#avatar-help
1 messages · Page 2 of 1
Help?
i’m not sure why the blendshape is changing how the material looks so drastically. they only look normal when inside the head
i need help everytime i try to upload my avi it says this
Anyone know how fix default blendshape on 2022?
I edited blendshape on avatar directly to set is as my default face.
On 2019 there's no issue it's working, but for some reason 2022 just broke the default face. It work however if I not use left/right hand gesture on FX layer, but as soon I put hand gestures whenever I not doing any hand emote the default face just broken even though idle is empty.
i tried adding goco loco onto my avi and this happenned
Did you actually import gogo itself into your project
Do you have modular avatar installed?
You added gogo loco to the avatar that takes "modular avatar" to merge gogo into your avatar when you hit play or upload it
Obviously the script to do so from modular avatar cannot work if you never added it
is it possible to adjust how much the neck bone bends when looking down? it barely bends at all which both looks bad and makes the perspective weird when looking down
so i have a question about combining parent and aim constraints.
i'm remaking a sax playing avatar for a music video. right now it's in a "good enough" state so i'm a little hesitant to touch it, but I have an idea that might make it better if it works how I expect. i just want to make sure i'm understanding correctly before i mess with it again.
right now it works very simply. there is a "SaxHolder" object attached to my avatar positioned at my character's lips with a parent constraint tying it to my Head. there is also an aim constraint that targets an empty gameobject in my left hand. the sax model is a child of this SaxHolder object. the aim constraint is set up so that the axis points from the origin at my mouth and goes through the point on the sax where the left hand sits. (picture 1)
this works fine if i can keep my left hand the right distance from my mouth, but if i get too close or too far they stop lining up.
i'm thinking i could leave the parent constraint as is, but add a second gameobject as a child of SaxHolder and parent of the sax model , positioned at the joint on the sax. i would then move the aim constraint to that child object and set it up so the axis is going down the length of the sax. (picture 2)
would this work how I hope? or is there a better way?
also, right now i just need to carefully keep my right hand lined up in about the right position manually - it's not tied to anything directly. how complicated would it be to disable tracking my right hand and arm and just glue that hand in place on the sax so the whole system moves based on my left arm instead?
If you don’t mind, could you submit a support ticket for this avatar and include its ID? That’s a very strange result.
trying to make a gesture controlled weapon fire. it works in unity and should work in game but i have squat for results
nothing doing that
the normal animation is empty
why is this in the floor?
your origin probably in middle of mesh, blender - set it as where you want it to be touching ground
in untiy it is on the ground
unity doesnt matter
Global position doesn't matter. You have to check the model position relative to the avatar root.
3dmax/autocad/cnc stuff/drawing actual rl big boards/blender/unity ect 
only thing hard about blender is learning controls
Trial and error is the bare minimum learning method. You could try looking for blender donut tutorial which is a common learning video.
when you have a descriptor on avatar - click and white line appear where your origin and directions will be , you can fake it in unity with a gameobject and put mesh under it / fake skeleton also work
Then the rest is just learning tips and tricks here and there.
Did you read my previous message?
where do I check that?
Read Thulen's message.
ok
whjat do u fake?
I see that line it shows direction, but how do I know how deep my avatar g oes under the floor?
you should really fix this properly in Blender
The line also indicate floor level for the avatar.
Global ground level doesn't matter.
So how come when I do the "fix avatar" it messes up everything like this? Now the face and part of the chest don't move properly
Is the white line at the bottom of the model?
yes needs to be fixed in blender
it is
in the middle
The line indicate ground level of the avatar. So if the line at the middle, that means lower part of the model is going to be underground.
yes
it is bc in blender i see Object is already in the ground
when u import it into blender
I wonder how i move the object to snap exactly to the ground
in Blender
move it to the right location, apply transforms
Just move it. Doesn't need to be precise.
but then it will not sit on the floor in unity agian
Then also adjust in unity.
i dont see where it will be in unity
The white line indicates floor level.
i know, but i dont know how muc h i need to move it up or down
In Unity set the avatar's location to 0,0,0
that doesnt fix it
then it has the wrong origin in Blender.
You could just move the entire model in blender to be above ground. Then apply transform. This will make it sit right at the proper ground level.
it will hover above the ground
Will it? Did you do it?
I moved it in edit mode
Can anybody help me with my problem?
You have to elaborate.
No one can help without knowing the problem.
Did you adjust the model in unity to sit right on the white line?
don't use "fix model"
it cannot
Well my problem is that my commission artist did WAYYYYY too many bones, I'm having a hard time fixing it. They did 900 bones, but vrc only allows 400....
the model and object are different nights
... 900? wow.
yeah...
that's kinda crazy.
What does that even mean?
i mean the qwhite line and model
how does one even justify 900 bones
Did you actually mean "height" and not "night"?
Behold! 900 Bones!
I'm guessing "not knowing what one is doing"
but possibly it could be rigged for animation rather than VRChat.
They are a professional artist, they did a bone for like everything for max fidelity I guess
This is not a rig with vrc in mind
How did you move it in blender?
I rigged my avatar like that in the beginning to help with facial blendshapes
edit mode
The problem I think is with the body bones, not even the face.
Pika you seem to be trying really hard to do things without learning how to do things, I'm quite confused.
Of course I ask what the position you moved it to in blender.
the problem is the whole thing
in vrc avis, the most you have in the face is 2x eyes and a jaw, head and neck, maybe ears if its a furry
There's bones inside bones
the rest of the body does not conform to vrcs humanoid standard either
like what
that's often ok - probably a lot of those are twist bones, and you can use them in vrchat.
this is twist bones
possibly also has muscle deform bones, those are fun
keeps mesh from behaving like when you wring a towel
But they still add to the bone count, no?
still you shouldn't need 900 🙂
they do
All bones are counted.
I have no idea what to do about this :/
you will have to remove ik bones and merge weights until you come out with something that is conform with vrc's humanoid rig requirements
If you dont know blender, youre best off commissioning someone for it. This is advanced, even for my standards. I do rigging for vrc, never did i ever touch ik stuff so youd need someone who knows what theyre doing to fix it up for vrc
and yes, that sucks ass
yeah I know how to do this and it'd be a whole bunch of work
Just for the record, did you ask the commisioner to make the model "specifically for vrchat"?
ah I was just typing that
They were foreign, they didn't know what it was. I told them it was for a game
ah, yeah I can see why now
Curious if they know about vrchat they won't be making such a high def model.
Even for a game in general, that's bad too.
How much would it cost to fix this?
Ask the person you want to hire.
Optimization cost can be widely ranged.
Although other than bones count, you might have to worry about polygon count too.
wouldn't surprise me if this is a day or two worth of work
just for the bones and re-weight painting
Poly count is under 50k
Well that's good then.
