#avatar-rigging

1 messages · Page 166 of 1

chrome crest
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the one i was working on

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those dots ^

elder glen
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yeah that one

chrome crest
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ok cool XD

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we are on the same page

elder glen
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i added left and right shoulder on it even if they were red

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and now the spine heirarchy message disappeared

chrome crest
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cool

elder glen
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well here goes nothing i guess

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got a file not found for some reason

chrome crest
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huh

elder glen
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says some prefab id does not exist idk lol

robust crescent
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Fix your console errors

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'does not exist' is due to errors before it so it cant create the object

elder glen
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yeah that doesnt tell me much brother

robust crescent
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unity, console tab, check the red errors, likely you broke/missing dynamic bones

elder glen
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says some scripts have compile errors in the editor idk

robust crescent
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ctrl+shift+c if you dont have it

elder glen
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and for some reason invalid rig config , but that one is yellow

robust crescent
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yellows dont matter to much, red will halt everything

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(well there is some you will always get now in unity2018)

elder glen
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gotta figure out what this compile error thing is then i guess

robust crescent
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just post a image of what you have, its either shader broke/missing dynamic bones/wrong sdk , likely any of those

elder glen
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im not sure what i need to show u

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Error building Player because scripts have compile errors in the editor

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says this , thats all i know

robust crescent
elder glen
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yes i found that one and i just managed to clear log

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the one that stayed says the namespace "DynamicBoneColliderBase" could not be found

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and thats from an hour ago for some reason

robust crescent
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when you hit play button , it should show up again

elder glen
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thats the only one in the console right now

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"all compiler errors have to be fixed before entering playmode" is what it says when i press play

chrome crest
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So my model isnt in a perfect T-pose, how should i go about fixing that bc its making the hard go to the middle of the character

sleek isle
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yes

oblique hazel
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i wanna animate a 2d face how do i

vagrant spoke
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Someone can maybe explain this to me? When calibrating for FBT, i'm placed highre up than the floor (placed the controller on the floor for reference). Yes, My floor is calibrated correctly in SteamVR 🙂

astral warren
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VRChat calibrate's your avatar's wingspan to match what it assumes your own wingspan is, based on the real life height you gave. Then it lines up your view position. It doesn't care where the floor ends up after that scaling. If you want the floor to line up (which is pretty important for fullbody) the avatar must match your own wingspan-to-height ratio.

amber kestrel
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Short answer: your arms are too long for your body. Long answer, Adeon kinda gave it right there. Kung's full body video explains this very well

astral warren
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Also in the case of the VR floor being too low, either your avatar's legs are too long, or your avatar's arms are too short

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so lengthen the arms, or shorten the legs

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or some subtle combination of the two

vagrant spoke
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Wait, how does it know about the real arm length during calibration?

astral warren
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Because you told it your real world height. real world wingspan is strongly correlated to the real world height with a simple formula

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That also means it’s very important that you told vrchat your actual true height

vagrant spoke
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I did 🙂

astral warren
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But yes it’s an assumption of your wingspan based on the height you gave it doesn’t actually measure it during calibration. In fact it doesn’t even matter what you do with your arms during calibration it’s ignored

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Beware comparing a orthogonal render in blender to a perspective picture of yourself there is lens distortion :p

vagrant spoke
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True true

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but arms shouldn't be too short I think?

astral warren
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I think the avatars legs are too long

vagrant spoke
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If I'd measure my body, which parts should i measure to compare proportions to the model/rig?

astral warren
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I strongly recommend kungs fullbody video tutorial they are very detailed for all the little issues like this

vagrant spoke
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I'm not sure I saw a section about this in the video

amber kestrel
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It's pretty close to the beginning, maybe 6-8mins in

vagrant spoke
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ah the proportions section

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alright, thanks for the info, we'll do some more adjustments on the avatar 🙂

amber kestrel
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Yes, very much like you would look in the cheese section of your grocery store to find cheese

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I'm almost dreading getting full body because of all those little adjustments I have to make to all my avatars. At least for now I can deal with a little floor movement

vagrant spoke
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Yeah, these adjustments actually took more time than modeling and rigging the avatar 😄

timid horizon
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Anyone know a fix for the Hip jutting to the side (usually the left) when configuring fullbody?

vagrant spoke
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@astral warren @amber kestrel Well, after doing the measurements again like he described (by adjusting my real height to a fake value and shifting my vertical position with OVR advanced to match the torso), my feet and arm length is actually pretty perfect.

In his video he only describes what to do if e.g. arms or legs are too short/long, but not what to do if it actually matches. What would I need to change on the model/rig if lying about the values fixed the problem (whcih is not a good solution when one switches between different avatars)?

astral warren
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Oh yes @amber kestrel it’s very fun dropping half a grand on fullbody gear and logging in to see all the new bugs with your broken uploads. So. Much. Fun. Bonus if you get Index and realize those muscle slider settings in unity actually matter now because they are actually being driven now instead of pre-canned hand animations

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Are your vr arms too long?

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Or can you over extend and see they are too short? Or just perfect

vagrant spoke
astral warren
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That doesn’t help. Test it in non-fullbody. See if you can reach past your vr arms fully extending

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Or if when fully extended they still aren’t straight in vr

vagrant spoke
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lemme check

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does the user real height matter for that test?

astral warren
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Yes. Put true value

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If they are perfect, the solution is shorten your legs
If the vr arms are too short, the solution is lengthen the arms
If the vr arms are too long, the solution is lie about your height

vagrant spoke
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i can extend my real arms about 10cm more than the model

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so VR arms too short 🙂

astral warren
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Lengthen arms. As you do floor will move up at the same time

vagrant spoke
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so if all porportions are done, it should work great with the true user height then?

astral warren
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Yes. Unless your real life body has a non-standard wingspan height ratio in which case the solution is lie about so its assumption about your wingspan is correct

vagrant spoke
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how can i know if it's standard?

astral warren
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When you have your true avatar height, all avatars arms tend to be shorter/longer on average

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If every avatar you wear seems to consistently have arms that are too short, you have longer than average arms

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So say you were taller

vagrant spoke
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is there a good avatar representing standard wingspan one can test with?

astral warren
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Don’t know really . It’s more of a just use lots of avatars thing and see if it’s constantly making the arms too short for you

vagrant spoke
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lemme check my previous avatar how it is there without full body

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nope, previous one is perfect – only when i fully stretch out my arm, that avatars arm is fully stretched out

astral warren
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I would just shorten your legs then keep arms the same

vagrant spoke
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previous as in, another avatar

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not the new one

astral warren
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Yes, you use the same real life arms for both vrcHappy

vagrant spoke
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If they are perfect, the solution is shorten your legs
If the vr arms are too short, the solution is lengthen the arms
If the vr arms are too long, the solution is lie about your height
@astral warren but didnt you say this? xD

astral warren
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New avatars legs are too long is the issue

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Alternatively the view position could be higher than it is supposed to be

vagrant spoke
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nope, definitely not the view position, i checked that with non-FBT and controller on the shoulder

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even though the leg length matches up when i match the torso height with my real height?

astral warren
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Shorten them and the floor will move up to match

vagrant spoke
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(so basically torso to leg length is matching with real proportions)

astral warren
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Well geometry doesn’t really lie. Avatar is too heigh above your real floor

vagrant spoke
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well, but if torso+legs match, and the arms are too short… why not make arms longer?

astral warren
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You said it was only off by a centimeter I mean you can but it’s not going to fix what looks like a good 15 cm of floor difference

vagrant spoke
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by 10cm

astral warren
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Oh yeah for sure length in the arms then. Thought I saw 1 cm of wingspan difference

vagrant spoke
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you mean on the FBT screenshot?

astral warren
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Oof

vagrant spoke
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oh, you meant you read that

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nevermind 😄

vagrant spoke
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final question for today: what would cause the thumb to bend like this when your IRL hand is stretched (not touching thumb pad)

astral warren
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What does the animation look like when played in unity? Also how many thumb bones do you have bound in the bone config

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And is it only one hand

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Or is the issue asymmetrical

silent compass
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Importing my avatar to unity makes loss of bones please @ me if have an answear

fading verge
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What do you mean by loss of bones?
How are you exporting the model? Through CATS?
What filetype are you exporting as?

sleek isle
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in the humanoid tab, rotate the thumb toward the front and apply the pose

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with the index its better to have only 2 bone for the thumb un assign the 3rd

fading verge
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nvm, i think im just gonna remake the model

crisp tendon
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Yeah, bones need to be tested before removing them

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you can merge them down in blender to the main hand bone to fix though

sonic lava
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My avatar looks normal in Unity and Blender, but when I use it in VR my whole upper body is leaned forward a bit much. Is there a recognized way I should fix that?

winter sable
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double check the location of the viewport, it's probably in the wrong place

sonic lava
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@winter sable I was moving it around a little. Where's the best place for it?

winter sable
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right between the eyes

sonic lava
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how far back into the head should it go, if at all?

winter sable
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basically so it's half in, half out

sonic lava
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ah interesting, h alf the sphere is inside, and half out? So not in far at all

winter sable
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yeah

sonic lava
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ah I see, thanks

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If he still leans forward after that, si there something wrong with the placement of my whole hip/spine/chest/neck/head bone chain?

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they're all aligned straight up

winter sable
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not sure, usually it's the viewport being too high, that's where it puts your headset

sleek isle
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should follow the curve of the back. Not a strait line

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If all your bone do a strait line. The ik will get confuse

elder glen
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anyone have any idea how i can fix my issue ?

