#avatar-rigging

1 messages · Page 184 of 1

wheat thistle
elfin meadow
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Bones should be like this for eyes I believe

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Vertical

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That's what I've seen in all of the things I've looked at

wheat thistle
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Aaah ok.

elfin meadow
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You should just be able to switch to edit mode and point it upwards

wheat thistle
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The one that the vertex group USED to be parented to is that front one in the pupil, but when it would rotate that, the pupil would spin in place lol. So I tried shifting it back to the bone that seemed to work better

elfin meadow
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If you think about it, the CATS plugin is rolling the bone around its axis, so if they're facing forward then it's just going to spin the eye along the bone direction

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If you point the bone up, spinning the bone along its axis will rotate the eye

wheat thistle
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Aaah yeah, good point. That makes sense.

elfin meadow
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You'll want the bone in the center of the eye

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Otherwise it'll come out of its socket haha

wheat thistle
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Yeah that's how it is now I think, just facing the wrong way. The other was at the front of the eye and it was kind of cursed lol

elfin meadow
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🤣 rigging can be incredibly cursed

wheat thistle
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So I should just be able to transform this bone 90* on the....Y I think but I'll trial and error that

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Right?

elfin meadow
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Like this yeah

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If you do it in edit mode you should just be able to point it right up

wheat thistle
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Oooh, bone transforms don't have rotation, just the Head/Tail positions. Or can I just use the rotation hand tool?

elfin meadow
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You can use the rotation tool still in Blender I believe. Alternatively you could just copy the tail X/Y onto the head (or vice versa, I always forget which end of the bone is which)

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hitting R and then Y should let you rotate the bone around one axis

wheat thistle
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Is there a way to snap the rotation?

elfin meadow
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If you type R then Y then 90 it'll rotate by 90 deg

wheat thistle
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ah cool

elfin meadow
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(you can use X instead of R to rotate on X)

wheat thistle
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I think it's X I want actually, now that I'm looking at it

elfin meadow
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sorry, X instead of Y

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So R X 90

wheat thistle
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...Oops

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I managed to crashed Blender

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lol

elfin meadow
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Oh wow that's impressive. I did that earlier by setting subdivision to like 20 😛 thankfully autosave had my back

wheat thistle
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Yeah, I saved recently. I pressed a button and apparently it didn't like it

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Let me try this again

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Huh. I see.

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The create eye tracking tool is creating new bones for the eyes o.o

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And I think that's what's been giving me issues

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Because they point forward

elfin meadow
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Hmm, are you trying to use eye tracking with your avatar?

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That's different to the normal eye support I think

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I think it's fine if the eye tracking bones point forwards, but you still need bones pointing upwards?

fervent hornet
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In AV3 you can adjust the values yourself, but yes the bones should be pointing upwards with no roll if you want it to work correctly

wheat thistle
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aaaah ok. how do i turn off roll

wet tide
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hi! i have a very similar problem as sirjames and i was wondering if someone can help walk me through this,,,,

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my brain is smooth and 3d modelling is hard hfdhg

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so uhm, i'm not sure if i should be doing this in blender or unity or not, but i created an avatar with vroid and imported it into unity with VRMimporter

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now i hav some boots, glasses, fishnets, and earrings i wanna add

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i imported the boots into unity by exporting it through blender (it was originally a pmx file)

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and now i hav the same problem, i wanna edit one of the boots so that it fits the model since there's too much distance in between

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should i just switch back to blender to do this? after all i do wanna add fishnets and it isn't made for my avatar's base so idk if unity has functionality to sculpt it onto my avatar's body

crisp tendon
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For the boots yeah, you can fix that in blender

solid adder
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Once you take it into Blender that is.

wet tide
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yesh i decided to take it back into blender

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im trying to figure out the shoes atm kjdgfdsd

solid adder
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Well again, you can always delete the shoe that's not on the avatar and use a Mirror Modifier.

wet tide
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:0

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true

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i dont know why i didnt think of that

solid adder
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Well Blender don't come with instructions really so it's something you learn on your own.

wet tide
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uh,,,, how would i go about doing that actually ksjdjgdfj

solid adder
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In your tabs with the small symbols there should be a picture of a wrench.

wet tide
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modifier properties?

solid adder
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Yep.

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Add a new modifier and find Mirror.

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Now do know that the modifiers will not be applied if there are shape keys. So you will have to separate the shoe from the avatar and delete all shape keys from the shoe in this instance.

wet tide
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i think it worked*??? i saw the model shift a little but i need to delete the right shoe still i think

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how would i go abt deleting the right shoe

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ouh wait

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i might be able to just fix this by moving the bones a little

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or rotating them i shud say

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shud i do that?

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im not sure jfdksfkdh

solid adder
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Up to you. I would separate the shoes from the model first, then delete the shoe that's not on the model in edit mode, delete all shape keys from the shoe, and then add the mirror modifier in that order.

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Then you can just apply the modifier and both shoes should be fitted on the feet correctly.

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It would also make weight painting a bit more easy since that would also be able to be mirrored if you have problems down the line with that.

wet tide
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hmmmmm

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that's true,,

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oki

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how would i seperate the boots into individual models?

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so i can delete?

solid adder
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Are they by chance their own material?

wet tide
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uhmmmmm

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i'm not quite sure hdfjjsndkdjf

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how would i check

solid adder
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Do they have their own texture?

wet tide
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OUH

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yes

solid adder
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Put the avatar in edit mode, go to your materials, highlight the material that the boots are using, and press the select button that should appear when you highlight the material while in edit mode.

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Then you can press ctrl P(?) To separate by selection.

wet tide
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helo

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sorry im bakc

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how do i put the scene into edit mode?

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ouh wait i found it!

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how would i go abt highlighting the material

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i selected a new texture* since the original one was broken, theyre all the same otherwise

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the original one gave a pink overlay which looked funky

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i don't know what i'm doingggggg

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augh

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i feel bad for asking since i cant give anything in return

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ouh-

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well i found where the shape keys are

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there's only one that says basis

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where do i find the material that the boots are using

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i know the file path of the boot texture, it's under material properties in MMD texture

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but other than that

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i think i seperated them

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it created another thing called BOOTS_mesh.001

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when i click on it though the highlight still goes around both shoes though

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yes it's not seperating them

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i pressed on select, it highlighted the entire thing
went to mesh, pressed on seperate>selection

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it creates another mesh but it doesnt seperate the boots

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it just moves both of them onto the new mesh

river merlin
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uhm hey guys me again, when i pull my character in unity his shirt is gone and the colors are different (i did the thing with the materials already)

river merlin
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stuff like the shirt (which should be purple) is just black and when i apply shaders its disappears completely

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even the hair and body color are different and i dont know hwy :c

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after applying the shader

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i really dont know what happens with the colors and the shirt there

wet tide
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i still havent figured out how to seperate them after all this time kdkfgkndfg

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is anyone still able to help??

gray meadow
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Did U find a Boots fbx thats just two Boots meshes stuck together or smth

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Damn i was abt to try and help but i realized I Have no idea how to seperate them without using Blender and i have no idea how blender works

wet tide
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yesh i found a boots mmd file (pmx) thats just 2 meshes stuck together

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ive been trying to seperate them in blender but honestly im kinda just considering on rotating the bones but then my model will probably clip through it alot because no weightpainting :(

gray meadow
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Tbh id say Find Seperate boots

wet tide
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awh :(

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but these boots are snazzy as heck

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there is an alternative to these but it's paid and it has like a billion triangles

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and frankly i dont wanna spend 50 dollars

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also just fyi i love ur pfp

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have u got all of the eastereggs on the website?

