Posts: 153
Threads: 4
Joined: Feb 2017
(03-08-2018, 08:28 PM)Yami84 Wrote: (03-08-2018, 09:59 AM)ninetalescommander Wrote: (03-08-2018, 04:02 AM)Yami84 Wrote: Oh... Should've checked that texture first.
Thanks for the help Demonslayer!
Did you solve the problem? I had that issue myself but thanks to some help was able to fix it.
The mesh has two materials so you have to apply the same texture twice.
Your comment about the jaw not being rigged properly concerned me. Its the part i have to worry about the most since the verts are far more densely packed together. While all the bones are in very strange positions and not made properly, the rigging and proper movements are possible to be made. I was able to open her mouth, move her lower (and upper) teeth, while also moving her tongue. Unfortunately making a proper armature is not part of my job with these, I am just extractng what I get, while also giving the mesh a slight polish, and rigging physic meshes if I need too.
https://i.imgur.com/ol8Y1Cm.png
was you getting a different problem?
Posts: 18
Threads: 1
Joined: Aug 2017
hey Kurokairaku, if you don't mind me asking, any models that are close to being released?
Posts: 1
Threads: 0
Joined: Mar 2018
If you want to share some original models i can make a noesis script for them.
Posts: 19
Threads: 0
Joined: Mar 2018
03-11-2018, 12:07 AM
(This post was last modified: 03-11-2018, 12:27 AM by Yami84.)
(03-10-2018, 12:45 AM)kurokairaku Wrote: Your comment about the jaw not being rigged properly concerned me. Its the part i have to worry about the most since the verts are far more densely packed together. While all the bones are in very strange positions and not made properly, the rigging and proper movements are possible to be made. I was able to open her mouth, move her lower (and upper) teeth, while also moving her tongue. Unfortunately making a proper armature is not part of my job with these, I am just extractng what I get, while also giving the mesh a slight polish, and rigging physic meshes if I need too.
https://i.imgur.com/ol8Y1Cm.png
was you getting a different problem?
Yes, but I think this is an issue from importing the FBX file (not using the BOS FBX addon way) and then exporting the file into xps.
Doing so gives me this armature:
The issue with the jaw looks like this:
As you can see the bones got parented in a weird way, if this issue doesnt happen with 3dmax then its an issue with blender, I kinda have the same issue with the eyes too, look:
But yeah like I mentioned before, I'm gonna believe this is blender's fault when importing and exporting.
PD : I forgot to mention that even tho I have this issues, they can be fixed quickly, same with the eyes
Posts: 9
Threads: 0
Joined: Mar 2018
(03-11-2018, 12:07 AM)Yami84 Wrote: PD : I forgot to mention that even tho I have this issues, they can be fixed quickly, same with the eyes I'm a complete noob, but your comment about the jaw parenting problem led me to try a few things in Blender and I managed to fix it. However, I don't have any idea how people are fixing the eyes (moving just the eyes and not the whole eye socket bones). Can you help me with it?
Posts: 19
Threads: 0
Joined: Mar 2018
(03-11-2018, 04:03 AM)edumail Wrote: I'm a complete noob, but your comment about the jaw parenting problem led me to try a few things in Blender and I managed to fix it. However, I don't have any idea how people are fixing the eyes (moving just the eyes and not the whole eye socket bones). Can you help me with it?
Sure, so the eyes always looks like this right?
What you need to do is to clear the parents from the eyelid bones and parent them to the upper neck.
Here's the steps:
1.- Select the armature and go into edit mode
2.- Select the lower eyelids first and then click Alt + P and select "Clear Parent"
3.- Now with the same selection find the upper neck bone and press Ctrl + P and select "Keep Offset"
4.- Now the bones should be parented to the upper neck
5.- For the upper eyelid, they're two bones so what you need to do first is merge it into one. Select the middle dot and press Ctrl + X this will make both bones merge into one.
6.- After that repeat steps 2-3 and you should be done
Here's how the new parenting looks like:
There's now two issues: 1.- The eye is a curved plane and rotating will show nothing behind them and 2.- Rotating the eye will still move a bit of her face.
Right now I dont have a fix for the first one except that creating another plane, making it a white texture so it becomes the sclera (or edit the eye texture to make it a sclera only type) but I haven't tested this out yet, but for the 2nd there's a fix, basically you need to select the eye rotating bone and then select the face mesh and go into Weight Paint Mode.
And clean all the skinned area (In case it still moves a bit, check if the eyelids/eyebrows mesh also has weight paint too)
Posts: 491
Threads: 9
Joined: Sep 2011
(03-10-2018, 12:49 PM)levitaar Wrote: hey Kurokairaku, if you don't mind me asking, any models that are close to being released?
I can answer that for him. The next char is going to be Niles.
Posts: 18
Threads: 1
Joined: Aug 2017
(03-11-2018, 05:53 PM)Demonslayerx8 Wrote: (03-10-2018, 12:49 PM)levitaar Wrote: hey Kurokairaku, if you don't mind me asking, any models that are close to being released?
I can answer that for him. The next char is going to be Niles.