Im trying to put a scarf on my avatar and it has 4 bones it , i can activate 3 of 4 bones to make em move , but when i activate the 4th the entire scarf just moves around like its locked on a pivot

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but if i dont activate it the other bones work great, but not the bend i like to get working

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that part right there is still rigid but the lower ones aint

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and if i make the top bone dynamic the entire thing just flops around even if it is attached to the head

elder glen
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nvm i need to remake the scarf in blender

dim heron
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(ref to my issue further above https://discordapp.com/channels/189511567539306508/390924372782612480/725050925445808128)
So the rotation, reduced chest bone size and horizontal shoulder bones, that Ruuubick suggested, sadly did not change anything. I also tried making the shoulder bones longer (so they get closer to the chest bone) but that also didn't help anything. InGame it looks as before.
Would appreciate more input if anybody has an idea

shadow crest
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Conceptually speaking, would be be possible to capture facial tracking from a smartphone and feed it (semi) real time to VR Chat?

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I saw a Lip-tracking accessory from Vive on Youtube, I wonder if this is possible through via methods

fervent hornet
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No, the viseme system does not take external inputs

shadow crest
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I see. Are there any currently lip-tracking solutions in place?

fervent hornet
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Dunno what you mean by solutions, vrchat has sound recognition built in and will play pre defined blend shapes that match the noise most closely

shadow crest
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I should word this better, one sec

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Instead of lip-tracking solely for speech, I am referring more along the lines of lower facial tracking (excluding eyes)

fierce grail
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Nope, nothing like this exists.

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No lip tracking or eye tracking.

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At least yet

oblique hazel
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why does the cats plugin have an eye tracking tab then?

fervent hornet
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VRChat has eye movements, but its faked in a sense. There is no way to connect your IRL eyes to the character in game

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Same with the mouth, even if you were able to get the raw data from the headset that tracks there is no way to import it into VRC

shadow crest
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Could you be explain how it works please? I still have much to grasp, I am still learning how to use the SDK and all

fervent hornet
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For the visemes, you can create a bunch of mouth shapes that correlate to audio (AH, CH, OH ect) and then slot those in their respective slots in the avatar descriptor in unity

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With the CATS plugin, you can just create those 3 I name previously and it will autogenerate the rest.

shadow crest
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Alright, facial is a bit of an issue, scratch that

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How about this: For eye tracking, use an input emulator (like for kinect) to set a controller/puck. The controller/puck is the forward vector of one's gaze, the tail set at the eyes and the tip at the closet object that hits a line-cast

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Of course, not having eye-tracking hardware this is just speculation

fervent hornet
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Like I said earlier, even if you can get raw data there is no way to import it into the game

shadow crest
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OK. So how does a Kinect bring positional info into VR Chat? I use mine for lower-body presence, does it work on some other premise?

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I use an input emulator btw

fervent hornet
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The positional info is interpreted the same way that the vive pucks were implemented IIRC. Regardless the devs have integrated both the kinect and vive pucks as a system. Eye and mouth tracking are both done via a script with hard variables, you cant do anything to interact with it

shadow crest
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I see. We use one system to power another system

fervent hornet
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Avatars 3.0 is overhauling both the eye and mouth systems but there were no hints that we would have any more freedom than initial set up so I wouldn't hedge your bets

vagrant spoke
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@fervent hornet got time for a short porportions questions? 🙂

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I'm slightly confused by this now: I've adjusted the arm length, so without FBT, the avatars arms are compltely extended as soon as my real arms are. But when going FBT, even when i extend my real arms completely, the VR arms still have a bent. That and when touching my reel feet from below, there's quite a bit of distance between the virtual hands and virtual feet

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Am I assuming right that the legs are too short now?

fervent hornet
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I'm gonna be honest I dunno. Maybe watch the section of Kung's video where they talk about how VRC determines your real height via your arm length, head to hand distance, and the user height in the settings

wind osprey
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@vagrant spoke If there's a distance between the hands and the feet in FBT, the arms are too long.

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Your leg length isn't something even counted by the system, it's all about the head-hand length and view position.

The way I got my avatar fitted was to get an arm length that put the view point in the right place, then jiggled around the lower body & legs to fit.

vagrant spoke
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@wind osprey So it's not important that in non-FBT, the arm stretch is perfect now?

wind osprey
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I've always found that the 3point and 6point tracking modes work so differently I pick one to care about and say fuck the other (in my case I use FbT 99% of the time so fuck 3pt)

vagrant spoke
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yeah, that's fair enough i guess

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@wind osprey So what I've heard about the viewpoint height adjustment, is that when you place your controller on your shoulder in 3pt, it should line up in the virtual world – if it does not, the view point needs to be higher or lower – is that correct or is there another method for FBT?

wind osprey
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@vagrant spoke Using the SDKs TPose controller, distance from head bone to wrist bone / 0.4537 = viewpoint Y value

vagrant spoke
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wait, where's the tpose controller? 😄

wind osprey
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In there

vagrant spoke
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is it "tpose-new"?

fervent hornet
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What would you say the best way of measuring the distance would be Gallium?

vagrant spoke
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@wind osprey Ah right, found it, AvatarControllerTPose – Just not sure how to do the measurement you described 🙂

fervent hornet
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I just did it by getting the raw values of the bone positions and using the distance formula for two 3D points

vagrant spoke
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@fervent hornet how did you do that?

fervent hornet
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Drag an empty game object under the head/wrist, reset its position, drag it back so it has no parents and the location is its raw scene value

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do that for both, compare the values, divide by Galliums number

vagrant spoke
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Ah, I can't take the values from the armature?

fervent hornet
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No as that location is relative to parent

vagrant spoke
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oh right

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how can i make the bones visible in unity?

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nevermind, found a trick – created an empty object within the head, so it has the same position, then dragged it out on the root scene

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Well, if my math was correct, this would place the view position at the top of my forehead o0

wind osprey
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So now what you do is bring the upper body (chest bone onwards) up to that point without altering the arm length in any way and reproportion the lower body to fit.

fervent hornet
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Or just do what I did and change both and just do the math over and over again

wind osprey
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I mean... I guess you could do that too
But it's extra work for the same end result

fervent hornet
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Just wanted to keep proportions similar, if I only changed the legs then they would get shorter than I wanted

vagrant spoke
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@wind osprey i don't think the viewpint position is right there though

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although if the arms are actually too long and i shorten them, the viewpoint would come down by math?

wind osprey
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Yes

fervent hornet
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Yeah thats how I did it, mine was too low so I made the arms longer and legs shorter

vagrant spoke
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Where's your magic number coming frm anyway? 🙂

wind osprey
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wrangled out of one of the vrc devs

vagrant spoke
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hehe

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Okay, So I gonna play around with the arm length so that I can properly touch my feet, and then the view point should also be in the correct place more or less I assume

wind osprey
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Yup.

vagrant spoke
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It'd be so nice if there's simply be a "perfect" avatar which one could just use as a template 😉

fervent hornet
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X/Y bot is their FBT model IIRC

astral warren
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@wind osprey when you say "distance from head bone to wrist bone" is that X axis distance, or actual 3d distance (diagonal)

fervent hornet
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3D distance IIRC, kinda forms a triangle

astral warren
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There is no "perfect" avatar Dasprid, people have different height to wingspan ratios.

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It doesn't matter for 3 point tracking, just auto scale everyone so their wingspan is right, no one cares about the floor

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but if you want fullbody, you can't have your height and wingspan match at the same time, unless the avatar is actually the same as you

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I DO think that when activating full body, worldscale should be based only on height, it would make alot of setup much more straight forward

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or maybe an <comic sans>optional checkbox</comic sans>

outer oriole
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Can I use an elbow/knee support bone in addition to twist bones

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How would I set those up in the constraint system

winter sable
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some of my animations broke at some point, looks like they're referencing old names.. any way to tell it where they are or what the new name is?

raw jackal
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How would yall weight paint this cape? I thought about weight painting it like hair but idk because it's so wide?

amber kestrel
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Kinda like a skirt, a couple lines vertically down from each arm. That's also a pretty good candidate for cloth, if you're ok with the horrific performance in comparison

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maybe like 3-4 bones per line? You can play around with it

raw jackal
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Thanks! I'll do the skirt method you mentioned

amber kestrel
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Then move the view point?

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No 😄

raw jackal
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@urban kernel that happened to me when i had two cameras in my scene, check for that and delete one of them if you have 2

celest furnace
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i have a super scuffed avatar i wanna rig for full-body in vrchat

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rn my legs get sucked up into my torso when i try to calibrate.

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is there something blatantly wrong? should I just focus on making the character more proportional?

wise turtle
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I'm completely new to rigging... is there any like introduction or something on yt you recommend or other ways how to get started?

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I mean I've made the armature in Blender but I have no idea how to get the relation between the armature and the model in Unity if you know what I mean

lost comet
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So how do I get started with rigging my avatar?

astral warren
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Well you need to make an armature and put bones inside the model, in the same pose as your model. Once you have that, parent the model to the armature and pick "automatic weights" to get you started. Then go into weight paint mode and touch up where the automatic process doesn't look as good. or you can parent without weights and paint it from scratch...

