The amount of issues I had tranfering models between blender and unity to use the bone weight transfer. Its cost me days, weeks of trouble. I haven't tried this yet, but I can see it'll work and understand it. You are a god damn life saver! Why no one has just explained this instead of the Unity Bone Weight transfer is beyond me, but thanks you!
I loved it! Could you PLEASE make equivalents of the tutorials that Lady Aska does, but with blender instead of Unity (which is the program she uses). That would be sooooo nice
Thank you so so so so so much for this, I couldn't make it work in Unity no matter what and I also wanted to add wings for my model aside from the tail and your tutorial has been the only one that helped, I appreciate you so much, thank you!!
Thanks you for this tutorial, it's simple, easy to follow, and it has opened up and simplified a lot of my process for making tails and wings in Vroid.
If changing the parent doesn't work using ops method, go to the bones tab and change the parent from head to hips using the dropdown menu. For some reason op's method didn't work for me
When I went to pose the tail and head, I noticed the armature didn’t move with the model (as in the bone I rotated would move, but not the model) how do I fix that?
That's strange! It sounds like they decoupled somehow. The first thing i'd try (with my limited knowledge obv) is selecting all the model, then right click the armature and choose parent>make (it's called something like that anyway XD) Oh also make sure you're in pose mode and not edit mode, if you're in edit mode the model will not move with the bones
@@melonypepon2266 ok I managed to fix the pose issue, but now I’ve noticed when I go to click on the tail, the whole model is highlighted in orange, not just the hair and tail, do you know how to fix that?
@@Aqua_Autie_1 it sounds like all the pieces are part of one "object" now. This could be an issue for your face blendshapes working right and stuff... I'd honestly suggest starting over from the VRM with the stuff you've learned over trying to separate them all back out
NO BC THIS WOULD BE THE MOST USEFUL TUTORIAL IF YOU COULD MAKE ONE ABOUT MAKING A TAIL IT WONT WORK FOR ME AND I NEED THIS SPEFIFC KIND OF TAIL HDFUGHHDHFUGD
I can absolutely make one in the next couple days! If you have a request for a specific kind of pattern or anything I could try to work it in as an example XD
@@melonypepon2266 Your tail with the fluffiness and stripes isn't like any others I've seen. I'd love to see how to do the stripes and fluffiness like that. I can't really explain what I mean by the fluffiness. 😔
I looks like your tail still had bone weights for the neck listed, which might give you problems. 3D rigging is frustrating. . . . Edit: Just to be clear, I didn't mean this as a criticism of any sort. I liked your avatar and I thought your video was interesting; I'm just a little worried that some kind of problem could have snuck through. . . .
Can I ask where you're seeing that? It seems to list all of the vertex groups all the time regardless. I've definitely exported and tested this setup in vrchat and never seen anything weird happen with the neck fwiw, but I'm definitely curious what you're referring to.
@@melonypepon2266 Most likely I'm just mistaken on this; I haven't used Blender's rigging tools in a while, and I tend to forget how things work when I'm not using them. In this case, I thought I saw the word "Neck" in the list of bone groups right above where it says "Head" (somewhere around 8:30 in the video) and assumed it might be a problem. Now that I've had time to think about it more, I'm thinking the bone group is probably either empty or all at zero weight (which is pretty much the same thing), in which case it won't cause a problem, other than maybe reducing the runtime efficiency slightly. As for why you would have empty bone groups, at root that probably has something to do with how the software you used to create the model works, but I do know that in Blender, if you split a mesh object into two objects, both objects will have all the vertex groups (whether for bones or not) that the original object had with any groups that don't apply to that particular object being empty. It would probably be OK to remove any empty bone groups from an object, but I'm not sure I'd recommend it: you'd need to be sure you really knew what you were doing, and the vrchat tools probably aggressively strip out any empty bone groups at some point in the production process. Sorry if this is all coming out muddled; I have a headache and my brain doesn't seem to want to work at full capacity right now. . . .
The amount of issues I had tranfering models between blender and unity to use the bone weight transfer. Its cost me days, weeks of trouble. I haven't tried this yet, but I can see it'll work and understand it. You are a god damn life saver! Why no one has just explained this instead of the Unity Bone Weight transfer is beyond me, but thanks you!
Okay, this video is a diamond in the rough, I feel like I found a pile of gold at the end of a rainbow after hours of searching. Amazing!
