#avatar-rigging

1 messages · Page 162 of 1

nocturne sleet
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but if there's no other solution...

surreal copper
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@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

chilly forge
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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?

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as in, its humanoid and the skeleton doesnt have a jawbone, not that the model itself is lacking a jaw

novel aurora
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does it have shapekeys for mouth movement

chilly forge
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I have no clue. this is the first time i have ever used unity and/or worked with models

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the mouth does move in the game where the model came from, but none of the listed bones are at the head

novel aurora
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it prolly has shapekeys then

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which you can then set up in unity to work just fine

chilly forge
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so for the lip sync should I just set it to "default" instead of specifying a specific bone?

novel aurora
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uh, set it to viseme

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and look at the drop down menus for them

chilly forge
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all of the options say none

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default doesnt do anything either, I tested it in game and they said I had no mouth animations

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oh i think i got it working

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thanks

hoary mulch
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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?

drowsy fossil
fading verge
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@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

old quest
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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?

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I checked the weight painting and it seems fine but I don't know what the deal is

fading verge
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that looks like inverted normals maybe?
are they visible on the other side?

old quest
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let me check

fading verge
old quest
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yes

old quest
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I guess I'm gonna just stick that on the back burner

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these super robot wars models are really finicky to rig anyway

old quest
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still annoyed about that, I don't know what would fix it

turbid spear
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Looks like flipped normals, if you get a two sided shader do they fix?

old quest
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I don't know how to set that up

old quest
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this happens with all of these models, I think I may just give up because they're all messed up

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they aren't in T poses, some of them are in pieces until you delete this one set of meshes

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if I could find a better source of 3D anime mecha models it would be nice but this is all I got

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there's a scopedog for $15 on cgtrader, tempted to just buy that and rig it

rapid mauve
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It’s super easy to fix with blender your problem @old quest

old quest
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how would I pull it off

old quest
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ah

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nope, still didn't fix it

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these things are a mess to work with tbh, I don't think I can work with their proportions

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they clearly were not made to be rigged

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the arms are like permanently stuck to the sides

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in edit mode it's fine but object? nope

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oh shit, that part is the armature

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these are already rigged

candid topaz
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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

fading verge
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up and down?

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then it would move up and down depending on how loud you talk

candid topaz
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thats all i gotta do in blender?

old quest
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oh great, so this rig doesn't have a neck or chest

fading verge
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yeah you need to do that in blender

old quest
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it won't let me continue until I map a neck and chest bone

candid topaz
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no idea where that option is haha

old quest
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but I don't know what to do

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should I just make one myself in blender

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ugh this is ridiculous

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everything is already assigned to something, when I tried subdividing it didn't work

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why does vrchat need a neck and chest

fading verge
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For humanoid rigs.

old quest
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there is literally no chest or neck bone to map

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I don't know how I'd go about making ones

fading verge
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Then make one. Put in it blender, add the bones, make sure the parents are properly set

old quest
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I tried subdividing the spine but it wouldn't work

fading verge
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I just did it myself and it worked. Just have to rename bones to match.
What exactly didn't work.

old quest
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when I brought it into Unity it was all broken apart

fading verge
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I don't know what that means

old quest
fading verge
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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

old quest
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I added a fresh version

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I had the bones parented too

fading verge
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Odd

old quest
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okay how do I remove this dumb camera from the model

fading verge
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Camera?

old quest
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there's some camera baked into it, I unpacked it and deleted it but now I can't move or scale the model

fading verge
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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

old quest
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okay, got that

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oh forget it

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this stupid model has no neck or chest bone and I cannot be bothered to make them

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I'll never be able to use it in VRChat unless they allow rigs other than humanoid

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it's unfair

fading verge
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You can make it a generic rig. It just won't have animations.

old quest
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yeah and then it'll slide around and not move

fading verge
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Yeah, it won't have animations.

old quest
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there's no way to fix this aside from messing with the rig and breaking everything

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because some genius decided not to have neck or chest bones on the rig

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WELP

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can I link the model in here so someone can see what's wrong

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oh wait no I can't it's ripped content

fervent hornet
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The rule is don't talk about ripping or share how to rip. Working on ripped models is fine

old quest
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I just don't know if it's safe to link it though

candid topaz
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im having trouble attaching my armature to the mesh can anybody help me with this?

fading verge
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For some reason none of your weight painting is applying to the armature. You'll want to look into that

tall lichen
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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

sleek isle
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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

tall lichen
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the thing is, some public avatar with this exact same desing, literaly exactly the same on everything, crouch correctly

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so there must be a way to make the avatar crouch normaly, after all when i crouch/walk its totaly correctly

shell onyx
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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.

fading verge
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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

shell onyx
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In the rigging of the model?

chilly forge
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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

elfin flare
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Does anyone know what to do if your character is rigging up backwards?