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i managed to find the 11th but im still looking for the 12th easteregg

river merlin
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do you have blender?

wet tide
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(offtopic i know im sorry)

river merlin
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i had the same problem yesterday

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like with the shoes

wet tide
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yesh i saw ur messages

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but,,,,,,

river merlin
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then do it like that

wet tide
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oh

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wait

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is the way you did it not the same?

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hold on ill read it again

river merlin
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yeah xD i just seperatet them so i could move them on my own

gray meadow
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fellow Ena Liker

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nyways if you somehow had the blend files for the boots u could put em into blender

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and seperate the meshes

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problem is finding Usuable information on how blender works is impossible if you dont ask People

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and just go to youtube

river merlin
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you have to click on the body (the shoes not the bones) and then go to edit mode. Press alt + z and select one shoe. press l then p and seperate them

gray meadow
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40 minutes of the Thing im not looking for and 1 minute of the Thing i am looking for inbetween a bunch of Greeble dialogue

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are u using the New veresion of blender?

wet tide
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oh nononono thats what ive been doing

gray meadow
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I forget the actual version name isnt it 2.0

wet tide
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i imported the boots into blender

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i just cant seperate them

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ill try james' method though

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OH

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WAIT

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no sorry i'm dumb i misread ur message

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yes this wouldve been a whole lot easier if i had the blend file hhfdhgj

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and yes im using the latest ver

gray meadow
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i wish All people who dont include the blend files on their accesories a Very die

wet tide
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hehfgjdgjfdnjsdf

gray meadow
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and all the ppl who dont include substancepainter files for their avatars ESpecially if you intend for me to edit their textures

wet tide
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tbf i think they are seperate models but blender just imports them wonkily since it's an MMD format

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they didnt expect me to use it outside of MMD i guess

gray meadow
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I know theres a lot of Shenanigans you have to do to get mmd stuff to work properly in vr

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Once saw someone import a model straight from mmd and it. turned out relaly bad. the worst ive ever seen

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I wish i had a video honestly

wet tide
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HHHGJDFJ

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well other than the mesh issues and some other settings i needed to tweak it imported fine

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it had a pink halo surrounding it and i just had to uncheck one thing and it looked normal again

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REALLY

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PLS BOT

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@river merlin U DID IT u actually figured it out for me thank u so much

gray meadow
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im glad u could figure it out :)

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Sucks when smths wrong n u cant find out whats wrong

wet tide
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SNAZZY

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BOOTS

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now i just need to import all of the other fricking accessories hgjfdgjfdngd

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i hope i dont run into as much issues as i did with these fricking b00ts

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okay i dont even know where to begin to add fishnets

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ouh wait there's another way of doing it

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i just realized

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this is gonna add like 100,000 polygons

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maybe i shouldnt

gray meadow
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Well quest users definitely cant see it

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....thats an okay compromise

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The rest of the model isnt like 80 gorillion polygons tho

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Id say youre okay

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Making a model thats rated excellent is Extremely hard

wet tide
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true hjfdgjfdjgndf

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but tbh i dont think my pc will even be able to handle that much

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im gonna see if i can make a much more simple one that's just a texture extruded a little bit around the bodypart

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2k polygons per bodypart :>

gray meadow
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sometimes idk how avatars end up with poor ratings

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the ena avatar i use shows up as Poor rating even tho shes just polygons

wet tide
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omfg

gray meadow
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my friends big boss avatar shows up as verypoor even tho big boss in mgs3 is from fucking 2003

wet tide
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hmmmmmm

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yknow wat

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im gonna try it anyway

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my model by itself is already above 10k polygons so quests users wouldve never been able to see it in the first place

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time to explode my pc

gusty compass
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I use a ferret model with 4k polys

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But it is poor

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Bc of 4/5 materials and dynamics

gray meadow
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Thats piss poop its so Delicate

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what if i just used the fucken default unity cube

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Unity Cube ? Blender Cube

elfin meadow
fading verge
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anyone how i can fix that my middle plate moves like crap if i crouch

elfin meadow
fading verge
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well to what should i parent it

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or weightpaint it

tulip root
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can someone help me position my feet bones the right way? Like if you have hooves how should they be positioned?

elfin meadow
stuck parrot
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feel like this would be the best place for help with this, but it seems any avatar i upload to blender, fix model, and then export and put it unity has its bones broken or something. when i put them in unity and try to put dynamic bones on them, they don't work at all. i've tried this with four different models and they all do the same thing.

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i dont understand though cause i can see the bones are there in blender just fine, and the rig setup in unity seems fine, but dynamic bones just do nothing when put on.

kindred pollen
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Do the dynamic bones work in Unity's play mode, but not VRChat? o:

stuck parrot
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they don't work in play mode, nor do i see them on the avatar when applied, cause when you have the model selected you would see them but they just are not there

ornate cairn
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you need to select bones in root on dynamic bones component

stuck parrot
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omg omg thank you i KNEW it was something stupid and small i had been missing

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this is such a relief, i never had to do that one little part before so i was like wtff

kindred pollen
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legs look fine to me? note that leg shuffle thing might again just be a side-effect of how VRChat's IK works

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also, might be worth checking to see if the issue's only in desktop or VR

wide knot
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does anyone know what could cause fingers to twist and scale weirdly in game? looks fine in unity and blender

wide knot
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i set bone roll to 0 on every single finger bone

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or well, every single bone on my avatar

tulip root
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What is this?

wide knot
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a bone not involved with fingers

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just for attaching colliders

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fingers are all parented to wrist

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not to that bone

tulip root
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check if you have parts weightpainted to wrong fingers

wide knot
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weight painting is correct

tulip root
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u sure?

wide knot
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posing bones in blender everything looks fine

tulip root
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Bone roll, weightpaint or gestures. One of those is your problem.

wide knot
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using default gesture layer

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i feel like the game overrides finger positions from gestures when using index controllers

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and just forces finger bones to predetermined positions

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which dont line up with my rig, which causes warping

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fingers basically follow the blue axis

stuck parrot
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how do i connect one bone to another?

limber junco
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bill cipher

fading verge
elfin meadow
gentle veldt
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so my avatar's knees bend the opposite direction when i crouch... what do?