I loved it! Could you PLEASE make equivalents of the tutorials that Lady Aska does, but with blender instead of Unity (which is the program she uses). That would be sooooo nice
Thank you so so so so so much for this, I couldn't make it work in Unity no matter what and I also wanted to add wings for my model aside from the tail and your tutorial has been the only one that helped, I appreciate you so much, thank you!!
thank you thank you thank you for this! the tail on my model was such a pain but now I know how to fix it!
Thanks you for this tutorial, it's simple, easy to follow, and it has opened up and simplified a lot of my process for making tails and wings in Vroid.
Thank you SO much for this tutorial!!! its the best one ive seen so far and it helped a lot!! ❤❤❤
this is so good, thank you so much!
Thank you so much! I've been looking everywhere for having my tail attached to my butt and not my head! Thank you very much! Doggo is happy!! ^^
When Exporting from VRoid, the "Reduce Materials" section has a selection of numbers, but I can't see what you pick in that section.
If changing the parent doesn't work using ops method, go to the bones tab and change the parent from head to hips using the dropdown menu. For some reason op's method didn't work for me
How do you make the white outline for your character?
can i use vroid read blender export vrm again?
When I went to pose the tail and head, I noticed the armature didn’t move with the model (as in the bone I rotated would move, but not the model) how do I fix that?
That's strange! It sounds like they decoupled somehow. The first thing i'd try (with my limited knowledge obv) is selecting all the model, then right click the armature and choose parent>make (it's called something like that anyway XD)
Oh also make sure you're in pose mode and not edit mode, if you're in edit mode the model will not move with the bones
@@melonypepon2266 ok I managed to fix the pose issue, but now I’ve noticed when I go to click on the tail, the whole model is highlighted in orange, not just the hair and tail, do you know how to fix that?
@@Aqua_Autie_1 it sounds like all the pieces are part of one "object" now. This could be an issue for your face blendshapes working right and stuff... I'd honestly suggest starting over from the VRM with the stuff you've learned over trying to separate them all back out
@@melonypepon2266 I’m not too sure I understand what you mean by that (sorry if I’m being a pain)
I would love to drop a like but it's at 69 at the time of commenting :3
NO BC THIS WOULD BE THE MOST USEFUL TUTORIAL IF YOU COULD MAKE ONE ABOUT MAKING A TAIL IT WONT WORK FOR ME AND I NEED THIS SPEFIFC KIND OF TAIL HDFUGHHDHFUGD
I can absolutely make one in the next couple days! If you have a request for a specific kind of pattern or anything I could try to work it in as an example XD
@@melonypepon2266 black and blue!
@@melonypepon2266 Your tail with the fluffiness and stripes isn't like any others I've seen. I'd love to see how to do the stripes and fluffiness like that. I can't really explain what I mean by the fluffiness. 😔
I looks like your tail still had bone weights for the neck listed, which might give you problems. 3D rigging is frustrating. . . .
Edit: Just to be clear, I didn't mean this as a criticism of any sort. I liked your avatar and I thought your video was interesting; I'm just a little worried that some kind of problem could have snuck through. . . .
Can I ask where you're seeing that?
It seems to list all of the vertex groups all the time regardless.
I've definitely exported and tested this setup in vrchat and never seen anything weird happen with the neck fwiw, but I'm definitely curious what you're referring to.
@@melonypepon2266 Most likely I'm just mistaken on this; I haven't used Blender's rigging tools in a while, and I tend to forget how things work when I'm not using them. In this case, I thought I saw the word "Neck" in the list of bone groups right above where it says "Head" (somewhere around 8:30 in the video) and assumed it might be a problem. Now that I've had time to think about it more, I'm thinking the bone group is probably either empty or all at zero weight (which is pretty much the same thing), in which case it won't cause a problem, other than maybe reducing the runtime efficiency slightly. As for why you would have empty bone groups, at root that probably has something to do with how the software you used to create the model works, but I do know that in Blender, if you split a mesh object into two objects, both objects will have all the vertex groups (whether for bones or not) that the original object had with any groups that don't apply to that particular object being empty. It would probably be OK to remove any empty bone groups from an object, but I'm not sure I'd recommend it: you'd need to be sure you really knew what you were doing, and the vrchat tools probably aggressively strip out any empty bone groups at some point in the production process.
Sorry if this is all coming out muddled; I have a headache and my brain doesn't seem to want to work at full capacity right now. . . .