The "python traceback"-error you keep getting is a Blender issue. ⚠ - Latest versions of Blender breaks CATS up to version 19. - Download the Development version of CATS instead for a fix.
Hello, everything worked fine for me, but how do I make the mesh of the head and the body stick together because when I stretch the head, the neck stays still even though the bones are connected well?
Did you ever find a solution for this? When I move the neck bone the head moves great with the neck. When I move the head bone up, I see a hole into the head even tho I connected the verticied from the head to the neck. Is this because they're still a separate mesh? 😵💫
@@kaylak1761 I didn't find a solution, but I realized that sometimes it's the skin, it's poor to do it with another body and there was no problem, but when I used it with the one I had, then the error just appeared, it seems that the error depends on the skin Not all of them have that error
I'm trying to do this but I've got a big problem, after deleting all those bones when i try to move the head to the other model's body the armature doesn't follow, in fact if I click the armature itself neither one moves, choosing both doesn't work either. How did you make the armature turn white at 4:04? maybe if I knew how to do that... for what it's worth I've been trying to move it around with G cause that's what normally works. I think I might've just figured it out, it just had transform locks on it, luckily simple but other not so simple things can probably cause it too.
My b for the late reply, it is just due to mesh mapping to the bone. You can do this the same way you add clothes to a model. If you mean how did I move the bone with my mouse which moved the head, then that is by changing to pose mode and rotating the bone.
So for some reason I cannot select bones. If I click Armature, it highlights them all, but I can't shift click and delete them in small batches to save the ones I need to keep
@@wron1 I was in edit mode which is why it was weird, and when selecting Armature it of course highlights it all, but then when shift clicking, it doesn't do anything. I ended up needing to switch to pose mode to get it to work, but then that for some reason broke all the texture paths for the other model
@@wron1 I ran it I believe just on the one after removing the body and armature from the models head I'm moving over. Perhaps that is where the issue arose. I'll try again tonight
So after taking some time to converse with some creators who DO know about that merge method, it seems like you would achieve essentially the same result taking both armatures and merging them, however the bone names would have to be the same, but apart from renaming some bones (I havent tried it myself so im assuming) you should just get the same outcome. My solution here seems to be a bit old fashioned I suppose but its never failed me!
Hey great video but the head/neck of my other avatar are two different sizes and I'm not really able to connect them because of the said size difference and I've tried scaling. Is there a way you fix that or do you not run into this problem very often
If you're running into weird issues like that I would definitely try fixing the model, as for why your model turned invisible Im not sure at all. If running fix model doesnt work it might be how you're importing maybe
hmmmm I'm really trying to picture what you're thinking, so if the neck moves with the head then when you look up the neck would be parallel with the floor? Detatched from the body? Im not too sure what you mean
@@wron1 I think he means merging the vertices so there isnt a seam between the new head and body and making them both one new mesh. I would assume there would be a visible seam but I dont see one on your models, unless im not looking hard enough.
@@Thecreekysailboat Ah yea that is most likely going to be a texture issue for your quick and messy headswaps. If you really want to you can make the transition seamless by actually connecting the two meshes where they end. The only issue you'll probably face here is mismatching poly count.
Thats a fairly complicated question. So my answer is going to assume all you want is to have separate texture mapping so in unity you can add different materials. This answer is also assuming that the hair and body not only have the same texture but are also connected so when a texture is added to the hair or body it applies to the other. Separating the hair from the body will solve this issue. While the textures may remain the same in blender you can change them in unity with materials. Changing textures in blender is more complicated.
Not too sure what the issue is, you might have a newer version/older version and things might have been moved around? It should be there, apologies for the late response
How do you get your bones to be transparent (only the outline showing, not filled in)? Mine are solid gray and it makes it so hard to see the avatar. In Viewport I can only switch to stick etc, but I like the Octahedral - I just wish they were transparent like yours.
If you go into your object properties tab (orange square in the sidebar located 4 above bone properties) then go to Viewport Display and select Display As "Wire" which will make your bones only display their outline. In my case typically CATS just changes that for me when I fix a model. Hope this helps!
