#avatar-rigging

1 messages · Page 167 of 1

ancient trellis
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correct

crisp tendon
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what does the animation look like

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the keyframes

ancient trellis
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its 2 frames long from 0:00 to 0:01, thats all

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the animation sets the gun to active

amber kestrel
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You should remove the root, spine, and chest keyframes

mild stratus
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and set samples to 60

amber kestrel
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^that too

ancient trellis
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What does that do?

amber kestrel
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Also check that both keyframes are identical

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Essentially sets the frame sample rate of the animation

mild stratus
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setting samples to 60 makes the animation run at 60fps

ancient trellis
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I used MAEditor to set my finger positions

amber kestrel
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It should always be 60

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I don't remember asking

ancient trellis
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wtf

amber kestrel
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Are any of your other gestures sticky (>2 frames)? Anything that would conflict with the handgun?

crisp tendon
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Not sure what difference that would make for an animation that is one keyframe long

ancient trellis
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^

amber kestrel
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Sample rate voodoo is a hell of a drug. Set it to 60 and you'll sync with the rest of the game

ancient trellis
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is it supposed to look like that

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after deleting everything unrelated to the arm/fingers

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or should I delete the arm ones too (but leave finger positions)?

mortal oriole
amber kestrel
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@ancient trellis you got some elbow lock there. Should only be fingers

ancient trellis
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looks like messed up weight painting

amber kestrel
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blur tool is your best friend here

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Anything having to do with rigging and modeling is going to be done in modeling software

astral warren
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If you didn’t weight it yourself I am going to assume it’s not a weight issue but a bone roll issue, rig wasn’t meant to bend like that

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Let’s not pretend we don’t know, it’s We happy Few, game probably animated it’s rig differently or just didn’t focus on the hands

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You can throw it in blender and fix it

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Well. In general when it comes to 3D questions, the answer to “can you do it” is “yes, if you know how”

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Heh

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It’s pretty unlimited

amber kestrel
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blender can do almost literally everything modeling

astral warren
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It all comes down to good teachers

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It’s very hard to find tutorials to specific blender problems

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What you want are actual blender classes at least that’s what did it for me

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Learn it from the ground up /shrug

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Only will take a month or two. And then you know it forever

hasty scarab
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if I edit the teeth on this model, is that gonna fuck the visemes/blendshapes?

crisp tendon
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yup

fading verge
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any help is greatly appreciated

crisp tendon
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we need to see your armature in blender from front and side view

fading verge
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np one sec

oblique latch
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managed to get my model working in game but as I'm not using the original skeleton character animations when moving looks terrible

crisp tendon
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@fading verge Can you hide the mesh and hair bones, very hard to see

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also you can press 3 for side view orthographic

fading verge
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yeah i figued as much, will do! one sec

crisp tendon
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Ah, your hip bone should be above your legs, or the opposite

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also your hip bone is very small

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scale it upwards

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And your legs need to be completely straight vertically from the front @fading verge

fading verge
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roger that, tysm

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by opposite, do you mean flipped?

crisp tendon
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well the hip bone always need to be completely straight up

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so if you move it back, also move spine back

fading verge
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ah so your saying its shifted forward too far

fading verge
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shifted it back above the legs, it created more issues, but didnt solve the root probelm

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imma just hang this one up and call it a day

fierce plank
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How do u create a character?

crisp tendon
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Watch tutorials SataniaThumbsUp

amber kestrel
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Step 1: download blender and unity
Step 2: ????
Step 3: upload it

ancient trellis
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Having an issue where my avatar's fingers default to like a "claw" grip

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(without holding the controllers) they look perfectly straight in blender

oblique latch
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anyone good at lip sync and can make it for me on my rig

ancient trellis
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waddafuqqq

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what does the red even mean

novel aurora
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it means your character is not in t-pose (read the top left)

ancient trellis
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Yeah but like

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why is it just now doing this? it wasnt saying that earlier @novel aurora

novel aurora
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¯_(ツ)_/¯

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even i don’t know why it does things sometimes

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i’d try enforcing t-pose

ancient trellis
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And for some reason my weight painting is completely screwed up in unity but looks fine in blender w t f

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unity

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blender

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.....thanks obama

manic marsh
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have you tried moving the bones in blender? (in pose mode)

ancient trellis
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Yeah it looks fine

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wonder if it has something to do with unity not supporting 3 thumb bones or something?

manic marsh
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uh, no, unity needs 3 bones/ finger

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including thumb

ancient trellis
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also apparently that bone way off is weighted to part of the hoodie

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which is complete bullshit according to my spamming of trying to unweight it.

manic marsh
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try using a 0 weight gradient on it, that should do the trick

ancient trellis
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I have it on subtract

manic marsh
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carefull that you don't get the finger part in the crossfire, its pretty much a shotgun solution vrcFPaulSip

ancient trellis
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Yeah not doing anything

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hmmmm it finally decided to show up wtf

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how cna I make it auto import in t pose in unity? @manic marsh

manic marsh
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you would have to pose it in a T pose and apply the pose in blender, than export normally

ancient trellis
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I have it like this, same way I had it earlier

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but for some reason now unity says its not in t pose when i import it

manic marsh
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i see you have cats installed, that will make the process much easier, there is a button for applying the pose while in pose mode

ancient trellis
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Yeahh I added 2 bones so im guessing I need to remake the pose mode?

manic marsh
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i mean, you can force tpose in unity, but it does not really matter the pose the character is in, i prefer A pose more than T pose, easier to work on

fading verge
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got a question
for the eye tracking to work, do the bones all need to be connected?

manic marsh
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nope

ancient trellis
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FFFFFFF

manic marsh
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as long as the names are correct and the hierarchy is correct too

ancient trellis
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WHYYYY

fading verge
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ah okay!

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enforce t pose?

ancient trellis
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I can yes

manic marsh
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if you want it in T pose that much just enforce tpose

ancient trellis
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but I really dont want to have to do that every single time i import the model

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especially since it was doing it automatically before

warped hemlock
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did you re-export the model?

ancient trellis
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...yes.

warped hemlock
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in CATS do you press "Apply as rest pose" so its saved (just changing the pose isnt enough)

ancient trellis
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Yeah I applied it as rest pose

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then clicked fix model

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then export

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then import and change it from generic to humanoid

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then I get all the red shit

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also my texture importing is all screwed up now.

warped hemlock
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as a test. make a new scene in Unity and just drag/drop the .fbx file into it

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i see the file name is called "Old Unity" was this base model originally made using unity 2017?

ancient trellis
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Its just what I called it

oblique latch
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so what do i need to do this looks a bit hard

mortal oriole
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could i have some help with adding shoulder bones

ancient trellis
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Would anyone know how to make my avatar import from blender in t pose automatically?

amber kestrel
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By applying a t pose as your rest pose

dim niche
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@ancient trellis this isn't specifically what you're asking but you can also enforce T pose in unity's avatar import settings

amber kestrel
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Also in Pumkin's avatar tools

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But it's better practice to use T pose as rest pose

ancient trellis
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@amber kestrel How?

amber kestrel
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pose mode, pose your model, apply as rest pose in CATS

dim niche
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@amber kestrel I actually didn't know that. TIL

ivory grove
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so let's say I want to attach a mesh to an avatar, and I want it to move rigidly with a part of its body, for example some horns, and I want them to move with the head bone.. so I'm setting up a vertex group with the name of the head bone and parenting it to the armature, but then it wont move in pose mode so what am I doing wrong?

crisp tendon
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All of it lulw

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You should just be assigning the vertices of that mesh to the existing head vertex group

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Join the meshes to start

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Careful to do it in the correct order of joining

dim niche
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this is going to sound dumb, but is weight painting in blender equivalent to vertex groups?