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they bend backwards when i start to crouch. but when i crouch a little further, approaching the prone threshold, they go to normal. and this is a fully rigged model that i had purchased. is it maybe due to the custom prone animation? or is it due to these things?

crisp tendon
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What does the armature look like in blender from the side ?

gentle veldt
crisp tendon
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Try moving the knee bone slightly forward and then clearing rolls on all bones in edit mode

gentle veldt
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just tried without a custom prone and thats not the issue

crisp tendon
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In blender you have a search bar that lets you find anything you can do

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alt + R also works

fading verge
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I have a question

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@crisp tendon I'm trying to make a request on making a skin in a .vrm format. Know where I can get help on that?

crisp tendon
fading verge
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Who would take upon the request though

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By random?

crisp tendon
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no clue, but that's the wrong channel for that, you can commission people from other places

fading verge
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I've asked several people so far from multiple discord servers and they have always turned me down.

fading verge
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No idea on what that is.

elfin meadow
fading verge
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I'm trying to get an avatar for virtual Droid 2, but I don't think it runs by the same style when it comes to avatars. Thanks for pointing me to the server though.

fickle cosmos
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I cant find / remember right search terms, Where I could check bone order for the avatar.
Im starting the rigging and I If I remember wrong they needed to be in right order to work?

crisp tendon
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It's pinned in this channel

fickle cosmos
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Ofcourse! 😄 atleast i was in right channel! Thank you ❤️ !

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Ah! Super! I remembered it right that I saw it somewhere here months ago! I will save this !

gentle veldt
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okay i am not 100% sure but i think clearing the rolls just made everything so much worse

crisp tendon
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how so

gentle veldt
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now its fucking up my view point.

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view point is either inside the chest or way above the head

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even tho it is clearly supposed to be located right between the eyes

crisp tendon
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Do you also have a custom idle ?

gentle veldt
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nope

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no custom locomotion, no custom idle. im not even using an FX layer on the test avatar

crisp tendon
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And your viewpoint is moving ?

gentle veldt
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well im trying the CATS plugin "fix model" and when i reimport the model, i have to redo the rigging cuz the leg bones are somehow defaulted to the bones in the dress. anyways i cant exactly remember what bone to put in for "foot". be it the ankle or the toe. tried both. but testing the avatar, the view point is screwed up

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also, the knees are still broken too

crisp tendon
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You didn't really have to use cats in this case

gentle veldt
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im not even sure if "clear the rolls" even did anything to be perfectly honest

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also, alt+r brings up my Radeon software manager

crisp tendon
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Then use the blender search bar instead

gentle veldt
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i did

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in unity, which bone should i put onto the Right/Left Foot?

crisp tendon
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ankle

gentle veldt
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still broken

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here's my mapping in Unity btw

crisp tendon
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wdym by broken

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what's the result ?

gentle veldt
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view point is still inside the chest

crisp tendon
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Did you press play to see where the viewpoint is in editor ?

gentle veldt
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unity still has it inside the head where it should be

crisp tendon
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What does the upper part of the avatar look like in blender ?

gentle veldt
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from the front or side?

crisp tendon
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either

gentle veldt
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maybe i should move the chest/spine/hips back a little so its close to a straight line?

crisp tendon
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hip bone needs to be above the legs, not sure why the chest bone is so massive though

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there's also a few non symmetrical bones going on

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so i could see some fuckiness happening

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overall it should be fine, and not sure why the viewpoint would change tbh

gentle veldt
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moving those bones didnt do a damn thing

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im gonna try again from square 1...

stuck parrot
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how do i find my weight tools in the latest blender

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nvm found em

gentle veldt
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FINALLY

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although i think the knees might be a little too close together. theyre kinda crossing when i crouch

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ya know what? ima deal with it. ive already spent way too much time, energy, and sanity on this and i do not wanna accidentally screw it up even more

stuck parrot
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when I'm sculpting how do I turn off it snapping from one spot to another, i just wanna sculpt right where my mouse is

sage patio
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@stuck parrot the magnet icon at the top I believe

wind night
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i can't get my eye bones to agree with unity

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the eyes end up turned down in unity

sage patio
wind night
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i'd rather they just work normally

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what it should look like:

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what it actually looks like:

shell agate
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I have a question

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And I am kinda a newbie for unity

wind night
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go on and ask it then

shell agate
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I asked it somewhere else

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In avatar 3 help

crisp tendon
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Is it a rigging question ?

shell agate
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I think

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For some reason for a smol avatar the legs get bent like that

crisp tendon
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Literally can't see anything in that screenshot

shell agate
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Ah okay will send another

wet tide
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hi, i need a little help

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i have earrings and boots that i wanna add to my avy in blender

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both have armatures

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idk how to attach them though

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my main problem is i have two seperate meshes under my boots hierachy, and when i go to attach them to my avy's armature only one of the two boots show up since its only one hierachy

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the earrings show up fine though since theyre two seperate armatures

crisp tendon
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What does the armature look like in blender from side view /

shell agate
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I used unity to edit it

crisp tendon
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Can't edit bones in unity tohrushrug

shell agate
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Ah ok

shell agate
wet tide
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i'm not gonna worry abt adding earrings

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i just wanna c if my model works for now

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can someone help me though with attaching the boots?

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i don't know which bone to attach them to

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pls bot

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do i attach it to the hips???????

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the highlighted armature is my base's armature and the black armature is the boots' one

shell agate
crisp tendon
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Make sure the legs are straight from the front and slightly bent from the side

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looks correct from this side at least

empty lake
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(talking for jude here. i was helping but refered to here because my knowledge is limited, the avatar's armature is like in the screenshot, and works fine with the full-size avatar. It breaks though when the avatar is scaled down in unity to be 3 inches.)

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i assume the ik just fails at that point

crisp tendon
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3 feet right ?

empty lake
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3 inch

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tiny

shell agate
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3 inches

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Yeah

crisp tendon
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Yeah then it'll break

shell agate
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Ah okay

empty lake
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was afraid of that

crisp tendon
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20cm is the smaller recommended height

shell agate
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True

empty lake
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sorry Jude 😕

shell agate
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It's ok

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As long as I don't look in a mirror I am fine

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It actually mostly happens when I am sitting on the bed anyways and turn my body

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And have vrchat on standing mode

empty lake
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yea ik probably just spazzes out, bones getting too short and the like

shell agate
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Yes

shell agate
wet tide
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does anyone know which bone i have to attach my boots' armature to?