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Tons of errors

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initially it looks fine when muscle testing

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but no... some of the bones are going the wrong way

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For starters, the feet are backwards... alternatively, the entire MODEL is backwards and feet are correct

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haHAA

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If you chose answer B), you would be correct.

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What do I do?

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I've been at this for hours and I have nowhere else to go for answers.

elfin flare
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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

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problem is that only one of them was even remotely close to the problem I was having

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but even that one wasn't right, because after following what he said to do, I still get the problem

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The legs all the way up to the head bend perfectly fine, it's just the arms that are whack

rapid mauve
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did you rig with maxamo ?

patent trout
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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?

elfin flare
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It was a rig that was automatically imported from the dae file

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It's Blender

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@rapid mauve

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That is the enforced t-pose

wet flower
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Maybe it's got something to do with your Left and Right side's being swapped

elfin flare
wet flower
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Yes, but in the image you showed bone names

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Your right bones were on the left hand side of the model

elfin flare
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How would I fix that?

wet flower
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you could rename them, or, just try flipping which side goes to which in the unity rig

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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.

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you'd probably have to rename the bones in blender for it to work right, then re-import

rapid mauve
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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

wet flower
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The weights dont move in blender

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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

elfin flare
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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.

north slate
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i need help to make a avatar

raw jackal
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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?

crisp tendon
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Compare that to normal human proportions and legs would most likely be too long ?

raw jackal
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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

crisp tendon
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what about the rest /

raw jackal
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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

crisp tendon
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what about hip/neck

raw jackal
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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)

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but irl, i'm wearing it on my center hips

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and irl leg trackers are on ankles

crisp tendon
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that's probably where there's an offset

raw jackal
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unity rig looks correct to me?

crisp tendon
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Any reason the foot bone are off the ground ?

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Also that's a big chest bone

raw jackal
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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?

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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

crisp tendon
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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

earnest nacelle
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how long does it usually take for yall to make them?

prisma glacier
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Is there an FAQ for noob questions?

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relating to rigging ^

raw jackal
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@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

prisma glacier
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my skeleton is mapped correctly?

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(noob, sorry if asked too many times)

raw jackal
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@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

earnest nacelle
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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

prisma glacier
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Is there a certain way I need to name head/hands ?

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or does it rely on the mapping

raw jackal
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@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

prisma glacier
raw jackal
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@prisma glacier if those three things correspond to the shoulder, upper arm, and lower arm (in that order) -- yes

prisma glacier
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this is my left hand, do I need a hirearchy for the hand individually?

raw jackal
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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)

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@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

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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

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i think this might be where your problem is coming from

tribal viper
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ok solved this !

rose sequoia
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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?

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I even tested to see if i could move the arms or legs by rotation in unity but it didnt work.

fringe citrus
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@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.

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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.

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(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)

raw jackal
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@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!

gloomy hound
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PLZ HELP

tribal viper
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click on the model and toush the thing that says rig

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go to configure and get rid of that upper chest

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aka set it to none

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that is the first one

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the other two maybe will affect you if you are a vr user

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the other should be optimized but you can still publish

thorny crater
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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

unreal harness
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@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

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im having rl hard time to make this elbow not pop out of my jacket

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i'm making the jacket toggleable so i kinda have to have the body underneath

robust crescent
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I would just make the skin under also a toggle, so when wearing jacked its hidden or spend ages trying to weightpaint

turbid spear
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Looks like a fairly easy weight paint job tbh

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Just paint over it until it doesn't clip, then move it again and paint again if it clips

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Or try projecting the weights from the body to the clothes but that's probably gonna need a lot of cleanup

unreal harness
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i tried painting higher and higher it doesn't really help q.q

nocturne sleet
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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

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I'm not sure if that's the issue

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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

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when I import it on VRchat anyway, it just goes crazy and I can't even stay on the ground

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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

turbid spear
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reset it

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then try again

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maybe set it to generic then back to humanoid

nocturne sleet
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wow, it worked

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now let's see if the model behaves correctly in-game now

nocturne sleet
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okay it fixed it

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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

turbid spear
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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.

nocturne sleet
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any way to override the default humanoid animations?

turbid spear
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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

nocturne sleet
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where can I find custom animations or poses such as for sitting, standing still etc.?