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or are they entirely different things

crisp tendon
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They're part of the same, a vertex group is what is assigned to a bone

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By weight painting you're adding influence of vertices to that bone group

ivory grove
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@crisp tendon okay there we go, thanks lol

fervent hornet
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You could do all your weight painting via the vertex menu, but that only really works for models with only weights of 1 and 0

dim niche
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so basically when I weight paint I'm adding weighted vertices to a bone with a brush

fervent hornet
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You weight paint a value, that value is setting those verts to have that vertex weight to the bone you have selected

dim niche
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got it

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thanks!

ancient trellis
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Yeah I did that but it doesn't do anything @amber kestrel

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For weight painting I usually select the mesh then the armature and go into weight paint mode, then Ctrl click the closest home to the mesh and add weight to it. Is that wrong? @crisp tendon

amber kestrel
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Show me your avatar in blender after doing what I said

ancient trellis
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It doesn't move. Like I start them stop pose mode so it goes back to rest, then set it as the pose mode

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I won't be near the pc for a few days that has my files

amber kestrel
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??????

crisp tendon
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Yeah better wait for a few days then

amber kestrel
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Yeah I'm not holding my breath or anything

ancient trellis
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Way to be a jackass

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Show me your avatar in blender after doing what I said
I cant for a couple days.

crisp tendon
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Why are you asking for help if you can't show what we need

amber kestrel
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Then come back with more for us to help you in a couple days

crisp tendon
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or can't do what we suggest

ancient trellis
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I just left to my grandmas house.

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I asked that before I left.

crisp tendon
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Yeah so ask again when you're able to do anything ?

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it's not a big deal

ancient trellis
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K

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I'll figure it out myself ig

old dove
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Uh, okay, now what's this "Spine Transform has bone length of zero" error I'm getting now? I don't think I got it earlier

dim niche
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does your rig have a teeny tiny spine bone

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the torso should have like hips -> spine -> chest bones

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they should all be sorta the same size

old dove
lost narwhal
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have you forced t pose?

old dove
dim niche
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maybe it assigned the wrong bone to the spine of the avatar

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if you click on spine on the right side and look for the actual spine it might be there

old dove
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But is this error a big deal for a VRC avatar? Cuz he kinda came like this and I'm not sure how to fix it without warping the model and I can't weight paint

lost narwhal
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just the red ones are important

old dove
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And I did click on it

oblique latch
lost narwhal
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i get like 100+ yellow warnings

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video unavailable^

old dove
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That small thing is the only thing between the waist and chest

lost narwhal
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that's fine

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is the wrist mapped?

old dove
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Okay. I was worried cuz it's giving a red error in this rigging view

lost narwhal
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still?

old dove
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Wrist is mapped

lost narwhal
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then what is the grey bone between the hand and the arm

old dove
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I just showed my most recent screenshot of it

oblique latch
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fixed link

old dove
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It's some extra thing I think the person I had add the extra finger bones added before adding the finger bones

lost narwhal
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make sure everything is mapped otherwise maybe the hands wont work

old dove
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See? It's all there and the only error I'm getting is the spine size

lost narwhal
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click on Rarm2001 what is under that

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@oblique latch this the face belong to the body?

old dove
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And I've already uploaded him like this earlier with no problems

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I chose to use 2.001 instead of hand because hand is too far out and makes the arm bend too early compared to where my real hand is

oblique latch
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the face belong to the body it's a straight export from GTA

lost narwhal
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do you have hands at all?

old dove
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No modeled hands, but I needed the finger bones in order to crouch apparently

lost narwhal
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maybe armature structure fail @oblique latch

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then just have shoulder arm elbow hand and dont have more than that. but if there is no issue anyway you can ignore it

oblique latch
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would sharing you the skeleton in unity help

old dove
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I'm telling you, my only concern at the moment is the spine size error

lost narwhal
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then resize it in blender?

old dove
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And I tried without the extra bones the other person I commissioned used and it woulnd't crouch!

lost narwhal
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@oblique latch no time today for that

oblique latch
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?

old dove
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If I resize the bone, it'll mess up the model

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And I can't weight paint to fix it

amber kestrel
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@oblique latch I see nothing wrong. What's the issue?

dim niche
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if it's missing a bone in the skeleton you may want to redo the rig

oblique latch
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look at the neck @amber kestrel

old dove
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sigh I'll just see if this tiny spine makes a fuss outside of the rigging view

amber kestrel
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I don't recall stuttering

dim niche
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l e a r n i n g e x p e r i e n c e

old dove
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Okay, there appears to be no fuss outside of the rig configuration screen

dim niche
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are you running full body tracking?

oblique latch
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it looks like the head is lagging behind the neck in the video

old dove
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Not me yet

dim niche
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if you're not you might be able to get away with it

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I would upload it and see what happens

amber kestrel
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@oblique latch it really doesn't

oblique latch
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really I had other people say differently

dim niche
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@oblique latch that's a VRchat thing I think

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my avatars do that too

amber kestrel
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It is a VRChat thing. Likely due to rig proportions being a little weird, but not a bug or anything easily identifiably by any means

oblique latch
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is there any easy way to do lip syncing or is it tedious

amber kestrel
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Your head is the only controlled part of your rig. Everything else has to adjust to it

dim niche
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you need shape keys for "ah" "oh" and "ch"

oblique latch
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I tried that but the way the lip is it didn't really work

amber kestrel
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CATS can make all visemes from "Ah", "Oh", and "Ch"

dim niche
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once you set those up you can use the cats plugin to make visemes

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ye

oblique latch
dim niche
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you also have some flipped normals

crisp tendon
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it's doubles

dim niche
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ooh

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yikes

oblique latch
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model doesn't have textures yet like in the unity video

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for some reason the skeleton is fucked up in that view

astral warren
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If you are moving verts one at a time I recommend learning how to use the proportional editing tool

oblique latch
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I tried using the knife tool to make a little seam in the middle which I could move to create the shapes but I didn't work out

dim niche
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you don't have to make a seam, if you move verts the rest of the mesh will follow

oblique latch
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when I do that its stuck together

dim niche
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ah. you mean the two lips are glued together

oblique latch
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that's what it looks like from trying to move it

crisp tendon
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or V key

dim niche
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yeah

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that's the hotkey for it

oblique latch
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I will give it a try later it doesn't work I'll come and chat about it more thanks

maiden fable
dim niche
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bahaha

maiden fable
dim niche
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hmm

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how do they look in the avatar view?

