#avatar-rigging

1 messages · Page 180 of 1

runic lance
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i tried rotating the bones before adding eye tracking

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it didn't help

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im not sure what else to do

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@crisp tendon ?

crisp tendon
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pointing straight up and bone rolls cleared

runic lance
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bone rolls cleared?

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ah, i see

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yeah they're facing straight up and i cleared the bone rolls

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neither changed a thing, though im not sure how many degrees i should put when i clear them?

crisp tendon
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it should automatically be 0

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also what the fuck is going on with the rest of your armature

runic lance
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that's kinda just how he is

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his knees are backwards

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that's the point

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this rig is kinda fucked all over, but it works pretty well aside from the eyes

astral warren
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Your hip bone is upside down as well that should not be the case. It will break for fullbody users.

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Select hip bone in edit mode and run the command “switch direction”

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Or just rotate it

runic lance
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im not entirely sure if this should work with full body tbh

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again

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his knees are backwards

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i mean if there's a way i could just break the IK and make his knees work backwards im all ears

astral warren
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Backwards knees work in fullbody just fine

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It’s Feet tracking, not knee tracking

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The upside down hip though means his torso will flip upside down in fullbody

vapid cypress
astral warren
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VRChat will look at which way the knees are slightly bent and use that as the direction they should continue to bend

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So most likely your neutral stance has your knees bowed slightly outward

vapid cypress
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oh, thats kinda silly. thanks!

astral warren
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They don’t assume anything. The dude above has intentional backwards knees lol

runic lance
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it's brilliant

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i just used fix model to flip the hips back

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no luck on the eyes though

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oh wait

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nvm

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eyes work fine now

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thanks!

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now i just gotta slowly fix everything else wrong with this monstrosity

turbid spear
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rotate bones in pose mode then apply pose as rest pose in cats

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so your legs are pointing straight down

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and are bent forward a bit at the knees from the side view

stable coral
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I have a blender noob question, Ik how to do it in maya but not in blender x_x so Im making this model from scratch for a commish and hes this octopus guy and basically his shell is automatically skinweighted with one of his tails andddd its not a pretty sight. im wondering how to get rid of the red on different parts when skinweighting .-.

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right now I move the leg up and since the shell is like completely attached to the tail it looks like this x_x

crisp tendon
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Select the vertices in edit mode, select the vertex group in the list on the right, set to 100 and remove

stable coral
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oooo ty!!

stable coral
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lol tfw you think u fixed the rig but u just made it worse

stable coral
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thinking about using those automatic rig for the face and torso at least? im not sure how the auto vrchat rigging softwares work but he has like 8 tails/legs so im scared of how it will handle that lol

crisp tendon
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vrchat doesn't have any auto rigging RuuuThunk

hushed moth
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you need shape keys to have the mouth of an avatar open and close, right?

teal agate
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I’m trying to remove an avatars toe bones in unity but I have no clue how. Should I be using unity to do this?

mild stratus
amber kestrel
amber kestrel
teal agate
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Thanks dude! 🙂

hearty thunder
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If this has been answered already, I apologise, there's no efficient way to search anything though Discord.
Been having a issue/bug where any time I'm in full body (and only full body), the torso on my skeleton is skewed to the side, my viewpoint is locked off centre from where it should be, and my controllers (more so the right controller than the left, but both exhibit this) aren't attached to the skeleton's properly, causing held objects to not be held by the hands properly.
With 3 or 4 point tracking, everything works exactly as it should. No off centring problems what so ever. But, 6 point and everything breaks.
Done just about everything I could think to fix it, made sure skeletons were centred, removed objects that were off centre so only the main mesh and a secondary that's centred to the model remain, double and triple checked bone lengths to make sure everything was mirrored properly, but this still happens.

half shadow
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You probably also should share how your armature rig looks like in blender so that at least people have an easier time guessing what could be the issue, just in case

hearty thunder
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The skeleton / basically all of the model wasn't created in Blender, it's just being used as a intermediary to get into VRChat as the software I use doesn't support all required FBX features. As a side note I've been having issues with getting basically all rigs into VRChat one way or the other, mostly as the "hip rotated to the side" issue I chalked up as VRChat being broken rather than anything on my end, this is the only time problems have been unacceptable.

half shadow
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how does it end up looking inside "rig configuration" inside Unity though is a question

hearty thunder
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Perfectly fine, everything's straight as it should be, no problems whatsoever. It's literally only when using full body tracking there's any issues.

kindred pollen
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Height of the hip/chest bones could be important to see though o:

hearty thunder
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(View of the humanoid avatar view in Unity)

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Some bones were skipped because Unity/VRChat doesn't like doing digitigrade properly, but this has never been a issue with any other avatars I've done the exact same with.

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(Edit: Now with added front/side)

half shadow
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Honestly i have never seen someone use rigs like this myself - so i can't be much of a help here, hopefully someone else knows how those work and can help figure it out PeekL

kindred pollen
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Only thing I could maybe think of is making sure that all the bones through hip up to chest are completely vertical? i'unno o:

hearty thunder
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That was among the first things I tried, along with straightening the neck up as well. Hence why the neck bones start to poke outside of the geometry.

kindred pollen
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Are your IRL trackers close enough to the model's hips maybe?

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completely spitballing lol, sorry

half shadow
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yeah honestly if there is anything to point out is that those bones up to the head should never be too straight, they should be a little bent from what i know in case with humanoid models but i have no idea how to do one in this case

hearty thunder
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In this screenshot of calibrating with 4 point tracking you can see the hip tracker ball poke through the side a little. Would have to double check with 6 point tracking to see if it's exactly the same, but I don't recall the hip bone being massively off.
And I could try moving the bones off a little and seeing if that helps. In the past all that's amounted to is the skeleton screwing with how the torso looks as it straightens the bones up itself when they were supposed to be bent forwards/back in a certain way.

kindred pollen
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I guess yeah, you could try deliberately moving the hips to the left/right a bit, and seeing if that makes the problem better or worse?

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might have to have a purposefully wonky hip lol

hearty thunder
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If that's the 'solution' then that's VRChat being broken. I'll try curving the spine a little forward and seeing if that changes anything.

amber kestrel
hearty thunder
kindred pollen
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I'unno, I don't know much about FBT unfortunately

hearty thunder
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Just tried it with a slight curve in the spine, no dice.

turbid spear
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either should work i think

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but if not then .R and .L should

amber kestrel
hearty thunder
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The problem turned out to be the hip bone being at the same height as the leg bones. Still need to move it a little more away than I did as its still doing it a little. but otherwise I figured it out.
Thanks guys.

Also, while I'm not going to say at all this wasn't my fault, it completely was, it might have been helpful on the VRChat docs about full body rigging why exactly you shouldn't have the hips at the same height as the legs, and what happens when you don't do it right.

winter matrix
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Got a full-body question. I've managed to, surprisingly, get the SDK to take a rebuilt armature on my toy dinosaur avatar as acceptable for full-body tracking but it's not doing it consistently. One of my testees had it working fine, but others have had it collapse into a broken plushie mess. Anyone got any suggestions or pointers for making it more consistent?