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if you're going to use the weight paint tools you need to understand how weighted models work, so I'd probably just watch an information tutoral rather than how to weight paint, you first need to know what the weights actually mean

lost comet
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Thanks , I’ll try to see what I can do

sour brook
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dunno why the eye setup hates me so much >_>

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I have all the correct blendshapes as well

crisp tendon
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which issues ?

sour brook
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Eye wont track nor do the blend shapes for the eyes work

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facial works fine though

amber kestrel
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Are your first couple shape keys set up for blinking? Did you map the eye bones? Are you sure your eye bones work in blender?

sour brook
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yes, yes, and it works in maya just fine

amber kestrel
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Did you test the eye movement in muscle configuration in unity?

sour brook
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no but just checked it seems to be working fine in there

amber kestrel
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not sure then

winter sable
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i'm pretty sure blender just randomly decides which thing has to be selected first to show the proper weight painting area, and then just stops working completely

crisp tendon
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it's armature then shift select the mesh and ctrl + tab

winter sable
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problem i'm having is that it doesn't allow me to select bones at that point

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it looks like it maybe missing vertex groups, now sure if that is the problem though

crisp tendon
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if it's missing vertex groups then it'd be pink/purple

winter sable
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hmm

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so this is a 5 piece outfit, 2 sleeves, 2 shoes, and the body piece

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when i added it, the body piece had armature, so it all lined up and looks good, but the loose pieces need to be 'attached'

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so i'm trying to get a sleeve weight painted to the arm, but it won't let me select bones if that mesh is selected

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works fine for the main piece

wind osprey
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@winter sable under the edit menu there is an option called lock modes untick that see if that works

winter sable
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that didnt do anything

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but, i figured out I needed to use 'Attach Mesh' in CATs, apparently it didn't get joined with the main piece since it was loose

hexed mason
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IT IS psoible to configure the eye traking without blende? (Maya user)

lost comet
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The rig keeps becoming big everytime I try to generate it, though the metarig is pretty close to the model

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On my project anyway

outer moat
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I've created my first model and I'm really proud, but I'm trying to rig the avatar but everytime i do it never works out. Can anyone give me advice?

fringe patio
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@hexed mason I am trying to do the same using 3ds max. It seems that Unity does in fact recognize Blend Shapes (Morph Targets, Shape Keys, etc.) from other programs besides Blender. But I could not get them to work properly. It seems that CATS plugin in Blender does something under the hood that makes it all work. So my solution was to just export my model and it's Morph Targets (again, I'm using max) into Blender and just finish it all off there.

amber kestrel
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@hexed mason eye tracking is just a bone for each eye, which you assign in humanoid rig configuration in unity

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@outer moat put joints where the body should rotate. Check the rig of a completed model to get a sense of the proportions. Assign automatic weights then work from there

viral seal
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What's the component where the extra pair of arms move wherever you move your real arms?

lost comet
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How effective is using rigify in blender for avatar creation?

turbid spear
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Rotation constraints probably @viral seal

fading verge
hexed mason
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Thanks! all i will try it

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@amber kestrel @fringe patio @fading verge

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😅

fringe patio
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I realized last night that I wasn't naming things exactly, so I will try this out tonight. Thank you kindly! I gave up using exclusively 3ds max since I thought I had to export out of Blender using the CATS plug-in. But I was frustrated because I knew that all I'm doing is exporting an .FBX, regardless of software (Blender, Maya, 3ds max, etc.) So I will follow this tutorial and hopefully get results straight out of my program of choice.

upper mango
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I've made a 3d model and imported to Unity, how do I turn it into an avatar?

tight musk
sonic lava
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@tight musk what's going wrong when you deform it?

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that weight painting doesn't look so bad

tight musk
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It clips so much

sonic lava
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can you deform it and show the result? and show the armature more clearly

tight musk
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I’m not home but can I dm you later?

sonic lava
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ye, or post here and ping me

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cuz someone else might be able to help too

tight musk
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Ook ok tyyy

autumn sleet
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when adding a rigidbody/fixed joint to a limb so it follows the movement of another limb, is there a way to reduce the "strength" of the movement?
for example: original limb moves in a 90 degree angle and the duplicated limb (fixed joint, copies rotation) only moves in a 45 degree angle

astral warren
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That’s the weight parameter

amber kestrel
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I highly recommend using parent constraints to follow movements instead of a fixed joint. More reliable, easier to use, doesn't add unnecessary physics

astral warren
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Yeah I was so used to using parent constraints that I just assumed that’s what he meant

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Fixed joints dead use constraints

sour brook
autumn sleet
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thank you for the info on parent constraints! didn't know they were a thing and seem to do the job I need

fading verge
crisp tendon
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blender weight painting

fading verge
sour brook
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@mortal lichen nope they are not

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none of the geo is parented to the bones

gritty bolt
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@cloud wyvern

fading verge
mild stratus
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@fading verge Probably your GPU being too old.

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or something else...

fading verge
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nah, was a blender issue, i fixed it haha

#

is there a way to get the arms closer to to the body? so the hands would basically be close to the hips? ingame the arms are that far away from the body too sadly

crisp tendon
#

That's the idle pose, you'd need a custom one afaik

sour brook
#

got eye tracking working now I just have an issue with the what seems to be the orientation of the joints. is this the correct orientation?

amber kestrel
#

Yeah they should be pointing up

#

Doesn't matter too much though, rotation is just based on the root

sour brook
#

I think matters to some degree haha

amber kestrel
#

is your bone roll nonzero?

sour brook
#

if your referring to the xyz rotations then yes they are all zero'd out

amber kestrel
#

bones have a roll value

sour brook
sour brook
#

found this to be the correct join orientation for the eyes to those who might also have this issue

fading verge
#

@mortal lichen i will try that out, thank you!

astral warren
#

Bones have x y z position, x y z rotation, x y z scale, and then finally roll. (Spinning in place) roll is what is set wrong, instead of eyeballing it, set it to zero.

#

@sour brook

potent canyon
fading verge
#

@mortal lichen it worked perfectly, thank you very much!

astral warren
#

@potent canyon if your model is perfectly symmetrical, delete half the model and add a mirror modifier

#

Saves needing to do everything twice

#

Tho your bone named will need to be like Shoulder.R and Shoulder.L

#

Otherwise the mirror won’t transfer the weights to the other side

potent canyon
#

I already have a mirror modifier, but this is just the left side, I have 4 arms

astral warren
#

I see. If you make two objects that have identical topology and vertex order, you can use the transfer weight modifier

#

If they have identical topology but not vertex order there are plugins to reorder one to the other, I think it’s just literally just called “copy the vertex order”

#

Transferring without the vert order matching will just give you random weights

potent canyon
#

Oh, I tried to transfer weights by separating the top arm but I didn't know about the vertex order. I'll try.

astral warren
#

There is a way to turn on visualizing vertex numbers but it’s a dev option hidden away

#

Useful for weight transfer and join as shapes

#

But yeah you’ll need to make the top and bottom arm separate objects with identical vert count and topology. Uvmap can be different but topology (edge connections) must be identical

potent canyon
#

Thank you @astral warren, it worked and I was able to learn some more about weight transfer.

lost comet
#

My avatar’s chest clips through his jacket whenever I look up. I can’t exactly unbind the chest rig else I can’t publish the avatar (something to do with the spine I think)

Is it possible to fix this?

manic marsh
#

do make the first pic into an avatar plz

exotic umbra
#

Im trying to add a tail to my avatar and im wondering how i will attach the bones to my avatar. any help?

winter sable
#

most attach to the hip bone, though I've seen a couple that are on the spine

#

doesn't really matter besides where you want it

astral warren
#

I have never had toe bones work properly, ever, I leave them unbound in humanoid bone config. Something is wrong with them.

#

The correct setup is just make sure they point in the same direction as their parent. They should not bend on the armature

#

The model itself should just be standing normally

#

But if they are bound at all, walk cycles look really silly with toes pointing straight down.

shadow crest
#

Out of curiosity, has LeapMotion+ finger tracking been implemented? I imagine something has been with Index compatibility

magic sonnet
#

i believe there is a steamvr addon that will interpret leapmotion as knuckles input, however i dont know how well it works

shadow crest
#

Wow, do you have a link to that?

magic sonnet
#

i can try to find it

fading verge
#

in blender, my model looks like this, looks normal (Problem in the next screenshot)

#

but when i move it to unity, it serverly destroyes the mesh xD, anyone got any ideas on how to fix?

#

ummm, im sorry, but i am a bit of a noob when it comes to this sort of thing xD, idk what you mean xD

rose sequoia
#

how would one go about removing an arm in blender and replacing it with another arm?

fading verge
#

that location doesn't exist on my blender, but also, I shouldn't have any textures on the body regardless,hmmmmmm

rose sequoia
#

i need cats?

#

alrighty thank you

#

if i have trouble could i message you for help?

fading verge
#

@mortal lichen I figured it out my "normals" were inverted, since unity renders only front facing polygons and blender both front and back

#

all i needed to do was recalculate the normals

#

it works now, thank you for helping

sudden sundial
#

it's a long shot, but does anyone know why this is happening? I already checked if the arm bone was weighted onto the claw and it's not. I have no clue why this would be happening...

crisp tendon
#

it's weight painted to something else

grand cairn
#

i have imported models before into vr chat but im a newb still ish and i want my avatars jaw to be able to open In Case i want to animate it to open its mouth and roar How many bones would i need to do a simple mouth rig (also i tried adding addition bones but i dont know how to make it affect the mesh model) does it involve weight?

#

again terribly sorry if i misued this channel somehow 😓

sudden sundial
#

@crisp tendon yeah thought I checked all the bones already... WELL there was a tiny ass bone in the middle of the joint so I couldnt see it unless I zoomed in more... ffs

grand cairn
#

Got the jaw to work but the teeth seem to be merged? i think this is more of model issue

bitter steppe
#

hey i been having some trouble with one of the seats on my avitar, some reason when someone dismounts the seat they cant move unless they enter a new seat

#

the collider is located on my left hand. everything looks right but it still continues to bug

dense acorn
amber kestrel
#

Have you tried making your spine length nonzero?

bitter steppe
#

some of these answers make me lul

#

i would move the hips down a bit to add the extra spine when you do

#

also for my problem i changed it to vehicle immobilize, i hope that works though i shouldnt need to do that but since it is on my paw i would guess it would need such

dense acorn
#

Can you do that on unity? :’)

#

Make the spine length non-zero?