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like the configure avatar window

maiden fable
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Still not as crazy long

crisp tendon
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that's in A pose ?

maiden fable
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Yeah

crisp tendon
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yeah so it's the wrong perspective

maiden fable
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It wants me to force T pose in the avatar creator

crisp tendon
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To me it looks correct in Unity

maiden fable
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Yeah same

crisp tendon
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and pretty much correct in vrchat, except the thumb, but that's always an issue

maiden fable
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Uh

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Those fingers are suuuper long

crisp tendon
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Looks at your own hands, fingers are the length of your palm

maiden fable
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Maybe it's just the thumb making it look wrong

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What is the ideal thumb rig?

dim niche
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on one hand they look kinda long but on the other hand my hands are little stubby mittens so

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you could move the origin of the thumb bone near the wrist in blender for starters but it might not help

maiden fable
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I don't know how to thumbs feelsbad

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And IDK why It looks so different in the avatar creator vs blender

oblique latch
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this is what it looks like

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i could send my blender file if that helps its a odd one

twin cargo
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so my mesh isnt scaling with the bone

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please help

oblique latch
old dove
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Okay, now something weird is going on. The Quest side of things ended up great, but I decided to try combining all the meshes of the PC one (the one that has all the bones for the dynamic bones) and suddenly, his trunk and tail crumpled up, when I went into the rigging view his bones were tiny compared to the mesh, and none of that in present when looking in Blender. I even tried only connecting the two face meshes that have nothing to do with the trunk and tail and it didn't change anything

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Reverting him back to four meshes does return him back to normal, but I found from the single mesh Quest one that making him single mesh makes MMD animations like this use the faces correctly which is why I wanted to do this in the first place

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Can anyone explain what's happening? All I did was use CATS to join the meshes again, which worked perfectly just earlier on the same model with just a little bit fewer bones

little wren
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Bleatbleat.... Hello everyone.

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I've picked up a deer model and have been editing it for full body. Since it has deer legs, I'm guessing I have my work cut out for me, but I'm needing a little help to figure out what exactly is wrong. Perhapse there are bones that are not mapping to the right spot on the IK rig.

The pelvis completely flips around. The first thing that I checked was the alignment between the spine, hip, and legs ala kung's tutorials.

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Rigging is shown in the album. And I do know that this model is not 100% humanoid, so it's not going to be perfect, but if I can figure out some spots I can start troubleshooting, that would be awesome

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In the album, I do no that the spine is a little forward of the legs when it should be the other way around, but it doesn't seem to affect this behavior

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Line between joints will be outside the body, no way around it. Thst is where the deer anatomy doesn't line up with my own

crisp tendon
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It needs to line up with a humanoid though, that's the underlying condition of IK

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post screenshots of your armature from front and side view in blender

little wren
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They are in the imgur album

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I didn't waba post 6 pics at the same time QQ

sleek isle
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your hip need to be strait

crisp tendon
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Ok, a few things :

  • Your hip bone needs to be completely straight vertically
  • Your legs need to be completely straight vertically
  • Clear bone rolls and apply transforms
little wren
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Can do!

crisp tendon
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Also if you end up with full body tracking, those shoulders will cause issues

little wren
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Is there a place I can actually see or compare the ik rig that vrchat uses? I didn't see it in their documentation

crisp tendon
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Since there isn't a one size fits all, not really, there's just a few general guidelines for it to behave as expected

little wren
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Understood

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Thanks a ton for the feedback! And I'll look back through the tutorial for any sholder issues I run into

amber kestrel
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Clarification: upper legs need to be vertical. Lower legs need to slightly bend to verify the bend direction

sleek isle
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ok

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soo

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an avatar with that body type

crisp tendon
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@little wren Ah yes, legs need to be vertically straight from the front only, not the sides, my bad

little wren
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@sleek isle YAS! TY

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@crisp tendon haven't seen that either. Can do!

astral warren
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If you don’t mind using VRIK you can make those digitigrade legs real and actually have the joints going backwards, then make an invisible pair of real human legs to drive the IK

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Which is what you bind as humanoid

little wren
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Quite possibly may go a route like that. Like I said, this isn't going to map 1:1 in any way, and I'm ok with that

astral warren
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Well it only matters what everyone else sees

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I’ve seen people with 8 legged spiders and full body on all 8, you can do anything lol

fading verge
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Idk if this is the right place to put it but I’m gonna need someone to rig an existing model and do some other things with it DM me for info

hasty scarab
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so... What exactly does this mean? I have the arms labeled with .R and .L on this armature. Why won't fix model work?

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figured it out, they literally must be named Left arm and Right arm

hasty scarab
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when I drag my templar his dynamic bones just kinda stay in place lol, and I have him selected in the heirarchy. Why

hasty scarab
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lmfao the helmet

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also, I am dragging the whole avatar in the scene if anyone cares

oblique latch
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if I link the helmet and the hair to a bone would that stop them from moving away from the model in vrchat

hasty scarab
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all I did is rename it to deus vult and it fixed everything lol

hasty scarab
hasty scarab
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A very basic avatar I'm working on didn't come with any animation files for basic gestures or a controller. How do I import these into my project?

mint sierra
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You could attach it to the Head bone or weight paint it to the head in blender @oblique latch

oblique latch
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how do i do that i am new to blender @mint sierra

long badge
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can i make a avatar on ios

novel aurora
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@long badge no

long badge
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oh

pure dome
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so uh im having two problems

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i'll start with what i hope is the easiest to solve, eye tracking wont work at all ingame

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the eye bones are set up and rotate just fine in unity

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but i dont actually know how to change its position to have orel.001 come last

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oh i gotta click unpack prefab completely ok lemme see if moving the position fixed it

fervent hornet
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Pretty sure the bones leading up the eyes need to be capitals (hips->Hips)

pure dome
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uh, the names are all still lowercase when i click on the rig configuration menu in unity

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and if i change them to be uppercase there, when i close it and go back in theyre lowercase again

fervent hornet
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You unpacked the prefab

pure dome
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i dont actually know what that means but i did indeed do that

fervent hornet
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The bones you are editing are not a reference to the rig you are editing as one is the prefab and one isnt

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If anything you should rename the bones in blender and re-export

pure dome
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yeah i was wondering if i had to do that i'll give it a shot

fervent hornet
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I can guarantee you that the order of the eyes in the head does not matter

pure dome
fervent hornet
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Yeah he means order as in parent/child order