(Tweaking the hip higher/lower, raising/lowering the legs, that kind of thing)

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And for general reference this is what the little guy looks like with his fur on

kindred pollen
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@winter matrix Try making the arm/wing bones more horizontal, and try moving the hip a little lower? o:

winter matrix
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Worth a shot at least. The wings aren't really an issue, as the hierarchy for them is Chest -> Wing Base (center of the back) ->Wings, and the arms are just the normal hierarchy.

kindred pollen
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ah, sorry - didn't initially see what the arm bones were lol

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Also, the leg bones seem kinda far apart for FBT, though I'm not sure how much you can tweak that

winter matrix
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Here's a better angle for you. And yeah, I wouldn't be surprised if the leg width is a factor. Like I said, even I'm surprised this worked for someone.

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The leg width shouldn't require too much of an adjustment, I think at least, because this works perfectly.

kindred pollen
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ah, kk!
If moving the leg bones any closer isn't an option, you could make a FBT-dedicated variant of the avatar, with the leg bones moved more in line with a traditional humanoid's

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not a very tempting option lol but it's the only one I can think of rn
also, interesting o:

winter matrix
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I know, I'm surprised as anyone I got that teddy bear to take a full-body-compatible armature.

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Admittedly now slightly off-topic (or at least adjacent to it), If you want to see just how flexible FBT rigging can apparently be, my plush hedgehog avatar works too with this armature.

kindred pollen
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interesting lmao

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I don't really have any experience with FBT stuff lol, but the leg/hip distance stuff might be the issue

glacial vale
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So I'm having this issue with an avatar I just put together. When in tpose in calibration everything is fine, viewpoint is right and can line up great. But as soon as I calibrate, this happens. VV

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I tried adjusting the length of the chest bone and hip bone but it didn't seem to help the problem at all.

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Here's pictures it in blender

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If anyone has any idea, I would greatly appreciate the help, Just @ me 😄

turbid spear
glacial vale
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I'll try that now, thank you

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Nope, Not a knee issue sadly

turbid spear
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You can try matching this armature

glacial vale
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After a lot of messing around with the armature, Chest bone was too long, Issue now fixed. 😄

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Had to make it pretty short for it to work

ancient trellis
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Anyone know why my eyes randomly move and are like.. "outside of my head"??

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can see my eye floating to the left side of where it should be

opal bay
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Maybe is is a batter place to ask im dealing with this shit for 2 days already

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for context this is what the bone structure looks like in blender

ancient trellis
astral warren
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Unity will do it’s best to guess the humanoid bone bindings but it’s rarely perfectly correct. Sometimes it just leaves some blank when it can’t use fuzzy logic to figure it out

opal bay
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True but the weird thing is that if i go into the rig section then everything is mapped and everything is green so it shouldn’t give that error message

astral warren
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Being mapped and green doesn’t mean it’s correct. Unity is perfectly happy without a chest bone for example but vrchat won’t be

surreal orbit
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when animating emotes, do I have to name then like 'emote_1' 'emote_2' etc in blender in order for the unity plugin to recognize and 'assign' them, or is there some other process to that?

viral stag
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why do my legs keep bending inwards when I crouch, but when I'm in the menu's they straighten up like how they should look??? My bones are completely straight in Blender, aside from the slight knee bend

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This happens to all the avatars I'm uploading so far

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like, what do I need to change

crisp tendon
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@viral stag Are you using male or female animations in the SDK ?

viral stag
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where do I check this?

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it used to be in a drop-down menu in the descriptor

crisp tendon
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yeah should still be there if sdk2

viral stag
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am I blind...

violet turtle
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problem solved by reconfigureing the rig.

viral stag
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I'm using 3.0

violet turtle
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that way the rigs encouraged to bend that way

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sdk3 is like that to start.

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I noticed.

hot plaza
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Im assuming this is the right place to ask, what are some base values i should put on the dynamic bone of my hair? Just wanna have something i can start with

turbid spear
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depends on your hair length

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and on if you have a root

hot plaza
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I just added Hair bones myself, which are parented to the head bone

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Id just look for any parameter suggestion since most my trial and errors look off

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<@&397642795457970181>

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grabify bot

keen kernel
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I clicked the link am I virus?

hot plaza
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Its an IP grabber

keen kernel
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Why would he want people’s ip

mild stratus
keen kernel
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RIP

fading verge
vague spear
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I posted here previously about not being able to touch the front of my avatar when in-game. When my real hands were touching my real chest, my avatar hands appeared to be 6" in front of my avatar body. That's where they would stop - I could not make the avatar hands touch the front of its body (face, chest, belly). As if the colliders in the hands were hitting an invisible force field. @turbid spear kindly steered me off the wrong path so I went to a process of trial & error.

I've fixed this. Originally I had set up my view point on the bridge of the nose, following tutorial instructions, with the little grey sphere half in the nose, half out. But by moving it backwards 6" (moving it into the head), the "invisible force field" has moved to the front surface of my avatar's body. Everything seems to work fine now and my vision seems unaffected.

I hope this helps someone else. Also if anyone knows why this happened, feel free to contribute! Nowhere have I seen a suggestion to put your viewpoint, for a humanoid avatar, well inside your head.

ancient trellis
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Eye tracking works fine in blender, works fine if I manually move them in unity but they dont move in game?

kindred pollen
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The looking up, own, left and right fields aren't set - I'd presume you have to set those to be the maximum values of how far you want your eye bones to move

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looking up would be fully up, down fully down, etc

ancient trellis
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Why do these have to be set now?

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they didnt have to be set in 2.0 it was automatic from cats..

kindred pollen
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I don't know lol, but try setting those values and seeing if it helps o:

still fossil
ancient trellis
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Well I set everything but its kinda a pain to do this every time

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is there a way to make it so when I import my model i dont have to set jaw to none every time?

gray knoll
sage patio
gray knoll
sage patio
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if you have anything you want to copy over, use Pumpkin's avatar tools

gray knoll
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I kind of suspect something about bad hierarchy in blender, i'm not super knowledgeable and just stumbling around

sage patio
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one button to copy over the components

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yea also make sure that all of the bones are mapped correctly in the rig config

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in unity

gray knoll
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everything looked good in unity until i filled in the sdk animator and hit play, then the monstrosity appeared

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ill look up pumpkin's avatar tool ty

fading verge
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anyone there?

crisp tendon
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Nope

sleek isle
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Life is a pain, get use to it

livid pond
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can anyone convert models from sfm to vrchat avatars? . i will do art if anyone makes that for me . i cant rig avatars and let them upload_reAdy

paper frost
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Hello everyone, I have a bit of a problem I can't figure out why most of the hair bones of my avatar goes missing when I export to Unity.
Left side is Blender and as you can see once on right side the 3 fronts and sideburns are gone (antenna too).
What could cause this you think? (they still exist in the Hierarchy)

languid ermine
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Hey i'm looking for some help with some tracking in VRChat. In the VRC Animator Tracking Control, my left and right fingers are set under tracking, and so is my head and hands. Unfortunately, the fingers still fuse when trying to animate them in vr. Does anyone know how to fix this?

celest perch
gloomy ether
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made a dynamic bone component the root of the hair then added exclusions, but now i'm having a problem with the root bone moving when its not supposed to. how do i make sure the root portion of the bone doesn't move while simultaneously making the front hair move in the same component?

sterile swallow
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Hey! I need a hand attaching hair to a base avatar of mine, I commissioned someone to see if they could figure it out, but they got stumped and suggested I ask around to see if anyone could give me a hand OR if someone would take it on as a paid commission, thanks!

crisp tendon
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What did they get stumped on ?

sterile swallow
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They said, in their words.. “I’m sorry but for the hair I can’t rigs, blender does anything with, it distorts as not possible, and when I just wanted to fix them on the model directly even that, it doesn’t want at all, Apart from just laying the hair on the head I can do nothing else:/ Worry the hair the strands and behind passes in the model if you lower the head or even lift..”