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I'm trying to look on Google but I can't find any like sharing forum or database

turbid spear
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dunno

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Can try looking for free humanoid animations on the unity asset store

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Some free characters come with some, but keep in mind that not all will work well

nocturne sleet
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huh? I got pinged but the message disappeared 🤔

robust crescent
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Mixamo have a bunch of animations you can use for stances / sits ect

tall lichen
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where can I find custom animations or poses such as for sitting, standing still etc.?
@nocturne sleet mixamo

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have tons of them

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you can also rigg a avatar and see the animation before downloading, also edit it a little bit

nocturne sleet
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how can I import those btw?

tall lichen
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you just donwload them and then you put it on the animator place you want to

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if its a idle one you put it on idle on the customempty

nocturne sleet
tall lichen
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like

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click on the ball

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the right one

nocturne sleet
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yes

tall lichen
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then custom override empty

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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

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you just have to drag the animation yo u want there

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if its idle you put it on idle

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etc

nocturne sleet
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hmm alright I'll do it step by step

tall lichen
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i would make a video for you but i dont have nitro XD

nocturne sleet
tall lichen
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ah damm

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didnt know it

nocturne sleet
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me neither some time ago

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and thanks!

tall lichen
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there you have

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at the end you have to put it on animator and avatar descriptor

nocturne sleet
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I see, many thanks!

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other question

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how can I export a model from Unity as an .obj file?

tall lichen
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ok i have no F idea

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XD

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im kinda new at this

nocturne sleet
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I'm having an issue

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is it a problem if Mixamo can't apply any animation to my model?

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and it's transparent btw

tall lichen
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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

nocturne sleet
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oh, so if Mixamo can't apply an animation to your model it doesn't mean it won't work on the model?

tall lichen
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i have no idea XD

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you can always try

nocturne sleet
tall lichen
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no idea to be honest, maybe you can find a tutorial abaut that online

tall lichen
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you can buy it everywere man dont do spam

nocturne sleet
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so I imported the model to the game

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but the head and hair behave very weirdly

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like, the head just goes off the neck and the hair won't rotate and stick with the head

tall lichen
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that happend without the custom animation?

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with the default one?

nocturne sleet
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default female animation set

tall lichen
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i mean

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the default one

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unity have a default animation set

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when you left everything on NONE its the default one

nocturne sleet
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it's the default yes

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that's it

tall lichen
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and it happend even with the default one?

nocturne sleet
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I only tested with the default one for now

tall lichen
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then its the model

nocturne sleet
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of course it's the model

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why would I ask here then

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I'm wondering, is this an issue from Unity or Blender?

tall lichen
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maybe you can check if the hair is attached to the head

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i supose its blender im not that sure tho

nocturne sleet
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weird thing tho

tall lichen
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dont think so, i have my avatar ears not directly connected and it works fine

nimble imp
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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.

nocturne sleet
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alright, I tried to link the bones because we never know

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last test of the "day" (and night)

nimble imp
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Like, this doesn't seem wrong, but I may also just be completely off base

nocturne sleet
nimble imp
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Oh no. That is cursed.

nocturne sleet
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hair just doesn't rotate, and head goes off completely

fervent hornet
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@nimble imp The legs bend inward because they are angled inward. They should be perfectly straight when looking from the front

nimble imp
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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.

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Still weird it's fine with female animations though.

fervent hornet
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Well female skeletal structure has an inward tilt due to larger hips IRL. Dunno if thats applied in game

nimble imp
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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".

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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.

dull quartz
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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.)

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im certain this will not work on the hips but i'll still try.

crisp tendon
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it won't

dull quartz
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i could "abuse" dynamic bone scripts to take the weight of the joins away from the main bones

crisp tendon
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Use bone constraints, they're whitelisted

fervent hornet
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You should use constraints with a dummy armature as your main armature

dull quartz
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but using an advanced rig would be so much simpler

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plus it would be fun

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lol

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im gonna test the dynamic bone script idea cause i feel like that could work

fervent hornet
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The vrchat IK is limiting. You make your main armature VRChat IK complient and a secondary one with constraints so you have freedom

dull quartz
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ive never tried that

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i mean i think i understand how to do it

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idk i still want to try something more advanced

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wouldnt it just tell me the bones arent parented properly but still allow me to upload it?

crisp tendon
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you won't have functioning IK at all

dull quartz
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ive seen models with multiple bones in the legs before

crisp tendon
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it still needs to follow the standard IK requirements

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otherwise it just doesn't work

dull quartz
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in what way?