Thanks for the answer! I didn't want to be pushy since I appreciate you guys are doing this project and the quality is very good, but I was curious about any upcoming models.
Posts: 153
Threads: 4
Joined: Feb 2017
Just finished adding in niles. Not TOO sure who I will do next, I want an easy one so I don't get burnt out but I already have soemone planned. Niles the first male and will still be, next one is yet another female XD. No wonder why they call it Waifu Emblem XD.
Posts: 9
Threads: 0
Joined: Mar 2018
(03-11-2018, 03:17 PM)Yami84 Wrote: (03-11-2018, 04:03 AM)edumail Wrote: I'm a complete noob, but your comment about the jaw parenting problem led me to try a few things in Blender and I managed to fix it. However, I don't have any idea how people are fixing the eyes (moving just the eyes and not the whole eye socket bones). Can you help me with it?
Sure, so the eyes always looks like this right?
What you need to do is to clear the parents from the eyelid bones and parent them to the upper neck.
Here's the steps:
1.- Select the armature and go into edit mode
2.- Select the lower eyelids first and then click Alt + P and select "Clear Parent"
3.- Now with the same selection find the upper neck bone and press Ctrl + P and select "Keep Offset"
4.- Now the bones should be parented to the upper neck
5.- For the upper eyelid, they're two bones so what you need to do first is merge it into one. Select the middle dot and press Ctrl + X this will make both bones merge into one.
6.- After that repeat steps 2-3 and you should be done
Here's how the new parenting looks like:
There's now two issues: 1.- The eye is a curved plane and rotating will show nothing behind them and 2.- Rotating the eye will still move a bit of her face.
Right now I dont have a fix for the first one except that creating another plane, making it a white texture so it becomes the sclera (or edit the eye texture to make it a sclera only type) but I haven't tested this out yet, but for the 2nd there's a fix, basically you need to select the eye rotating bone and then select the face mesh and go into Weight Paint Mode.
And clean all the skinned area (In case it still moves a bit, check if the eyelids/eyebrows mesh also has weight paint too) Thank you very much for your detailed instructions.
I got lost a few times but it was more because of me than because of this tutorial you provided.
However, in the end, the Weight paint mode in the Face mesh doesn't work if you select the only the Eyes bone (not the eyelids, at least in my experience with these models). What I actually had to do was change the parenting of all the eye-related bones (just the eyelids) as you've explained.
That did the trick of using the eye bone just for rotating the eyes mesh and not the face mesh.
I hope this information helps whoever tries it next.
Posts: 278
Threads: 18
Joined: Aug 2014
(03-12-2018, 09:13 PM)kurokairaku Wrote: Just finished adding in niles. Not TOO sure who I will do next, I want an easy one so I don't get burnt out but I already have soemone planned. Niles the first male and will still be, next one is yet another female XD. No wonder why they call it Waifu Emblem XD.
Oh! I hope this female is who I think it is.
Posts: 30
Threads: 0
Joined: Mar 2018
If anybody manages to get a foolproof way of making the eyes and mouth easy to move please do share, it'd be really nice to have for working with VRChat.
Hoping for Celica next, she's the one i've been waiting for since these started coming up.
Posts: 491
Threads: 9
Joined: Sep 2011
(03-14-2018, 09:29 AM)ToukoKino Wrote: If anybody manages to get a foolproof way of making the eyes and mouth easy to move please do share, it'd be really nice to have for working with VRChat.
Hoping for Celica next, she's the one i've been waiting for since these started coming up.
the eyes don't move via bones, moves by UV animation actually.
Posts: 4
Threads: 0
Joined: Feb 2018
Don't listen to that ninetails guy, you're doing amazing work! While there were certain problems with the initial models in blender, they seem to be fixed for the most part with the newer releases, only problems remaining are some textures (very few) showing up as white textures on the model, and the hair shine just showing as a white square. I've been able to fix these in unity, all you have to do is drag the texture to where it belongs, except for the hair shine texture. You can't expect perfection from rips and if people aren't satisfied with your work, no one is forcing them to use it, rip your own models bitches!! Anyways, is there an approximate release window for a Xander or an Owain model? Would love to work with them!
Posts: 19
Threads: 0
Joined: Mar 2018
03-14-2018, 11:10 PM
(This post was last modified: 03-14-2018, 11:10 PM by Yami84.)
(03-14-2018, 06:43 PM)Demonslayerx8 Wrote: (03-14-2018, 09:29 AM)ToukoKino Wrote: If anybody manages to get a foolproof way of making the eyes and mouth easy to move please do share, it'd be really nice to have for working with VRChat.
Hoping for Celica next, she's the one i've been waiting for since these started coming up.
the eyes don't move via bones, moves by UV animation actually.
Oh... that explains a lot.
For the jaw you could try what I did and for the only thing that could work for the eyes since I already tried it is to edit the eye texture and split it into two: one for the iris (with a transparent background) and one for the sclera. Now in blender in the eyes you duplicate the mesh and move the sclera one a bit backwards, edit the textures so the iris is in front and there you have a "fix".
I say "fix" because you still have issues like this:
|