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I just wanted to attach the hair to the head, the braids and the back of the hair can just have physics and flow freely

crisp tendon
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If it's not already rigged then yeah i can see how they wouldn't be able to do much, although it's possible it'd take a bit of time

sterile swallow
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I have zero idea how to rig myself, I’m honestly poking around seeing if someone would be able to do it as a commission .w.

spiral shard
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do you need to buy something to make hair physics/ect? even though im a quest creator i wanna see if i can make my avatar look less plain on pc

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i think i do need to buy the asset :(_ _ argg sucks

lapis bloom
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Yes Dynamic Bone it's like 20 dollars I think. It doesn't suck

spiral shard
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i know it doesnt i bet its great it just sucks idk how money works cause im a itty bitty

twilit urchin
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If I feel the neck is too long , which should i move the Y value ? head or neck?

wanton dove
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is there a sort of "Default Rig" asset that I can start building an avatar around?

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for blender, that is

wanton dove
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nvm i forgot rigify exists

undone pulsar
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so i forget what causes a model to spontaneously stop using default tracking
model was working till the latest step where i changed some weights, and now the hands and head don't use the view tracking in desktop

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(moving cursor, picking things up, etc)

undone pulsar
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nvm, was a side effect from having the game open too long

ancient trellis
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How do I make it so I dont have to manually change these every time i import my model

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Welp, fixed the eye issue

turbid spear
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you sure it's the same object

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says entoma in the sdk and 3ntoma in the inspector

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if only one avatar has avatar descriptor on it, it'll show up in the sdk alone so

main belfry
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how do i move bones around in unity without unpacking the prefab again? its been awhile

jaunty lintel
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hello, it's my first time using blender, and i'm trying to make my own avatar from scratch. so far i've made a model that looks like this. you guys got any tips for rigging ? i've tried using rigify but it literally made my character explose... (note : the head isn't attached to the body, it hovers above the neck, and the hands are holograms that i plan to make swappable with other holograms like a sword or a shield)

supple iris
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not sure if this is the specific channel of it but, im having a weird issue where some pre configured models with dynamic bones have their dynamic bones work while others dont after upload, even though both of them have the bones jiggle properly on the play in Unity. I have dynamic bones installed, is it possibly a thing where the compiler removes them to optimize them or something?

kindred pollen
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rule 15, also maybe they're using an older version of dynamic bones?

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DB got it's like, only update since 2014 in August 2020, so if the premade models were made before then, that might be it?

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also, make sure you have the dynamic bone limiter turned off ingame

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that should be in the top-right of the safety menu, I think?

supple iris
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that's possible, i'll check that first since it might be working fine already. also google says something about the script being placed on the wrong part of the armature but that looks like it's set properly

kindred pollen
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woot, yw! c:

burnt rock
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hi everyone, i'm new to 3d work so sorry if this is a really basic question. i have a model with ankles that look like this. it looks like they're way too high up so i moved the bones down but now it looks like i have a weight painting issue. does anyone know how i can mirror weight painting in blender across the X axis, but have it apply to two separate vertex groups (i.e. left ankle and right ankle)?

supple iris
burnt rock
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oh interesting, let me try renaming the vertex groups and bones with the .L and .R convention to see if that makes it work

crisp tendon
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You'll have to readjust the weight paint

ancient trellis
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Anyone know why I cant edit any settings in MAEditor?

ancient trellis
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How hard would it be to shorted my freakishly long fingers

mild stratus
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If you have shapekeys, I’m not explaining it it takes way too long

ancient trellis
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well i have shape keys..but not on the hands @mild stratus

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i think the main issue was the armature was below the hands..making the fingers stretch a lot

mild stratus
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oh, just saw the meshes were separated.

ancient trellis
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I moved the finger bones to be inside the fingers..

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now got this issue :/

mild stratus
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and the armatures being below the hands has to be fixed in edit mode

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Sometimes this stuff breaks, you might have to do a auto-repaint on the hands

ancient trellis
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cause..this

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thats how it was.

mild stratus
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Did you move it in edit mode, or pose mode?

ancient trellis
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so I just selected the arm/hands in edit mode and moved them up

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edit

mild stratus
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So, you’d have to re-weight the hands.

ancient trellis
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auto repainting doesn't fix it :/

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maybe i have to remove the vertex groups..

mild stratus
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Did you go into weight paint mode, and then do automatic weights again? Or re-parent?

ancient trellis
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Reparent with automatic weights

mild stratus
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Re-parent doesn’t work

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Nvm

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clearly it does

ancient trellis
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I think its better now? hopefully

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time to find out

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thank god for pumpkins avatar tool

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or is it more normal? idfk

mild stratus
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I’d say it’s more normal, but it’s definitly still kinda janky.

ancient trellis
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How can I fix it

mild stratus
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No clue.

ancient trellis
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😦

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attempting surgery..

still fossil
ancient trellis
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copied the hands from a different model

still fossil
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👍

ancient trellis
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think auto weight painting made a fucky wucky tho

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influences the top of the hand too

still fossil
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I don't like auto weights

ancient trellis
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nutty

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I suck at doing it auto tho

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like its impossible to manually paint it with different colors to make it "smooth"

still fossil
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That's what the blur tool is for

ancient trellis
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👀

still fossil
ancient trellis
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hmmmm

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so does it lighten or darken areas

still fossil
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It blurs your weight paint to give you that smooth gradient

ancient trellis
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ooohhh

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ty

still fossil
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no prob

ancient trellis
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whats the best way to move the mesh over to line up with the bones...?

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WITHOUT deforming or making it mishaped

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character is currently extremely bow legged..

amber kestrel
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You could have shown that with literally any better picture

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Generally can fix that by following best practices. Vertical upper leg, slightly bent back lower leg, zero bone roll across the armature

ancient trellis
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already fixed it

finite swallow
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Ctrl-alt and paint to do a radial weight paint

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Paints through the mesh and makes for smooth gradients

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Combine it with alt-b to box out the areas you want to paint (make sure you're in solid or wireframe view)

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Realize that you can use gradient weight painting with subtract brush as well

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Suddenly weight painting is easy vrcEretNice

native hemlock
turbid spear
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same as any other avatar

crisp tendon
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Please smooth shade it

sleek isle
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No

balmy prawn
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anyone know of a visemes from scratch tutorial for a model that didn't have a mouth/jaw separation to start?

turbid spear
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look for blendshape tutorials

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any blender one should work

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(since viseme is a vrchat term more or less)

short solstice
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can smb help me? what am i doing wrong? When configuring avatar my fingers look fine but when i'm trying to apply a animation to it, it bends in weird ways, checked muscles for them - everything is fine like opening/closing hand. ._.

astral warren
spark wedge
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not sure if this is exactly the right place, but how do I stop myself sinking when I sit down? i've tried adjusting my in-game height. when stood up, my finger is in front of my eye

atomic harness
fathom edge
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i gotta ask

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do avatars need controller bones?

fading verge
crisp tendon
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assign the correct bones

fading verge
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is it possible to achieve the correct proportions by just adjusting bone size without adjusting the mesh

crisp tendon
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yep

fading verge
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okay cool, I can't change my mesh but it looks like I can make the bones smaller, move them around without making things look weird

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thank you

fading verge
crisp tendon
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Are they actually weight painted ?

mint magnet
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So my little dude's arms are a bit too short. Im trying to make them smaller in the Avatar Config. I was able to do this with the head (I made it smaller), and it updated. but not for the arms. Why is this? Any help is appreciated!

fading verge
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@crisp tendon i was running into weight painting issues with just scaling the bones, so I looked for more information again, and I see you posted this last year #avatar-rigging message

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so I was wrong, I can't adjust the bones without making it look weird 🙄

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have to adjust mesh too

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so if I don't want to adjust the mesh, I'm stuck with just play space moving and lying about my height

crisp tendon
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?