#

Thing is I didn’t make the model myself, it’s a unity package thing, I don’t think the blender files are even in it :’)

amber kestrel
#

Sometimes the answer is literally in fucking red in the middle of the screen and people still post, it's insane. But yeah no, rigging is done in modeling software, unity is not modeling software

#

You'll have to pop the fbx into blender, but keep in mind that can be a bit messed up sometimes

#

You could inform the creator that their model is messed up

bitter steppe
#

that or looking at it the model maker doesnt have that many spines and only made one

#

i would move the spine down one since the one you have it bound to isnt needed

#

though it would make the model look janky but that is how the modeler made it so shrug.jpg

#

basically they skipped a bone and it is defining a bone that isnt there though im surprised they didnt see that. as a heads up any of the items in ----- can be skipped

manic marsh
#

You can ignore the spine size warning @dense acorn

#

It should not affect the avatar

bitter steppe
#

they set the models spine for their chest

dense acorn
#

Really? I thought it meant that the avatar would constantly t-pose when in-game?

#

Ok, I think I may know how to get the fbx into blender, thank u guys ^^

dense acorn
#

Sorry, but how do you export a unity fbx into blender? I can’t find it :’)

#

Oh, I got it, no worries!

#

that or looking at it the model maker doesnt have that many spines and only made one
@bitter steppe wait.... you need two spines?

bitter steppe
#

the creator didnt add a spine by the looks of it or added it as zero (maybe they oofed) so i recommend setting the chest bone to the spine since you dont really need it

#

im actually surprised they made feet bones tho i dont bother doing that unless you have puck trackers since kinect kind of sucks for feet tracking

#

you can add another bone if you wish to tho and just add it to the hierarchy correctly but honestly i would take the lazy approach since you can actually skip it lol

rose pewter
#

does anyone know why my avatar just flies straight up when testing it?

bitter steppe
#

No idea but I am resisting making a superman referance

#

I would record it for memes

idle sorrel
#

Anyone know why my avatars hands are all crumpled when I test it? In blender it moves and works fine, but as soon as I get in game all the fingers crumple in wierd directions.

crisp tendon
#

you need to shape propagate those meshes in blender

hasty scarab
#

Any Blender 2.8 Guru's think they'll be able to answer my question? Whenever I export a model as an fbx, the weight painting appears to change drastically (as when I import the fbx into unity, the model doesn't move the same). This change really messes up the movement of the avatar, especially when limbs are bent. Bending limbs is really smooth and fluid in Blender, but then if I reopen the fbx after exporting it, everything becomes much more choppy, almost like the weight painting is wrong. I've asked many of my friends, but many of them can't figure this out because they're still using the older version of Blender. I really feel like the problem occurs when I export the fbx, but I can't pinpoint what that problem might be. Please help!

#

I'm just about ready to put a bounty on this problem. Also, after reimporting the fbx into blender after I export it, many of the bones change their length and girth. No idea why.

crisp tendon
#

are you exporting through cats ?

#

and you should try 2.83

hasty scarab
#

I am in 2.83, sorry

#

and I tried both exporting through Cats and manually exporting. The problem persists

#

The problem also seems to happen after I hit "Fix Avatar." All of the rotations start to look weird after I hit Fix Avatar

#

so my theory is that the export / fix avatar must be doing something to the model

#

I will gift a steam code if someone can figure this out for me lol

crisp tendon
#

Try applying all transforms to your model in object mode

hasty scarab
#

@crisp tendon apply transformations?

crisp tendon
#

ctrl + A

hasty scarab
#

then what

#

Still, I get the same problem fixing the model or exporting, even after doing that

#

pls

#

is this a problem with merging weight paints?

#

does blender automatically merge weight paints when exporting?

crisp tendon
#

Do you have a single mesh ?

#

Any example of the issues you're talking about ?

#

Since i don't have any reference to go off of i'm just guessing

hasty scarab
#

I'm not sure

#

Its almost like originally, the leg stretches to accomodate really far rotations, but this feature turns off or something when I export the fbx

#

would you be able to DM me so I can show you @crisp tendon ?

#

Its almost like... When I rotate a limb (before fixing/exporting the model) the limb tends to curve a bit around the rest of the body, which creates this natural fluid looking motion, but AFTER fixing/exporting the model, it becomes like dead-on straight. Which means when I rotate the limb up it looks all atrophied and clunky.

#

and it only happens to the thigh bones.

crisp tendon
#

Are you sure your armature is correct ?

hasty scarab
#

yes it looks correct

crisp tendon
#

a screenshot would help

#

the features you describe don't sound correct

hasty scarab
#

its not exactly what's going on I'm certain. Its what what is seems like to me

#

but fixing the model shouldn't cause the legs to essentially shrink when rotated

#

can I DM you screenshot?

crisp tendon
#

that means the weight paint is most likely wrong

#

i'd rather keep avatar help in the channels

hasty scarab
#

can I just call you and screenshare?

crisp tendon
#

already in a call atm, if you're unable to post a screenshot of your armature then i and others won't be able to help much

hasty scarab
#

hmm.. Well I'm on the fence about weather it would be appropriate here considering its an unclothed model, although it is untextured and there's not really any detail to it. Basically wanted to make sure the entire base has no issues before I add clothes and further customize it.

crisp tendon
#

we don't need to see the mesh, the armature is the point

hasty scarab
#

I'm pretty sure the armature is correct. The issue happens for the arms as well as the legs. Basically everything shrinks when rotated. The bones stay the same length, but upon fixing the model or exporting, rotating makes everything atrophy a bit

crisp tendon
#

then it means weight painting is incorrect

#

This is my right arm weight painted to both upper arm bones

#

either you symmetrized the mesh and didn't fix the weight paint, or a modifier

#

or other possibilities

hasty scarab
#

That's what I assumed at first, and I basically spent a whole day trying to re-weight paint it, but that didn't work. The weight painting is fluid and correct UNTIL I hit export, at which point is becomes all messed up

#

or upon hitting fix model, and even hitting apply as rest pose

#

they all mess it up

crisp tendon
#

hide your mesh and post screenshots of your blender window with vertex groups, armature, modifiers etc

hasty scarab
#

okay I made a discovery

#

See that button called "preserve volume" on this modifier? That causes it to fuck up when unchecked

#

but the problem is that whenever I "fix model" or export it defaults to off

crisp tendon
#

Preserve volume shouldn't be checked

hasty scarab
#

well preserve volume fixes the problem I'm having

#

the only problem is I can't apply the modifier to the mesh because of the existing shape keys

crisp tendon
#

You shouldn't be applying the armature modifier though

#

and the body itself can be separated from the head and have its shapekeys removed

hasty scarab
#

what happens if I do apply a modifier with preserve volume?

#

will I still be able to rig the model in Unity?

crisp tendon
#

i've never heard of anyone doing that before

hasty scarab
#

but it looks so much better with preserve volume on 😕

crisp tendon
#

It's irrelevant to unity taurishrug

hasty scarab
#

So in theory, I could just seperate the head from the body, apply the modifier to the body, and reapply the head?

#

or do I have to delete the blendshapes? Is there any way to delete the blendshapes and then copy them back?

crisp tendon
#

you don't need blendshapes on the body

wind osprey
#

For clarification, the Preserve Volume option enables dual quaternion skinning, which is a massively improved algorithm for deformation. Unity does not natively support it, so it's useless for anything that's going to be exported from blender, such as your case here.

#

That said, if you post a screenshot of how big a difference that option is for your mesh that may further help figure out what needs to be done.

hasty scarab
#

@wind osprey Thanks for saving me from the headache of going through attempting that. You're a bro 👍

crisp tendon
#

my bet is still on weight paiting

hasty scarab
#

i think you're right. its gonna be a bitch tho

hexed cypress
#

@hasty scarab to my knowledge and from the past few months of rigging and franken-taring, the easiest and most painless way to go about it would be to have all parts of your model separated, parent the Armature to them with Empty Groups, and then finally pairing each vertex group to their respective bones. After all of that is done, you can go back in and weight paint to tie all the bleed over from each group to make the bends look as natural as possible. By means no expert but it's just trial and error. Trying/testing the avatars on in a small world and fine tuning to get it just right 🙂

idle sorrel
#

So is it not good to have a single mesh for the whole avatar? I imported a model from League of Legends and have been trying to adapt it to VRChat, and there's just a single mesh I've been working with.

magic sonnet
#

for avatars it is best to have as little meshes as possible, so one would be best

north lichen
#

Anyone got advice for rigging avatars for full body? I'm getting the weird hunchback/tilted pelvis problem.

astral warren
#

If a model seriously deforms without preserve volume checked, it means bone roll is bad, since all dual quartenion skinning does is deform a mesh less due to mere bone roll.

north lichen
#

. . .

astral warren
#

Hi Raymond my reply is to someone else

#

Your issue with hunchback is due to the hip-spine angle. Make them perfectly straight

#

Also the chest bone is waaaay too long

#

Spine and chest, and upper chest, if it exists, should all be roughly the same size

#

The hip and spine will do most of the work for aiming the head IK, so if they are short, the angles for the IK solve will be extreme

#

I pretend the armature is made of chain links, a few small little chain links will bend, destabilize, and collapse a chain way more easily than a few huge chain links

north lichen
#

Kay then. I'll try it.

hasty scarab
#

@astral warren hmm. What is a quarternion?

astral warren
#

"Quaternions are the things that scare all manner of mice and men. They are the things that go bump in the night. They are the reason your math teacher gave you an F. They are all that you have come to fear, and more. Quaternions are your worst nightmare." -- Confuted

hasty scarab
#

@hexed cypress Any tutorials on how to do that? I'm still new to blender and don't really understand fully what vertex groups are yet.

