#Hang Nail

1 messages · Page 1 of 1 (latest)

waxen anvil
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Here is your thread

haughty forge
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THank you

midnight shard
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What is the scale of your bones one the unity side?

waxen anvil
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I was wondering about that too, (how many are affecting it) but you said you had set it all to the one. But, normalization and such can screw with that

haughty forge
midnight shard
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Yeah

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Check the scale of Armature and Hips too

haughty forge
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All 1-1-1

midnight shard
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And obviously read the warnings:

haughty forge
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Its so long

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A polygon of Mesh 'Sneakers (SIL3NTHILL)' in Assets/5. FBX/Av-8 82.fbx is self-intersecting and has been discarded.
(Filename: C:\build\output\unity\unity\Modules\AssetPipelineEditor\Public\ModelImporting\ModelImporter.cpp Line: 1523)

waxen anvil
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make sure you have not imported the model more than once, and are using the correct one in Unity.
Delete the Library and let it rebuild

haughty forge
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Ive been told these errors are ok to ignore. Starting to question that now

waxen anvil
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no worries, that is ok to ignore for now

haughty forge
waxen anvil
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you may be making changes to one, importing it, but then working on the wrong model in Unity. also, the Cache (Library) Might be getting things screwed up

haughty forge
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How can I delete the Library?

waxen anvil
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it is in your projects folder, at the same level as the Assets folder

haughty forge
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That won't effect anything right? Should I make a backup?

waxen anvil
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you will have to open your Scene again, after it boots back in

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that will not affect anything. it is a commonly done thing

haughty forge
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So just delete the entire Library folder

waxen anvil
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it is just a cache, so no worries. sometimes if it gets corrupted, it screws with things though

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yep. i know it seems scary, but it is fine. also, you should ALWAYS have backups, regardless

waxen anvil
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and you double checked that you are actually editing/checking the correct model in Unity? also, did you re-try it following Imphenzia?

modern relic
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you should be doing the latter, so that existing uses of the model prefab / meshes / etc. get updated

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also, how are you doing the export? just File > Export > FBX, or is an add-on involved?

haughty forge
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Yes? Is that bad? I do that for literally everything. Even Blender projects.

haughty forge
modern relic
haughty forge
modern relic
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You're meant to just update the model file and let unity reimport it

haughty forge
modern relic
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I see..

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kind of sounds like what you'd do if you had no version control

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I just overwrite my model files whenever I make changes to my avatar models

haughty forge
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I really dont know what the issue is

waxen anvil
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nor do i. to eliminate everything strange, it would be best to make a new project, and not install vrchat stuff. bring in the model again, and test if it works or not

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do not use vrchat tools, or anything. just go 'vanilla'

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@haughty forge

haughty forge
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Going to try it now

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Someone on Reddit said UV mapping could be it, do you agree?

waxen anvil
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no, not at all. UV mapping has nothing to do with Bone based Animations. if you have a script attached that was altering UVs, that is a different story though. still could not cause this issue, to the best of my knowledge. I think looking that direction would be a waste of energy

haughty forge
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Wow it seems to work as far as I can tell in a brand new project. But I dont understand how VRC related things could cause this to happen

waxen anvil
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they change very core stuff. but, now, in the new project, try just using the avatar tool to transfer the model. or does that require vrchat to be installed in the project?

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if it Does require vrchat to be installed, just go back to your original project, and do Not use the avatar tool to transfer things

haughty forge
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I lied it doesnt work

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Im going to send a video

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Of how weird this is

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It must just be the animations... bc theres no way lol

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The animations I use are pre-made hand animations for general use so is it possible they are just not working well with my avatar?

waxen anvil
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not sure what you are trying to show with the videos.. it looks like it is working fine from here.. you move the thumb and the nail follows, right?

haughty forge
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Look closely in the video where the animation is playing

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It clips during that

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I cant get close bc the hand disappears but you can see it clipping

waxen anvil
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ok, do you know what weight painting is, i mean aside from just selecting all vertices and setting to 1?

haughty forge
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But I swear its not weightpaitned to anything else

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So what else could explain that

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I have checked so many times

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I have also tried several different nail meshes from different creators and this happened to all of them

waxen anvil
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ok, this is most likely a weight painting issue. another way to 'fix' it, is to delete the body vertices under the nail. so, delete, from the finger, all the vertices on the finger that are under where the nail would be. the end of the finger there his weighted to more than one bone, (this is most likely), where the Nail is weighted only to one bone. you can either transfer weights from the finger to the nail., delete the vertices from under the nail, or manually weight paint to fix it.

haughty forge
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Ok here is what im doing, once I reconnect it to the body its gonna do the same thing lol

waxen anvil
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ok, that does not do anything i listed..

haughty forge
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I dont want to remove the mesh underneath the nail unless thats my final resport

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resort

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It doesnt make sense why it works in rotation but not in the animatino

waxen anvil
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it is not. that was 1 option.
transfering the weighting from the finger to the nail is the better option

haughty forge
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Ok I will try that

waxen anvil
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it make perfect sense, as described.. the finger tip is weighted to more than one bone. the nail is weight to one bone. they distort differently. you are only rotating the bone the finger nail is weighted to in the rotation test

haughty forge
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But if i deleted all the other vertex groups before, and recombined the mesh, how could that be possible?

waxen anvil
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do you recall how Fen showed you how to see how many bones a vertex group was weighted to? do that on the finger tip and oit should show it is weighted to more than just the tip bone there

haughty forge
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It didnt when he asked me to

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Sorry how do I do that again?

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Ok got it

waxen anvil
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you are using a tool that is not standard. you'd need to ask the maker of the tool.
The solutions mentioned, are the correct ones, in all the cases i have seen, but you are trying to automate it. there could be a floating point error, IF that tool even attempt to transfer weights.
the bottom line is, this is not a Unity issue, so it is best to head over to the vrchat server and talk to them

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that is the nail.. we want to see the finger tip vertex group

haughty forge
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Ok thank you for the help

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I appreciate it a lot

waxen anvil
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good luck, plesae let this thread know, once you get it fixed, exactly what it was. (although, i am as positive as i can be, without the model in front of me, that it is what i have said)

haughty forge
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I will surely let you know

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Thank you sm