Also even the bones aren't needed for vrchat, they're still useful for creating blendshape, especially for lipsyncs and face expressions.
ooh does it even have viseme shape keys....
My genuine reaction:
I would doubt it doesn't have the essential shape keys.
I made the shape keys myself
So when that part had done, the excess bones can be deleted.
yeah I was guessing that if it's got bones for the face, it may not have shape keys for visemes, but good that it does
someone really went all out on this one
Well I tried to do that with the fix avatar button, but then it has some issues
you never use fix avatar for non-vroid iirc
That's when this happens
its not meant to be regularly used for just any avatar
Fix model supposedly is for MMD model.
ah, mmd, not vroid
I think Vroid also has its own button.
i keep forgetting that exists
Well it does surely reduce he bone count to under 200 lol
not in the right way though
youre better off using merge bone weights to parent
displeased
to reduce it to the standard vrc humaoid rig
Fix model does various thing, but the option you need is "removing zero weight bones", which also exist outside of the fix model button.
lets just start at the beginning: you need to know which bones classify as ok ones in a vrc rig so you know which ones you need to reduce or merge
twist bones for example are very useful and id keep those as well
yeah I love twist bones
I fear I may have to hire someone. I also fear the price to do so
I have a couple emotions on my avatar but is there a way to make them look painted kind of like the last image
i think it might improve the style
How much would you charge to fix something like this?
I never said I'd do it, and I haven't actually inspected the model
I mean as a general thing
and you shouldn't do that here, go to the VRC Traders discord and find someone verified
as a general thing I'd inspect the model in more detail before talking about time/price
It depends on amount of work. One can't simply estimate without seeing what they have to do first.
Yeah, I'm just disappointed I even have to do this
if i had the time, id offer to do this, even if i ended up failing
i never had a rig like that under my nails so its be a learning experience but my own model needs fixing badly and its peeing me off lol
this seems like one of those things that starts easy but then you spend a week trying to fix weight painting
xD
I did find a model with less bones they provides, but the weight paint and bone hierarchy are off
Theres really nothing more we can tell you
You didn't "Fix model" this time, right?
No
Should be able to claim responsibility from the author since the model shouldn't to that. It's broken.
true^
yay
aside from the face bones, this looks like a standard vrc rig too
maybe 1 hip bone too much (hips, spine, chest, chestup)
the creator has to fix that
Upon more research it seems there's two sets of bones here, when moved together everything works. Now I just have to combine them the right way
I did it!
wooo
end bones?
Look at the toes
before
now
You must have exported the fbx and forgot to untick "add leaf bones"
is this a simple fix then?
Actually you should not import FBX back into blender.
I haven't exported yet
I don't really see a reason to do that anyway
Well, somehow these bones appeared
So what you did only you know
now you gotta make it fit vrc rig standards
Did you by chance just split all bones? it shouldnt have that many, look at this older picture
The old one was the fix model button, I restarted from scratch
these are the og bones
bump
i know i could also edit the rig and weights to achieve the same thing but id rather not if possible
Aight so quick help I could use rf- I was updating the fbx of a model in blender to add some blendshapes and when reimporting to unity the models from the scene vanished. The avatar gameobject and all the scene hierarchy is still there but the mesh and skeleton themselves just are not appearing in scene view or in game mode. What gives?
Update: Here is the import error
that's fine
ur probably best off just making a fresh fbx
any help?
probably an issue with normals, blendshapes can mess those up sometimes. I don't remember how to fix it though but I think it was somewhere in the import settings for the fbx. if you haven't done the "auto fix" stuff in the vrchat upload menu yet I recommend applying those too
if i already worked on the fbx adding assets and materials and such, is it too late to fix do you think? sorry probably a strange question since you’re not exactly sure how to fix
i already tried auto fix solutions, i think it’s something with the blendshapes because it keeps making the material matte no matter what material i put on
Should I be concerned by this error? Its a fresh project, nothing in it but the updated sdk
Anytime I start a project now I get this issue
Screenshot what packages you have in your vcc on this project
your base and avatar packages are mismatching versions
Oh would that be why?
change them so they use the same exact version
Gotcha
persistence is only for worlds which is bizzare for it to show up in avatar projects
Yeah it suggested I update it to that one
Yeah changed it back but it suggests me to upgrade it to that other version
yeah just ignore that or turn off beta packages in the vcc settings
You generally shouldn't be using beta if you really don't know how to deal with issues.
Not even sure how I ended up on the betas x_x
it's the "Enable pre release packages" setting in VCC
Appreciated
has anyone ever had a avatar emote audio bug where when u change into the avatar it plays 1 second of a emote audio then stops
is that audio object on by default?
as in the object is enabled in the hierarchy outside of play mode
its only with one emote not the other emote audio
is this what u mean cause its disabled
how's your animator setup for enabling this audio
i need help I dont know why this is a error?
right click your off state and set it as the default instead
this will skip the awkward 1 second audio on thing as the first state that will play is the off state
so turn off write default in on state??
no
right clicking this will give the option to make it the default state which will turn that state orange
no i don't think that would matter
the bones on the avatar itself are wrong. not in the menu on the right.
It worked but some of my emotes now has the open mouth how do i fix that
Lmk
I was just banned from vrctraders for having an alt account 😭 I didn't even know that I had logged into their verification system before on an alt account. Help???
I don't even know where to ask about this. I just wanted to commission a model and there i go 💀
This is vrchat not vrctraders
so i having this werid issue.
Trying to make a toggle for a avatar,
And when i try Turning it off, it comes up as Missing?
its there, so i dont understand why.
Example:
Hits Record*
Turns it off
Shows Missing
Pretty much all i did.
Did you delete the object instead of hiding it?
Nope i just turned it off with the check mark box.
it even does that if i Choose to hide the Mesh Renderer Instead
Strange i fixed it. somehow by changing the name??
That is an odd fix
is that a space in the name?
Well i can't ask in a server i was banned in
and vrchat has nothing to do with vrctraders
Well, i found vrctraders through this server, so i thought there was some sort of connection. I apologise.
there isnt really a connection its just one vrchat recommends as its the safest in their opinion
Ahh i see, thank you
what you could do is try directly messaging their mods (though after looking at the list its a bit confusing on who you'd try to reach out to for help 😞 )
how do i fix this?
Hi!, Can someone help me pls? I want to make a toggle so when i click that toggle it put a clothe in my avatar, But this is happening, idk if in this things smth is wrong
whats wrong?
hey everyone. Im working on my avi right now and having some issues. for context, i have three versions of my avi in one scene, two for PC and one for Quest. I went about changing my shaders to quest compatible ones on the avi i have designated as the quest version, but it also changed the shaders on the two PC versions. How do i make it so only the shaders on the quest version change? Thanks!