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scale the bones in pose mode

soft crown
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Hey I'm totally new here, but I've been knocking my head against a wall trying to self teach myself (with some youtube of course) on Blender and Unity.

The one issue I am really struggling with is the thumbs on this model. Looks great in Blender, then in Unity and in VRChat the thumbs are completely twisted. Thanks in advance, and I'm happy I joined the discord since you guys seem super nice already.

amber kestrel
soft crown
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Promixal Bone?

mint magnet
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Where did all of my stuff on the right go? Usually it has all of my stuff like "Jiggle Bone" And Dynamic stuff. But its all gone. (Hes in play mode rn to show that he has that stuff on him.) but I cant see any of the settings.

mint magnet
crisp tendon
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no clue, i wouldn't use unity for any edits personally

mint magnet
crisp tendon
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same way as regular limbs

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then you need cleaner weight paint

crisp tendon
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can you show what you're trying to do ?

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that's usually blendshape related when this happen

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unless every bone is weighted to the mesh

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Personally i'd delete every vertex group and set weights manually through the vertex group menu, either using automated weighting and then assigning all vertices to a group

soft crown
crisp tendon
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Also an upside down hip bone will cause issues down the line

crisp tendon
#

gl, brb in a bit

soft crown
#

In Blender all of the bones have 0 for bone rolls.

lyric stratus
#

i was pretty sure i did these glasses correctly, but whenever i use this avatar they just kinda float around but head depending on which direction im walking, so im not sure what to do ahah

sleek perch
#

I'm a bit new to this but I set up my body rig with everything like the clothe sbut i'm not to sure bout the neck and head? I'm gonna use it in VR but im on pc. I still wanna be able to move my head around and all that but im not sure if i need to attatch it to the rig a certain way?

fading verge
#

did you ever get an answer on this?

soft crown
#

Feel like the answer is so easy, but I cant seem to find it; How do you add a single missing bone to a vertex group to be able to weight paint it?

spiral shard
#

im confused, everything seems fine in unity but in vrchat my avatar flips around and only my arms are facing in the right direction, can anybody help with that?

spiral shard
spiral shard
#

i tried applying location and rotation in blender and still nothing

mild stratus
spiral shard
mild stratus
#

If it still doesn’t work... ask ruuubik, pretty sure they’re good at this

spiral shard
#

do i just ping em if i get stuck or something? ive never pinged mods/hosts before

mild stratus
#

Idk

#

Sometimes they appear when someone is struggling with rigging

soft crown
#

I know that for my avatar the issue was weight painting and bone positioning in blender. I was having a similar issue with the thumb in particular

spark oak
#

guys help me

#

to rig avatar

#

i should make this

#

for my site

spiral shard
spiral shard
#

it still thinks the model is backwards what vrcTupAUGH

gray knoll
#

When I import a rigged fbx accessory (cat ears) to unity, on an existing avatar, the armature is set to the feet by default (the 3d arrows things to move it), even though its only a head bone, and it does a long ass bone from the head to the feet and makes the dynamic bones freak out, D: any way to fix this in unity?

meager ether
#

never seen this pink icon before, what is it?

turbid spear
#

modded client

#

graciously shows off it's presence by putting an icon into your screenshots

amber kestrel
#

RIP that poor bone man's account

meager ether
spiral shard
#

im so ready to give up 😔😔 all my best efforts to fit it just make it worse and i dont know what to do anymore

turbid spear
obtuse wadi
#

i have all necessary bones

fading warren
#

if you look at lost's rigging from their model above, you can see a 'v' shaped portion at the top (these are chest and shoulder bones) and the 'n' shape at the bottom is the hip bones

#

ideally when rigging you should be including the head too

obtuse wadi
#

i just did like the tutorials said

#

in blender

fading warren
#

and labelling the bones so the program knows what each bit is

obtuse wadi
fading warren
#

there's not green dots in chest or shoulders? it might be reading your chest as neck

obtuse wadi
#

i dont have bones for them

fading warren
#

even if you don't use them, you need those bones

obtuse wadi
#

so ur telling me i have to do this again...

fading warren
#

no I'm saying you need to add bones like it was an actual skeleton

obtuse wadi
#

shall i just delete the model from unity then?

fading warren
#

because that's what rigging is- a very simplified skeleton, that shows the PC where points of rotation/joints are

#

idk man, I'm just saying you need to rig again

obtuse wadi
fading warren
#

blender has auto-rigging optiions

obtuse wadi
#

auto rigging messe

#

messes things up

fading warren
#

aqight so

#

you want points of rotation in the torso. currently your 'chest' extends too high, and is making it difficult for the system to see if it's chest or neck ect. you need to add on 2 more bones going in the same direction: 1 from bottom to top of neck, and then one from top of neck to roughly top of head

#

when you rig, you have to imagine the bones as inflexible rods. in order to make animations like walking and being able to move your head around without breakiing, the rods need to be small enough to allow the flexing. tbh you miight have problems later with regards to not having any rigging in the hands but idk I'm not an expert

obtuse wadi
fading warren
# obtuse wadi can i just add like a loose bone in the shoulders?

no :c are your shoulder bones lose in your skeleton? it looks like both the floating shoulder bone AND your arm bone are parented to the top of the neck. I'd say move the top of the neck bone down to where the shoulders are, unparent the arm bone, try and re-attach the floating shoulder to that neck bone, then parent the rest of the arm bones under the shoulder bone

obtuse wadi
#

how do i unparent?

fading warren
#

I don't use blender but if you click on the bone you want to unparent, so its selected, then maybe right click or check the rigging settings menu?

#

https://www.youtube.com/watch?v=-gIL6VZ-bkE&list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6&index=28&ab_channel=Blender please do take a look at the quick tutorials if you're really stuck. also google how to unparent a bone in blender in google

Blender is Free and Open Source Software
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org

Character Rig: https://cloud.blender.org/p/animation-fundamentals/5d69ab4dea6789db11ee65d1

This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.

Find more free tutorials on: ...

▶ Play video
obtuse wadi
#

i made it like this now

fading warren
#

hmmm, ok see if it works now

#

if you look at the playlist, there's a whole video on parenting

obtuse wadi
fading warren
obtuse wadi
#

it was for the beak normaly

#

i head a big bone for the head but it just dissapears

fading warren
#

you don't need bone for the beak...? I don't think? idk about mouth movement tho. weird how the big one kept disappearing, because that's the best way to do a head bone.

#

you might need to try and summon someone else cuz idk how to fix that bud

obtuse wadi
#

aaaaaa

fading warren
#

hmmmm

#

maybe your hip bones are too short

#

or your ankle bones are too high

obtuse wadi
fading warren
#

well it looks bit better!

#

what tutorial did you follow?

obtuse wadi
# fading warren what tutorial did you follow?

Blender is Free and Open Source Software
The character Rig will be freely available next week on https://cloud.blender.org
Download: https://blender.org/download
Support core Blender development - https://fund.blender.org

--

This tutorial is part of the Blender Fundamentals series, produced by Dillon Gu.

