#Hang Nail
1 messages · Page 1 of 1 (latest)
THank you
What is the scale of your bones one the unity side?
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
Is this what you mean?
All 1-1-1
And obviously read the warnings:
Its so long
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)
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
Ive been told these errors are ok to ignore. Starting to question that now
no worries, that is ok to ignore for now
Every FBX I have in here is different because I go into Blender, attempt to fix, and then reimport
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
How can I delete the Library?
it is in your projects folder, at the same level as the Assets folder
That won't effect anything right? Should I make a backup?
you will have to open your Scene again, after it boots back in
that will not affect anything. it is a commonly done thing
So just delete the entire Library folder
it is just a cache, so no worries. sometimes if it gets corrupted, it screws with things though
yep. i know it seems scary, but it is fine. also, you should ALWAYS have backups, regardless
Sadly it didnt work :(
and you double checked that you are actually editing/checking the correct model in Unity? also, did you re-try it following Imphenzia?
Are you saying that you're creating an entirely new FBX file each time instead of overwriting the existing one?
you should be doing the latter, so that existing uses of the model prefab / meshes / etc. get updated
also, how are you doing the export? just File > Export > FBX, or is an add-on involved?
Yes? Is that bad? I do that for literally everything. Even Blender projects.
Yes and I just set the scale to 1, set it to FBX All, and remove leafbones
Presumably you don't want to have to redo all of your Unity work every single time you update a model
I will have to come back to this in around 6 hours. Thank you sm for all the help so far.
You're meant to just update the model file and let unity reimport it
I use Pumpkins avatar tools specificially designed for VRChat to transfer all of the VRC related components to the newest FBX
I see..
kind of sounds like what you'd do if you had no version control
I just overwrite my model files whenever I make changes to my avatar models
Ok I just got home and I retried Imphenzia's tutorial and it still didnt work. And yes im editing the correct model too
I really dont know what the issue is
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
do not use vrchat tools, or anything. just go 'vanilla'
@haughty forge
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
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
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?
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
I lied it doesnt work
Im going to send a video
Of how weird this is
It must just be the animations... bc theres no way lol
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?
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?
Look closely in the video where the animation is playing
It clips during that
I cant get close bc the hand disappears but you can see it clipping
ok, do you know what weight painting is, i mean aside from just selecting all vertices and setting to 1?
Yes
But I swear its not weightpaitned to anything else
So what else could explain that
I have checked so many times
I have also tried several different nail meshes from different creators and this happened to all of them
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.
Ok here is what im doing, once I reconnect it to the body its gonna do the same thing lol
ok, that does not do anything i listed..
I dont want to remove the mesh underneath the nail unless thats my final resport
resort
It doesnt make sense why it works in rotation but not in the animatino
it is not. that was 1 option.
transfering the weighting from the finger to the nail is the better option
Ok I will try that
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
But if i deleted all the other vertex groups before, and recombined the mesh, how could that be possible?
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
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
that is the nail.. we want to see the finger tip vertex group
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)