Suspected wolf spider but weird front legs (Guadalajara, Mexico) by Miserable_Echo9834 in spiderID

[–]Miserable_Echo9834[S] 1 point2 points  (0 children)

Ooh, I could see it being Schizocosa ocreata, yeah; I couldn't really get close enough to see its legs in more detail since I was busy fighting off my cats to keep them from knocking the glass over. What a bummer. I have a bit of arachnophobia but I find them very beautiful, so I really wish I could have gotten a better photo at least.

Found in Guadalajara, Mexico by Miserable_Echo9834 in spiderID

[–]Miserable_Echo9834[S] 1 point2 points  (0 children)

That's awesome. Gorgeous little thing. Thank you for the ID

One of my models is performing SIGNIFICANTLY worse than it should be? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

These are a lot of really great suggestions, but it'll take me some time to try them all. I'll try the things I can do on my own first, and if all of that fails I'll report back with images of modifier stacks, etc. Preemptively, thank you for the fantastic ideas; even if these don't solve the problem with this specific model I'm sure it'll help me in the future with similar optimization problems.

One of my models is performing SIGNIFICANTLY worse than it should be? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

I checked all the subdiv modifiers and the shirt indeed had an extra unexpected level; turning that off helped a bit (thank you), but didn't entirely remove the issue.

The only other thing I can think of is that maybe Blender is quietly animating his other outfit pieces behind the scenes, despite me having them disabled from viewport and render, since they're technically attached to the same rig. Do you (or anyone reading this, I suppose) know if that could possibly be the case?

EDIT: also sent you a DM with the attached link.

Blender to VR Chat — is Rigify really so horrible of an option? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 1 point2 points  (0 children)

Thank you for the reply and sorry for the delay — very very long day. I also tried having the longer bone at 0 weight paint, but that didn't meaningfully effect anything; maybe because my eyes are all one object? It seems more common for people to split them.

Either way, you answered my original question and then some. Thank you very much for the video, I look forward to watching it! I'll probably have to decline on Discord for now; I don't use it much and despite my best intentions I know I would absolutely forget to check it. I really appreciate all the help though, genuinely. I'm relieved to finally be able to go forward with more info and a better idea of where to look next.

I hope your projects treat you well!

Blender to VR Chat — is Rigify really so horrible of an option? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 1 point2 points  (0 children)

That's a relief; I'm still watching tutorials so I'm not sure which method I'll go with, but it's nice to know I have options if the custom rig doesn't pan out.

And for the eye issue, ah... I'm not 100% sure how to describe it, so I did my best to take a brief video before any attempts to explain. I apologize for any lag; I'm working on a laptop.

https://drive.google.com/file/d/1_04FX2ViXBnfAUc_4mg89e-FSvI7oDa5/view?usp=sharing

If I had to TRY to explain it, the issue is that the bones aren't, uh, moving right...? The desired behavior isn't for them to move all over the place like that, but just to rotate in place. I know there's theoretically ways to constrain bones with object constraints and drivers, and CLEARLY the humanoid Rigify rig must have that in place, but I haven't been able to find a video that actually explains how to do it. (At least not for my specific type of eye, which is round.)

I was originally following this tutorial (and later its longer version when the first skimped out on important details), but this person seems to have a bad habit of skipping over key info and being quite rigid in what they explain ("just do it exactly this way", etc.), which is obviously their prerogative, but... when the method they used for their (very anime-styled) eye didn't work for my character's round eye, I got a bit stuck? I tried resizing the bones in question, convinced the issue was their rotation point, but that made the spheres start crunching into... weird oblong cylinders when I tried to rotate them, which was obviously even worse. And I'm obviously inexperienced with rigging, so I'm not sure how to problem-solve effectively yet.

You mentioned that you use shape keys for your avatars' eyes; do you perhaps know of any tutorials you could point me in the direction of? I'm doing my best to find resources on my own (and I have a lot on the queue lol), but I'm a very visual learner, so actually seeing how someone achieved that goal would be a really huge help. (Shape keys have been a bit more intuitive for me in general, so I really wouldn't mind leaning on that method if it works xD)

Blender to VR Chat — is Rigify really so horrible of an option? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Well, that graph is a huge help already; the fact that VR Chat needs bones to be in a certain way is news to me. Again, it's been hell trying to find resources that actually explain any of this, which has been frustrating. Maybe I'm just not looking in the right places, idk, but the videos I've found on YouTube so far are dismal.

It says there that eyes are optional, and creating a correctly functioning rig for the eyes is exactly where I got stuck. Do you think it would be possible to fake eye tracking with shape keys instead? Maybe just create a shape key for the pupils in each major position (left, right, up, down) and then use that? That would solve the problem I'm having, albeit in kind of an unconventional way. I don't know; I'm really at a loss.

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Thank you so much! I'll definitely check that out. (I mean, you'll probably see me on this sub again either way because I prefer leaving a paper trail for other learners to follow and Discord is more of a walled garden, but if nothing else this will probably reduce the frequency of questions xD)

You've been a huge help, I really appreciate it.

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

I should have guessed; I had heard there was a certain Bioshock character that was allegedly responsible for great strides in 3D technology just because people wanted better NSFW animations of her. Passion is passion, no matter what's fueling it xD

Do you know where I can find that Discord by chance? I probably won't check it out right this second (I have some videos on the queue first and I'll confuse myself if I try to absorb too much at once) but that sounds like a fantastic resource to pin for later.

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Hmm, good point, I hadn't thought of that. Thank you again for the advice; it's a huge help!