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what breaks

crisp tendon
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the IK, you'll t-pose

dull quartz
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ah

crisp tendon
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there's the humanoid configuration, and generic

fervent hornet
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Yeah you need a VRChat IK complient rig, you can add on but you cant change integral parenting order

dull quartz
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hmmm

fervent hornet
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I.E. Leg->knee->foot

crisp tendon
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nothing inbetween, unless it's not meant to be humanoid, like a spider, in which case Scion is the guy to talk to

dull quartz
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i could add the knee bone in between without actually parenting the lower leg to the knee bone

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yeah i knew there was some people who would do crazy stuff with bones

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make something non humanoid

crisp tendon
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it needs to be outside the parent/child then

dull quartz
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ive never seen models like that function with full body so i assume thats why

crisp tendon
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yep

dull quartz
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well thats the whole point of making the knee bone

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shoot

crisp tendon
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sure, but it needs to be a child of the leg bone, not the parent of the ankle bone

dull quartz
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still i want to screw around and see what i can do

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yeah

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so leg>knee and lower leg>foot

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with the foot parented to the lower leg

crisp tendon
#

yep

dull quartz
#

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

crisp tendon
#

that's called a constraint though

dull quartz
#

ive never gotten constraints to work

#

thats why im trying to come up with this fun little project lol

crisp tendon
#

follow a tutorial and it'll work

dull quartz
#

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

tall lichen
#

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?

agile summit
#

Hey so my model is all well n good however the head kinda stretches right

pearl thicket
#

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?

spare void
#

How do I fix this

crisp tendon
#

@agile summit Weight paint

fringe citrus
#

@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.

#

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

Join my Discord for help or meeting like-minded people: https://discord[dot GG]/uSEvuVw or scan my QR Code: https://media.discordapp.net/attachments/626502922120724480/626522415794618399/qr-code-Shanie-Discord.png

0:00 - Introductions
2:56 - Pre-gaming before the stream
13:12...

▶ Play video
runic vale
#

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.

fading verge
#

click on the model in the project panel and then on the right in the inspector click on the rig tab then configure

runic vale
#

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?

fervent hornet
#

Do they have dynamic bones on them?

runic vale
#

yes is that the issue? I'm going to try removing the dynamic bones and see if it updates.

fervent hornet
#

Yeah, copy the dynamic bone component, remove it, revert transforms to prefab on the bones, paste dynamic bone back

runic vale
#

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.

robust crescent
runic vale
#

thank you

turbid spear
#

No cloth support yet, but soon™️

fervent hornet
#

Final IK components when /s

turbid spear
#

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

fervent hornet
#

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.

nimble imp
#

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.

dull quartz
#

@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

crisp tendon
#

"for some reason" >The IK system

dull quartz
#

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

upper yoke
#

^ 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...

dull quartz
#

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

upper yoke
#

Your right XD

dull quartz
#

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.

upper yoke
#

I was going to delete the mesh underneath, but I might have to redo the lipsyncing.

dense radish
#

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.

dull quartz
#

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.

blissful oak
#

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

tall lichen
#

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?

slow oak
#

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

mild stratus
#

You don't need and shouldn't use the pelvis bones.

#

Only hips, spine, chest, etc.

#

as well as the legs.

slow oak
#

if i remove them i get an error from CATS tho

#

it says it can't find the hip bones

mild stratus
#

Probably because the legs aren't children of the hips.

slow oak
#

so what should be the hip bone

#

cause i don't have them

mild stratus
#

I think you're missing some bones.

#

You might have to re-rig.

slow oak
#

as i said the rig is the default one from the rigify plugin

mild stratus
#

Rigify has extra ones, and is missing a chest bone.

slow oak
#

so how can i fix it?

#

what bones do i need

#

and where do i need to place them?

slow oak
mild stratus
#

yes.