Find more free tutorials on: https://b...

▶ Play video
fading warren
#

huh, ok then

obtuse wadi
#

why does it have to be so complicated

fading warren
#

idk mann

obtuse wadi
#

it means it will just be tposing

#

right?

fading warren
obtuse wadi
fading warren
obtuse wadi
surreal badger
neat matrix
#

How would one add Dynamic bones from the unity asset store to an avatar that has them mapped.

#

Trying to import an avatar that needs the dynamic bones script imported separately

kindred pollen
#

You should just be able to import it into your asset browser, then upload? o:

#

very well might be wrong on that, but fairly certain

neat matrix
#

Would using SDK3 oppose to 2 make a difference?

kindred pollen
#

I wouldn't see why o:

neat matrix
#

Yeah it's still not working.

kindred pollen
#

I don't really have that much experience with DB unfortunately, so I can't really recommend much else lol

#

but yeah, as long as it's imported into the asset browser and the bones have DB's scripts attached, it should work

neat matrix
#

I'm assuming they aren't mapped then. I've done this same thing before with other avatars and it's worked.

lapis bloom
#

For dynamic bone:

  1. Buy DynamicBone (in Unity Asset Store).
  2. Import it into your unity project.
  3. Import the avatar and it should work now.
#

If you imported the avatar before the DynamicBone asset you might need to redo it in order

marble perch
#

Can anyone assist with the whole problem of my avatar's legs crossing when crouching in VR Ever since the first few 3.0 updates I have had this problem. I read that it might have something to do with the bones not bieng straight but they look pretty straight to me.

#

This was fixed in 2.0 by changing the animation set to female/male but i dont think thats a thing in 3.0

solid adder
#

You may have to straighten them out a bit more, they seem to come closer toward the ankles. Also if you're in Blender, try to reset bone rotations. If it still happens then perhaps slightly rotate the bones.

#

Also male animations in 2.0 are a bit on the janky side anyways.

fading verge
#

great illustration, thank you ❤️

fading verge
#

I keep getting the error that my pelvis angle is 90 degrees

sleek isle
#

oh

#

that not good

fading verge
#

the hips and the head and thighs all seem aligned

sleek isle
#

you want your ankle behind the knee

fading verge
#

ohhhhhhhhh

sleek isle
#

wait

fading verge
#

THAT'S why Unity highlighted my ankles...

#

oh?

sleek isle
#

try to have your spine more strait

fading verge
#

but i have another right that has a not straight spine, doesn't give me this error

#

not totally straight

#

this works but my other one, doesn't

sleek isle
#

you can still use the reverse hip if you really dont know

fading verge
#

hmm

#

didn't use cats plugin, that was it

#

whatever would we do without cats, wow

#

fix model, deselected connect bones

#

@sleek isle thank you for your help ^_^

#

❤️

meager ether
obtuse wadi
tribal viper
#

excuse me but how you solve the bent knees probelm

#

try to do it my self

#

fixed toes but instead of the knees going front

#

they go <== ===>

#

huh discord search feature is handy for this chat , for the ones that came looking for my same question , apparently " Vrchat looks in which way the knees are sligthly bent and uses that as the direction they should continue to bent " @astral warren thanks for the info !

astral warren
#

o7

tribal viper
#

what

#

AH!

#

ok google is also quite handy on my slang vocab i gotta say that is a cool way to say salute

orchid compass
#

So uh since im new to FBT i been working on this model and realized i been experiencing a hip tilt to the left when I bind into the model. I may need some guidance for a proper hip bone placement even though i followed the VRChat documentation I cant seem to pin point the issue.

#

Here is a front and side image.

#

I been searching the servers history regarding to hip tilt but it does not seem to do it for me lol. Anyone got advice for the proper hip placement?

orchid compass
#

nvm fixed it

undone pulsar
#

My unity import from blender's been acting strange where the mesh for the forearms raises and everything else is normal. The armature is in rest pos and mesh has no more than 3 weights per vertex

tender summit
#

hey i got a character , full working avatar but his fingers dont work. anyone could help me out ? i can pay

stable coral
sage patio
#

I recommend using the default controller that comes with the SDK, and then adding layers if you need extra functionality. making your own controller from scratch is also doable, but you need to make sure to also set up the finger gestures correctly

tender summit
sage patio
tender summit
#

Yeah I kept having shader issues and stuff

mint magnet
#

is there anyway I can remove the 'foot fall' animation that happens when you stand around? Its like a default shuffle. My little digitigrade satyr doesnt take too kindly to that motion and his legs look silly haha
(reposting here because I got radio silence on the Animation tab)

plain crypt
spice root
#

https://youtu.be/2sfTEBAl8sA Recommending this video to anyone having FBT issues with their Avatar. In your case it looks like you should have a look at your hip alignment. Also if ur feet drop below the ground: Check if ur feet are slighty below your Origin Point of the Avatar. Best way to see that is by pressing 5 than 3 on your numpad. If that is the case, you can look into the video i sent and find how to fix that issue. Hope you can fix it mate :)

[Update 8/6/2020] (Avatars 3.0 info / current state of "RIG HACK" fixes):

*With the new FBT head-locked binding method the "Shoulder Flop Fix" of lowering the viewball is no longer recommended (However if you need it you can still use this fix with VRChat's launch commandline option --legacy-fbt-calibrate)

*The zigzag neck problem is less pre...

▶ Play video
#

@plain crypt

small harness
#

so im having this issue where the feet are roating out when doing the humaniod rig stuff, i have played with the roll but it dosetn seem to change it at all. anyone have an idea why this is happening?

#

please tag me if you have any ideas

mint magnet
#

Does anyone know how to change the “origin” where the foot placements adjusts to? I just need to move it back slightly. Or should I move my entire persons body forwards ?

small harness
#

i fixed the issue. but i have noather question if anyone can help

#

i have this issue where the thumb roates in a weird way, i have also tried to use the roll to fix this with no change

solid adder
#

Looks fine to me, you just need to make custom hand gestures which is simple if you have muscle animator.

tender summit
#

hey anyone can help me or do the hands on my avatar for me? i can pay and its a complete avatar only missing hand bones

astral warren
plain crypt
plain crypt
mint magnet
#

Does anyone know why my guy on the left is going into the 'curl' pose when I preview his idle animation I made? His copy on the right is correct. How do I fix this?

undone pulsar
undone pulsar
#

cant really recreate the error luckily, but it also doesnt go away if I just make a new armature

#

with the same structure at least

#

also, using 'sample bind pose' from the default in unity compresses the arms -from the shoulder on- towards the body

crisp tendon
#

make sure to clear bone rolls before exporting

#

and apply pose with cats if you haven't already

undone pulsar
#

to clear rolls do you just set them to 0 in edit mode?

#

did alt R+G+S before export to make sure it was in rest

#

setting rolls to 0 in edit mode actually seemed to make the deform worse

crisp tendon
#

Make sure you pose is applied then

undone pulsar
#

how do?

#

i did it in model tab of cats if thats what you meant and no change

crisp tendon
#

You sure all transforms are applied on everything ?

undone pulsar
#

yep

crisp tendon
undone pulsar
#

model was made a year ago from 0 experience over 4 days, so it may have some dark magic applied

#

scratch, 0 modifiers beyond armature and no plugins

sterile swallow
#

So I’m rigging some elites from reach, but I’m genuinely stumped.. how do I make the mandibles move when you talk? Is there some sort of bone I need to add into each one?