The grey outfit is the base outfit, the bow outfit is the one i want to toggle
from what it looks like, it looks like its toggling? i dont understand what is not working?
cause looking at the photos
it seems to work?
If u see the images, in the first photo, It appears that i have the toggle on, But the outfit i want to toggle it doesnt appear
When i put off the toggle, it appear the outfit that i want to toggle
have you tried changing the equals and not equals?
Hi, this is my first time working with "mesh particles". I use a few dripping particles, 11 in total which emit 1 drop at a rate of at max 1 per second and 0.01 per second (any value inbetween those numbers). One drop has around 1,2k polygons. Why does this warning message show 42k polys?
its based on the max particle number
It works, But theres other error
not whether or not you can reach it
When i play gesture manager it appear that i have the toggle on
But i didnt even click it
Thanks, I fixed it just now. I reduced the max particles per system to 1 since there will never be more than one drop active at any time on each system and it removed the warning
ahh i see
originally you had a max of 33
i have had this problem before and i fixed it by swapping the stuff around
probably by accident on one of them yes (typo) wanted to have 3 on each but it can never reach 3 due to emission settings
Oo
i changed whats idle and whats toggled
just a simple animation change
yea thatd make sense
It still shows this many but I can't avoid that it seems. I use 11 game objects with the particle system in 11 places on my avatar after all. Each game object is now set to limit 1 max
but it should be fine hopefully
enter edit mode or sculpt mode
what do you mean by "human pic"
not much you can do
just to upload in general youll be fine but if your trying to make an optimized avatar then no lol
although if its a fast moving particle or if the particle already looks flat then you could just use a flat texture instead of mesh
This avatar wont be optimized to well. But I generally want to avoid things that outright lag people. I have 0 experience with the eprformance impact of those particle systems though so I am a bit woried
like a "excellent" model or a "Good" model by vrc standers
fair enough
it really would only cause issues to low end as the stats are more targetted for low end specs
The particle system is on a trigger so it should be fine
before even trying to do anything in blender you really should watch tutorials
Thanks everyone btw, appreciate the fast help
well yeah messing around/trying stuff is how you learn a program which should always be your first step
but expecting to make a full human model when you dont even know the basics of a program (based off all your multi-posted questions) doesnt get you anywhere and just makes you frustrated faster
I'm trying to upload a thumbnail for my character but when I attempt I get this error in the console, has anyone seen this before?
i have a few material swaps set up for my avi but they don't seem to work in game (they work in-editor)
what's more, two of the toggles seem to be stuck on (not a wd issue to my knowledge)
they just. don't turn off
if i manually change the parameter through gesture manager it can be toggled off
[ clicking ]
.. never mind i figured it out
VERY confused as to why that was causing any issues :xD:
So long shot here I basically wanna make a avatar gain a lot of speed very quickly with either a toggle or gesture and be able to launch himself whatever way he’s looking
If you changed the settings on the materials when they're applied to a different avatar, it doesn't make a separate material just for that avatar, it changes the material settings for everything that has it applied because you're changing the base settings for the material, itself.
I make separate materials just for the mobile platforms and have texture images set to compress for Android.
what shader are you using for the hat
i had to turn off culling
yeah was gonna mention
Hey there, there's something weird going on with my avatar and I'm not sure how to fix it. I made a wind up toy character with a key in its back, When I try to make an animation of the key turning, It seems like both Y and Z Axis do the same thing and I can't rotate it right
hello i need help and i don't know where to ask for it because i have a doubt i am new in this avatar thing i never made one and my doubt is that i want that when a person grabs my bear someone can help me thank you very much if someone helps me.
I legitimately cant tell what you are asking
Trying to look for it everywhere.
S7 mha Shigaraki gets a longer hair.
Question is does someone have it? I Hurd it's in ultra impact but I can't access it
how would i go about linking this properly?
I wrote it here cus I'm not looking for the avi. Just an asset
same difference
Really? I thought its just avi finding there not assests
Anyone knopw how to fix this?
its overall meant for avatar related searches (assets,avatar store pages,avatar links etc) where as avatar-help and avatar-general are for assistance with the development of avatars
same with avatar-quest but its for the development of quest specifically
what do the stats look like in the SDK upload panel?
^^
im going crazy as I made this and it was fine a month ago now its not
well if you read the errors listed its pretty simple whats causing the issues, your bounding box size on one of the meshes and texture memory is likely the main two reasons but your other stuff like material slots,phybone count and mesh particles are just as bad
is it just me or did thee limit on triangles change..?
my model is around 19k and last i checked they wanted 20 max
now its asking for 10k
20k is max but if you want a good ranked its 10k
or wait..
that's the limits/ranking for quest not PC
my last model was the same amount and was ranked as excellent
i know, im trying to make it quest compatible
im wondering if they lowered the total amount
no i mean you're getting the warnings for quest but your SDKs selected platform is supposed to be aiming for windows

magic
your panel might be a bit bugged, do you swap platforms via the SDK panel?
or through build settings
i have no idea, i made my first character like a year ago, and now im back to make a 2.0 and i forgot everything
hm try File>Build Settings>then check platform off you're attempting to upload to and see if panel fixes up
can you screenshot what you're looking at?
if you're trying to upload to quest swap to android, you can ignore the "dedicated server" button stuff
I am having the hardest time with VR Face Tracking - I have a quest pro, have a FT capable avatar, running Jerry's face tracking, leveraging virtual desktop and VR face tracking app with the right IP address for my PC. I do not see any variables in the OSC debug menu. I do see a pop up in headset that says it's sending to my VR Facetracking app on my PC - I don't understand why I cannot manage face tracking! Does anyone have any ideas? PS - apologies if this isn't the right channel for this type of question
im trying to mirror this arm onto the other side but for some reason it ends up in the wrong spot 😭
Mirror modifier is based off the origin of the object. My guess is that you moved or rotated the mesh in object mode without remembering. to fix this, go to object mode, press ctrl+A to enter the apply dropdown, and select apply all transforms
Really new to unity, how would I format this to run a 2nd animation within the same entry if that makes sense
Update to this - I now have eye tracking but NOT face tracking. 😭
Ah ok,thanks!
you mean having two animations play within the same state?
omg thank u it worked!!
Yeah I have multiple animations I want to run at exactly the same time so they play together but not sure how todo that. I've tried using 3 layers and using blending but they don't all play at the same time like I want
have you made sure the states are all write defaults off?
No idea I needed todo that, but worked now ty!