#

lol

astral warren
#

Short: Quaternions are a 4-dimensional complex number using one real number axis and three imaginary number axis. While it sounds weird, they define the possibility space of the concept of "orientation", so they are used for the internal storage of what most would simply call rotation.

#

It's best to totally ignore the fact that they exist.

#

Just pretend rotation is magic

hasty scarab
#

soo.. Kinda like a vector then from calculus class? lol

astral warren
#

it's a 4-vector, but the numbers don't mean anything logical

hasty scarab
#

so whats the point of the numbers

astral warren
#

the four numbers together define an orientation, but no one works with the four values directly, because they have little real world application

hasty scarab
#

so the computer is required to interpret them

#

then how do we define the orientation if we can't work with them?

astral warren
#

They are the best way to store an orientation because a computer can easily do rotation math, like multiplying, adding, or otherwise manipulating rotations that would be much, much harder to do with numbers that make sense like euler rotation angles

#

when you want to edit a rotation, instead of showing you the quaternion, programs like blender and unity convert it into Euler angles for you which is just X Y Z angles. then when you edit them, it internally converts it back to a quaterion so you never have to deal with them

#

try editing quaternion values directly and the way it reacts won't actually make much sense

#

In mathematics, the quaternions are a number system that extends the complex numbers. They were first described by Irish mathematician William Rowan Hamilton in 1843 and applied to mechanics in three-dimensional space. A feature of quaternions is that multiplication of two qu...

hasty scarab
#

so with regard to my avatar, it seems like the rotations mess up the limbs and make them appear to atrophy at more extreme angles. Is there any way to mess with these Quarternionioneosms so that I can get a similar effect to "preserve volume?"

astral warren
#

Beware, this stuff is confusing no matter how much time i put into it

#

If preserve volume is saving your avatar from distorting, it means your bones were rolled after it was weight painted

#

or perhaps in the middle of it

hasty scarab
#

define rolled

astral warren
#

spinning a bone in-place without rotating it

#

i would recommend selecting the enetire armature in edit mode and applying the command "clear roll"

#

it's also possible, the weighting is just bad

#

perhaps the person weighted it with preserve volume enabled

#

not realizing no game supports it

hasty scarab
#

I tried to re-weight paint. The problem is that no matter how I weight paint the butt, it always collapses into itself when I rotate the legs upwards

astral warren
#

put more of it on hips

hasty scarab
#

I tried that. So its more like.. Imagine lifting up your leg to your chest and then there being a massive cavity at the area where your femur comes into contact with your hip, until you put your leg back down at which point the cavity goes away

north lichen
#

i dunno how but i made it even worse

hasty scarab
#

@north lichen The new Kung vrc edit video for 2020 has a section on how to apply this fix

#

just make sure you do exactly as he does

north lichen
#

imma screen share one of my friends later

hasty scarab
north lichen
#

i'll have another crack at this later when i have time

hasty scarab
#

I know how tricky those edits can be for people starting out. But oh boy I wish I had that problem and not my current one x3

hexed cypress
#

@hasty scarab so essentially, just think of the vertex groups as a group of the vertices that make up a shape. So if the model you're importing or using has a vertex group for the vertices that make up the Head, then you're good and can assign those vertices to your Head bone.

#

if you import a model that already has a compatible armature that is recognized by CATS, it's super easy to just hit the fix model but I myself have just learned within the past few months how to slowly do everything from scratch. the only thing i'll ever use cats for, if i'm feeling lazy, is do visemes and/or eye tracking but that's about it

#

also, @hasty scarab make sure that the part of your mesh in question is not assigned to another bone. That may be the issue you're experiencing. This is the main reason why I slowly moved away from using 'automatic weights' because sometimes it's not so good at 'automatically' knowing where to place the vertices within the bones so just using empty groups allows you to first tell it, "hey, i want this mesh to be a child of the armature." then you have to manually go in and assign the vertex groups to the proper bones. It sounds complicated but it's honestly something I learned within the past month and was made at myself because they existed and never knew exactly what they were

#

was mad** at myself 😛

hasty scarab
#

oh so vertex groups are just the verticies that are affected by certain weight paints then

hasty scarab
#

how do you do that thing in blender 2.8 where you can isolate a section of your viewport so that other parts of the object don't get in the way?

#

so now I have an issue where having x Mirror enabled in the weight painting tools tab doesn't consistently mirror the weight paints to the other limb

#

ohhh... Might be an auto normalize issue

#

didn't realize the other limbs were messed up as well

velvet copper
#

your bone naming left-right might be incorrect, causing this kind of issue

#

or the meh isn’t perfectly symmetrical

hasty scarab
#

No it is the bone naming

#

how should I rename the bones?

#

@velvet copper

velvet copper
#

you’ll have to put it a bone.R and bone.L on the other side

#

so like arm.R and arm.L

#

on bones like the spine, neck, head, hips etc that aren’t mirrored, keep em as is

hasty scarab
#

So instead of Right upper leg / left upper leg, it should be upperLeg.L and upperLeg.R?

velvet copper
#

yup, you got that right

hasty scarab
#

okay well how do I actually rename the bones themselves

#

❤️

velvet copper
#

green bone icon in edit mode

#

on the armature

hasty scarab
#

ty

#

hmm. There's still a problem where it won't mirror perfectly when I make edits

#

but I don't think the mesh is messed up

#

It mirrors part of it, but then it starts to not mirror when I move lower down the limb

#

In theory, if the mesh wasn't symmetrical, how would I check that?

hasty scarab
#

I feel like no matter how I weight paint it, the issue persists

velvet copper
#

sorry for the late response, i was getting done with work

#

you have to follow the naming convention for basically every bone

fading verge
#

Is it better to make your own armature or use the Humanoid Meta rig within blender?

astral warren
#

Your own armature.

hasty scarab
#

@velvet copper no, I mean the original problem I was having. Weight painting doesn't fix the fact that there's a crease in the groin that becomes noticeable when the legs rotate. I'm at a loss

velvet copper
#

smoothing is the only way to fix that

hasty scarab
#

smoothing?

velvet copper
#

fix the weight painting, you have to play with it a lot

hasty scarab
#

I Can't because there's nothing to click on in that crevace. Its just empty

#

I can't weight paint something that isn't there

idle sorrel
#

Can someone tell me why my avatar is walking on their toes.........

amber kestrel
#

You give a man a pickaxe, you're surprised he's mining with it?

#

In other words, don't give it toe bones

hasty scarab
#

lol that was a terrible analogy x3

#

I got the model to look decent enough by just sculpting in the rest of the torso. No complex fixes really necessary.

#

but of course I don't have the best artists eye, so if someone else could take a look it would be nice.

astral warren
#

Toe IK in vrc looks bad, if you don’t like it, don’t have toes

#

I have not found a way to make it look good. I think something was wrong clientside

hasty scarab
#

What's this little orange dot I get when I try to place new bones?

manic marsh
#

that is the origin point

#

its like a point that dictates where the object will get moved/rotated from

hasty scarab
#

oh

#

how do I get it to be on the base of the bone?

#

Also, when I make a new bone Blender makes a new armature for it. How do I just merge my new bone set to the existing armature?

manic marsh
#

uh, dont do it like that

#

just add one bone, and than extrude from it all the other bones

hasty scarab
#

how do I do that?

manic marsh
#

like, first add the hips, and than extrude the spine, than the chest, neck, and so on

#

press E to extrude

hasty scarab
#

ty

#

How do I make my armature show solid in weight paint mode?

#

its toggled on, just can't see it. Also for some reason my weight paint mode shows black instead of blue

#

nvm im dumb

#

I wasn't selecting the entire armature. Still don't know why my wp mode is black tho xd

fading verge
#

Dude creeper you're spamming in almost every channel, just be patient and wait for help

bronze hazel
#

Creeper, stop

fading verge
#

Okey I’m sorry😔

#

But if I wait ppl just skip my questions

bronze hazel
#

Its ok

fading verge
#

But does any of u two know the fix?

bronze hazel
#

I just started. Trying to figure out this avatar creation

fading verge
#

Oh ok I’m sorry

warm terrace
#

cant even use vrchat cuz im on mac sry lad

hasty scarab
#

What is the difference between delete verticies and dissolve verticies?

crisp tendon
#

Delete just removes it and the faces around it since it delete the connection, dissolves removes the vertex but keeps the face between the other points around it

fading verge
hasty scarab
#

@fading verge can you post a screenshot of the console?

nova tusk
#

ok, so I have an avatar that has animations for desktop and not for vr, is there anyone here that could help with rigging arms but if its possible leaving the lower parts just as the idle animation? shes an octopus lady so i dont even know if its possible to do but this is probably the best place to check

#

i was thinking maybe giving her invisible legs but leaving the animation on the rest might work? if anyone has advice let me know lmao

silk lion
#

can someone teach me to rig so I can make a lego character my avatar

crisp tendon
#

plenty of tutorials on youtube

hasty scarab
#

does anybody know why the dynamic bones on my hair move in the opposite direction that the physics are supposed to move it? Like instead of moving away when I drag the avatar, they move forward with it

#

its odd

#

the bones seem to be facing the correct way in blender. They also rotate correctly

#

Just in Unity, dynamic bones move in the wrong direction

astral warren
#

Do they do it in-game or just the editor

reef vigil
#

@idle sorrel thats because you have the toes bone rigged you need to un map that

fading verge
#

Hey, sorry to bother you guys, but how do I know where my Head will look once I make the avatar? The T-Pose looks like this and I have no idea how to check or fix it, should it not work, only JUST started, you see.