#

The skeleton looks the same for all the models, so, I’m stumped.

undone pulsar
#

managed to rearrange the thing to enough of a degree that CATS could understand what was going on, and then CATS proceeded to butcher it, but in a fixable manner
annit works now

solid adder
#

And to think, all it cost was your soul and a sacrifice to please the Blender Gods.

river pike
solid adder
#

If it's SDK2 change male animations to female otherwise reset bone rolls in Blender.

#

@river pike

#

Another thing as well is make sure when rigged as a humanoid the bones are in the right places and T-Posed properly.

#

If the above doesn't work. You can always slightly adjust the bone roll in Blender.

river pike
#

Setting it to female worked :O. and i dont know how to do bone rolls, but it works thank you ❤️

solid adder
#

👍

#

SDK2 Male animations in general are just bad.

#

Well VRChat's default Male animations at least. Doesn't seem like they ever came up with a solution for that, but then again anyone can change the animations to whatever they want really so likely just a bottom list priority

astral warren
#

1.) make sure the knees bend slightly backwards and not at all to the side

2.) after moving any bones revert the bones roll back to 0, it sneaks in a lot

river pike
#

Yeah blender and unity seem to like to sneak things in a lot. I don't ever touch the bones at all but half my stuff ends up with pee leg lol

astral warren
#

Most Armature‘s are probably not set up for VRChat

#

They will need to be adjusted in blender

river pike
#

Doesn't cats fix model do that automatically?

astral warren
#

Not sure, I only use it for a more sane pose mode

#

I do other stuff the blender way

#

I avoid cat’s fix model thing

#

But I would suspect that it would not assume which way an avatars legs should bend

terse iron
#

is there a way to make a rotation constraint stop rotating after a certain degrees on an axis? or just not to rotate within a certain range

pearl cedar
crisp tendon
#

crouching or proning ?

pearl cedar
#

what is proning?

#

oh wait I looked it up, i think it is proning actually.

crisp tendon
#

what does the armature look like in blender

pearl cedar
crisp tendon
#

ah yeah

#

You can see what armature proportions are correct here

#

your upper legs are way too tiny

pearl cedar
#

ive tried messing with that, but same result when i change the propertions. Also ive been using the CATS plugin "fix model" button which might be the cause of the issue but idk why they would have the plugin "fix" the model only to break it like this...

crisp tendon
#

cats very rarely breaks anything that isn't already broken

#

i'd still suggest looking that the rigify armature in blender and try to use that instead as your base

pearl cedar
#

ill try to figure it out with your video... what ive done here is use a model from maximo as a base but it changes stuff when i press "fix model" but thanks anyway. I guess ill just keep testing stuff.

fading verge
#

is it possible getting this fbt ?

crisp tendon
#

This ?

fading verge
#

sry image was loading too long

#

like would that work

pearl cedar
#

ive gotten stranger things into this game.

#

not well mind you... but i have.

alpine eagle
#

is that rod reiss?

noble cape
#

is there an individual that can help me set up a gun animation that has moving parts please

#

ping me if you can

#

please

fading verge
fading verge
pearl cedar
#

well, depends, you can make it work, im just not good at it. Just put it in the game and the video Ruubick just posed will show you how to get it proportioned to your body.

fading verge
#

can you send it too e @pearl cedar like the vid

pearl cedar
#

you could just scroll up a little...

fading verge
#

well i dont help me really tho

#

cause the body rig is so diferent

pearl cedar
# fading verge well i dont help me really tho

not necessarily, just import the rig, then get the positions you need to alter the way the tutorial says to, and then you'll have a rig that should work with FBT. I guess the mesh will likely be a tad disorted to get the proper sizing but thats how you do it.

keen depot
#

could someone help me with weight painting my shoes on my avatar please?

mint magnet
#

Does anyone have a good layout guide for digigrade/furry legs?

sterile swallow
sleek isle
#

No

amber kestrel
#

Not directly mapped on humanoid rigging, but you can absolutely animate them

merry elm
#

Would anyone be able to look at my rigging and tell me what im doing wrong

kindred pollen
#

Upload an image here o:

merry elm
kindred pollen
#

Would you mind taking a screenshot of the armature? c:

merry elm
#

ive got the armature set inside the model

#

but when i go into pose mode it doesnt move with it

kindred pollen
#

ah, you likely haven't bound the mesh to the armature

#

I'd recommend using the "With Automatic Weights" button, rather than bone heat (which as far as I can tell was removed/renamed)

merry elm
#

will having my meshes combined together as one not affect anything negatively?

kindred pollen
#

That's actually probably preferred lol

merry elm
#

oh sweet

kindred pollen
#

I don't think you can have multiple seperate meshes combined under one armature in Blender, but I might be wrong on that
as long as they're one mesh though, t'is all fine

sage patio
#

you can

merry elm
#

thats good to hear

kindred pollen
#

ah, kk

merry elm
#

and also will my shaders/rendering engine carry over into Unity when i export it?

kindred pollen
#

no, shader models are vastly different between engines

#

The color/normal/roughness/etc maps will, but otherwise no

merry elm
#

well my glass head may be completely ruined when i export it

#

also Parent with Automatic weights crashed my blender lol

sage patio
#

you can still use shaders that support transparency

kindred pollen
#

^
and awh lol - but yeah, you can set up different but vv similar shaders in Unity directly

merry elm
#

can i screenshot my shader nodes and share them here?

kindred pollen
#

You can, but again shader models vary wildly lol

#

Rest assured that you can set up vv similar shaders in Unity, most likely

merry elm
kindred pollen
#

don't have that much experience with Blender shaders, but from what I know, no

#

Color/normal/transparency/roughness/etc maps will carry over, but full-on shader-heavy materials very likely won't

merry elm
#

i just worry that setting up the stuff in unity is going to be a nightmare with it all being the 1 mesh

sage patio
#

na

#

materials are still seperate

#

a single mesh can have many materials

merry elm
#

when in blender and i join the meshes together it doesnt have seperate materials still

sage patio
#

it should

merry elm
#

oh wait i see it

sage patio
#

if you go to the materials tab, you should see them

merry elm
#

does anyone know a fix for blender crashing when im Parent with Automatic Weights

#

or a way to ease the load

sage patio
#

is this a from scratch model?

merry elm
#

yes

sage patio
#

nice, and you haven't done any weight painting right?

merry elm
#

for the most part

#

and no i havent

sage patio
#

right

#

which unity version are you using

#

i mean

#

blender

#

sorry

merry elm
#

2.91.2

sage patio
#

I also see that you simply created a new humanoid armature using blender, right

#

because there are a LOT of useless bones

#

do you have CATS blender plugin installed?

merry elm
#

yes i did

#

and yea i do

sage patio
#

then you should be able to use that to fix the armature

merry elm
#

I was wondering about the useless bones because i dont want my lightbulb to animate with lipsync

sage patio
#

I'd tell you to use the "Fix model" button, but I'm afraid it might mess up your model

#

so try making a copy of your project first, and then try it

merry elm
#

use fix model on my model or the armature?

sage patio
#

it will do it for the whole thing

merry elm
#

sorry for all the questions im just new to this

sage patio
#

no worries

#

try it without parenting the mesh

#

if it doesn't work, try parenting the mesh (select Keep offsets)

merry elm
sage patio
#

ah

#

yea do that first

#

in object mode, select mesh, ctrl click armature (both should now be selected, with the armature being a lighter orange) and then do CTRL + P

merry elm
#

when you say ctrl click do you mean shift click?