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this is the only thing stopping me from importing my avy into unity and seeing if it works in vrchat ;-;

gray meadow
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If ur doing small avatars

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The way u should rlly do it is make it normal sized in blender

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N just make it Tiny in unity

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Because making it tiny in blender causes problems like that

wet tide
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theres a left and right foot bone though and i cant attach them seperately so idk what to do hshdjdjskdn

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i posted a screenshot before,,,, it shows all the bones my base has

empty lake
frozen jacinth
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For FBT is cutting out the hip to grion and replacing for legs common? I found two seperate avatars with nice tracker placements and both ended the torso at the hip, which I dont think is a coincidence.

wind night
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i'm sorry what

soft star
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guys.

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problem that needs fix'n

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this bone has the wrong default position.

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how do i change its default position so it ain't bent?

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the people over in help told me someone here could help.

sage patio
soft star
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pose mode.

sage patio
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so then just clear the pose

soft star
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thats the problem

sage patio
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pose > reset > reset unkeyed

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i believe

soft star
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that is with clear'd pose

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i think fiex it.

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apprently interting a keyframe fixed it.

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no idea why.

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god why are all editors like maya and blender so confusing.

sage patio
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because 3D modeling is hard

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blender gets easier once you start to get the basic concepts

soft star
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see its not the basic i have problems with, its just the spaghetti code you get with an 3d software.

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either way as far as i can tell my problems are over for now.

dusty stone
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I used CATS to fix my model - I get some height issues in-game tho.

I'm on a Rift S - no IK Fullbody.

Would altering the armatures and mesh by making the legs slightly longer fix the issue, or is there another way? My viewball is just behind my eyes and down on my model - no matter where I place it, I get floating issues.

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If you need some images, I can send you some. My way to fix it usually is to hit 'Standing Play', get elevated by 5 centimetres (tip-toes), then hit seated and stop tip-toeing.

dusty stone
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ping me if anyone has a resolution for this issue - whether it is rigging issue or not

worthy pond
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Anyone have a good Viseme chart for all the visemes? I'm making some rn and was wondering if anyone uses one in specific

vital mason
wind night
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will bone constraints get imported into unity?

sage patio
wind night
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damn
i found an avatar with four legs, and even in fullbody the back legs followed the front
how'd they do that then

sage patio
livid pond
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please help

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can anyone do this for me? ill be grateful

#

i cant use blender, please dm me for more info

wind night
#

you can't use blender or you're just not familiar with how to use it?

livid pond
#

i cant, no one has teached me, i have attention problems, it gives me stress and i have trouble learning

#

im autodidactic

#

i had a lot of problems learning unity and i suck at it

#

i swear i tried but its so hard without any help

#

so i gave up

#

Dang no one will do that? I'll be so grateful..

wind night
#

i mean i could possibly do it, i'm not the most familiar with using a jaw as opposed to blendshapes though

livid pond
#

At least can you rig the mouth? I don't want my emperor to be constantly screaming in pain

wind night
#

lol

#

i can try, no guarantees

livid pond
#

Well thank you ;_;

#

Can I dm you? In 4 hours Ill give it to u

wind night
#

yeah

unreal shoal
#

Can anyone tell me how to fix this besides kung's two full body fix methods?

#

Because those make this happen

#

Move in edit mode and rotate in pose mode and apply as rest do not work

sleek isle
#

fix what

unreal shoal
#

the hip bone being wrong and making my hips rotate funky with fullbody...

sleek isle
#

have you try to move the hip back to be more align with the leg ?

proud wing
#

sorry for asking but what is avatar rigging?

sleek isle
#

what make move the character

proud wing
#

oh

#

ok

sleek isle
#

skeleton

proud wing
#

by the way where do you add the shift fn animations (sorry for wrong channel but couldnt find)

sleek isle
#

depend. sdk2 or 3

sage patio
proud wing
#

ok

#

@sage patio is there a way to see who is the creator of the skin without having someone else wear it?

sleek isle
#

no

proud wing
#

ok

unreal shoal
sleek isle
#

it break in what way

unreal shoal
#

The hips end up an even worse angle

#

I move the hip bone, the pelvis of the avatar moves the opposite way

dusty stone
crisp tendon
#

What's your issue and can you post screenshots of it and your armature in blender ?

sharp viper
#

yoooo

#

so uh

#

how?

sage patio
sharp viper
#

hehe, I gathered as much 😉

#

if vrc does such a thing, I would love for it to be driven by any camera, with something like the way hitogata does it 🙂

sage patio
sharp viper
#

though typically those systems work best with SoC trained models and global shutter

sage patio
kindred pollen
#

also important to note is that the Vive facial tracker would likely need cheek, lip, and tongue bones to work, which I'd hazard a guess and say a majority of avatars don't have lol

sage patio
#

no, it's using 38 blendshapes

kindred pollen
#

could def do blendshapes too, though those won't follow the person's facial muscles properly

#

lmao timing

sage patio
sharp viper
#

yep, decagear uses blendshapes for ease

kindred pollen
#

ah, nevermind then o:

sharp viper
#

Well, that's actually interesting

#

so if it's blendshapes

#

and they're named the same,

#

it could read them, but like, so far unaware of how vrc would know that it's done so.

gleaming mesa
#

obviously them saying blend shape means that they have some api where 38 values [0.0, 1.0] come out

#

each is supposed to map to some kind of face movement

#

the reason it's not bones is that you can make these blend shapes "conceptual"

#

as in "this value is the left side of the mouth going up"

kindred pollen
#

ah o:
also that sounds like it'd make my CPU scream lol

gleaming mesa
#

apart from the calculations that create those 38 values, not that much more than VRC already makes your cpu scream

slate cedar
#

How many cores does vrc take advantage of?

kindred pollen
#

VRChat itself is multithreaded, though Dynamic Bones (a third-party plugin for jigglebones) isn't

#

I don't know how many cores it uses specifically, though - would probably maybe take advantage of an 8 core processor, but probably not a 32 core processor lol

elfin meadow
#

What's the right way to weightpaint a character which has a combined body/neck/head? e.g.

#

Ideally want it to act as a single object and not get warped when bending over, not sure if this means I need a non-humanoid rig then.

livid pond
#

i need help with avatars. i use mixamo and i need some of my models with a jaw bone..please

sage patio
elfin meadow
#

Yeah I've done that, but as the eyes are parented to the head, moving the head removes them from their sockets 🤣

sage patio
#

the big blob could probably be weighed to either the spine or chest

elfin meadow
sage patio
#

you could try parenting the eye bones to the spine too

elfin meadow
#

Tried that, can't import as humanoid in Unity if eye bones aren't parented to head.