Only started using unity today and wanted to make a like a dissolve toggle for my avatar
does anyone know if there's any updated documentation in english for liltoon?
can't figure out how to get the outlines on hair to not be like this. made the hair with nurbscurves and converted to mesh
Stuck on connecting part but wifi is great it won't let me join vr home world
Is this where I ask the question
Ir would it be #world-quest
New to this discord
#1138891887374237706 also search before creating new a post.
To not look like that, then how is it suppose to look like?
to explain: write defaults is a toggle that is on by default (For some reason). what it does is, whenever you switch to a state with write defualts, all non-animated properties are set to their default values. with it off, all other values are untouched. I pretty much always use write defaults off since it's a lot more predictable and controllable
try reducing the outline width
is it supposed to be negative?
i highly doubt that. the slider looks like it starts at 0
i feel like something is wrong with my mesh if it has to be negative
can i take a look at the mesh you made in blender?
will show blender in a sec
looking at that, it might be a case of your normals being inverted/wrong? AFAIK most 'outline' shaders work by creating a seperate mesh at render and scaling it along the normals
could you send a screenshot with the normal projection render enabled?
not as dense in the back because mirrored
im trying to add this unity package for face tracking but i removed it but when i try to re-add it it still thinks that they are not new and are causing me issues, anyone know where i could clear some kind of cache or reset this?
blender one is the one that is giving me errors
and not importing properly
it's a bit difficult to tell with that. can you try with face orientation instead? you might want to enter solid render mode temporarily since your hair is colored and the face orientation shows with color
Hmm I added some piercings to my avatar's lips and they move with the face but when the mouth opens they don't follow the lips and I am not sure how to fix that ;-;
the files are still in your project. you'll have to delete the files in your packages directory too
i have face orientation on, but the hair is normally blue. if i flip them it turns red
i swear they're not 😭
im so like confused cause its so simple
i cant find it anywhere like aa
to do that, the piercings are going to need to be part of the mesh that your visemes are on and they're going to need blendshapes to match your visemes. you'll need blender for that
like .blender is just non existent in the directory
or any of the ones listed with the package
'dot' files are hidden by your file explorer automatically. you'll need to show hidden items to see them
i have hidden files shown
are you sure you're in the packages directory and not the assets directory?
Uhh...So um, I am on blender right now and I am just putting together the model and such since I am pretty new to all of this but uh yeah, how do I add them to the mesh..like I don't even know how to see where my visemes are and how to match the blendshapes @-@
you could always make a new project and re-import your assets and then try re-importing the prefab. I know it's a bit of a 'nuclear' option but it's the best way to clean up any unity hangups that occur
could i just copy the assets folder to the new project then?
that would work yes
okay ill see if it wants to work
ill literally do anything cause i have no idea what else to try
i would highly reccomend following a general blender tutorial to get a feel of how it works beforehand, but basically to join two meshes together you select both of them so the primary mesh is highlighted in yellow instead of orange, then press ctrl+j. after that, the visemes will be in vertex groups. they'll most likely be labeled vrc.v_aa or aa or something similar. once you select the vertex group associated with the blend shape, you'll need to move your piercings to match the blendshape, and repeat for all the visemes. it's not exactly an easy process for beginners but that's the only way to make them match your visemes if you're making them yourself or if the package you got them from doesn't have blend shapes themselves
I have been following some tutorials so this does actually make abit of sense, I just need to keep messing around with things and yeah, but thank you, honestly this doesn't sound too bad but that being said I might be back to cry when something else goes wrong XD
https://www.youtube.com/watch?app=desktop&v=HqIiqpYrQBs you can use this tutorial for reference (i havent watched it myself but it should contain the basics of how vertex groups work).
also make sure to select the 'basis' vertex group whenever you're done making any changes so you don't accidentally modify a viseme unintentionally
oh yeah i also should have specified this is wireframe
does this prefab creator have any sort of contact information? I would try and get in touch with them since if this is happening on a fresh vrchat project then there's likely something wrong with the prefab itself.
to be fair i don't know how that specific shader works so IDK if it's something wrong with the shader itself but if everything shows up as blue in solid viewport mode, then the normals SHOULD be accurate
one last thing you can try @cinder flicker: try to make a new object in blender and join the hair mesh to it. OCCASIONALLY blender can display normals correctly when editing but they export incorrectly/inverted. joining it to a new object has caused it to display correctly from what i've experienced.
it's a pretty obscure bug in blender itself and IDK what even causes it but i've experienced it a couple of times when making models myself and that's the only solution i've found
oh yeah also i forgot to actually switch to liltoon in the screencap but it looks the same with poiyomi
if the mesh join thing doesn't work, would you be willing to do a screenshare call so i can get a better idea with what you're working with?
already in a call atm but if you're available in a day i probably can
you can @ me here if you haven't figured it out by then. i'll probably not be on until the afternoon tommorow though
i'd still try and get in contact with the prefab creator if you can, especially if you paid for the prefab
will do
its just issue is kind of cause by me
since it did work in the first place
so idk if they're even willing to help but i reached out
ok this is really weird
now happened to fresh download of the avi and also the face track dlc
even though it worked earlier
lol
tried importing this to unity with the animation on it, and it doesnt reconnize it has the rig or something, doesnt play its animation, and when I drag it into the window to view the animation, it gives me a error
ill just accept that the upload worked just now with the error
one day ill understand this program
Does anyone know if theres a addon to rename bones in blender without having to manually doing it
Hoping that someone here can help me.
I'm making an asset that I'm currently trying to animate in Blender then import into Unity. I've never really done much animating in Blender so this might just be a mistake or something but I cannot for the life of me figure out how to export blendshape animations in the actions. I'm at the point where i'm thinking I'm just going to have to make all the animations on the main timeline and split them using Unity.
Ctrl+F2 will open up the batch rename window in Blender.
For bones you'll have to set it to rename bones in what you've selected though.
(If you set it to the same name, all the bones will default to having ".001" ".002" ".003" ect ect)
I don't believe you can export blendshape animations, only bone animations. I've always animated the blendshapes in unity
Dang, you can't export them by themselves? That sucks, given I was able to get them to import but only while having the blendshape animation playing over all the other animations at the same time. Useful if you only have like, one animation, but not so much when you're trying to export a bunch using actions
Ill try tomorrow
tried importing my fbx with an animation on it and this just comes up, no clue why
HEYA THERE! i was looking for some help making radial toggles as they have never ever worked for me, im specifically trying to make body sizing radial toggles for thighs and booty ect. i cant find videos anywhere for it, i just got done making setting up the blendshapes in blender for it now i just gotta know how to do radial lol
i got the animation done everything set to float and in the tree in fx not sure if i got something wrong there but it still doesnt work
For radial menus to smoothly blend between the two animations that you have, you need to have a blendtree
mm i thought that was the tree lol. where do i find the blend tree? i can prob figure it out from there
If you right click in the animator field it'll allow you to create a blend tree, iirc
ah ok
In those screenshots you're just editing the state machine, there you can set animations to blend in and out according to specific parameters
blendtrees allow you to smoothly blend between multiple animations as a value changes
Ye
Wondering about something, I'm trying to control an animation via a radial puppet. The plan righ now is to basically make a bunch of single-keyframe anims and put those on a blend tree in order so it blends between those keyframes smoothly. Just wanted to know if there's a way to do this with a single animation, to basically use the radial puppet to scrub back and forth through an animation clip, else I'll use the above method
All sliders on an avatar are set to 100%, and all the toggles dont work, changing them in the radial menu doesnt do anything
The avatar does have the correct animator
(i think)
ok i got it working for the most part but the onl issue is that it ressets on the radial when i click it
any idea as to what could cause that?