#

also remove the breast bones.

slow oak
#

that seems to have helped

#

thanks

#

back to weight painting i go

rose sequoia
#

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.

novel aurora
#

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?

robust crescent
#

select one bone then the one you want it merged to, cats > merge to active , what i do anyway

novel aurora
#

oh, perfect! didnt even see that option and it was right in front of me, haha

#

thank you! :)

rancid moon
#

what do I do with random bones?

#

like that one boi sticking out

robust crescent
#

test it with pose mode, its probably wrist/hand something if its not needed just merge it to the hand or parent

rancid moon
#

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?

rancid moon
novel aurora
#

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

junior lodge
#

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

fading verge
#

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

junior lodge
#

Thank you!

#

That did the trick

fair parcel
#

Hey, I have an avatar I'm rigging with backwards legs (like a dog, or nanachi), how are these generally set up for VRC?

fervent hornet
fair parcel
#

So for the purposes of rigging, I should treat the lower third as the whole foot bone then?

fervent hornet
#

You should do what the graphic depicts

#

Tarsals are your foot bone, metatarsals are your toe bone

#

So yes

fair parcel
#

gotchya, thanks!

fading verge
fair parcel
#

and the generic vrc animations work with that rig setup?

fervent hornet
#

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

fading verge
#

yes they do mostly

fading verge
#

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

fading verge
#

I found this one I guess

#

o.o

rancid moon
#

how do I make this hand turn into a fist and have it a part of the elbow rather than the wrist?

crisp tendon
#

An animation

rancid moon
#

in where?

#

blender or unity?

crisp tendon
#

either

rancid moon
#

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

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

swift heart
#

Does anyone else with full body have issues with thighs rotating outward after calibration?

rancid moon
fading verge
#

Probably a weight painting issue if it's not following the bone in pose mode

rancid moon
#

how do I fix that?

fading verge
#

By weight painting.

rancid moon
#

where is it

#

I'm new to the bone thing

#

@fading verge

swift heart
#

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

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

swift heart
#

seriously, watch his videos

#

5 minutes flat to master weight painting

rancid moon
#

ok, he's gud

raven lintel
#

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?

mild stratus
#

You'll have to assign the bones manually.

raven lintel
#

how?

mild stratus
#

find the correct bones in the hierarchy to the inspector window on the right in the correct spots.

raven lintel
#

ok

#

but what about the misplaced bones and missing ones

mild stratus
#

you can replace the misplaced ones

raven lintel
#

no

#

i mean the arms

#

looks they arent side ways in the unity shot

fading verge
#

Enforce t-pose

mild stratus
#

in the inspector near the bottom of the window, it should say pose. click it then enforce t-pose

raven lintel
#

the arms are still the same way

#

they went tpose foward and backward instead of sideways

mild stratus
#

Then move it manually.

raven lintel
#

uh

#

turns out the mesh and armature werent parented properly

mild stratus
#

:|

raven lintel
#

:/

#

is pelvis and stomach supposed to be parented tho?

mild stratus
#

no.

#

you shouldn't have pelvis or stomach bones.

raven lintel
#

oh

mild stratus
#

this is what you need for vrchat

raven lintel
#

welp guess ill ignore those 2

#

well thanks for the help

#

and the guide

mild stratus
#

It was in the pinned messages.

raven lintel
#

still

hollow rover
#

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 vrcSquidCat

left vector
#

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?

dense stump
#

does enforcing t pose break the model?

left vector
#

It dose.

dense stump
#

might have to straighten the legs out in blender then in edit mode

agile summit
#

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

fierce grail
#

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.

agile summit
#

Ech

#

I'll note that for future use but I went and done replaced my model in the assets folder

#

So what do?

fierce grail
#

Do as I said

agile summit
#

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

left vector
#

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.

rapid mauve
#

can you show this rig in blender ^^ - front and side view / skeleton only

left vector
#

The bones positions of the legs are different in unity because I had to enforce t pose.

rapid mauve
#

view from section 27.09 also 28.33 will fix your problem

left vector
#

It worked!! Thank you so much!!

spare geyser
#

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

crisp tendon
#

How many meshes do you have ?

spare geyser
#

Should only have 1...