#

Here is a picture, any advice is appreciated, though it may take a while to interpret, what with me being dumb XP

fading verge
#

Yeah but I can't figure out how to move anything

hasty scarab
#

I'm trying to symmetrize one hand of my model to the other, since I accidentially left symmetry off when editing the thumb. But whenever I use "Symmetrize X to -X" in edit mode, it works for the most part but deletes a small amount of the mesh around the wrist. Does anyone know what might be causing this and how to fix it?

amber kestrel
#

@fading verge right click a bone and you'll figure it out

fading verge
#

Thank

#

Ah shit

#

I've been gnomed

astral warren
#

ᵒᵒ

hexed cypress
#

alright, y'all. I'm pretty well versed in blender/unity and have decided to finally implement eye tracking. I've watched MANY videos, followed along 100%, everything checks out in Blender/unity as far as proper naming and hierarchy as well as preview in blender/unity so I'm not sure what's going on. Anyone have a solution?

#

Also, when loading in, it'll show the iris/pupils properly for a split second and then they get pulled back into the head

amber kestrel
#

probably weight painting issues. mess with it in pose mode, see if any other bones move them

hexed cypress
#

Hmmm, it's weight painted completely fine. They rotate properly in pose mode so I have no idea what gets lost in translation. Everything is good in muscle settings preview within unity as well

#

I initially thought it was only an issue once IK is implemented for tracking but then it persists on PC/desktop as well so I am scratching my head on this one

#

Well then..... I have no idea how I didn't notice this THE WHOLE TIME I've been working on this.....

#

Not entirely sure how the head bone was rotated forward 90 degrees like this but that would explain why the eye were being pulled back. Testing to see if that's actually what it was

hexed cypress
#

Voila..... that was it. Completely unrelated to what we both thought it could be. The head..... wow. Lol

sly mirage
#

why my selected bone isnt staying blue when i hold shift and go to weight paint mode? the mesh i have doenst seem to have vertex groups but yet i dont understand how to assign the groups i make to bones.
[10:08 PM]
i thought i understood how they worked but when i try to go and weight paint it, it wont work properly
[10:09 PM]
watched a tutorial and he doesnt talk about bones at all.

hexed cypress
#

You have to be sure an Armature modifier is attached to the mesh. It should add it after parenting the armature to the mesh with Ctrl + P with Empty Groups

#

Quick question, does your mesh have any vertex groups already?

light bridge
#

hey there im porting a .blend file over and it was a bit too big for my liking, so i shrunk it down and now the arms/hands are stuck shrugging. any ideas?

#

here is a list of the bones, in case naming has anything to do with it

#

oh and in unity it looks just fine

fading verge
#

yo anyoe know how i change color on particles??

amber kestrel
#

@fading verge how do you manage to always find the wrong channel to ask your questions

fading verge
#

i ask in random channels

amber kestrel
#

There's the start color property and color over lifetime

fading verge
#

oh ok and how i change like texture

#

cuz im trying to make it pog

amber kestrel
#

The channels are defined the way they are for a reason. Use them appropriately

fading verge
#

ok so wwhere should i ask

amber kestrel
#

You assign a particle material that uses the picture you want as the texture

#

All the way down in the bottom tab of the particle system, might be called render

fading verge
#

yes

amber kestrel
#

A lot of your questions are really basic unity particle system questions though, I feel like you could experiment with it and figure a lot of this out yourself by just playing around with the settings

warped hemlock
#

or maybe... i dunno... use Google

fading verge
#

i will thanks

amber kestrel
#

I've come to accept how terrible most people in this discord are at googling. At this point I just give up and answer questions with google search screenshots

fading verge
#

any one know how i would make a cape thats goes to floor drag behind avatar and look good

velvet copper
#

cloth physics is what you'd want

fading verge
#

yes but i want it to drag @velvet copper

velvet copper
#

the only way to do that is to setup a fake floor on the avatar that has collision with the cape

fading verge
#

how i do that

velvet copper
#

once your cape has cloth on it, add colliders so it doesnt clip through the character

#

then under the root of the avatar, add a collider that will have to be pretty big, but only the top part is at feet height

#

if you've never worked with cloth, then this might be too complexe

#

if you want the dynamic bone way to do it, the you'll just have to set the elasticity to an absurdly low amount

#

it will clip right throught the floor but you dont need to do cloth

fair sentinel
amber kestrel
#

Yeah the rotation and weight painting are all that matters

#

Unity only uses bone roots and rotations

fair sentinel
#

Oh

#

I'm new to rigging so I don't really know how all this works

fair epoch
#

can someone explain why my mesh wont move with some of the bones even when weight painted?

celest rock
#

Do you have an armature modifier and is the mesh parented to the armature?

fair epoch
#

Yeah, it was a bug. exported the file as an FBX. after reimporting it, it was fixed.

celest rock
#

Sounds like you had no armature modifier

fair epoch
#

did.

#

was only left side bones that wouldnt move the mesh

celest rock
#

Ah, okay.

fair sentinel
#

Yeah I have no idea what I'm doing

#

I think I might need a lot of help

#

I've tried looking up tutorials and everything but I don't understand most of what they're talking about

lunar tartan
#

So I'm having an issue with my dynamic bones not actually moving with my model in unity. They're set to it, but nothing moves and it stays in place when I move the model around to test it. What's up?

novel aurora
#

did you hit play before moving the model around

lunar tartan
#

I did yeah

#

that's how I usually test it

#

you can see all the modifications to the dynamic bones stay in place, but don't move with the model itself

hasty scarab
#

how to fix these in 2.8? Ctrl shift N only makes more of them face inward. Shouldn't they all face outward?

steel ivy
#

Ctrl+Shift+N calculates the inside faces

#

Ctrl+N calculates outside.

#

It seems like there's double faces, which is a common thing if you want a flat plane to be visible from both sides.

#

Particularly on what looks like the shoulder straps.

#

But, working with doubles can be a pain in the butt.

#

I recommend removing doubles with the "merge by distace" feature.

#

Then recalculating the normals.

#

If you have two faces pointing outward in the same exact location, you'll get lighting errors as the faces try to fight for dominance

hasty scarab
#

@steel ivy awesome explaination

#

im saving this as a note

winter sable
#

what's the best way to rig a model that doesn't have standard limbs? I have a head, neck, body and 2 arms

#

No hands, legs, elbows, etc

turbid spear
#

The bones you don't need will have to be unpainted but still there

winter sable
#

so just put them all in but not weight them to anything?

turbid spear
#

Yes

winter sable
#

ok cool, thanks

turbid spear
#

Otherwise the default animations won't work

winter sable
#

man, rigging this model is a nightmare

#

During the armature changes somehow my scaling got thrown off, so now i'm scaling to 0.0009 just to make it normal size in vrc, half the time the feet are in the ground and I cant get it to move up without making the avatar too tall

#

On top of that, the entire body moves when i move my head, no matter how i do the weight painting

#

like, the head is obviously the head, but the body moves too

#

hrm, 0.0009 was also too big, i'm down to 0.0005 now

velvet copper
#

1 apply transforms in blender, 2 use the size (in cm) to judge the height, 3 set the origin to the feet height in blender on the armature

#

@winter sable

winter sable
#

heh, this model is 1.8km tall

velvet copper
#

yeah, scale it by 0.001

hasty scarab
#

I'm trying to add clothes from mesh only to my avatar. Once i get the clothes proportioned correctly, can I just weight paint it to the avatar's armature and have it move in tandem with the body? Is there any way to copy vertex groups from the body, or transfer the weights to the clothes? In theory I could just combine the meshes and remove the inner verticies, but I want to keep the clothes seperate from the body. Wat do?

winter sable
#

yes, just weight paint it properly, that's all you need

formal temple
#

Hey guys I just got a quick question which I think I already got but I just want to make sure I'm right on this.

I have a avatar that I've made and rigged up and I've messed the rigging up a bit in some way where when used with full body tracking there are issues, the main one I can see right now is that the hips will sort of slant or rotate as if I'm standing on my tiptoes on one leg and normally the other, any idea what specifically is the problem here?

#

Heres an expertly drawn example of what I'm talkin about

velvet copper
#

probably the bone position is wrong, or you didn't clear bone roll

formal temple
#

Which bone position are you thinkin?

#

And which bone needs to be un-rolled

prisma hatch
#

so in unity, i got a spine hierarchy missing elements: neck error, so i go into the model and rig the neck where im supposed to, but if i do that it completely fucks the neck up in game .. but if i dont do that i cant upload??

fringe patio
#

Is there something I'm missing? I successfully exported a character into VRChat where the visemes work, all of the blend shapes appear and work in Unity. All of the blend shapes are named properly and in the correct order. The eyes are rigged to the eye bones, again, named properly and parented to the correct bones. All this, but the eye-tracking doesn't work and neither does the blinking. What could be the problem?

lost narwhal
#

something wrong in blender @fringe patio

fringe patio
#

I guess. Not long ago, I had the reverse problem. The Eyes tracked AND the blinks worked, but not the visemes. I was hoping everything would just be straight-forward. I'll just re-export everything, step-by-step and hope I catch what the problem is.

hasty scarab
#

how do you flip normals so that both sides are blue?

fallow shell
#

Hey, does anyone have any experience doing avatars with digitigrade legs?

amber kestrel
#

As far as I know, normals are unidirectional. I think can essentially assume the opposite facing normal is exactly the opposite direction

steel ivy
#

@hasty scarab You need to duplicate the faces you want to be visible from both sides, then flip one set.

honest pendant
#

i've got a question guys

#

im not english and idk what rigging means but uhm.. can someone say me what it means?

steel ivy
#

Rigging is basically how the vertices move with the bones.