#

So I guess I'm either going non-humanoid or deciding which parts of the blob are spine/chest/head.

sage patio
#

then have a duplicate set kek

#

have a set reserved for the humanoid rig

#

not actually doing anything

#

then the real eye bones parented to the spine

elfin meadow
sage patio
#

mhm

elfin meadow
#

Sweet, thanks!

elfin meadow
maiden bluff
elfin meadow
solid adder
#

If the legs arent necessarily connected you should be fine.

#

Also make sure not to use any shaders that create outlines or you may have trouble seeing

elfin meadow
#

Good to know, thanks!

solid adder
#

Reason for it is while playing your head gets scaled down locally for you to see meaning anything weight painted or child do the head will get scaled down on your end.

livid pond
#

please no blender

#

i have reasons to not use it

solid adder
livid pond
livid pond
#

well no one is gonna help me? i dont want to make models for them being lifelong scared

hollow vapor
#

o

solid adder
#

Well you gotta realize people are here to help, but it takes time and you're asking for people to rig a model for you when a lot of us have our own projects and whatnot.

#

It sucks, but it's either figure out a way to learn it and overcome the fear or wait for someone to come along that can do more than teach.

main token
#

if someone is able can they possibly take a look at my model? every time put it to unity it cant find some bones and a lot of areas are red and ive renamed the bones multiple time accordingly

#

ive been at the damn rig for days and im just getting really frustrated and it si my first model.

crisp tendon
#

Can you post screenshots of its armature in blender here ?

main token
#

sure

main token
#

if its not too much trouble could someone tpose the model for me?

crisp tendon
#

your model is t-posed

#

you just need to move the bones slightly so that they match the screenshot above more

main token
#

and unity cant find some bones too

crisp tendon
#

Did you assign your bones in the humanoid configuration ?

main token
#

yes

#

i just need someone to take a look at my model in blender, and ill gladly send the fbx file of my model

livid pond
#

i spent a lot of effort on this

crisp tendon
#

Use Maya in that case

hardy herald
#

any help with a possibly borked rig my right leg wants to be lower then my left

#

but it seems to look fine in blender

#

it might be something small or idk if its something goofy with 3.0

solid adder
#

If it helps at all

hardy herald
#

not really tbh

undone pulsar
#

For custom leg IK, can we use fabrik, or is it exclusively doable through final?

fervent hornet
undone pulsar
#

moreso me asking in order to evaluate a 90$ purchase for only a few avatars

solid adder
#

I think the guy who made Final Ik wasn't supporting the script anymore. vrcThinking

fervent hornet
fervent hornet
solid adder
#

It's what I heard from people that use Final Ik, but how true it may be just take with a grain of salt.

fervent hornet
#

Most of what you hear about Final IK in VRC is horseshit, its always surrounded by negative rumors for some reason

undone pulsar
#

looking more along the lines of spiderleg

#

thing's rigged up, but putting IK on this'll be a lil tough

fervent hornet
#

I can DM you a link to a discord about that if you want

undone pulsar
#

aite

#

also, another question about more complex stuff, can you toggle constraints with gestures?

fervent hornet
#

Dont toggle the constraint entirely, set the weight to 0 to toggle it off

#

But yes in practice you can toggle them

undone pulsar
#

sweet
with this thing being a crab-ish character, i wanted an option to toggle legs to hands if you close your hand

flint barn
hardy herald
#

i think it is

flint barn
#

Other axis, kinda looks like it might be a bit off center

hardy herald
#

nope didn't work

languid ermine
#

Looking for some help setting bones as stuff like wrists, hips, and all that can anyone help?

fading verge
#

Anyone mind helping me clean up an avatar? It's just like weight painting on the body and such. I'm not good at it, but it should be pretty simple.

fading verge
#

i stg

sage patio
fading verge
#

it was just like that and i dont know how to change it ngl

quaint beacon
#

When I import this model into unity the left arm becomes bent even though nothing wrong is happening in blender and even when I re import it brand new.

#

anyone know what to do?

fading verge
crisp tendon
#

Yeah looks like you're missing a twist bone weight paint merge

fading verge
#

Anyone know how to make a pose be the default position the model is in

#

The legs on my model is spread out kinda and I'm trying to fix it

crisp tendon
#

apply pose as rest pose with cats

fading verge
#

Tysm, I was applying rest pose with blender and not cats and it wasnt working but u fixed it

fading verge
#

can anyone teach me how to use blender ill pay you what you think is fair i just dont wanna bother anyone with asking how to rig stuff

royal prism
#

okay

#

but i'm not sure how i should rig it.

#

heck

#

i don't even KNOW how to rig.

fading verge
sleek isle
#

@hardy herald make the hip bone 🦴 half it's current size maybe

fading verge
#

@fading verge im trying but man i dont know what im doing

paper frost
#

Hello everyone!
I am trying to make my avatar FBT and I get "The angle between pelvis and thigh bones should be close to 180 degrees (this avatar's angle is 173,9)." message in the SDK's Control Pannel.
So I moved my hips as shown in the picture below and the message didn't change at all.
I think I'm understanding something wrong if someone could help me please 😝
Also when I click "select" it highlights "Left ankle" and "Right ankle"; not sure if it's helpful to understand what's happening but there it is vrcThinking

crisp tendon
#

the upper legs have a different angle as the hip, hence why the warning remained the same

paper frost
#

Ohhh!! Okay

#

So doing something like this should fix it?

crisp tendon
#

Hip bone should be straight, so you'd have to adjust the leg instead

sleek isle
#

Sometime the armature is assign in the hip. Causing that warning

paper frost
kind ore
#

@fading verge the best teacher is looking up tutorials and going trial by error, honestly

#

if theres something specific you want to start with, i could offer advice but thats it

livid pond
#

who can rig this for me? if anyone does i will give you access to edit the model files please i dont have blender and im not installing it. for reasons. please

crisp tendon
#

I doubt anyone here would do this for free, that looks like a bit of work

gleaming mesa
#

vrchat sdk complains that lower arm is not the first child of upper arm.
that's true, in unity. but in blender, the hierarchy is correct!

#

how do i change the bones (names?) in blender to make them appear in the order I desire? alphabetically?

#

i answered my question with my question itself, alphabetically is actually the deal

crisp tendon
#

It doesn't matter tbh, they'll still behave fine

#

Hierarchical order isn't relevant for that as long as they have the same parent akaik

gleaming mesa
#

ah, i just listened to the sdk because why not

crisp tendon
#

It's a good warning because some rig sometimes have twist bones but weight painting is either gone or doubled, so it's good to check

gleaming mesa
#

it does have twist bones, yeah

crisp tendon
#

Worth moving the arms around in unity to be sure

gleaming mesa
#

i did a cursory glance at them in weight paint and pose mode in blender and they seem absolutely fine

#

no odd deformations

#

thanks for the hints

#

i'm sorry to do that but while i have the attention of someone at vrchat, i have an issue with avatar v3 locomotion layers:

if i have a locomotion layer override, the avatar starts trying to duck and prone even in full body tracking. if i do not have an override, it does not do it

one of my avatars who overrides the locomotion layer i have uploaded twice now: FBT and Desktop/VR

#

even if i just use a cloned locomotion layer from the SDK as is, without modification it has that issue

kind ore
#

it may be a broad question, but what does weight painting really do? the resources ive searched up aren’t that clear

gleaming mesa
kind ore
#

ohhh

#

ohh ohhhh

gleaming mesa
#

it tells the renderer how much of a bone movement is relating to any given piece of the mesh

kind ore
#

thats so useful lmao

gleaming mesa
#

i hope that explanation made sense to you

kind ore
#

thank you!