#

Yup, I only one

crisp tendon
#

Is your main mesh called Body ?

spare geyser
crisp tendon
#

You ran the cats fix before ?

spare geyser
#

The Fix model?

spare jay
#

Does anyone know how to get bones or whatever they are called so that the hair is fixed to the body of my avitar

spare geyser
#

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!

little spindle
#

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

fading verge
#

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.

spare jay
#

How do I get dynamic bones for my character so that the hair will stay with the body

fading verge
#

What do you mean?

spare jay
#

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

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.

spare jay
#

So, can you link me where exactly you get dynamic bones from

fading verge
#

from the asset store

spare jay
#

Where is that

fading verge
spare jay
#

How many seats do I buy

fading verge
#

you're one person ... so 1

spare jay
#

Oh ok

#

So wait does it give you like a file or how does it work

#

@fading verge

fading verge
#

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

spare jay
#

Oh so you don't use the dynamic bones in blender

fading verge
spare jay
#

Oh ok

#

So how do I import the character from blender to unity

fading verge
#

export it as fbx and drag it into the unity project panel

spare jay
#

How do I even import the new assets

#

I went to the file but I don't know what to import

fading verge
spare jay
#

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

crisp tendon
#

You can Google most of your questions btw

fading verge
#

yeah

crisp tendon
#

And yes you can ask any developper for a refund

spare jay
#

Also, I seen people do the dynamic bones in blender

fading verge
#

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 ...

spare jay
#

I still don't know how to add dynamic bones, plus I'm making a non human avatar

#

@fading verge

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

spare jay
#

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

fading verge
#

already said no

spare jay
#

Can we just go into a voice chat so that you can help me

fading verge
#

you can google everything yourself

spare jay
#

Please

#

I need help

#

@fading verge, Please

fading verge
#

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

spare jay
#

Why can't you just help me

#

I spent $20 but I need help

fading verge
#

Because I'm busy and I don't have motivation?

spare jay
#

I can't even find my model on the thing in unity

fading verge
#

Did you follow the tutorial I linked?

spare jay
#

I see the camera, the light thing, but not the character

crisp tendon
#

Look for tutorials, you're not looking at all, people can't hold your hand for all the steps

spare jay
#

I just wasted $20

#

Why am I so fucking stupid

fading verge
#

If you follow those you're set and good

little spindle
#

Everything looks good to me but pose mode has no mesh data found

fading verge
#

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

spare jay
#

I'm so confused

fading verge
#

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

#
spare jay
#

Where do I go to download it

#

There are so many places

fading verge
#

The page I sent you has a link that will take you right to the right page of unity.

spare jay
#

But where do I go from there

#

I'm so confused

fading verge
spare jay
#

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

fading verge
#

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.

spare jay
#

What

fading verge
#

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

spare jay
#

I'm now offended, I just need help and you are calling it babysitting

crisp tendon
#

If you're asking for help for every single step it is babysitting

spare jay
#

I'm confused ok

crisp tendon
#

yes, but they literally post images of where to click

spare jay
#

Bruh

#

I can understand people better when I'm actually talking with them

crisp tendon
#

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

spare jay
#

I just need help getting started

crisp tendon
#

yes, so do what is shown above, in the images, with the big red arrows pointing at

spare jay
#

I'm clicking the link to download the latest version but nothing is happening

crisp tendon
#

Did you install unity hub ?

fading verge
#

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.

spare jay
#

So wait, when I download the latest unity, does it like delete the one that I already had or what

fading verge
#

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

little spindle
#

Tool use google for your questions, then use discord as a last resort if your stumped.

#

Thanks panda i got it working great

fading verge
#

Oh really? That's great to hear

spare jay
#

So are y'all sure that I can't make the dynamic bones from blender

fading verge
#

100% positive. I have never seen a unity addon get added to blender. You're misunderstanding something somewhere.

amber kestrel
#

You're misunderstanding something somewhere.
Ain't that the truth

spare jay
#

Why can't I open the dynamic bones

#

When I press add component and type it in, it doesn't show anything

#

@fading verge

fading verge
#

Have you installed it to your unity project yet.

spare jay
#

Ya

fading verge
#

Are you sure? Does it show up in your assets folder?

spare jay
#

Yes

fading verge
#

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?

spare jay
#

So I have to pay for them every time!!??

fading verge
#

No.

#

Not what I said.