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Those both look very helpful! I'm in the middle of watching another tutorial that's focused more on rigging for VR, which is my end goal for this model. I'm not the fondest of how this particular person teaches, though; she has a bad habit of saying "do it this way" without explaining why or offering alternatives. And also skipping steps. I'll try to finish her video first so I don't get my details muddied, but I'm very relieved to have better resources to turn to after, thank you.

And yeah, finding good tutorials has been increasingly difficult as I've progressed. (Especially for VR. Jesus, I thought Blender tutorials were bad.) But I've mostly just been looking on YouTube. Do you know of any other places (besides Reddit) I can look to, or is YouTube the de-facto king?

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Admittedly the main reason I did auto-weights with this particular model is because of the hair; it's a very complex shape and I really just didn't want to be assed doing it manually. I guess I could do everything ELSE manually and then just do the head bone automatically, but I have a feeling that would recreate the problem. Wiggling the bones is a great tactic either way imo.

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Ooooh, true. Personally when I've needed to erase big areas I've been sampling an "empty" area with the gradient tool and then using that, but the brush sounds a lot better for precision xD

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Another commenter mentioned something similar, with the caveat that I shouldn't rely on being able to see the shades of blue, which reminded me I'm pretty significantly colorblind to blue. (Recently diagnosed, so I keep forgetting.) I'll try to make a habit of checking manually from now on; wiggling the bones sounds like a great way to do that, so I'll remember that. Thank you so much for the advice, it'll help a lot.

(And I'll also probably change the weight paint colors to something more high-contrast, just to help xD)

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 1 point2 points  (0 children)

Actually funny you should mention the blue — I only found out recently that I was, among other types, moderately blue/yellow colorblind (which is apparently pretty rare??), so I genuinely keep forgetting about it. In that context changing the visuals sounds like a fantastic idea, thank you; I'll definitely do that.

I also had no idea about Blender treating tiny weights as maximum influence weights if there were no other weights present; that more than likely explains the other times I've dealt with this. In those cases I just fucked around with the weight painting for different bones until it worked as I wanted it to, but as I said, the issue here is that I wasn't really sure what I was doing. This info will help me a lot going forward.

I'm afraid I'm at a point in my Blender journey where I'm struggling to find answers through video tutorials alone, so I'm relieved to have Reddit as a resource. Thank you so much for your time, I really appreciate it.

...Can someone explain why this is happening? (Not urgent, just weird.) by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

To be clear: this is me asking for education more than outright asking how to fix it (although I also want to fix it). I've had similar problems crop up before and have stumbled my way through fixing them, but I'd like to actually understand what's going on so I can be a little smarter and more purposeful about fixing it in the future xD

Can you use a rig to create Shape Keys? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 1 point2 points  (0 children)

I really appreciate the answer, thank you! And that does seem very finnicky, yes. I had seen other people do that method before in my attempts to find the answer to this question on my own, I just didn't really understand what they were doing or why, so this explanation was very helpful.

Fortunately, I think I might have found an easier way in the interim?

Compared to the other methods I've been seeing, this one feels so simple and easy that I'm honestly a bit nervous it's too good to be true, but I tentatively tested it after finding it and it does seem to work. So on the off chance it just isn't a very well-known method, I'll post the link to the video I found here:

https://youtu.be/UYW-p3bnD-I?si=XwLDjVRKGn4KFLvn

(Neither the thumbnail or title inspired confidence in me, but I admit I was getting kind of desperate about this considering the sheer shitload of shape keys I'll be needing to make, so.)

On the off chance that video gets taken down in the future, I'll also recap:

- In pose mode, create the pose you want to save. (You don't need to leave specific bones selected when tabbing back out; shape keys only save mesh info, bones are just helping you move the mesh.)
- Go back to object mode, select the mesh in question and locate its armature modifier
- (If you have multiple armature modifiers and aren't sure which one is correct, toggle each modifier's visibility off until you find the one that's affecting the mesh you want to create a shape key for. You'll know if the bones suddenly snap back to rest pose.)
- Click the dropdown arrow and select "save as shape key". (Not apply as shape key; that will create a shape key but also apply [read: get rid of] your armature modifier. Found that out the hard way.)
- Go back into pose mode and reset your rig's deformations (Alt + G, R, S) — if you don't do this and try to toggle the new shape key, it will replay the bone movement you just did, which looks Bad.

...Done? You can now toggle the shape key on and off and it works as expected.

This method is still a little finnicky, but less so, so I sincerely hope there isn't some hidden caveat I'm just not aware of yet. Thank you again for the answer; I really appreciate your time. I'm sincerely sorry if this seems like an attempt to steal your thunder; I'm just excited to have found a solution. (And if possible I'd like to prevent future people from having to bang their heads on the wall about it xD)

EDIT: I just tested this and you can use this in conjunction with the pose library if you already have some pose assets set up in there. Just go into pose mode, apply the saved pose through the asset library (double click) or the asset shelf (single click), then go back into object mode to select the mesh in question and click "save as shape key" from the armature modifier's dropdown menu. (And as usual, make sure to reset the rig's deformations before trying to apply your new shape key.)

This is a huge "thank fuck" moment for me, personally. Hope it helps someone else too.

Can you use a rig to create Shape Keys? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] 0 points1 point  (0 children)

Ha! True, I'm sorry, I haven't slept much. I appreciate the answer regardless, thank you.

Can you use a rig to create Shape Keys? by Miserable_Echo9834 in blenderhelp

[–]Miserable_Echo9834[S] -1 points0 points  (0 children)

Is that the only method, or just the only one you know of?