#

yea it did :3

#

ive just started using blender but its oddly addicting

gleaming mesa
#

it is damn addicting, i have to agree.

#

i've uh... went into a weird deep dive the last handful of days

kind ore
#

aha

gleaming mesa
#

i barely emerge from my room

kind ore
#

i slept at an ungodly hour doing blender models today lol

gleaming mesa
#

yep, that happens

livid pond
#

i fucking hate blender

#

HELP ME

#

i give up

kind ore
#

did those bones decide to do the funny

valid relic
#

having some issues with pose mode, just getting these stupid rings instead of actual posing

valid relic
#

could i get someone in screenshare to have a look at what i'm doing? would be mighty helpful

gleaming mesa
#

a single vertex doesnt seem to want to listen to my weight painting at all... what gives?
anyone have an idea how to check this?

#

also they jump like this because i moved the bone far away so all that isnt mapped is easy to see heh

fading verge
#

I just make the circle bigger and keep clicking

livid pond
#

No ones gonna help me?

#

Please

#

I stopped trying to use blender

crisp tendon
celest niche
#

Looks complex

wild sundial
#

Hi guys. I'm working on fixing some rigging stuff on my avatar for full body tracking. Does my rig look good? If you find things I should do, please tell me.

#

I was thinking I should move the hip bone and the chest bone up a little bit. What do you guys think?

sage patio
#

should be fine I think

#

if anything, make the hip bone smaller

wild sundial
#

I did notice I shift down slightly ingame. How do I fix that?

#

I did hear I should shorten the chest bone, but I'll hold off on that for now.

sleek isle
#

For the shift down after calibration. It can be multiple thing.

#

-The spine is not align on the X=0

#

-The spine is to low near the leg.

#

-You have 4 bones 🦴 for the spine and you have assign the upper chest.

#

If you get this error. You have the armature ☠️ assign as the hip instead of the actual hip bone 🦴

#

Or your leg are to much bend forward. Move the upper leg back and the knee forward. Apply as Rest Pose Then ctrl+R in edit mode with all the bone selected en orange to reset the roll to 0

sleek isle
#

-Make the shoulder bone 🦴 smaller.

#

-Use the different standing animation. Look how the shoulder are angle differently.

#

Your knee criss cross in 3PT when crouching

#

-Rotate your legs to be strait in pose mode. Apply as Rest Pose. Then move the knee joint in edit mode to be slightly on the outside. Then ctrl+R in edit mode with all the bone selected in orange to reset the roll to 0

wanton lake
#

Any idea how to find why parts of the outfit are stuck to space?

sleek isle
wanton lake
#

Weight painting showing nothing.

#

Any ideas how to find the vertex it's attached to if it's not showing as painted to anything?

wanton lake
#

I'll try, but that's a lot going on all at once ;-;

wanton lake
#

Ah-ha. You are a god. Thank you. Much easier than doing it paint-by-number.

wild sundial
#

Someone has to pin all of this stuff

wild sundial
sage patio
#

because of the way the IK works mainly

wild sundial
#

is it to better align the hip tracker with the hip bone?

#

oh

#

@sage patio I resized the hips. Is this good?

sage patio
#

probably fine yea

wild sundial
#

should I scale the chest bone a little bit smaller or leave it the way it is?

sage patio
#

could maybe move the joint between spine and chest up a tiny bit

wild sundial
#

Is here good?

#

@sage patio

sage patio
#

yea that's probably fine

wild sundial
#

Ok cool.

#

Thanks

fading verge
#

When i uploaded my avatar hes stuck in tpose, any idea why?

sage patio
fading verge
sage patio
#

and also

#

make sure that there is no controller in the Animator component of your avatar

fading verge
#

so i started fresh and went to start rigging but it gives me these errors in the console

wanton lake
#

Weight paint tool not allowing me to paint, or remove anything. Have the mesh selected, but no changes.

#

Same for all vertex groups.

wanton lake
#

Same on Blender 2.9 as 2.92

wanton lake
#

Yeah... It won't allow me to paint... I dunno what to do..

coarse delta
#

seems like you have selection mode on

wanton lake
#

;-; omg, I somehow went to another object and it fixed itself, that's what it was? I was stuck there for an hour and a half :NotLikeThis:

coarse delta
#

here I'll show you ^^ so you dont do it again

wanton lake
#

What is selection mode, and how do I uninstall? vrcCrying

coarse delta
wanton lake
#

Mhm, mhm.

coarse delta
#

make sure these are not highlighted

wanton lake
#

BOTH of them, okay, okay.

#

I was using it to find what vertex was being pulled around earlier.

coarse delta
#

yep clicking again will unselect it ye

sage patio
#

cute nanachi :p

wanton lake
#

Nyaa~ Agreed

coarse delta
#

thankies ^^ I'm working on this to release

wanton lake
#

Now I learned about Selection Mode! Level Up!

coarse delta
wanton lake
#

Yeah, like this! (Was much easier, and no mistakes to be had):

#

EZ mode. Lol

coarse delta
#

fight off those pesky stray polys >:D

wanton lake
#

.< There's always SO many of them! An endless battle!

coarse delta
#

we've all been through it 😢

wanton lake
#

Not giving up here.

nocturne patio
#

I don't know why but a part of the body isn't following even tho it's fully weigthpainted, any idea why anybody ?

hot plaza
#

I cant really see from the 2nd image but it seems like its partially moving

#

So my guess is that another bone has some weight on there

crisp tendon
#

Yep, that's the cause

hot plaza
#

@nocturne patio

nocturne patio
hot plaza
rose wagon
#

do dummy bones still have to have weight to them to work in the humanoid rig?
or can i just have finger bones exist with no weight and unity will accept it

sleek isle
#

yes

rose wagon
#

WHICH

still fossil
#

They don't need weight

dull haven
#

I would love to start making models and rigging them but last time i tried i got hella confused vv quickly. any tips?

sage patio
#

don't forget tutorials exist

fading verge
#

Best tutorials are on YouTube

wild sundial
wild sundial
#

When you work with animations on your avatar, and not a duplicate, your avatar's animation stuff is essentially broken. And it will get stuck in a t pose. @fading verge

livid pond
#

I made this but if no one helps me I'll never be able to use it because mixamo fucks it