There is actually
oh neat, that would simplify things
There is a setting on animations called motion time
You can set that to the float your radial menu is controlling and then the float value will become the corresponding time part of your animation
Also, I figured out how to properly do this actually! If you're using the NLA strips to export your animations, you just have to make sure that any blendshape actions you make are lined up only with the actions you want them to play in
this does mean that you have to have all of them spaced out though so that they're not over lapping but i think it's totally worth
Oooh that's awesome to know, thanks! That'll really make things a lot easier for me ❤️
might not be a issue actually i think it was just my gesture manager'
nvm its stil a issue but it does something weirder where i even hover over the radial and it sets it in place
it does that not
the radial itself works, so its just that odd issue that is the problem
i did have two animation on the blend tree but it didnt change anything
i found a super helpful tool to just end up doing it for me lol
having this issue with an animation, when i turn on the mesh it works fine, as soon as it loops the mesh shrinks. This only happens when testing the animation in playmode, it loops perfectly fine otherwise
I have a sax playing avatar that's working but could be better. the sax is parent constrained to the avatar's head and aim constrained to the left hand, which works great. but I have to try to keep the right hand in position manually. is there a way to stop tracking my right hand and just attach it to the sax prop?
it doesn't need to be a toggle or anything
I dont see how that is not clear enough
anyone know how to make it so audio cant be heard from literally anywhere in the world?
I have an issue with my Parameters. I created a new one in my parameters list and wanted to select it when creating a Radial Puppet menu.
As you can see in my screenshot the newest Parameter named "coil" which is also named the same in the "animator" tab shows up both here and in the animator tab. But when I try to select the Parameter in the Menu editing it doesn't show up. Why?
Add it to the animator parameters and try again
anyone having issues with the sdk?
friend keeps having ik and grounder errors im not sure what the cause of those are
I found the issue. For some reason in my avatar descriptor if i double click here it opens up the wrong list. The menu takes the parameters from another list... I wonder how that happens
I have a sax playing avatar that's working but could be better. the sax is parent constrained to the avatar's head and aim constrained to the left hand, which works great. but I have to try to keep the right hand in position manually. is there a way to stop tracking my right hand and just attach it to the sax prop?
it doesn't need to be a toggle or anything
or maybe i should make an object that floats in the midpoint between my hands and aim constraint to that?
How do I fix all this
Add those parameters to your avatar expression parameter file.
So would it look like this?
If it doesn't complain anymore then yes.
But that's the thing,it is still complaining
Did you add the parameter file to your avatar descriptor?
Having some issues with blinking, went to test the eye tracking and blinking and the ears puff out when she blinks
You should check individual shape key and see which of them effecting the ears.
need help with rindo, i have no idea what to do with those
You just have to import the unity package file into unity.
well but i'm confusing with those files under there
Other than unity package, the rest isn't really necessary unless you wanted to fully customize the model.
now it's become a really problem cuz i'm wanna customize the avatar
Try to get the basic avatar uploaded first then you can learn the rest later.
Ok, so, I figured out that its specifically "Blink R" thats messing with the ears
I'm guessing weight painting might fix it
Weight paint doesn't relate to shapekeys.
Set the shape of the ears of the blink shapekey back to Basis shape.
ok, I was wrong, it was not Blink R
I started watching lolathon recently, his avatar can disappear, Ik you can do this pretty easily but nobody seems to notice his name tag, which makes me think he hides it somehow, is that possible?
Looking it up I see people say they use a box with a shader to hide it but I can't find what shader
How do I do that
Nevermind found a shader
Edit mode, select the blink shapekey from the list, use "blend from shape" command, select Basis from drop down list in command menu, and change blend to Replace.
Does anyone know why when I export my fbx from blender into unity, and copy all my stuff over with pumpkin tools the blendshape tab doesn't show
Does the export model actually have blendshapes?
Yes, I've edited the mesh slightly
Does it show blendshape list when you added it to the scene?
Nope
So exclude the pumkin part, the exported model doesn't have blendshape?
ok, so, I figured out that it,s not just one shape key, its Blink L and Blink R being active at the same time
After exporting the fbx and importing into unity, it doesn't bring the blendshapes over
Does the model have modifier in blender?
How do you mean sorry
See the modifier tab, the wrence icon.
One concern is that the model doesn't have Basis shapekey.
Ok that should be good.
But when I export into unity the blendshape tab isn't there
Maybe try exporting again. Also double check the blendshape import option for the fbx file in unity.
Wdym by blendshape import option
See the fbx file in unity.
Wait, I might be the dumbest person ever 🤣 the blendshape tab is there, I just forgot it was under the body not on the actual scene
🤦🏼
sorry, i'm a bit sick atm so my brain all over the place lol
you're gonna have to walk me through this
I don't do hand on guide.
Does anyone know how to have your avatar have footsteps sounds when walking?
I'm a moron, I hard Ear R instead of Eye R
Make it plays sound when VelocityMagnitude parameter is greater than 0.
how can i transfer a shape key from avatar 1 to avatar 2?
Is both the same avatar?
yes
VelocityMagnitude? I don’t know where that is-
I would like to have this rope part of the avatar connected to the shields handle and a toggle so it can switch to being attached to the shield or hanging, but I'm not quite sure how to do something like this. Would this be possible and if ye how would I do it?
add a physbone on the rope and then use a parent constraint to change what the shield is attached to
it may be a silly question but i've noticed on some of the newer avatars this icon pops up for the menu's but i've never seen it before and the system behaves differently can anyone tell me what this is?
Just new icon for expression menu file.