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Left eye and right eye both need to be direct children of the head. There really isn't such a thing as first child second child

pure dome
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we're missing a bit

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any idea where the pupils might have gone or why this happened?

fervent hornet
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That isnt set up right, do you have CATs?

pure dome
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no, i made this model entirely from scratch

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i barely know what im doing

fervent hornet
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Get Cats, it will help you set the eyes and visemes up for VRC

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Eyes generally look like this though, note that they are pointing up

pure dome
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um im not actually sure how specifically i should be setting up the eye bones

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lemme see if it gets fixed just by me rotating them upwards

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theyre still sorta sinking back inside of the head ingame even after doing that despite cats' eye testing now looking fine

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is there a guide on how to rig up this style of eyes?

fervent hornet
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Most guides are for that type of eyes since a lot of people use anime esque eyes

pure dome
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but i dont mean how to get already rigged eyes working, i mean how to initially rig them from scratch

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i havent found any

oblique latch
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so how to attach things to the Head bone in blender

pure dome
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go to object mode, click your armature, then shift click the mesh you wanna attach to the head bone

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then go to weight painting mode

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ctrl click on the head bone

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for your helmet to be fully attached to your head bone the helmet should appear as fully red

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if not then use the add brush to color it red

oblique latch
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when i ctrl click on the head bone its not list up

pure dome
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what do you mean list up

oblique latch
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no outline on the bone

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to tell me thats the one i am on

pure dome
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can you show an image

oblique latch
pure dome
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you should be able to ctrl+click on the head bone, if not then i dunno

oblique latch
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nope when i do that its no selecting the bone

amber kestrel
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@oblique latch @pure dome missed a step. When your armature is in Object Mode, you cannot select pieces. Select your head bone in Pose Mode, then ctrl click your mesh and go into weight painting

pure dome
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that's not how it works for me, im also using blender 2.8, weird

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also, uhhhhhh, can anyone tell me why pressing the "Set Range" button in cats eye track testing causes my eye bones to move half a mile behind my model? https://i.imgur.com/vhxgSGB.png

fervent hornet
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Because CATs is guessing, you should just position the bones manually

pure dome
#

yeah i did that and then i clicked the set range button because the eyes were moving a bit too much for my liking and it shot the bones over there

#

is there another method to making the eyes not rotate as far

#

or am i misunderstanding this functionality entirely

fervent hornet
#

You can just test with pose mode. Place the eye bone directly behind the eye a couple inches and see how it moves

pure dome
#

oh ok yes i was indeed misunderstanding what that function did

amber kestrel
#

What CATS is doing there is essentially making duplicate eye bones to the ones you assign to allow you to weigh the movement of your bones on whatever radius of motion

#

So the range is really just defining the radius of motion. You can fine tune the range by adjusting the weight on each bone

pure dome
#

ohhh didnt think of that

pure dome
#

ok im suddenly having this REALLY annoying problem where when i go to change the weight paint of something theres one or two vertices that instantly max themselves out and i cant actually change the weight of them??? https://i.imgur.com/lQpQTE6.png

#

anyone know what's up with that

#

#

did that guy just get instabanned

fervent hornet
#

Yeah just some random scum

#

To help weight paint you can go into vertex select mode (m)

#

at least thats the hotkey for 2.79

pure dome
#

i's v, but either way it just refuses to let me remove the weight from that vertex

fervent hornet
#

You can try manually select the vert and editing its vertex groups

pure dome
#

i can and i just tried that but that doesnt actually get me anywhere, i want it to be part of this vertex group

#

i can remove the weight from it that one but then when i try to apply any amount of weight, that ONE fucking vertex jumps up to 100

#

it's either 0 or 100

#

i restarted blender, didnt help

#

hmmm, when i click "Select ungrouped verts" it selects those problem vertices

#

if that's a hint

oblique latch
#

@amber kestrel that did not work for me i have no weight painting drop down box

amber kestrel
#

@oblique latch you'll figure it out someday

unreal patio
#

can someone make this a avatar(if you need more photos her name is kayo hinazuki)dm me if you can do it

hot plaza
#

id bet money that you can find a model of that on google

pure dome
#

OHHHH those vertices werent part of my head mesh maybe that was it

#

er, head bone i mean

#

ok that fixed it

unreal patio
#

i cant trust me i have searched every were

amber kestrel
#

Yes, an avatar rigging development channel definitely seems like the right place to ask for a specific avatar

unreal patio
#

do you know any channels i could go to?

pure dome
#

im getting closer i guess

oblique latch
#

what's the hotkey shortcut for weight painting

astral warren
#

Dang, is there one? I just change the dropdown from Object/Pose/Edit mode to Weight Paint mode.

oblique latch
#

I don't know if there is just asking

hasty scarab
#

@pure dome sounds like a problem with auto-normalize

pure dome
#

are you talking about the vertex problem? mightve been, either way it's solved

#

but i really have no idea why my eyes are crossed

#

looks fine in blender and in unity

#

at first i had them closer together but now theyre directly behind the eyes and it didnt really make a difference

pure dome
#

theres an upright one called RightEye but then also one sticking out forward called Eye_R, both of which control the eye

#

am i supposed to have mine set up like this

astral warren
#

Flat anime eyes tend to have two bones per eye to flatten out the arc of rotation

#

Perfect ball eyes on only need one bone per eye since they use pure rotation

#

The true eyes are still LeftEye and RightEye, they are the only ones that actually rotate, the others just have some weight to steal

pure dome
#

so like should i be putting the same amount of weight painting onto my Eye_R as my RightEye on the same iris vertices with auto normalize off, then?

#

i did what i just asked about and he's LESS cross eyed, still a little bit, maybe i just need to keep my weights at 100

astral warren
#

I don’t really use the two bone method, I just use careful bone placement so the iris arcs how I want. It takes a bit of trail and error

#

Weighting the eye geometry to extra bones is just done to reduce the maximum turn angle of the eyes and flatten the arc a bit it’s hard to explain. Certain eye types need it

#

If you are good with straight up rotation you don’t need extra bones or partial weights

#

Big wishlist for me is shape key powered eyetracking

pure dome
#

alright but i still dont understand why im crosseyed

#

i can hardly find any threads online about this problem either

#

it's not just in my mirror either, i had a friend confirm

pure dome
#

at this point i might just slide the irises away from the center and see if that fixes it

#

alright i tried that and even that didnt fix it

#

is it because my character's head is too big??

#

is vrchat trying to force the eyes where a normal human's eyes would be located?