#

So, the face would be rigged to the head bone.

#

Things like that.

#

@fringe patio Are you still having issues with visemes?

#

Blinking and stuff.

fringe patio
#

@steel ivy Yes. Admittedly, I'm using 3ds max, but everything shows up perfectly in Untiy once I export my FBX. All of the blend shapes work in Unity and the visemes work in VRChat so I don't know why the blinking isn't working. And with the eye-tracking, the eyes are properly rigged to the correctly names bones (again, I am able to rotate them properly within Unity, if I select the bones in the hierarchy). So I don't know where the issue lies.

steel ivy
#

The blinking blend shapes have to be the first in the list of blend shapes.

#

I'm not totally sure why the eye tracking might not be working.

#

One sec, let me look at some of my models and see if I can think of anything notable.

honest pendant
#

Rigging is basically how the vertices move with the bones.
@steel ivy so if ur rigging ur making sure that the characters seems with correct articolations and so?

steel ivy
#

Yep! Exactly @honest pendant

honest pendant
#

thats so cool woah

steel ivy
#

@fringe patio Can you show me the bones in your model's face?

fringe patio
steel ivy
#

That's an unusual setup for eyes, I've never seen one like that before.

#

This is how the eyes are usually rigged in my experience.

#

Have you gotten your configuration to work before?

#

I guess the other thing to watch out for, make sure the eyes are actually weighted to the bones, I've made that mistake before.

fringe patio
#

The screenshot you shared is exactly how my character's eyes are rigged in 3ds max. Yeah, the eyes are weighted to their respective bones. They were half-working when I imported the FBX into Blender, used the CATS plugin and exported that into Unity. But I shouldn't have to use Blender or CATS at all.

#

And the eye bones are parented to the Head bone, as seen in my previous image.

hasty scarab
crystal vector
#

@fringe patio You need to meet a lot of requirements in order to get eye tracking working: https://docs.google.com/document/d/1BvX_OdEilbJ7wEcvd5MRA1g29NGCAp3G3nHGp73t_CQ/edit

amber kestrel
#

Think of it a bit lower level. Your movements move bones. Rigging is making sure the vertices move with each bone the way it should.

#

@honest pendant

steel ivy
#

@fringe patio I'm not totally sure then, I don't know why the bones change when imported into Unity. I can only really assume it's something to do with 3DS Max export shenanigans.

#

@hasty scarab It seems like there are vertices out there for some reason? Seems unusual.

#

It shouldn't be finding vertices out in the middle of nowhere.

hasty scarab
#

@mortal lichen you're a fuckin' legend m8

#

thanks

hasty scarab
#

why do you think symmetrize is superior?

crisp tendon
#

symmetrize fucks up shapekeys and vertex paint

hasty scarab
#

@crisp tendon so is mirror modifier better?

crisp tendon
#

In my opinion yes, i used to only do symmetrize before, but not it's generally mirror for the body at least

crisp tendon
#

Then your mesh isn't symmetrical

#

centered on the Z axis too ?

#

If so then delete half, mirror modifier

#

That also symmetrizes vertex groups if your bones follow the naming convention

hasty scarab
#

how do I copy weights from the body onto the mesh for the clothes so that they move in tandem? ⭐ ⭐

crisp tendon
#

I know an addon that works perfectly but it's a slightly expensive one

hasty scarab
#

@crisp tendon money isn't an issue, but does the addon work in 2.8?

crisp tendon
#

Yeah it's made for 2.8

hasty scarab
#

what's it called?

crisp tendon
#
Gumroad

Addon for Blender 2.8 containing tools for simplifying workflow in blender weight paint mode. Useful for riggers, animators and character artist but not only. easy menu for applying weights to vertices - with properly working symmetry and auto normalization, custom weights mir...

hasty scarab
#

hmm

#

so this lets me copy the weights from the body to the clothes mesh?

#

ill give it a try

#

do you know how to do it once I install it?

crisp tendon
#

You select the clothes in edit mode, switch to weight paint, enable the vertex selection mode and then just do ctrl + X > project weight

hasty scarab
#

from your experience, how well does it work? Do I still need to touch it up?

crisp tendon
#

It's perfect for me and other to whom i've suggested the addon to

#

You gotta do it one bone at a time though

fringe patio
#

This is very confusing. I understand that the rules required to get eye-tracking to work properly are very strict. So then why is it that I get this error? So am I not supposed to call each eye "LeftEye" and "RightEye?"

crisp tendon
#

Correct, that's what the error says

fringe patio
#

So then why do all of the tutorials I see ( https://docs.google.com/document/d/1BvX_OdEilbJ7wEcvd5MRA1g29NGCAp3G3nHGp73t_CQ/edit ) Say that those bones have to be named that and have the eye vertices weighted to them?

crisp tendon
#

That's what Cats does automatically instead of letting the user do it themselves

#

Those two steps don't really match

#

Cats uses the existing bones and makes the correct ones with the correct naming

#

If you already use the correct names then you should be good

fringe patio
#

Right, that's where I was confused. Because I had named and parented them properly before using CATS and neither eye-tracking or blinking worked. So now I'm still lost as to why that is.

crisp tendon
#

@fringe patio Were they fully straight up, weight painted, parented to head bone and mapped to the humanoid configuration ?

fringe patio
#

Yep. I followed everything. I have no dynamic bones or anything. The eyes just stay right in place and the blinking doesn't happen.

#

I also have no Jawbone, so the only think parented to Head are LeftEye and RightEye. I've done exactly as the document (and other tutorials) says, multiple times, and still end up with rigid eyes and no blinking blend shapes.

crisp tendon
#

What do your shapekeys and armature look like ?

fringe patio
#

The first 4 blend shapes are the properly named "vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right." My armature also has the proper names and hierarchy. The blinking should be working, because I successfully got the visemes to work.

amber kestrel
#

Any reason why lowerlid shape keys would get deleted? Sometimes mine get deleted and I'm not really sure why. Maybe it has to do with joining meshes?

crisp tendon
#

If they're empty that can happen

#

@fringe patio Do the eyes move in unity ?

fading verge
#

i closed the bottom menu whats the hotkey to get it back.
on unity

#

nevermind

turbid spear
#

Try exporting with cats, it shouldn't delete the lowerlids anyway

#

If they do still get deleted just move some stray vertex inside the head somewhere, usually hair, a tiny bit

#

So it's not empty anymore

astral warren
#

The correct bone names for VRChat eye tracking is Hip, Spine, Chest, Neck, Head, LeftEye and RightEye. Cats however uses a special setup with double eye bones and to set it up it requires you make eyes with some other name so it can make the VRChat ones for you. It’s for flat anime eyes. If you have round ball eyes, don’t use cats setup for eyes just make them yourself. @fringe patio

#

Otherwise they will rotate weird

fringe patio
#

@crisp tendon The eyes move in Unity, in that, if I select either bone "LeftEye" or "RightEye," I can rotate the eyes. Yes. I'm seriously at a loss. I've been trying to figure this out for 3 days now. I'm almost certain that it's one small thing I'm overlooking. Like the visemes. I spent two days trying to figure it out, just to realize that you can't drag Body off of the Assets browser and into Face Mesh, it has to be from the Hierarchy browser.
But this eye-tracking has been impossible with absolutely no clue if I'm making any progress. I've got all the correct bones with the correct names in the correct hierarchy. The mesh is called Body. The proper eyes are weighted to the corresponding eye. When mapping the Humanoid Rig in Unity, I select the correct eyes. There are no dynamic bones, JawBone, or anything else parented to Head. If I select the individual eye bones, I can rotate them in Unity. All of this...and it doesn't work. I seriously have no idea what is wrong.

crisp tendon
#

Then change the bone names in blender and do it via cats

fringe patio
#

If I absolutely have to, then I will. I just wish it were more straight-forward, since everything else worked perfectly fine.

crisp tendon
#

I've never seen this much issues either in three years of helping people so taurishrug

fringe patio
#

No problem. If getting it to work properly means piping everything into Blender and out of CATS, then it'll be worth saving myself from additional days of frustration.

#

Thanks for all of the suggestions, though. At least I was able to have a mental checklist of steps to take and things I could have potentially overlooked. 👍

faint dome
#

Hey gamers - is this an acceptable position for the spine / chest?

#

I'm not the greatest at rigging - but anytime I'd calibrate in FBT, the hip would throw itself back, so this was my attempt at correcting it

crisp tendon
#

They should be lined up

#

And your chest bone is way too big

#

raise the hip bone and increase its size while also decreasing chest size

faint dome
#

I'll give that a try - thanks :p

#

Are there any good resources for the rig layout, bone sizes, etc. for VRC?

hasty scarab
faint dome
#

thanks gamer

hasty scarab
echo yoke
#

Who can make me a kon avatar HMU @echo yoke

neon lance
#

One of my avatars has a large head so when I use it, I'm able to see the inside of myself. I thought the head was supposed to shrink to avoid that, but this avatar isn't doing it. Anyone know how I could fix this?

amber kestrel
#

your viewpoint is set deliberately and explicitly. if you want to view from the outside of your head, set your viewpoint to outside your head. ideally, between your eyes and halfway in the head

#

nothing about your avatar changes size to accommodate your viewpoint

fierce grail
#

If your head is as big as on Padoru avatars for example, then I think it would be simpler to put descriptor deeper inside the head/closer to the head bone, where your head should locally disappear.