Sorry my bad for the terrible explanation. I wanted to have the rope part go to the shield not have the shield go to the rope if that makes sense
ok thank you, I just wanted to make sure it wasn't a new system or anything i appreciate you answering my silly question
2D face might require a custom face layers so it doesn't need all the shape. But that depends on ypu.
ahh lemme show you what ive done
so like for an avatar like this
why doesnt unity accept my tpose?
is missing a couple visemes ok
Depends on how you configure the custom face layer.
i kinda just modeld like 15 face meshes
and am planning on having them shrink into the face
when they alternate
idk if thats bad
The problem of 2D viseme is it can't use avatar descriptor defined viseme because of transition between shape will be incomplete. Therefore you need a custom face layer, and since it's customized by you, you could make it however you want.
Running into an issue where when sitting with gogoloco my avi isn't sitting directly on the floor and the upperleg angle is too high. Anyone else run into this before and if so how did you address it? This is a public avi I'm working on, redoing the gogo animation isn't an option, I want this to not be an issue for people out of the box
another angle
Physbones can't have 2 attachment points, but you probably could use constraints to get a similar effect. Have a chain of bones oriented downwards, going from the 1st attachment point towards the 2nd, and stop in the middle. Now create another similar chain starting from the 2nd attachment point towards that middle point. Your rope should be modeled and weight painted along this path. Then have a physbone on the first bone on each end. Next put rotation constraints on all of the other bones along this path with both initial bones as a source. Have them decrement their source weight for the physbone closest to them, while incrementing the source weight for the physbone farther than them so that the middle bone has a weight of 0.5 for both.
thank you so much!!!!
Questionnn
Does anyone know how to make eye control two-axis puppets? Something similar to the screenshots above?
I dont know hwo to re-create this to be applied to another avatar.
tbt this is not really something you can do anything about, since as I understand it's not a Gogo-specific issue but a VRC/armature issue that happens when you're trying to map motions and poses to rigs that aren't exactly the same, while also balancing VR tracking
even with three point tracking avatars typically float above the ground or sink into it just by moving your head around
in other words, not much one can do from my experience so far, but it's not any worse than how ground contact is in the game as-is. Gogo has the hover height setting (the flying saucer slider) for a reason
GodRevenger uses this complex blend tree for dissolves and hiding UV maps through Poiyomi shaders. It barely loads up when opening it like this. And over-all, blend tree is hard to understand for me.
Do I re-work everything into separate toggles for easier navigation instead of Blend Tree?
Well
PC and androids keep failing security checks, can anyone help
also getting this on repeat
How would I make alternate locomotion, idle, gesture etc layers for Klonoa's ears, since they're not default humanoid/biped bones? Would I make a single controller with all of them and put it on the FX layer?
What SDK version are you using on this project? You can view your SDK version by going into VCC, and clicking manage project on your project.
Your avatar uses too many parameters, either use VRCFury's Parameter Compressor component or delete parameters from your VRCExpressionParameters list/remove non destructive prefabs.
its a 2019 project.
and avatar is 2019
Hi all, simple question. How do you set up a custom on/off animation parameter?
I figured it'd be something like this, but no dice
You can use Unity 2022 even if a avatar claims "use 2019" in it's description. Unity 2022 is backwards compatible with assets from 2019 and will upgrade their asset pipeline accordingly. Your avatar is most likely exceeding the 40mb uncompressed limit and the SDK cannot show that due to being outdated, in order to fix that is to remove textures or scale them down in Unity.
you could try using VRCFury's blendshape optimizer as well
ah I love blendtrees. And this fits a lot into a single layer, you'll likely need a lot of layers to duplicate the functionality, each with a performance penalty. I'd leave it if you can.
What
slider on the bottom right
np
though personally I just prefer the single column list layout and have that docked to the side
thats pretty smart
though that's my own preference because I've worked with Unity before and needed the console front and centre, and I'm just continuing it here because it's what I'm used to
ohhh thats actually a dope layout
i've also seen people with the console docked to the left where my asset browser is, and the asset browser forming a second column to the right, next to the inspector
which I think is set up so that it's easier to drag things into the inspector
ya that makes sense
ill prob mess around with mine seeing if i cant find any that makes it a bit easier
cuz i havnt messed around with it at all lol
anyhone with blender knowledge here?
sure, see also #3d-modeling
i tried posting about it yesterday but how would i fix this? (while using poses with gogoloco the shoes dont follow properly)
shoes not weight painted right or not properly attached to the avatar's armature
Anyone knows how to fix this or why am i even getting this error? the Blueprint ID is already Cleared
I'm like 80% sure the hand is pushing out the hair, how do I fix that
i have the same issue if you ever figure it out pls lmk
are those the only 3 error messages? If not post the first 2-3
those are warnings, errors are red.
those are the only 3 errors
ah, that's not very useful.
yeah so i have 0 clue what the error might be
Me too, sorry, there's just nothing to go on here
how do I fix this?
I repositioned the bones many times now
I cant get it right
I dont know why it is still red
Toggle works on pc version of avatar but not quest, any fix?
sure, but it depends a lot on how it's set up. Assuming it's the same animator and animation, then possibly just you aren't using the same parameters list. Otherwise, you'd need to describe what you've setup.
so you'd have to have those last in the list, since the parameter list must be in exactly the same order.
And they are
ok then it's some other problem
Ill try gesture manager
it's not rotated how unity things it should be
I'm not sure without moving it around. You can try the enforce t-pose thing in the rig setup under "Pose" near the bottom.
thanks however
with this i dont ever need to play with poses in blender
How can I remove her "ponytails" without making it look weird?
(I don't know much about these things...)
Hello, i'm kinda new into avatar making and editing, i bought thoses assets from the orginial creator and i wanted to know how can i make the outfit in the same hierarchy as the base avatar model
If anyone can help :>
The base model is Yoll4Sotai and the outfit is the other prefab
Anyone familiar with Wolf's Warehouse stuff?
For some reason the Right Bow throw to Left hand catch is bugged, where it just does this
I've tried reimporting parameters and FX layers, it worked fine the first upload I had, but now it's just refusing.
can someone help me fix weight paints i cannot do it myself
what ver of unity do i use
2022 always
2022.3.22f1 but im pretty sure it doesnt mattewr as long as its 2022
thanks
no problem!
anyone know a way to make a seat move less so people dont get motion sickness from it? i have it on my chest but i dont want it to move up and down
i use a tool called toggle assistant. if you dont want to use a tool there are A LOT of videos covering simple toggles
thats a REALLY old avi, so no way of knowing unless you know the name of the creator or avi name
daaammnn i want it so bad
u could try a rumham avi world i think they are called
looks like it could be from there
i couldnt find that world
let me load up vrc real quick and find it
hold up
ok so search up Rum Ham
its a user and he has some avi worlds
he has like 3 and there are a bunch and its pretty old stuff to
so have a look there
found it, thank you!
good luck hunting
well idk why but i think it has to do with the custom Thumbnail, on all the avis i couldnt upload i just change the Thumbnail Image to .Png and make it 1024 x 1024 on Ezgif. it worked somehow
thanks sorry i got kicked because i spammed lol never doing that again
is there a video with that assistant?
ill make one real quick one sec
oof ok its not working
thats a good video for it, if u have any questions about it lmk i still have my project up with toggle assistant in
does anyone know how to add a glossy skin texture or know of one with either poiyomi or a different shader? right now i just use glitter and make it compact to make it look like gloss
how do I change which gesture activates which expression?