#

And yes I'm begging using my art

Please help me I want to use it soo bad... It took me a lot of effort..

sage patio
willow cobalt
#

So i think i found out the problem on my models rig

wild sundial
willow cobalt
#

Apparently the guy i bought the model from only uses rigify

#

And doesnt even know how to rog properly

#

And i dont either

wild sundial
#

I'm still learning some rigging and blender stuff, but I can tell that rig is really strange

willow cobalt
#

Should i try to fix it myself or find someone to make a new rig?

wild sundial
#

you best contact Sacred in the server for help

willow cobalt
#

Cuz i really dont want this to end up being a waste of money

sage patio
wild sundial
#

OH

#

lmao

#

I thought you were "scared" for all this time

sage patio
#

do I gotta space it out like "S a c r e d" like I did in game? xD

wild sundial
#

Now i shall refer to you as Sacred

#

XD sorry

willow cobalt
#

So

#

Sacred

sage patio
#

na dw literally everyone fucks it up

#

hello

willow cobalt
#

You good at rigging i assume?

sage patio
#

I'm alright ye

#

good at problem solving

wild sundial
#

check out the rig photo posted a bit above, it's... interesting

sage patio
#

ye I saw a few days ago

#

if you wanna send me the .blend and call me I can take a look

willow cobalt
#

Alright

livid pond
viral kraken
#

I keep gettin this error whilst trynna mixamo my guy, i added invisible cubes to where the elbow and knees should be. i can understand if the error is because the knees are weird. If so how can i get around this cause i dont want any legs

crisp tendon
#

put the knees below the hips below the model ?

viral kraken
#

just tried that right now, it didnt work

#

let me try a bit closer

crisp tendon
#

or you know, below

viral kraken
#

wouldnt that mess with the height of the avatar?

robust crescent
#

make fake legs, it will likely derp out if its not below the groin, then just remove em after in blender

viral kraken
#

so add the knee maker properly, and then edit the weights in blender?

#

oh shit im stupid, why didnt i just do that in the first place

#

my bad, ill try that rn. thanks!

rotund perch
#

Hi I'm new to rigging and managed to import a model to blender, rename bones, import to unity and upload to vrchat

#

my problem though is the lower legs are tangled

#

so I found the muscle part and straighten it out but after I hit apply and checked back it was back to tangled mode

long monolith
#

Hey y'all, anyone know if you can export bone constraints (like a "track to" etc) to Unity?

#

@rotund perch try deleting your toes and removing any animation controller from your descriptor. Looks like it's stuck in the animation pose.

#

If that doesn't work, maybe double check your weights and rig mapping

rotund perch
#

I did no "weights" as I'm new and only just imported and deleted addon bones and rename bones

#

I added the footend part because it was giving me the missing ankle bone error in blender when fixing model

#

Could it be the stuff on the Lower body being checked on the right side? (I don't use trackers)

#

I'll try deleting the toes bone/ I don't see any controller

rotund perch
#

K so update pretty sure is no or bad weight paint and going learn weight painting to fix it

fading verge
#

i keep having this error with any avatar i make, any idea?

sage patio
#

find your model in the Project window, click on it, then go to the Inspector window, go under "Rig" and click Configure

fading verge
crisp tendon
#

remove the eye from the jaw field

#

and that's it

fading verge
#

Does everything else look good?

#

i have these

crisp tendon
#

I don't think it correctly baked then

#

and that's why it looks broken

fading verge
#

Im gonna be honest. I dont know what that means.

#

Im really new to this. like, two days new.

crisp tendon
#

This tiny menu

#

just click where it says leftEye next to jaw

#

and hit delete on your keyboard

#

or set it to none

sage patio
#

^

#

also, it says "Character is not in T pose"

fading verge
#

Alright i did that but it still shows. Is this normal?

sage patio
#

which you can fix by clicking this

#

then Reset

#

then Enforce T pose

fading verge
#

okay

sage patio
#

and like ruuub said, click on "Left eye" in the Jaw slot and hit the delete key on your keyboard

#

it should get rid of it

fading verge
#

Okay, ive done everything.

sage patio
#

if not, click the small circle to the right of of the slot, and select "None"

#

alright, now click "Apply" then "Done"

fading verge
#

Awesome, think the only problem now is i didnt weight paint for some reason

frank fog
#

I have a Katwalk C VR tredmill. Is there a simple way to disable walk animations for avatars so I can make movement look more clean with full body tracking?

#

If this is the right tag for this question, that is

sage patio
frank fog
#

That simple eh lol. Thank ya!

rugged schooner
#

Hmm does anyone know why my neck stretches in vrc?

sleek isle
#

Are you a giraffe 🦒

dusty stone
#

Got an interesting challenge for you lot, since I'm slightly stumped on it.

I'm making a thing here - it's an Abnormality from a game called "Lobotomy Corporation", going under the name WhiteNight.

It has no torso - it's basically a floating fetus with 5 pairs of wings - four for floating, one for floating or reaching out to people.

The problem is, I want the wings to have Dynamic Bones to give them that feathery 'lighter than air' look.

How should I rig this?

#

haven't quite completed it entirely - still needs that 'Crown of Thorns' halo and the neckpiece, but that's not important right now.

fervent hornet
#

If the only problem is rigging the wings, you should rig them like how bird wings work in real life. Then have a couple children covering the feather area for the dynamic bones to have an effect

dusty stone
#

I see - those child bones might need to be angled slightly outwards rather than inwards.

#

But yeah, I get you.

The character itself doesn't have a lower torso - if I have no armatures for that, I assume VRChat will just sink him into the floor.

So I guess i should develop armatures for the bones and stuff, even if they no mesh for them.

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Because those wings moves on the sides of him (since they are also his arms), I may not be able to do that 'winged' method?

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I'm talking about the wings just under and behind his eyes btw.

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One other thing - which one should I use for rigging?

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For making an armature, that is.

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Not sure if there's some benefit in making it an MMD-Model Armature, other than being able to use 'fix stuff' as well as its other features in CATS.

dusty stone
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i know i'm asking and saying a lot, but I have them split up into collections, as it made it easier to actually work on this.

Should parent all the wings to the body now, or can I make an armature whilst maintaining this hierarchy structure?

fervent hornet
dusty stone
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So what you're saying

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Is use an existing humanoid armature.

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and work off that?

fervent hornet
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That would be a smart idea, so that you dont need to make one from scratch

dusty stone
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👍

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I have my own VRC Model that I can snag for that.

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What about the wings, though - I mean, I usually use CATS to fix models.

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The way I've been connecting meshes right now is using Boolean Union too.

fervent hornet
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Don't use automatic CATS techniques for models like this, you should create bones for the wings, weight them, then join everything together

dusty stone
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Gotcha

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I can still use Automatic Weight Paints, right?