#

This is what mean by Padoru if you don't know what it is: https://sketchfab.com/3d-models/padoru-vrchat-avatar-9b43a4de6cd54722bfce699f46933f83

Padoru 2.0 is finally done! Now 100% modeled from scratch!
I originally made this model just for VRChat but people seemed to enjoy using it for mods as well. So I decided to make 2 versions; one specifically for VRChat and a generic model for modding, etc.
Download both for FR...

▶ Play video
amber kestrel
#

You could also cull backfaces on your head

hasty scarab
#

I think I accidentally combined the meshes from my body and clothes into one mesh when I "fixxed model." How do I seperate the clothes meshes again so I can make edits?

amber kestrel
#

You can separate several different ways. CATS has a few separation options (I use separate by material a lot), or you can select polys in edit mode and press P to separate those polys into a mesh for a little more granular control

proud saffron
crisp tendon
#

Make another blink for the other side

proud saffron
#

also, in eye testing, nothing happens when testing blink

crisp tendon
#

What do those shapekeys do ?

proud saffron
#

how do i find out?

crisp tendon
#

yikes

#

Well, you select your mesh, check the list in shapekeys and move it to see

formal temple
#

I have a humanoid character that when I use fullbody with it it starts flipping out and stuttering and also the chest sort of rotates constantly, anyone know why?

crisp tendon
#

We'd need to see your armature in blender from front and side view

proud saffron
#

I'm a little lost what is meant by "check the list in shapekeys and move it to see", where do I see this list and what do I move?

crisp tendon
formal temple
#

Here you go man

crisp tendon
#

Your hip bone is too low

#

Raise the hip bone, reduce chest size and you'll be fine

formal temple
#

Can you do an mspaint of how it should be>

crisp tendon
#

hip bone can be bigger

formal temple
#

Might help if you're willin to

formal temple
#

Oh no sorry I meant on my image

crisp tendon
#

compare the two ?

#

they use the same bones

formal temple
#

No I mean like screenshotting my image and drawing on it where you think it should be

#

Liek this for instance

crisp tendon
#

you want it to have the hip/spine like the image i posted, it's very simple, unless you don't know the name of your bones

#

grab the hip bone in blender, move it up on Z

proud saffron
#

Thanks, got that working

#

the eyes have an issue where the iris goes into the whites of the eye

#

I was told I need to move the whites of the eyes back a bit?

amber kestrel
#

Wait, his chest size looks fine according to that reference image. It's his spine, yeah?

#

Not gonna lie, I really wish there were better official resources for body rig proportions

crisp tendon
#

If you move the hips, the chest should be the one to shrink to make up for that difference

#

it's specific of FBT though

formal temple
#

Well the problem is my character isn't perfectly human like yours so I think it might not work as well

#

Sorry about the really late reply by the way I'm in vrchat right now

crisp tendon
#

It will don't worry

proud saffron
#

I remember being able to select and delete an entire piece of the model, like this eye patch, how do I do that?

#

nv, got it, select it and hit L

amber kestrel
#

L selects linked geometry to your selection. Pretty useful

oblique latch
fading verge
#

do you have textures and materials folder?

#

also why is the model upside down to the skeleton

oblique latch
#

i am adding them next upside down skeleton is what i need help fixing

fading verge
#

you could just rotate the model couldn't you

oblique latch
fading verge
#

just adjust the model until it fits to your liking, or either scale the skeleton or model bigger or smaller so it fits

oblique latch
#

i am new to this what place do i need the top part of the frame

fading verge
#

you mind rephrasing that sentence please

#

it sounds odd

#

honestly blender is hard for me too when I make avatars

oblique latch
#

skeleton frame which I need to line up with the the body at the very top of the pointy bit of the frame the one that sticking out above the head and what position does that need to be

fading verge
#

just click R on your keyboard and scale it that's all

#

and if you screw up you can always just click ctrl + Z to undo it

#

yeah for this you might need to tinker with the individual skeletons, I might be wrong but I'm just estimating on what I see

#

well mainly the head I believe if you can scale the head down it should fit properly

oblique latch
#

I will give it a go tomorrow and I will add the textures thanks for helping with the info I need to sleep it's 3 in the morning xd

fading verge
#

it's only 7:23 for me

#

7:32 sorry

#

I read the time wrong lol

oblique latch
#

the original model had a skeleton but when I exported it in blender completely messed up so I had to auto generate one with software

fading verge
#

I see

#

aut generating is bad

#

I make mines myself so I know exactly what I'm doing

oblique latch
#

yep when I used this model in blender all the bones turned into lines and look like they were exploding from the body xd

fading verge
#

lol

oblique latch
#

it may be a setting I need a set when I export but I haven't got a clue that's why I used the auto thing

fading verge
#

alright

oblique latch
#

my guess is messing up the position of the frame and when you import it doesn't know where they go

fading verge
#

that's probably it

ancient trellis
#

SDK is telling me this. Any idea..?

#

Came out of nowhere

mortal oriole
#

could i have some help with rigging something?

hasty scarab
#

@mortal oriole what u need help with?

mortal oriole
#

i need help with sholders, spine, and chest

#

ive never really rigged a model and this is the problem i usually have when trying to port certain models

#

@hasty scarab

hasty scarab
#

can anyone help me figure out why my weight painting randomly stopped applying weights

hasty scarab
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its just my "add" brush. All my other brushes work fine

crisp tendon
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turn off auto normalize ?

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You can also try to purge unused data blocks

hasty scarab
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@crisp tendon switching to the subtract brush and the choosing "add" under the dropdown menu was a workaround. How does one purge unused data blocks?

oblique latch
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in 3ds max the skeleton works but bugs out when i export

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which sucks is using an auto rig tool is that something I want to do as the original is really good

mortal oriole
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ok so i tried adding bones to fix my problem but instead of bones its only showing dots, what do i do?

manic marsh
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hm, dunno what export settings 3ds max has but try seeing what they are, also what format are you exporting in?

oblique latch
manic marsh
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never used 3ds max so cant really help with the export part🤷‍♂️

mortal oriole
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ok so slight problems, i tried adding bones to the model and i can find them, its just dots or arrows

manic marsh
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i think you can use cats auto fix to change the bones to the normal style

astral warren
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You can also change it while selecting the armatures, it’s under Object Data Properties > Viewport Display > Display As > Pick “Orthahedral”

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(Don’t rely on cats macros too much or you can’t live without it)

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Because fix avatar does quite a lot of side effects

mortal oriole
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but like all i see is dots....

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im gonna try to port it from unity because i can see the bones in unity and see how it gose

sleek isle
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some fbx format are not compatible with blender. so you end up with empty object instead of bone

mortal oriole
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ok so here is what i see, note im porting these from sfm to blender so that might be why

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just dots

manic marsh
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like, dots dots or little gray balls, usually those are from importing source models

fervent hornet
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Those dots are bones

mortal oriole
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gray balls

manic marsh
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oh yeah, source model type thing

mortal oriole
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im gonna try to do the blender -> unity -> blender thing

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now comes the part of making it compatable with the humanoid preset animations

fading verge
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Why is it when I put dynbone on my hair armature, it looks like this?

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But its fine in blender

warped hemlock
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what bone are all the bones chains parented to?

fading verge
warped hemlock
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🤦‍♂️

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parent them to the head

fading verge
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This is just the hair itself

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The dynbone script is on the hair's armature

warped hemlock
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dynam bones need a reference point. as yours are at the start of the armature. the reference point becomes the point of origin. i.e the floor

fading verge
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Hm

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Thanks, I've never used blender before so idk this stuff lol I just threw the hair in CATS, exported the fbx and slapped it in unity

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How do I scale the bones and mesh at the same time? 🤔

warped hemlock
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the scale function...

fading verge
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I can only do the bones or the mesh at a time

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Oh I c

fervent hornet
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The mesh is a child of the armature, so scaling the armature scales the children

hasty scarab
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Does anyone know why I get hip tilt to the right now when I go into full body? I didn't rescale any of the bones on my armature or shift them around. Its ever since I added clothes and weight painted them. Its easily fixable if I just twist the tracker a little bit every time I go into fbt, but its just annoying to always have to do this.

fervent hornet
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You need to show front and side orthographic views of your model's armature

abstract breach
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@mortal oriole could be a mess to go from max/maya to blender

ancient trellis
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Added a gun to my model (like 2000 tris) and my model went from 58000 polys to 2,147,483,647 polygons?? WTF

crisp tendon
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You need to enable read/write on the model options

hasty scarab
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@crisp tendon really? Those things seem seemingly unrelated

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that's interesting

ancient trellis
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@crisp tendon How do I do that?

crisp tendon
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Go to your model asset, click on it, then inspector, model options and enable read/write

ancient trellis
crisp tendon
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not in your hierarchy, in your assets

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also make sure to remove the script

ancient trellis
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I want it to be shootable tho

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I went here, clicked on the silver 1911 and opened the inspector

crisp tendon
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yeah that's not how vrchat avatars work sadchicken

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Unpack the prefab, the mesh is what you want to edit

ancient trellis
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read/write is already enabled

crisp tendon
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on all parts ?

hasty scarab
mild stratus
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make the scale smaller

oblique latch
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i am not the best at unity like how do i combine meshes

mild stratus
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combining is done in blender

ancient trellis
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@crisp tendon That fixed my issue but for some reason its not showing ingame. If I open the animation clip in unity, it shows but doesnt in the game. I put my anims file in and set the animator controller

crisp tendon
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And you trigger those with gestures ?

ancient trellis
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Yeah I got my snail marker stuff in here for gestures, and HANDGUN should pull out my..handgun

crisp tendon
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And it doesn't appear ?

ancient trellis