#

i made his head smaller and he's still JUST as crosseyed, i really do not understand this at all

#

can anyone help me out here, i really feel like im hitting a roadblock

pure dome
#

i can deduce through experimentation that they become more or less cross eyed depending on the position of the eye bones, but it seems like the position i'd have to put them in for them to look right would make their rotations totally weird

#

sorry to flood this channel but im kinda desperate here, ive literally spent this entire day just trying to get these eyes working so i'd be very thankful to anyone who might be able to help

turbid spear
#

mess with the range setting in cats until it stops doing that

#

it moves the eye bones closer/further away so they pivot differently

oblique latch
pure dome
#

im not using cats to set up my eye tracking im doing it manually, when i try to mess with the range settings in cats it makes the bones appear half a mile behind the model

#

i should mention again that the eyes look and rotate completely fine in blender and unity, but in vrchat, for some damn reason, they get moved in together

amber kestrel
#

Bone roll zero'd out?

pure dome
#

huh?

amber kestrel
#

Does the bone roll of the bone that is the bone which controls the eye have a bone roll value which equals 0?

pure dome
#

it was -32

#

if

#

if that was actually the reason im gonna be so mad

#

let's try it

oblique latch
little wren
#

I've done some further work on my deer avatar. One of the pointers I was given was with how my shoulders were set up, but I didn't get too much info on it.

#

The original model parented the shoulders to the top of the chest. Looking at every other rig I've seen so far, this isn't the case. However, when I unparent them, unity throws a fit because the shoulders aren't the child of the chest.

#

Is this something that is expected for this setup, or am I missing a piece of the puzzle?

amber kestrel
#

What else do you expect?

little wren
#

Well it's either that or there is a different configuration that I'm not aware of

amber kestrel
#

Why would it be any one other than the one you are aware of that unity is clearly not letting you stray away from?

little wren
#

Because this is vrchat

#

I'm sorry, is this not the place to ask this question?

amber kestrel
#

I'm trying to get you to think a little more critically about your question

oblique latch
amber kestrel
#

@oblique latch are you still trying to figure out how to weight paint that to your head

oblique latch
#

yes i link the parts to see if that would work and it did that

amber kestrel
#

Link? Explain

oblique latch
#

oh join the parts not link my b xd

amber kestrel
#

Well that just joins the meshes. It doesn't do anything to influence how the bone movement affects that mesh's vertices

oblique latch
#

its odd that weight paint is not working or i can not make it work

pure dome
#

you might have to look up a video tutorial for how to weight paint in blender 2.8

amber kestrel
#

You had a step by step explicit instruction on how to weight paint that helmet. Did you not follow that?

oblique latch
#

i did but its not working i need to weight paint for a set bone

pure dome
amber kestrel
#

Are the eyes facing downwards in vrchat? If that's the case, might just be looking at something specific. I don't see much reason for the eyes to stray from that rest pose

pure dome
#

yeah it's just in vrchat, i've been observing them for some time but that IS the pose theyre in at rest for some reason

#

that seems to be them attempting to face the camera

#

this is them actually facing down, which....for some reason makes them look a bit rippled and distorted

#

even though im pretty sure the weight paint is 100 on each vertex

#

i mean they rotate just fine in blender and unity

#

but im more concerned with the rest pose being too far down

#

can only see the iris ripples if youre super close but you can see his mile long stare from anywhere

turbid spear
#

check that the weights are also normalized

#

even if it's 100 it could be affected by other bones

#

normalized ensures that 100 means 100 for that bone only

oblique latch
#

it sucks that I can't get this to work it's the second to last piece of this model after that is the lip syncing

turbid spear
#

looks like your helmet isn't weighted to the head

#

you don't have to weight paint it if you want to attach it to one bone only

#

you can just assign it to the bone directly

oblique latch
#

I tried that but I couldn't get it to work

turbid spear
oblique latch
#

for me all the bones show up as one in that menu and not separately

turbid spear
#

post a screenshot

#

from blender

oblique latch
turbid spear
#

the helmet looks like it's a different mesh

#

Double click on group and rename it to the name of your head bone

#

Which is probably mixamorig:Head

amber kestrel
#

I've already tried explaining it twice to cosmic. Don't think he read it either time tbh

turbid spear
#

Might as well click assign as well

#

It's ok, it should be simple

amber kestrel
#

it is 😂

turbid spear
oblique latch
#

ok its like that

turbid spear
oblique latch
#

yes i did that

turbid spear
#

Then export and it should work

oblique latch
#

i have a no mesh data to join

turbid spear
#

unhide your other thing first

oblique latch
#

and if i do all in cats the player rips with it not on hide

turbid spear
#

what do you mean

oblique latch
#

i could send you the bled file if that helps

turbid spear
#

alright

turbid spear
#

Their rest pose was messed up and transforms weren't applied

#

So doing any of that would break the mesh

#

Needed to apply armature modifier, then apply pose as rest pose, move armature back down from 100km up in the sky, move hair and weight it as well as the helmet to head

#

Then join

#

It also had an animation or something

#

The scale was 1000m as well I think

#

Basically a lot of issues a beginner wouldn't be able to solve

#

It might also look awkward because the weights are very rigid, with almost no blending between bones

pure dome
#

is there anything that might be slightly messing up my ingame bone positioning i might not be aware of, like roll which was causing the eyes to be cross eyed?

#

i just dont understand why the instant i fixed that, the eyes suddenly started looking too far down ingame

#

eye bones are perfectly straight upwards

turbid spear
#

My guess is distance

#

From bone to pupil

#

and from pupil to eyewhite

#

It probably always animates the same, just looks different based on distance

#

The way cast does this is it adds another set of bones that are partially weighted to your pupils alongside your real eye bones

#

And those move further and closer, basically making eyes move more or less

#

But i'm sure the unity bones try to move the same amount for everyone

pure dome
#

im only using cats for eye testing preview, i havent clicked the create tracking button or anything

#

i'll see if moving the bones further away makes a difference

turbid spear
#

You can do what cats does if you don't want to use it

#

And create an extra set of eyes bones

pure dome
#

er, what would you actually need those for other than to make the eyes rotate slightly less due to weight sharing?

turbid spear
#

Yes

#

And you can move those further or closer to change how much they influence

pure dome
#

welp i tried moving my eye bones further back into the head but the eyes in vrchat are still looking down at the exact same angle

#

do you think going back to the double eye bones might do it

turbid spear
#

I honestly have no idea

pure dome
#

and is there a way/a point to using them without lowering the degree to which the eyes move? because im fine with how much they move as is

turbid spear
#

If they're looking too much down it could also be because your head bone isn't straight

#

That caused my eyes to look down by default at some point

#

It was either head bone or neck bone being tilted

pure dome
#

oh son of a bitch i didnt know the head bone was supposed to be straight up

turbid spear
#

I can't say for sure, i just remember having this issue once and I think it was because the neck was not straight

#

like it was tilted 45 degrees forward

pure dome
#

none of the tutorials i watched ever said the head bone had to be straight up

turbid spear
#

Wasn't sure about it but I guess it's yet another quirk of eye tracking

#

Chances are people simply don't know

half grail
#

I don't even think I touched anything and my model flipped out. any tips on how to fix?

fading verge
#

bruh XD
try to reattach the parts to the limbs again

pure dome
#

is there something special im supposed to do when rigging/weight painting the cape in blender for the cloth component to work?