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Since I can always refine them myself.

fervent hornet
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Yeah thats a method you can go for 👍

dusty stone
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And what about an armature that I fixed with CATS?

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Can I repurpose that?

fervent hornet
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Yeah, I'm just saying that "fixing" a nonhumanoid like what you are working on will probably break something

dusty stone
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Ah okay

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removed all the hair bones.

I can add bones for his tail, right?

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Cause I want that to have subtle movements.

fervent hornet
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You can add bones for anything really

dusty stone
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Yeah, sorry if my questioning seems nervous - I just wanna make sure what I can do and that it works.

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Well, if it all needs to be one mesh...

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time to do a lot of Boolean Union.

sage patio
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unless boolean union also removes the intersecting geometry, in which case that might be better

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never used it

dusty stone
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it uh

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it does

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okay nevermind it isn't perfect

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I'll do CTRL-J for the wings.

dusty stone
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I hope this works...

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Can't find a way to mirror my bones for the other wing...

dusty stone
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Would something like this work?

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Also, learned of 'Symmetrise'

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and thusly named the bones accordingly

ornate cairn
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dk if you gonna need that many bones

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remember that amount of bones need to be optimized too

dusty stone
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i haven't done armatures before

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so it's a bit difficult

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Like this then?

rose wagon
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I'd say you need one more bone at the upper part of the wing but idk, I don't have much experience with deciding where bones go

dusty stone
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yeah, i know

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That wasn't really complete.

dusty stone
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i swear i'm major neanderthal brain right now

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I don't know if any of this stuff is good.

stuck parrot
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so for some reason in game my knees go inward when i bend down 😓 does anybody know what could be causing it?

stuck parrot
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nvm fixed it

tulip root
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Like this

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Notice this

dusty stone
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bit late to the show.

tulip root
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And then weightpaint each bone to make the wing move normally

dusty stone
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I assumed, after so much time, people just wanted me to attempt it as-is and not ask more questions.

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So I'm doing the painful process of weight-painting.

tulip root
dusty stone
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I've been spending the last hours weight-painting the hell out of this thing.

tulip root
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Im certain that the broodmother wont lead you to the wrong direction

dusty stone
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?

tulip root
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@fervent hornet = Broodmother. Dont worry about it X3

dusty stone
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¯_(ツ)_/¯

fervent hornet
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Yeah thats just how I did wings in the past, its a low bone solution, obviously the more bones you have the more detail you can get, if weight painting is difficult, make sure you are weight painting through meshes and are using gradients on the regular

dusty stone
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It's more that the automatic weight-painting both helped and hindered.

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Also some vertices just don't want to be weight-painted unless hit at just the right angle.

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which is fucking pissing me off very quickly due to the frequency

fervent hornet
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Yeah I eventually stopped using auto weighting because I felt like I spent the same amount of time fixing than I would have just doing it from scratch, really depends on how water tight the model is

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Painting vertices should be easier if you have "Limit selection to visible" turned off

dusty stone
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I didn't even know that was an option.

fervent hornet
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What blender version are you using?

dusty stone
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2.9

fervent hornet
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I cant guide you specifically then, in blender 2.79 the symbol looks like this:

dusty stone
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well it doesn't matter

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cuz i'm gonna have to start this again.

I forgot to turn Auto-Normalise on.

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This seems to have not matted - weightpainting with empty weights apparently applies its own weight paints?

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Or maybe I hit envelope by accident, but it seems to have a done a far better job.

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@fervent hornet What is the option called?

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If I can get a name, I can find it.

And I seriously need it because these vertices I've attacked at every angle

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and it hasn't worked

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finished performing microsurgery on that wing now

fervent hornet
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May be called xray or something? Probably need to look up a 2.79 v 2.9 guide or something but I know they changed weightpainting a lot

dusty stone
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I'm too tired for this shit. I'm gonna go to bed - because of how they wings are, they're exceptionally difficult to weight paint and rig.

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this is what i mean

fervent hornet
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Yeah it did look like a mess of polygons

dusty stone
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Isn't that just all wings?

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Every single one I found is just like that.

fervent hornet
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Its more common with wings because its tempting to do all the feathers but thats a lot of detail. More detail you have the harder it is to get it to deform nicely

dusty stone
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I need to find a better way of deforming vertices that simply don't want to deform unless hit at the right angle.

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That's my main gripe - I can deal with the chore of the work.

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But it's just those vertices that don't want to deform.

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The mathematical bastards.

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You know what also would be nice?

Being able to just select the vertices / faces, and being able to apply a weight paint all at the same time, instead of this 'brushing' and cursor crap.

fervent hornet
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You can do that via vertex groups

dusty stone
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I can just select the vertices that are being sticklers and just weight that way.

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i'll look into it another time

fading verge
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ok, i'm actually stumped, how THE actual hell do i force the neck bone to be connected to the face and head bone so they move like all others avatars heads would? it's acting like it's not connected to what it SHOULD be connected to and i don't know how to fix that.

sage patio
abstract shore
fading verge
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Running into the good old hip tilted to the side issue in FBT

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i'm not sure what's up with this model, weight painting no matter how red the paint is not working at all so i'm going to assume now it came not parented correctly...

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Can't tell how to fix this hip side tilt issue, all the fixes given don't seem to wanna work and I would rather not use "rig hacks"

sage patio
fading verge
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As per usual, it fixed itself

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man, i have not until tonight have dealt with such a pain in the butt model, nothing seems to work even parented right and weight painted

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bleh! i usually do not have this much trouble with any model, no matter where it's from >_<;

fading verge
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just unity problems™️ , was having issues with hips not working just right, in the end I deleted the .fbx, waited for Unity to figure out it was deleted, and then put a new one, and all those fixes finally worked out 😂

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Even though I usually do that anyway, but for some reason on the last try it worked

crisp tendon
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Did you tilt your tracker the other way ?

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I assume you cleared bone rolls every time ?

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In blender, edit mode, select all your bones and do alt + R

crisp tendon
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I'm not sure how those creators make those models and which technique they use to fix those in Unity, so any attempt from us would be blind faith

livid pond
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who can rig my sculptris model for me? im not using blender, please

kindred pollen
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As user-unfriendly as Blender might seem, I'd highly recommend taking the time to learn it - plugins like CATS Blender plugin can def help automate a lot of other stuff too c:

fading verge
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does anyone know what causes an avatar to not lift it's arm up when grabbing objects in desktop mode? this bothered me sometimes back in 2018 even, and i never did figure out the issue... i used to just manually adjust my player height value in the settings, but this was removed for desktop users, so that doesn't work anymore.

cyan adder
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does anyone have the diagram showing how long your bones should be for arms and legs