sage patio
#

ye sorry

merry elm
#

all g

sage patio
#

well

#

ctrl works too

merry elm
#

once i do that which option do i select

sage patio
#

oh wait

#

ctrl and shift do the opposite

#

ctrl sets the last selected object as the active object

#

while shift sets the first object as the active object

merry elm
#

ah

#

so which do i want?

sage patio
#

active object being the lighter one

#

you want the armature to be the active one

merry elm
#

ok so with the armature as the brighter one

#

this is when i hit control p

sage patio
#

keep transform

merry elm
#

coolio

#

now Fix Model like before?

sage patio
#

ye give it a shot

merry elm
#

well its Not Responding

#

thats not good

sage patio
#

give it a sec

merry elm
#

after i gave it a bit, it told me this

#

which is odd cause i remember thones bones being there

#

and its also set the armature back to a t-pose and outside of my model

still fossil
#

I wouldn't recommend using CATS fix model on a scratch avatar. It's mostly used for downloaded MMD avatars that have lots of extra bones, duplicated materials, etc.

sage patio
#

^ in this case we're using it to remove the extra bones

merry elm
#

ideally all those face bones

sage patio
#

it could be done manually too

#

just in edit mode

#

but CATS could be faster

merry elm
#

what do i do about that missing neck, head bone thingo

sage patio
#

can you take a screenshot of the armature as of now?

still fossil
#

CATS messes up more than helping on scratch avatars. Best to do things manually

merry elm
sage patio
#

I mean, there isn't much for it to break in this case, but I did also tell him to make a backup before trying to use CATS

merry elm
#

i just manually removed the extra face bones

sage patio
#

alrighty

#

you can also remove those 2 pelvis bones probably

merry elm
sage patio
#

ye

#

as for the "head", how do you want it to move exactly?

merry elm
sage patio
#

do you want the entire bulb, including screw, to move as one solid object?

merry elm
#

yes

sage patio
#

so you only need one bone for that then

merry elm
#

ah

#

so should i drop the head bone?

sage patio
#

hmm

#

it's possible that unity won't let you set it as a humanoid rig if it does not have a head bone

#

I suppose you could keep the neck and head bone, and then just pick one of them (probably head) to weight the head to

merry elm
#

so by head and neck bone you mean the top 2?

#

cause they are labeled as spone004-6

sage patio
#

yea

merry elm
#

spine*

sage patio
#

should probably name the bones correctly too

#

Hips, Spine, Chest, UpperChest, Neck, Head

kindred pollen
#

VRChat's IK won't work without a head bone, but yeah you can just not weight-paint them to anything if you want

#

They just need to be in the hierarchy

sage patio
#

figured as much

merry elm
sage patio
#

ye

merry elm
#

and all those spine bones just spine?

sage patio
#

well from the top to bottom, they should be called:

#

Hips, Spine, Chest, UpperChest, Neck, Head

#

bottom to top*

#

sorry

#

to make weight painting easier, you can technically do away with Upperchest

#

it's optional

#

but it might make it move better when sitting down

kindred pollen
#

also note, you'd definitely want to move the bones to match the mesh in Edit mode before you start weight-painting

merry elm
#

yes they are in the same pose as the mesh

kindred pollen
#

in Edit mode, or Pose mode? o:

merry elm
#

oh you mean in edit mode

#

its in the same pose in pose mode

kindred pollen
#

ah, would definitely recommend doing that in Edit mode

sage patio
#

in pose mode, you can set the pose as the rest pose

#

aka like, "zero-ing" it out

kindred pollen
#

I think you can do that with CATS, too

merry elm
#

is there any way to make it automatch what i have in pose mode?

sage patio
#

yes

#

using CATS

merry elm
#

ah there we go

#

legend

#

so now ive got the bones renamed

#

the pose is set as rest

#

what next

sage patio
#

weight painting

#

aka telling the vertices which bones to move with

merry elm
#

ah okie

#

ill google that

#

thanks for the help c:

sage patio
#

np :p

#

as a tip also

#

for the head, aka bulb, you can do the weighing really easily

#

since all of the vertices in that will be 100% weighed to the head bone

merry elm
#

ah too ez

sage patio
#

you can select all vertices of the bulb, then switch to weight paint mode, then click this button

#

all of the vertices you selected in edit mode will now be selected

#

that will set the weight of all selected vertices to 1

merry elm
#

ok i think i need to go back and lower the sub-divisions on my bulb

sage patio
#

lol

merry elm
sage patio
#

if it doesn't look smooth, use the Shade smooth option

merry elm
#

that feels like way too many

sage patio
#

dear god

merry elm
#

whoopsie

kindred pollen
#

RTX Enabled

sage patio
#

do that while having those selected (after reducing subdivision amount lol)

merry elm
sage patio
#

jeez yea

#

how many polys?

merry elm
#

but it was like that from the jump

kindred pollen
#

CATS has a decimate functon, alongside Blender itself

sage patio
merry elm
#

what do i do to see that @sage patio

sage patio
#

in edit mode

#

oh the poly count?

#

uh

merry elm
#

ye

sage patio
#

bottom right corner?

#

might not be there in 2.9

merry elm
#

does seem it

#

i could probably delete the verticles under the shirt

sage patio
merry elm
sage patio
#

19 million...

merry elm
#

super cas

sage patio
#

dear god

merry elm
#

probably explains how bad my performance has been

sage patio
#

yep....

still fossil
#

That's why you crash when you try join the armature to the mesh too

sage patio
#

recommended max poly count for VRC is 70k

#

^^^^^^^^^^^^^^

#

that is a LOT of vertices to calculate weights for

merry elm
#

makes sense

sage patio
#

I suppose you could ye

#

whichever looks best

#

try using the symmetry option too

still fossil
#

Make sure your iteration is an even number

merry elm
#

im also gonna delete all the verticles under the pants and shit

sage patio
#

ye good call

#

anything that is not visible should be removed

#

don't forget you can use CTRL L to select all connected vertices, ALT + Left click to select a whole loop of vertices, and CTRL numpad "+" or numpad "-" to expand or shrink the selection

merry elm
#

so ive unsubdivided it and deleted the bits that arent visible

#

im just worried about the clunkiness of the hands

sage patio
#

again, set the shading to smooth

merry elm
#

ah yes

sage patio
#

I think you can actually do it for the entire thing

merry elm
#

that looks way better

sage patio
#

in object mode

#

under the Object menu at the top left

merry elm
#

i found it in just the right click menu

#

also this is longer term

#

but i had an idea that whenever i talk the bulb lights up, would that be done in unity or in blender?

kindred pollen
#

That would be something done in Unity, likely via SDK3

merry elm
#

ah cool

#

is there anything i would need to set up in blender in preparation or nah?

kindred pollen
#

Likely not, though having seperate dim and lit textures of the bulb would be more efficient than using a realtime light in Unity

merry elm
#

my vert count is still stupid high

still fossil
#

You can un-subdivide it again

merry elm
still fossil
#

What does it look like in edit mode?

merry elm
#

i can see the vert line

sage patio
#

you can still reduce that a lot

#

also try recalculating the normals

#

should be under the Mesh menu in edit mode

#

I think

#

Normals > Recalculate

still fossil
#

Retopologzing might be a better solution tbh. Decimation of any kind messes up the topology one way or another

merry elm
#

Retopologizing?

still fossil
#

You basically recreate the mesh and use the high poly version as your guide

merry elm
#

oh? do tell

still fossil
#

There are tools that automatically do it for you but I'm not familiar with them

#

https://www.youtube.com/watch?v=l-sALvdn3FI Here's a video about retopology. He shows you how to do it with blender's built in tools then shows some addons that can be used

Retopology can be a difficult task and Blender's tools aren't the most intuitive. In this three part series we'll look at Blender's default retopology tools and in the follow videos a couple of powerful addons to make this process easier.