#

this is what it looks like, and the weight painting is all just the default weights blender applied to it plus some extra around the shoulders so the top bends when the shoulders raise https://i.imgur.com/j9RbLyp.png

pure dome
#

OHHHH im dumb youre not supposed to have any bones or weight painting on something you put a cloth component on...

astral warren
#

Also triangulate it yourself with crisscross diagonals

#

Don’t leave it to unity

pure dome
#

it's a little crusty looking but i dont wanna be that guy when it comes to killing peoples' frames

oak jewel
#

Quick Question

#

Arms are coming up Red, and my Head+hair bones aren't showing up at all

#

Is it cuz the bones aren't connected?
If so, how do I fix this?

pure dome
#

bones dont have to be connected as long as theyre parented, which those are

#

well the collars are parented to the chest at least, dunno about the rest

oak jewel
#

So even if they aren't showing up in Unity config, its... fine?

pure dome
#

the bone names are weird but have you tried clicking on the dots next to None (Transform) on that unity screen to assign them manually?

oak jewel
#

It worked when I did that, but its odd that Unity wont show the bones.

#

So.... its all good now?

pure dome
#

im guessing unity didnt auto assign those because the names were weird, normally it's simple names like Hip Spine Chest Neck Head

#

but i dont know why you cant see head bones there, you clicked on the head screen and tried assigning them like the arms?

oak jewel
#

Yeah

#

According to Unity, this little dot here is the head.

#

But in blender it looks like this.

pure dome
#

click on the "Head" tab on the rig thing on the right in unity and show me what it looks like

oak jewel
#

This you mean?

warped hemlock
#

is the head bone weight painted to the head?

pure dome
#

click on muscles and settings, play around with it and see if anything looks weird when you try to bend the head

oak jewel
#

This is how the Weight paint looked, I actually didn't put any of my own.

#

... oh god

#

So I went to Muscles

#

Neck moves the head, Head moved an invisible bone.

lost narwhal
#

then there might be something wrong in blender when adding the weight

oak jewel
#

Will it still work okay in VRC?

#

I mean, even though I wanted to add jiggly hair, if I can't, it's w/e.
As long as it works okay.

warped hemlock
#

i noticed in the hierarchy it says you have 4 hair bones but in the blender screen shot i can only see 2. ...

oak jewel
#

They are duped-- I was told to do that for Dynamic bones.
Does that make them not show?

warped hemlock
#

not sure if thats meaningful or not....

lost narwhal
#

have you T-posed him in unity already? and for the head you may wanna have an actual head bone working you may have issues in vrc rotating

oak jewel
#

He's TPosed yeah

#

I would love an actual head bone lol idfk how though

#

I'm not good with blender, but I am showing you guys how it looks.
If it looks okay then... I have no idea what the issue is?

#

Should I try stuff with CATS plugin

warped hemlock
#

make a separate save file of your avatar from Blender but remove the hair bones first. got a feeling things went funny when you added the dup' hair bones

oak jewel
#

Alright, lemme try that.

warped hemlock
#

so the only bone in the head is the head bone

#

oooh, transfer the weights to the headbone as well

oak jewel
#

Huh, transfer? How do I do that

warped hemlock
#

CATS

#

select the bone you want to remove. then shift click on the head bone then select "Transfer Weights" in CATS (its near the top)

#

ah. the easier option. just select the hair bone and use "Merge weight to parent" 👍

oak jewel
#

I'm just gonna see if I can get the head

#

working even

#

I'll do the hair after

warped hemlock
#

thats looks good. export it

oak jewel
#

Wait... how important is this

#

Cuz I skipped it before

warped hemlock
#

it means the avatar istn very optimised. worry about that later. first check if the head works first.

oak jewel
#

:T I don't get it.

warped hemlock
#

go into head and assign the bone

#

because you're not using the correct names for bones Unity gets confused

oak jewel
warped hemlock
#

hmm

oak jewel
#

Why does it look like a little stick though, I had that shit go through his head lmao

warped hemlock
#

yea thats odd

#

test it again in the muscle menu

#

the head movement

oak jewel
#

Still only the neck

#

that moves the head.

#

The head moves the little stick.

#

Which does nothing.

warped hemlock
#

ok, the only other thing i can think off. when you export the model from Blender, select the button Merge Meshes. and try again

#

if that dont work then im outta ideas dude

oak jewel
#

Alright, let's give it a shot.
I appreciate the help regardless haha

#

He looks weirder, and nope all the same.

#

Damn sucks to be me lmao.

spiral sparrow
#

Anyone know how to use bone constraints that can be transferred over to vrchat or is it even worth doing?

velvet vine
#

Does anyone have any instructions or advice with rigging a velociraptor? ping me if you can help me.

ancient trellis
#

this isnt weighted to anything

#

so why does moving the bones make the mesh move

#

I think 3 bones is too many for the thumb

lost narwhal
#

is the first one having any weight?

#

3 is the amount you should have

ancient trellis
#

None of those 3 bones are weighted to anything

#

@lost narwhal

ancient trellis
#

blender

mint sierra
#

Hey looks it's me lol @oak jewel

oak jewel
#

I sadly had to ditch the model

#

The head bone simply wasn't showing in Unity at all.

mint sierra
#

Which version did you grab?

oak jewel
#

TSA

#

Ripped by Helios AI

mint sierra
#

right so since we cannot talk about ripping here, I can help you with one with an neck bone

oak jewel
#

I got a new one now, I'm assuming its one you were about to tell me about.

#

But maybe not PM if need be

mint sierra
#

I did

old dove
#

How do you make a model act as though it's connected to the same bones as another model on the same avatar, kinda like that avatar of the three girls?

ancient trellis
#

Why does it look like my avatar stuck his nose in a pile of shit

fading verge
#

it's probably just the texture?
unless you're talking about the size of the noze

ancient trellis
#

I want to add more texture to the skin

#

so it doesnt just look like a flat color heh

fading verge
#

than go open the texture in Paint 3D and fix it

#

you can shade around the nose

#

to make it appear more 3D

ancient trellis
#

dont see where the dark spots are coming from

fading verge
#

hold on let me mark it so I can show you where its getting the mark

#

thats what it is

#

it's just the tip of the nose is like that thats why

#

you can copy the color around it and remove it if you don't like it

ancient trellis
#

Yeah that texture is supposed to be the nostrils or something

fading verge
#

yeah thats what it's for

ancient trellis
#

It looks dumb on a basically 2d texture

#

so what should I do..?

