that's rooted a bit deeper with the model.
So wait, when I download the latest unity, does it like delete the one that I already had or what
You can have multiple versions of unity installed at a time, I have like four. You just might have to change your unity shortcut to use the version you want
Tool use google for your questions, then use discord as a last resort if your stumped.
Thanks panda i got it working great
Oh really? That's great to hear
So are y'all sure that I can't make the dynamic bones from blender
100% positive. I have never seen a unity addon get added to blender. You're misunderstanding something somewhere.
You're misunderstanding something somewhere.
Ain't that the truth
Why can't I open the dynamic bones
When I press add component and type it in, it doesn't show anything
@fading verge
Have you installed it to your unity project yet.
Ya
Are you sure? Does it show up in your assets folder?
Yes
You have to install it for every unity project you make, it's not a global addon (but you can make your default unity project have it installed by default)
does the console has errors?
So I have to pay for them every time!!??
lol
So ya
Click on it, use R to get access to the scaling anchor points, click the white square in the middle and drag up and down to rescale the size of your avatar to something more manageable
also that model doesn't have a rig ... just fyi
click on what
The model.
R?
It doesn't matter, the model doesn't have bones, can't use dynamic bones
Are you saying that I just fucking wasted money
No, because the 5th time, you can ask the developer for a refund
But wait, why doesn't it even show that I have dynamic bones when I type it in into add component
as already said, because you probably have errors in the console you need to fix
What are you typing in to find it?
Plural? That's probably why
What
I told you, nothing shows up for me
no you said you typed "dynamic bones" into it
and obviously it can't find it because it's plural
send a screenshot once you typed it in
have you clicked the body so your clicking the right add component button? I think when i started i couldnt find the VRC descriptor because i was at the wrong add component
Snip with a delay timer set
yeah as we already said 4 times
you typed it in plural
therefore it doesn't show up
This would be so much easier if someone could tell me in voice chat
because the script name is "Dynamic Bone" and not "Dynamic Bones"
What do you mean
remove the s
looking like trolling at this point tbh
yeah
It doesn't show even if I don't use plural
Can someone just get into a voice chat with me please
I'm getting anxiety and I'm starting to get pissed and sad
So can someone just lease help me in voice chat
Hello?
Dang I have a blender model I want to port to VR chat but I have no clue on rigging.
@fading verge
Check console then for errors, as I've said 2 times already as well
Good luck with that then raven x3
How
If it's a pretty generic humanoid then you might have a chance with mixamos auto rigging
but don't expect good results
@karmic creek im almost done making a mspaint cheat sheet i can send it when im done
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
@little spindle Thanks. I mean, like I got the model and stuff but when I try to do CATS it just messes it up completly
I actually need help with something and you are just saying nope, fuck you @fading verge
Like why
CATS isn't perfect, it can't be used for everything which is why I've been learning to use CATS less and less and not rely on it
Hey. My avatar exported backwards. Anybody know why its doing this?
Do you even have the files for it?
YES
@faint pilot Probably need to fix that in blender
@fading verge oh really? Huh... Well guess it is back to the drawing board on how to do this.
What are you currently working on, maybe I can add some advice
But why is it only saying demo
@spare jay You need to find a model that has bones, otherwise this isn't going to work
But I can't even search up dynamic bones
you should worry about that after having a model that can actually use them
have you bought the dynamic bone asset from the asset store and imported it into unity?
Yes
This is what I have
it looks fine in blender. bones are all in the correct order
That's... Yeah that's very much not an MMD avatar, CATS wouldn't know how to deal with that at all
@faint pilot did you rig with maxamo this avatar or is game rip ?
game rip
This is how i rig rips Right Click and veiw in broswer its a large png.
You probably have unity console errors
Exporting with CATS yeah? holybutts
How do I fix it
We would need to see which errors you have
go to the asset store if you "bought it" and download and import
how much did you even pay
20
@crisp tendon, there is no errors from the dynamic bones
I just got ripped off
I spent 20 on something that doesn't even work
BRUH
It works for all of us here.
oh you found the console window, now send a screenshot of that one please
and there we go
You didn't get ripped off as said you can ask the developer for a refund
why dont you upload it to vrchat and move around with it and make sure your model is built correctly, then make a version 2.0 with dynamic bones
compile errors
therefore unity can't update it's script index
and therefore it can't find the dynamic bones stuff
What do you mean
How do I fix them
I want to be able to use my dynamic bones, how do I fix the errors
BRUH
Just shut up
You're not helping
you're only showing half the error
^
^^
congrats
Now you just need to proceed with the standard steps @spare jay
@urban fjord None of those pictures help, you probably have too many avatars enabled in your scene at once
What do I do if this pops up
Add an avatar descriptor component to your avatar
How
Why is the scaling off on my character
My character is huge when it's only at 0.2 on all x, y, and z scales
depends on how it was exported
I told you how to change the scale to something more workable.
Or you can just fudge with the numbers in the transform
stop cropping your screenshots to where it shows no context
It logged me out so now I have to put my password and stuff but I forgot it lmao
@fading verge hwo do i install unite and blunder????
So how do I put bendy bones into blender
Why is all of the colors back to default
idk Klaark
That is them, it's just turns them black and white for some reason
@fading verge how do i open the scene, plz help, will pay
Brand new to using unity, having the issue of, models basically done, how do i get it to work in unity now. have the model imported but no clue where to go from there
and mats mostly working
Can someone help me why this is happening
Why is everything going black and white in unity for me
Click the model then show us the materials
@ember flint I haven't done unity in a few years so I am rusty on it.
Click it one more time, so you get the bounding box.
but anyways, model is "done" but i have no clue where to go from this, no errors, but also no armature, aside from the one i made in blender
If you don't know what you're doing, its not gonna get done in a day.
As soon as I start to get this program figured out, it does this
you need to be patient my dude.
did you try re-importing it, restarting unity, or anything
Yes
This program just FUCKING hates me
This thing just like turns all of the colors fucking gray
I don't fucking get it
can someone please explain this to me
How do I fix this
Send me the files in dm, i'll take a look at you to at least try and get you started
You uncheck the jaw because it will make your mouth hang open normally.
Using pose mode and the jaw bone to make shape keys is a good place to start though
didnt you need help @ember flint
yes
How do i import my rig
I exported my model as an fbx and it mostly worked, but i don't see my rig
Is the mesh parented to the armature? Is there an armature?
There was in blender, and it's in the assets of the model
why he hands no fit on he goddamn head?
bro are thos robo hands?
bruh just watch tupper's 1 hour long video it is really helpful till this day
Can I see the setup in blender with you opening some items in the hierarchy and in unity too, with the same deal the avatar root opened up in unity
Is what you have opened in Unity under Armature.002 not your armature?
Seems like it but things aren't parented properly.
Can you open Armature.002 in blender?
Hey can anyone help me figure out why the fuck everything in unity is gray when it comes to the characters
Yeah, that looks about right to me. Your armature is there, it's just not properly parented properly. You're getting expected behaviour
Its parented though. I can pose it and everything in blender
If you translate the hips does it move everything, does everything inherit the transform
Do you know what
I'm done with ponies on vrchat
I'll just make actually anthro/humans for now on
bruh all that for a furry avatar smh
breh
wow ban this man
is the hierarchy of the other one
Shut up Goid
I go cry now
yeah shut up goid
Lmao
is that fortnight avatar in your profile pic goiderstink???
but seriously @short prism can you help me with my avatar?
im making a rick and morty x fnaf avatar ill dm you
yeah @short prism I'm trying to make a thundercats avatar
frick all of ya'll I'm working with @spare jay from now on it's ponies avatars