I made an avatar using vroid but my avatar uses an angry expression for the finger gun gesture and it’s bugging me
I want the angry expression to be activated with the fist gesture
what i did is clicked the animation for what gesture i wanted to change and dragged it onto the main avi in the hiarchy and animated it to be what i wanted worked very well
i did it like just a few mins ago
ok ty im gonna go and try that
mmhm lmk ifu need any help
Heres the clothes toggle.
And here is the texture swap
Animation keeps going for the texture swap when i go to play mode
without details about the transitions though these diagrams are not of much value
Alright its something with the animation
is there a way to have the puppet control save when leaving the menu?
mark the variable as saved?
go to parameter and mark as saved
did that it will still go back to its default pose
mm i see. that was my problem when i made a radial toggle, couldnt fix it so i just used a tool to remake the toggle
I have one like this which works - it could be that you're using the same variable for multiple toggles? I see there's a head control there too, it's common to have X/Y parameters that get shared between puppets
Should all of these be zero?
in what case?
For the jacket to be off
these right?
probably? Without looking at the animator I could only assume.
I think this is the problem
no idea what that means
Can anybody hop in a call and help me make my first furry avatar? preferably a regulus
u get it working?
i think it needs to be done in blender
Is there any reason why this would suddenly break for no valid reason? It's only the ONE hand where I catch it too. From left to right it works great, from right to left, it all goes to hell.
Do you mean editing a regulus? because re-creating another users content 1-1 is bad practice and wont get you help here
trying to upload this avatar but its saying the head, hands, and feet are not specified, but when i look at the rig, everything is fine. don't know what i can do
I feel like when using Poiyomi the normal maps lose their effect
so should i try and change off poyomi?
Poiyomi wouldnt effect your bones and i imagine they werent responding to your message :P
oh my b
God I hate Unity. On one hand it works 100% well, the next it decides "Nah, I'd break"
Almost everything is working BUT the one catch in the hand.
depends on what shading type you're using. Flat shading would be the worst at showing normal maps
where do I find the lighting type?
shader is toon
i want realistic looking
in the shading tab of the material
has these
wanting to make his little cloak thing kind of move when my arms move i was hoping to advoid to do it without doing wightpainting cause its causing more issue then fixing them so anything id be able to do in unity?
Does the cloak already have bones on it?
no that was also a consideration of doing cause it wouldnt be hard to rig it
you cant move it at all without rigging or weightpainting
well clearly im just asking if theres a way i dont know of
it needs to have some form of weightpaint to a bone to move
theres no work arounds for it
rigging i dont mind and if i have to go that route id have to learn how to do phys bones
well there is
like its connect to the body itself
so there weightpainting for the torso
is there any for the arms? because that's all that'd matter currently since that's what your trying to make move
no because when i went to go do it. the cloth itself got uber fucked and im unsure why
well the only way to get any movement is to figure out how to weightpaint it as theres no other way like said before
what about phys bones though if i rigged the cloth itself
it would be infinitely easier to just weightpaint it
phybones need weightpainted bones to work aswell so you'd still need to weightpaint the cloak in some form
ye
This is what it dose every time even when i try adding more
or less
it looks like it might be weightpainted to another bone on the body
Holy crap you just fixed my issue thank you dude!
anyone got anything for this?
drag in a new copy of the fbx
had to redo the whole project but i got it uploaded, thanks
my avatar is setup to disable finger tracking when a certain toggle is enabled, and it works fine with other controllers, but refuses to lock the hand with index controllers? i never had this issue before updating my unity to 2022 and im not sure how to fix it 😢 any help would be appreciated
Hello, a question, I would like to know what version of Unity I should install in Unity Hub.
2022.3.22f1
thank you very much
np
adding onto this, when i look in my debug menu, it disables the finger tracking for split second before resetting
it won't let me upload the avatar even know the avatar descriptor is on the avi
try reloading your sdk
does it matter that im using the old avatar descriptor?
tried didn't work
its broken so yea
pobably why its not detectig it, you should update it
how would i go about doing that?
dont mix the vrcsdk to begin with
reimport it without the sdk then?
vcc controls the sdk
dont ever import another version of the sdk
So i am not able to upload my avatar, I have tried removing id from pipeline and removing any extra animator
Any idea on how to solve the BuildFrameworkPreprocessHook would be great. Currenting using unity 2022.3.22f1
Is there any plugin that can give me a list of all physbones in the hierarchy? Im having trouble finding a couple.
haven't seen one but it isn't too hard to write
Too bad I got no idea how >w>
iterate through all the parts in the hierarchy, looking for physbone components. Though if you just want to view it rather than program with it, you can search for them in the hierarchy, there's a search feature at the top
Solved my own problem from earlier. Turns out asset maker churned out an update that fixed this particular issue lol.
anyone else have this issue and know how to fix it? Me and a friend are both experiencing this with different avi's. We're using content companion and unity 2022.
are there any more error messages above? it's more likely a missing scripts error
yes here are the others
also this as well I just saw it
You can't have any missing scripts on your avatar that you are trying to upload, it's maybe because it was using the old Dynamic bone component and it's no longer supported or you are missing another package for your avatar
if you remove all the missing scripts, then you can upload your avatar
okay thank you! I just click the menu for it and then remove component?
yes, you can do that
I keep blue screening any time I try to upload quest versions of a couple different avatars I've paid for. I don't think it's on their end, what else could I be missing that will get this working? ><
I need help with an uploading issue. I keep getting these error messages when i see no missing scripts or anything that is preventing me to upload my avatar 😅
i have no idea whats up with this issue but ive been struggling and trying everything i can think or as redirects but nothing seems to be working 😭
are there any more error messages above?
Nope
The blueprint ID error is the only one that has consistently popped up after upload failure
But the blueprint ID section is cleared
that happened to me once, i just detached the blueprint id then with nothing in the blueprint id i spam attach with still nothing in it. after 10 presses it works
It doesn’t even give me the option to detach the ID it’s just empty and the only thing I can do is either type something in or just
so just spam attach then with nothing in it then try to upload
I did and it still didn’t work
or, take a exsisting blueprint id, attach it then detatch then try to upload again
I took a picture of the play test version of the avi ID that and nothing
It gave the same blueprint error message
Yup and there doesn’t seem to be anything wrong with those tabs and everything in it
if u do u could try redoing the project without vrc fury and that could help possibly
I need the vrc fury with the avi. The creator made it with it and said it won’t upload without it
did u buy this avi btw or did u get it off a website?