fading verge
#

you can either
A: remove it by coloring it the same color of the sorrounding nose
or
B: mess around with shaders so it looks better

#

mess around with shaders in Unity of course

ancient trellis
#

would it be stupid to move the nose and try to round it out like a real one

fading verge
#

you could try and if you don't like it
you always have

#

ctrl+z to reverse your mistakde

ancient trellis
#

do you have a better skin texture?

fading verge
#

I could send you one if you'd like but you would have to change the color of the eyes if you want

#

and mess around with the eyebrows

ancient trellis
#

My eyes are a separate mesh so its ok

fading verge
#

alright

#

let me find a good one

ancient trellis
#

one that fits this uv hopefully lol

fading verge
#

i hope it works I mainly make small avatars

ancient trellis
#

I usually just adjust the scale in unity so textures (shouldnt) matter

fading verge
#

alright let me load up my Plutia Project and I'll cop the tecture for you

#

this might not appeal but lets try this

#

wait hold

#

on

ancient trellis
#

different uv lol

fading verge
#

you're character is male correct

ancient trellis
#

and das a chick

#

Yeahh

fading verge
#

oof

#

hold on

ancient trellis
#

I want something with more "personality" like that one does though

#

instead of just a plain flat texture

fading verge
#

hmmmmmm I appear to not have any male characters lol

ancient trellis
#

frick

fading verge
#

maybe someone else can help you with the textures

#

but

#

heres my solution

#

actually

#

send me the whole texture for the face and I'll fix it for you

ancient trellis
#

Is there a way to make it auto import in t post?

heavy tinsel
#

On the bottom right, under the Pose tab there is an option labed Enforce T-pose. Try that.

ancient trellis
#

Like I said, auto import

#

but I fixed it.

mild stratus
#

I don't think there's an option ¯_(ツ)_/¯

#

You could make the avatar in t-pose.

#

But V-Roid doesn't have that as an option.

twilit geyser
#

(Been a few months since I asked for help with this and I just figured out the fix. Pictures incoming. Hopefully this helps other people with the same issue.) I have tried to fix this before, but have failed at it. My thumbs turn into big meat hooks in game/Unity. I was recommended to unbind Thumb Proximal, but that breaks t-pose/full body rigging. Shortening Thumb Proximal in Blender still has the same problem, the angle shown, but just less pronounced.

#

The fix: Move the head of Thumb Proximal closer to the wrist tweaking as needed until it stops being a meat hook in Unity/VRChat.

ancient trellis
#

thx for the info

#

now im trying to optimize my stuff

#

I made a texture atlas in blender

#

and it uh..looks like ass

#

which is the exact reason i didnt want to atlas but everbody says to

twilit geyser
#

That is why I use the four material slots granted for an excellent rating. Face, Hair, Body, and Miscellaneous. Face and Hair get their own textures for the most fidelity since that is what people stare at the most.

daring summit
#

when having a model with 5 spine bones which ones do you guys normally get rid of? I normally merge the 1 into 2, and then 5 into 4... but I don't know it always feel like im doing something wrong (the objective is making it good for full body tracking).

Note: I know I don't need to remove 4, but that will result in eye tracking not working q.q.

mild stratus
#

Merge 5 and 4, and 2 and 3

#

It’s up to you really

#

just have 3 spine bones and you’ll be fine

#

And make the hips go straight up

#

As in the hip bone

daring summit
#

ok, thanks

void surge
glass panther
#

Does anyone have a reference of a vrchat avatar with decent shoulder weights? I'm trying to figure out how much influence the shoulder, chest and upper arm bone need for decent shoulder deformation. I've seen people do different things such as giving the shoulder bone very little influence etc. Thanks ❤️

sturdy timber
#

how would go about raising the height limit for when you start to prone

real narwhal
#

I think that's related to the relative distance of your viewpoint to the floor

#

Relative to the total height of the viewpoint while standing

old schooner
#

Going hand in hand with my issue I just posted in #avatar-optimization, the CATS plugin, Unity and VRCSDK all hate my skeleton, which kind of make sense considering that it's my first time making a skeleton by hand and it's for a minecrafty avatar. Anyone have any idea on how to fix this?

naive tree
#

@old schooner for your poly issue - you need to enable read/write on all the fbxs

#

as for armature, for legs you need Leg>Knee>Ankle (ankle can have 0 weight), Hips>Spine>Chest>Neck>Head, and also you need Shoulder(can be 0 weight)>Arm>Elbow>wrist>at least 3 bones (can be 0 weight and assigned to proximal thumb, index and middle)

old schooner
#

I'm sorry for being slow, but I can't really visualize this. Would you mind providing a visual example of sorts?

naive tree
#

shoulders, neck, ankles and all fingers are not weighted to anything (so you need to assign them manually in unity humanoid rig)

#

you need 3 fingers for humanoid IK to work (gestures, crouch, walk, etc)

oblique latch
oblique latch
#

everything else seems to work just the fingers are messed up

uneven lily
#

How can I give him this bones in unity

ancient trellis
#

Should already have them.

sleek isle
#

To FIX the weird meat hook thumb with the index. You can try this. un-assign the distal bone on both hands and rotate both proximal from the side view by holding ctrl.

oblique latch
#

is there a way to force the bones into a Pacific stance or do you have to do it manually

oblique latch
#

like hit a button and all the bones go into a t pose

sleek isle
#

animation ^

#

?

finite swallow
#

@ancient trellis unity imports textures with a max size of 1024x1024. You gotta up the max resolution in the import settings of your atlas in unity

#

Though I'd recommend grouping your materials into different groups (e.g. clothes, skin, accessories, and hair) and combining/atlasing those materials

ancient trellis
#

I figured it out

finite swallow
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Aah okok

ancient trellis
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just did that

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then re-uved everything

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@finite swallow How can you manually combine materials

finite swallow
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Using the material combiner in the cats blender plug-in is the easiest way

ancient trellis
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it only combined a few of them

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even though they are all using atlas.png

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I guess I have to manually select vertex groups and assign the same mat to them..?

finite swallow
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Not the combine same material button

ancient trellis
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im down to 5 materials..

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from 13-15?

finite swallow
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Ya that's wayyy better than 15 lol

ancient trellis
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if it works properly after putting it into unity..

sleek isle
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use clamp instead of repeat on your texture. soo thing on the edge wont have bleed from the other side

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like your face

fiery hill
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Hello! is there any way to make my avatar have a gesture where a bone is reassigned to another parent bone and thus moving with that bone, forexample if i had a chain, made my avatar grab the chain and the changing the bones of the chain to move with the hand?

half grail
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create a duplicate chain and only enable it when the gesture is active?