#

You own it, you can install it as many times as you like.

spare jay
#

See

#

But also, why is my character so big

little spindle
#

lol

spare jay
#

So ya

fading verge
#

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

spare jay
#

click on what

fading verge
#

The model.

spare jay
#

R?

crisp tendon
#

It doesn't matter, the model doesn't have bones, can't use dynamic bones

spare jay
#

Are you saying that I just fucking wasted money

crisp tendon
#

No, because the 5th time, you can ask the developer for a refund

spare jay
#

But wait, why doesn't it even show that I have dynamic bones when I type it in into add component

fading verge
#

as already said, because you probably have errors in the console you need to fix

#

What are you typing in to find it?

spare jay
#

dynamic bones

#

What else would I be typing

fading verge
#

Plural? That's probably why

spare jay
#

What

fading verge
spare jay
#

I told you, nothing shows up for me

fading verge
#

no you said you typed "dynamic bones" into it

#

and obviously it can't find it because it's plural

spare jay
#

Yes

#

What do you mean

#

I'm typing the same thing you are

crisp tendon
#

boneS

#

if it's wrong it won't show up

fading verge
#

send a screenshot once you typed it in

little spindle
#

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

spare jay
#

I can't, I have to do snip and it won't let me

#

Yes

fading verge
#

Snip with a delay timer set

spare jay
#

It won't show up

#

Bruh

fading verge
#

Works like a charm

#

or win key + shift + s as well

spare jay
fading verge
#

yeah as we already said 4 times

#

you typed it in plural

#

therefore it doesn't show up

spare jay
#

This would be so much easier if someone could tell me in voice chat

fading verge
#

because the script name is "Dynamic Bone" and not "Dynamic Bones"

spare jay
#

What do you mean

fading verge
#

remove the s

little spindle
#

looking like trolling at this point tbh

fading verge
#

yeah

spare jay
#

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?

karmic creek
#

Dang I have a blender model I want to port to VR chat but I have no clue on rigging.

spare jay
#

@fading verge

fading verge
#

Check console then for errors, as I've said 2 times already as well

#

Good luck with that then raven x3

spare jay
#

How

fading verge
#

If it's a pretty generic humanoid then you might have a chance with mixamos auto rigging

#

but don't expect good results

spare jay
#

Lyze, can you be able to voice chat

#

Like at all

little spindle
#

@karmic creek im almost done making a mspaint cheat sheet i can send it when im done

spare jay
#

@fading verge

#

Can you voice chat at all

fading verge
spare jay
#

Bruh

#

You're just being a jerk now

karmic creek
#

@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

spare jay
#

I actually need help with something and you are just saying nope, fuck you @fading verge

#

Like why

fading verge
#

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

spare jay
#

Can anyone please voice chat me and help me

#

Please

#

Anyone at all

#

What so ever

faint pilot
spare jay
#

PLEASE

#

I need help

#

Anyone

dusky ocean
#

Do you even have the files for it?

spare jay
#

YES

crisp tendon
#

@faint pilot Probably need to fix that in blender

karmic creek
#

@fading verge oh really? Huh... Well guess it is back to the drawing board on how to do this.

fading verge
#

What are you currently working on, maybe I can add some advice

spare jay
#

But why is it only saying demo

crisp tendon
#

@spare jay You need to find a model that has bones, otherwise this isn't going to work

spare jay
#

But I can't even search up dynamic bones

crisp tendon
#

you should worry about that after having a model that can actually use them

urban fjord
#

have you bought the dynamic bone asset from the asset store and imported it into unity?

spare jay
#

Yes

urban fjord
karmic creek
spare jay
#

But I'm worried about it now becuase I spent money on it

#

@crisp tendon

faint pilot
fading verge
#

That's... Yeah that's very much not an MMD avatar, CATS wouldn't know how to deal with that at all

rapid mauve
#

@faint pilot did you rig with maxamo this avatar or is game rip ?

faint pilot
#

game rip

little spindle
spare jay
#

But why is it showing only these folders in the dynamic bones folder

crisp tendon
#

You probably have unity console errors

fading verge
#

Exporting with CATS yeah? holybutts

spare jay
#

How do I fix it

crisp tendon
#

We would need to see which errors you have

dusky ocean
#

go to the asset store if you "bought it" and download and import

spare jay
#

I did like five times

#

I think that I got ripped off

karmic creek
#

how much did you even pay

spare jay
#

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

fading verge
#

It works for all of us here.