Bought it from a creator off of Patreon and they gave all the unity files
And other assets along with it
I did and they haven’t been helpful at all 😞
ah
I told them this is my problem they said try doing this to see if this fixes it and I did but still the same problem so idk 😅
do u have a avi u dont like or dont use? cuz u could use the id off of a avi u dont like and attach it off of that one just to get it to work
I’ll try that tomorrow to see if that works but considering the play test ID for the same avatar I’m having trouble with didn’t work then idk if using another one will
Thanks for the help and suggestions!!
id honestly say if that doesnt work just redo the whole project again and just pay extra ettention. sometimes its something u dont realize tille after
HI all, I have a question regarding quest avatars using the vrc mobile standard lite shader. FOr some reason in worlds that have a directional light, the avatrs get this weird grey wash over them. It only happens on quest and using this shader (needed for emission), any ideas if this is a bug/known issue?
Funny enough I spent 8 hours of my day with my friend who uploads avatars all the time and they too are stumped
damn thats wild, hopefully u have better luck tomorrow
@blissful saddle maybe it's a connectivity issue, could you try to connect to the internet from another WiFi or 4G connection?
I’m not sure 🤔 I have high speed internet from family members who work from home and also game on pc. I even have all this downloaded to my SSD 🤷♀️🤷♀️
anyone know how to fix this?
is this just textures or do other components affect the size? (pc btw)
probably mostly textures, you can try reduce the texture resolution
thanks
Google search show up as the first result. So you should try using google too.
one more question (idk if it will show up in the video im in right now but how do i change the object with modifier
like make the O into an oval or something
Why not just using edit mode?
Why would you ask? That's the basic of blender. If you want to properly edit a model, try learning basic tutorial first. Look for donut tutorial videos as for commonly recommended tutorial.
Hey guys so in having an issue with avatars
ya i was watching that but when i was watching that i was going to make the body
If you ask how to use edit mode then you aren't ready to properly use blender.
ya i was watching the donut one
Did you successfully create a donut?
have not tryed lmao just want to make a leg first before a donut
leg is the easy part right?
When I got on VRchat and loaded into a world everyone was low poly with very messy textures I'm playing on a quest 3s and I tried to optimize avatars but the only options were poor and very poor
You have to get the basic knowledge of using blender first. So following donut tutorial is for exploring and learning basic. If you skip, you're going to miss everything.
ok im like a korean lmao skiping all tutorials 🤣
If you're saying language barrier is the problem then I can't help.
no it was a joke im not korean but most koreans skip tutorials
Doesn't matter. If you skipped, it's your problem. I'm not going to hand guide you every mouse click.
Neither most people here.
there isn't too much that can you do about it, you can manually enable their avatars by clicking "show avatar" on the menu, but the main reason you are seeing blocky avatars is because they aren't using optimized ones or they doesn't even have a quest compatible avatar
nahh im watching it right now
Also follow along, don't just only watch.
jw my f11 is not working (the pic thing) do i need to fix it or nahh
sorry for all the questions
You can skip rendering part.
ok thanks
For actual issue, you might not have a camera or camera doesn't point at the direction of the object.
does anyone know how i can make the heart in my chest grab-able?
i'm trying to set up contact recievers but i don't want the heart to attach to my hand. I want it to stay in the chest but i want to be able to pull it out of my chest and have others do it as well
so basically keeping the heart in the rib cage
ya i made a wanky donut lol
for 13min i think that is good
🩷 gj
It isn't done yet. There will be more steps.
prob does not have the glaze
You could put the heart at the end of physbone chain, and that just make it grabbable.
You will have to learn how to put material too.
so theres no phys bones on the heart rn
Just create one.
it was not in that video just the making it flat
It's a series of videos.
ahh ok glad i just saved it (crashed 🤣😭
if i would make a very bad avi would these skills be enogh or watch all of them?
Depend on how bad you meant.
did i do it right 😭 sorry
i just want something that works (only thing i want for now is very good toggle
Physbone must not control humanoid bone.
I'm not sure how you want to "work" to what extent.
wdym?
I do not understand what you meant by "something that works".
ooh ok! is everything else working? i tried grabbing it in game view but its not showing
You didn't show everything else.
i mean something that is not just going to fall like jello
Nothing can fall like jello by default.
ok that is good i am watching how to attch stuff not for today but what does bone thing do
this thing
it is ok if it turns out like this
Bones are parts of armature, which is essential for skeleton rigging.
and what does skenleton rigging do
As for your current progress through learning blender, you had only 10% of all the required steps.
To make mesh follow bones.
At this point, just continue watching tutorials.
nice that is good i know im not learning every thing in under a month
real last question how did this guy put the human up right @ornate stump
if youre making humamoid from scratch autorig it with mixamo
I do not understand that question.
preview images can be selected to be visible on certsin axes
his the ball is pointing up right but mine when pointed up makes the human like this
alt r right?
You meant "the reference image". Just rotate reference image to the correct orientation.
ahh ok thanks
im considering just making contact recievers bc im not sure 😭
Grab by contact reciever is lot more complicated than physbone. To make physbones work, create a new Empty object under the chest, add physbone to the Empty object, then create another Empty object under the first Empty object, move the second object so it's on different location from the first. Lastly, add parent contraint to the Heart bone, set constraint source to the second Empty object.
'move the second object so it's on different location from the first'
this is correct right?
Location as in positon in the scene.
Atleast put it where you expect the heart to be.
owuh i thought u meant like draggig it o7ut of the body okie
ok done!
Physbone requires chain bones to not occupy the same location in order to work.
😭 im lost
At least tell where you currently are.
phys bones 2 - empty obj 2 is in the location of the heart in the chest on the scene
Physbone requires chain bones to not occupy the same location in order to work.
Did you miss this?
i put it there because you said it should be where i expect the heart to be
That means a bone that is a child of another physbone controlled bone.
If you needed bone 2 to be at the heart location then you would have to move bone 1 somewhere else that isn't heart location.
bone 1 is not at the location of the heart
its just an empty obj on the chest bone
Location as in position within the scene.
Then that's good.
Does the physbone gizmo show up now?
u mean this thing?
That means it's working.
You can add a physbone without a child bone tho
All shed have to do is set an end point position at y to something like .01
End bone is needed to act as constraint source.
its still not dragging in game mode
what is cloth in poyimo toon?
the breasts are though
what is shader cloth?
Have you increased physbone radius?