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might be easier than conditional parenting

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the middle fingers rotate into each other for some reason. the rig in blender doesn't have the issue, but in unity it does

crisp tendon
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they possibly don't export leaf bones

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or you're not importing them

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or removing them through cats

tranquil plank
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this is in fullbody

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and on regular vr the knees bend outward

simple gorge
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is this an issue when you are in desktop mode?

glass panther
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Can you provide us a screenshot of your model in blender?

tame marlin
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I think i have the same issue, the legs are bent when on desktop mode

old schooner
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as for armature, for legs you need Leg>Knee>Ankle (ankle can have 0 weight), Hips>Spine>Chest>Neck>Head, and also you need Shoulder(can be 0 weight)>Arm>Elbow>wrist>at least 3 bones (can be 0 weight and assigned to proximal thumb, index and middle)
@naive tree So I made the skeleton and bound everything. It works pretty well, but now I've run into a different issue. I tried to convert it into a humanoid rig, but it says the "LeftFoot" bone is missing. I then added a weightless bone called "LeftFoot", and got the same error

naive tree
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be sure it's parented to knee

old schooner
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Hang on

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LeftFoot needs to be parented to Knee?

half shadow
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Make sure to assign the bones yourself in rig configuration of your model in unity

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since they are not weighted to anything anymore i think unity might have problems automatically assigning them

old schooner
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But what could I assign them to? This is a minecraft avatar, it's not meant to have feet

half shadow
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I mean you said you just made two weightless bones, just map them in the rig and they are not going to move anything if they don't have weights

old schooner
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How do I do that?

half shadow
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Unity, Your model in the project, Rig tab set it to humanoid and configure it

old schooner
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Ah, I see

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Thanks

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I'll let you know I need more help

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Which apparently I do right away

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Nah lol. This time it's with attachment to the mesh

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This is my mesh attached to my skeleton

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It bends just fine

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But I have more than one mesh

half shadow
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If you have Cats you should be able to just click "Join all meshes" on the side

old schooner
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Cats removes all of the left fingers

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Nothing else

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Just the left fingers

half shadow
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don't use Fix model or open a little dropdown and get rid of checkbox "Remove zero weight bones"

old schooner
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Ah, I see

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Hang on that means my right fingers aren't weightless

tranquil plank
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@glass panther

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The model looks fine in blender and in unity

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It only rotates the legs in-game

crisp tendon
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Make sure the names are correct, and clear roll in edit mode

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And in object mode apply all transforms to everything

tepid spade
old schooner
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What are those?

tranquil plank
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I tried what you said but its still broken

tepid spade
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cats

tranquil plank
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cats isnt fixing it

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if your talking to me

tepid spade
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the bones at the extremities of the hands are fucked cuz of these

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ah no sry

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cats just make problems anyway

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but maybe try to do it manually

old schooner
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Do you know what those bones are called and what they're mapped to?

tepid spade
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wait a sec

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" RingFinger3_L_end "

old schooner
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Let me see the mesh they're in?

tepid spade
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wdym by mesh

old schooner
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This is a rigging skeleton

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Does it not have a body?

tepid spade
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yeah

old schooner
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That'd be the mesh

tepid spade
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maybe bc of the glove on the left

old schooner
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Maybe

tepid spade
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which make the hand a big thiccer

old schooner
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Where'd you get the skeleton?

tepid spade
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cats

warm pawn
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I thought i would ask here too since it seems like a rigging problem:
does anyone have any advice to fix this? I imported a vroid model into unity and uploaded. However it does some wonky things while playing.
If I walk around the avatars entire body swings backwards and forwards while the head stays in place (like a chicken). Second problem is if I look up or down the avatar sometimes swings its hips around rather than my head just turning.

old schooner
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I didn't know cats could create models

tepid spade
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u'r skeleton is probably fucked

old schooner
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Huh

tepid spade
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oh u talk about the model ?

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from tf2

old schooner
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Nah

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The skeleton

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Oh, sorry

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I shouldn't have said model there

tepid spade
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the original one was with the character

warm pawn
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I imported it with the vroid -> vrchat importer so its weird it doesnt work... ill see if I can figure it out

tepid spade
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fix it with cats in blender

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with some luck , everything will be good

old schooner
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Try undoing your cats fix (Xendeur)

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Lemme see the skeleton then

tepid spade
old schooner
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What did you need Cats for?

tepid spade
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everything seems fine except the hand

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the mouth

old schooner
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Voice tracking?

tepid spade
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also bc the foot was fucked

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yeah

old schooner
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Ah

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Yea that's out of my limited realm of ability

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I'll still see what I can do tho

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You used Fix Model, right?

tepid spade
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yeah

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does there is an alternative to cats ?

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bc everytime i fix something i got 5 other problems

warm pawn
tepid spade
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zoom on the hand to see

warm pawn
tepid spade
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yep , perfect

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wai

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what the hell is the second arm ?

warm pawn
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second arm?

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I think the dress bones were behind it

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looks good

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ok, maybe the vroid -> vrchat convertor is broken so ill try doing it vroid -> blender -> vrchat

tepid spade
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uh weird , maybe i saw something elese cuz of the view

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gl man

warm pawn
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hopefully I can get it to work

tepid spade
warm pawn
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Is it possible to do an armature 'transplant' in unity? I've got the correct rig now from blender and I also have my model imported correctly by a unity plugin. Can I move the rig from the blender model onto the other one somehow?

charred ore
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I've been having a problem with a few models now, the armature is totally symmetrical but the avatar puts one leg behind the other when I stand still, why is this happening even though walking is perfect? Tried tweaking the armature in multiple ways but I can't figure it out

tepid spade
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@warm pawn i don't think so

warm pawn
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so if I just copy the armature from one to the other it won't work right?

tepid spade
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idk if its possible on unity

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but in blender

warm pawn
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im on unity now

tepid spade
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maybe yes

warm pawn
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im going to try it since it seems like the simplest solution if it works...

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hmm

tepid spade
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that what i want to do , but idk how

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@charred ore u fixed it with cats ?

charred ore
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yep

tepid spade
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ok , try something without it

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omg cats is rlly a source of problems this is insane

charred ore
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are you sure it's because of cats?

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how would that mess it up?

tepid spade
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i would like to know why

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but try it without touching the fix bouton

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pretty sure its bc of it

charred ore
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can't really do that as I'm the one making the whole thing and the armature is the same

tepid spade
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why did u fixed it with cats ?

charred ore
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easy name switching and other QoL things

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I don't really understand why cats would do anything with this

tepid spade
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huh , it gonna be hard

charred ore
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the armature is the same

tepid spade
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what could it be then

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uh wait

charred ore
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no clue, that's why I asked lol

tepid spade
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are u in full tracking ?

charred ore
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nope, desktop

tepid spade
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more weird

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i have no freaking idea

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maybe bc the standars anim don't fit with ur avatar or something else

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yeah idk , sorry dude

prisma hatch
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whenever i do shapekeys for blinking, my eyes squint, why is that??? it looks weird when avatars already have small eyes and they start squinting