Use the code "free" to download the Spyro model here:
https://gum.co/UWXBC

Part 2 - Speed Retopo Addon:
ht...

▶ Play video
merry elm
#

im getting closer

still fossil
#

Tris

merry elm
#

ah ok so not at close as i thought

#

ayo there we go

merry elm
#

Could anyone help me get my armature attatched to my model?

#

@ me if your able to help

kindred pollen
#

@merry elm You'll need to weight-paint it to your model - if I'm remembering correctly the armature is parented to the mesh, but with empty weights

#

You could either use automatic weights (deparent and reparent, selecting the automatic weight option instead) or manually weight-paint it yourself o:

merry elm
#

it keeps clicking the verts instead of the bones underneath them

sage patio
#

@merry elm click on the mesh then go to weight paint mode

merry elm
#

do i need to paint the inside of my model?

sage patio
#

@merry elm na

#

@merry elm also, if you do it right, you can mirror weight painting

merry elm
#

How does one remove weight paint?

#

ive tried the subtract brush but it lays more red on

kindred pollen
#

Set the weight of the brush to 0

merry elm
#

its just applying more red

kindred pollen
#

With the brush set to Add/Draw and the weight slider at 0, it's adding more? o:

#

weight's really the only thing that shOuld matter, as far as I know

merry elm
kindred pollen
#

interesting lol, and cool! c:

coral sigil
soft locust
#

Hey there, anybody have any explanation of why this models armature is not grabbing the chest? I've used Cats to merge meshes together, so it may have happened during that stage, Is there a way to sort of put it back together? I'm new-ish to blender, but i've gotten myself pretty far with what i've got. explanation would be appreciated!
lil' pic for visual clarity

#

just for a little more info, the body and head used to be seperate meshes, but worked fine with the skeleton, and the legs are also properly working with the mesh

sage patio
#

because to combine meshes, you can just do CTRL J

#

and it should not mess with any of the vertex weights

soft locust
#

I believe only the mesh, I've only done mesh combining with the cats plugin, I have found out though that it was broken even before the mesh merge, so it may have to do with it fixing the bone, and breaking the armature, since its a bit strange starting out

#

I will try that though and see if it fixes anything, currently just starting over without fixing the armature

sage patio
#

I recommend frequently using pose mode to test the rigging

#

to make sure nothing is broken

soft locust
#

huh.

#

yeah its liiiikely just the bones absolutely breaking

#

chest piece just entirely came off

sage patio
#

well more like, the chest part of the mesh is not following the chest bone

soft locust
#

prolly gonna have to go without doing any bone fixing using cats

sage patio
#

is the chest a seperate mesh?

soft locust
#

nope, never was oddly.

#

the only thing that was really odd about the model was how the orginal bones were laid out, and in the process of optimizing the mesh it must've deleted the bone assigned to the chest proper

sage patio
#

probably it

#

you can use CATS to merge bones

#

and their associated weights

#

"To parent" will merge one selected bone to the bone it's parented to

#

"To active" will merge all of the selected bones with the active selected bone

#

aka the one that is highlighted lighter

soft locust
#

ah, gotcha. I'll probably go through all the bones then and carefully merge them next time around with that before doing anything with cats auto fixing

sage patio
#

sounds like a plan

soft locust
#

ty for the explanation, appreciate it

sage patio
#

np

fading verge
#

How to do it

sage patio
fading verge
#

Thank you

merry elm
#

ughhh holy shit i think i need to redo my entire rigging process

#

is there anyway to transfer armature/weightpainting to an identical other model?

sage patio
mint magnet
#

is there anyway I can create a blink animation by using bones? My avatar is very chibi and has little dots for eyes that are rigged so they can be compressed easily.

#

Also, when I go to make an animation the "blendshape.blink" doesnt exist, neither does any blendshape option.

turbid spear
#

you don't have any blendshapes

#

they'd be in a list in your skinned mesh renderer

#

and you'd just press record then slide the slider on thr skinned mesh renderer instead of manually adding it as a property in the animation window

mint magnet
#

I see I see, so I have to make the blendshapes first before that list shows up? because I dont have any just yet. Im in between animating with bones or vertices rn

tired glacier
kindred pollen
#

what's the problem? o:

tired glacier
#

^ that's the normal pose

kindred pollen
#

That sounds like a weight painting issue - in your case, you could probably just select all the verts on the head, then assign them to the head bone's vertex group

alternatively you could select the mesh, go into weight-painting mode and paint the head 100% from there c:

tired glacier
#

okay thank you!

kindred pollen
#

yw! c:

tired glacier
#

okay i'm back again, and that still didn't work

#

(because the head itself is working just fine)

#

so how do i fix this issue?

turbid spear
#

does the head stretch weirdly

#

if so it's likely weighted to multiple bones

#

select one vertex on the head and check in the top right N (shorcut key) panel what it's weighted to

#

there's gonna be a weight table

tired glacier
#

thank you so much holy shit

turbid spear
#

turn on normalize on the brush settings to avoid multiply bones being able to affect a vertex by 100% (that's what causes weird displacing and deforming)

merry elm
sage patio
#

@merry elm you can

#

in edit mode, select everything (A) and then go to Mesh > Seperate > By material

#

also, even if the mesh is joined, the materials are not

#

a mesh can have many materials

merry elm
#

Will that fuck up my rigging?

sage patio
#

no

merry elm
#

God damn sacred you are a treasure

#

I'll give it a go when I'm home from work

#

💕 thanku

sage patio
#

❤️

mint magnet
#

does anyone know why this does this? It happens when I try to apply a custom idle animation. Ive never had it not happen . I see fixes online but nothing on HOW to prevent it. (will cross post to #animation )

turbid spear
#

go to the animation tab and click preview, it should stop it maybe

merry elm
#

if i wanted my lightbulb to light up when i talk would that be done in unity or blender?

#

if so should i even make a seperate material for the lit up bulb or just leave it

amber kestrel
merry elm
#

apologies! c: thanks for the help

glacial frigate
#

so uhhh

#

about the bones

#

what am i supposed to name them?

#

also what happens if my avatar has multiple meshes

turbid spear
#

check the pins for names

#

if you have multiple meshes you can join them

#

or keep them if you really need them to be separate

glacial frigate
#

also i dont think this is normal lol
some of the polygons are missing

meager ether
#

nah, it's just inverted

glacial frigate
#

ah ok

meager ether
#

time to back to blender

glacial frigate
#

is the inverted thing normal

sage patio
#

@merry elm the glowing part is something you would do in unity, because the shaders can't be carried over from blender to unity

meager ether
#

but still you need to flip it

sage patio
#

the 2 ways to do it are A: have a seperate material for the glowing part and animate the emission intensity. alternatively, B: have it part of the main material, but then just make a mask texture for the emission, which will make whatever part is white glow, and whatever is black not glow

merry elm
#

i might do it the A way

#

but by seperate emission material that would be in unity?

glacial frigate
#

now it's even worse

#

the model appears perfectly fine in blender

sage patio
#

then in unity, you can create materials for each slot, put them in each slot, and customize them