#

oh you found the console window, now send a screenshot of that one please

spare jay
#

Bruh

#

See

#

I just got ripped off

fading verge
#

and there we go

#

You didn't get ripped off as said you can ask the developer for a refund

little spindle
#

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

fading verge
#

compile errors

#

therefore unity can't update it's script index

#

and therefore it can't find the dynamic bones stuff

spare jay
#

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

crisp tendon
#

you're only showing half the error

spare jay
#

No I'm not

#

I'm showing them all @crisp tendon

crisp tendon
#

Text is cut, we need to see the entire line

spare jay
#

There

#

How do I fix them to get my dynamic bones

crisp tendon
#

^

rapid mauve
#

^^

spare jay
#

Ok it's restarting

#

So let's see if it worked

#

YES

#

IT WORKED

dusky ocean
#

congrats

spare jay
#

Now to figure things out

#

Now, how would I proceed to put it into vrchat

urban fjord
crisp tendon
#

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

urban fjord
#

well thats just the step to upload his avatar

#

if that was what he was asking

spare jay
crisp tendon
#

Oh you're showing them ahah

#

I thought you couldn't upload my bad

spare jay
#

What do I do if this pops up

fading verge
#

Add an avatar descriptor component to your avatar

spare jay
#

How

urban fjord
#

yes add the descriptor to the avatar

spare jay
#

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

turbid spear
#

depends on how it was exported

fading verge
#

I told you how to change the scale to something more workable.
Or you can just fudge with the numbers in the transform

spare jay
#

How do I do that

#

Like change the scale thing

#

Why won't it let me publish

turbid spear
#

stop cropping your screenshots to where it shows no context

spare jay
#

It logged me out so now I have to put my password and stuff but I forgot it lmao

sullen scarab
#

@fading verge hwo do i install unite and blunder????

dusky ocean
#

So how do I put bendy bones into blender

spare jay
#

Why is all of the colors back to default

sullen scarab
#

idk Klaark

spare jay
crisp tendon
#

apply your materials

#

drag and drop

spare jay
#

That is them, it's just turns them black and white for some reason

fading verge
#

@fading verge how do i open the scene, plz help, will pay

ember flint
#

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

spare jay
#

Can someone help me why this is happening

#

Why is everything going black and white in unity for me

ember flint
#

Click the model then show us the materials

dusky ocean
#

@ember flint I haven't done unity in a few years so I am rusty on it.

spare jay
#

Like why

#

I don't get this

ember flint
#

Click it one more time, so you get the bounding box.

spare jay
#

Like there should be colors]

ember flint
#

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

spare jay
#

It's just not showing

#

Like why is everything black and white

#

I'm so done with this

ember flint
#

If you don't know what you're doing, its not gonna get done in a day.

spare jay
#

As soon as I start to get this program figured out, it does this

ember flint
#

you need to be patient my dude.

spare jay
#

But still

#

Why is it like this

#

It shouldn't be like this

ember flint
#

did you try re-importing it, restarting unity, or anything

spare jay
#

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

ember flint
#

Send me the files in dm, i'll take a look at you to at least try and get you started

fading verge
#

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

dusky ocean
#

didnt you need help @ember flint

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

fading verge
#

Is the mesh parented to the armature? Is there an armature?

ember flint
#

There was in blender, and it's in the assets of the model

sullen scarab
dusky ocean
#

bro are thos robo hands?

short prism
#

bruh just watch tupper's 1 hour long video it is really helpful till this day

fading verge
#

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

fading verge
#

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?

ember flint
spare jay
#

Hey can anyone help me figure out why the fuck everything in unity is gray when it comes to the characters

fading verge
#

Yeah, that looks about right to me. Your armature is there, it's just not properly parented properly. You're getting expected behaviour

ember flint
#

Its parented though. I can pose it and everything in blender

fading verge
#

If you translate the hips does it move everything, does everything inherit the transform

spare jay
#

Do you know what

#

I'm done with ponies on vrchat

#

I'll just make actually anthro/humans for now on

ember flint
#

huh, that one was the wrong model

short prism
#

bruh all that for a furry avatar smh

dusky ocean
fading verge
#

breh

sullen scarab
#

wow ban this man

ember flint
#

is the hierarchy of the other one

spare jay
#

Shut up Goid

short prism
#

I go cry now

fading verge
#

yeah shut up goid

spare jay
#

Lmao

sullen scarab
#

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

dusky ocean
#

yeah @short prism I'm trying to make a thundercats avatar

short prism
#

frick all of ya'll I'm working with @spare jay from now on it's ponies avatars