@@wron1 Wire option just shows them as straight lines for me so that's not it. But I downloaded Blender 2.93 and it seems older Blender version automatically shows bones like this. The new 3.5 Blender I just couldn't find that option and I tried everything under Viewport. :S
@@kassixo Oh okay, I believe you may have been in the bone settings? I'm talking about the tab shown here: docs.blender.org/manual/en/latest/editors/properties_editor.html but then again it could be a discrepancy between versions or something, blender is so weird sometimes lol. Hope you find a permanent fix!
@@wron1 omg YES that seems to do it! Thank you so much! For some reason earlier Blender versions had that option on default and honestly none of the avatar creators have been able to help with this so far, so I thought it just got changed in newer Blender. TYSMMM!
Yup yup, same process, you'll want to keep the main head bone which all the hair bones are parented to though. That can get messed up but you can always just re-parent them
I reeeally love the hair as well, the model on the left is a personal creation of mine using hair by Sadge, its their half-up hair gumroad.com/sadge The model on the right is a model by Darth Nox, but it is an old Rina variant I believe, the new one may or may not use the same hair, not too sure, look for Rina V2 among their oldest models posted. nox3dmodels.gumroad.com/ Hope you find what you're looking for, thanks for watching!
Go into sculpt mode, its on the tab in the top right where you can change between edit and object mode, and choose the grab tool, from there you can sculpt your hair however you see fit. Hope that helps!
Hey I like your video its really good and helpful, I just have a problen, when I try like at 6:35 to selecte the armatures and press the keys 'ctrl J' to connect them it does not happen.. What could I have done wrong? hope you could help me :/
You can use the sculpt tool to drag meshes, look at my Add Clothing In Blender tutorial, I show it being used on a shirt but the same apploes to any object including the body
Thank you for the video! I love how straight fwd and quick it was!
Glad to hear you enjoyed! Thanks!
@ReddPursuit No, my main model was commissioned, but I have been trying to learn on my own too :3
Thank you for this
The "python traceback"-error you keep getting is a Blender issue. ⚠
- Latest versions of Blender breaks CATS up to version 19.
- Download the Development version of CATS instead for a fix.
Oooh thanks, Ive sorta stopped avi creation after all the phys bone stuff came out, but once/if I get back to it I'll definitely use your fix!
You're a hero Kittycatboi69!
woahhhhh cool
I really appreciate this video and thank you so much for the detail. I'm just getting into making ad editing models and this video helps a lot!
Glad you enjoyed the video! About the problem, what error are you getting?
When you go to the matirials tab, how do you have it that you can assign, select and deselect things on there? i dont have that option
W
For some reason I still get the error when clicking fix model. I've unchecked connect bones and it still does it
Hello, everything worked fine for me, but how do I make the mesh of the head and the body stick together because when I stretch the head, the neck stays still even though the bones are connected well?
Did you ever find a solution for this? When I move the neck bone the head moves great with the neck. When I move the head bone up, I see a hole into the head even tho I connected the verticied from the head to the neck. Is this because they're still a separate mesh? 😵💫
@@kaylak1761 I didn't find a solution, but I realized that sometimes it's the skin, it's poor to do it with another body and there was no problem, but when I used it with the one I had, then the error just appeared, it seems that the error depends on the skin Not all of them have that error
I'm trying to do this but I've got a big problem, after deleting all those bones when i try to move the head to the other model's body the armature doesn't follow, in fact if I click the armature itself neither one moves, choosing both doesn't work either.
How did you make the armature turn white at 4:04? maybe if I knew how to do that... for what it's worth I've been trying to move it around with G cause that's what normally works.
I think I might've just figured it out, it just had transform locks on it, luckily simple but other not so simple things can probably cause it too.
how do i move the bones with the head??
My b for the late reply, it is just due to mesh mapping to the bone. You can do this the same way you add clothes to a model. If you mean how did I move the bone with my mouse which moved the head, then that is by changing to pose mode and rotating the bone.
So for some reason I cannot select bones. If I click Armature, it highlights them all, but I can't shift click and delete them in small batches to save the ones I need to keep
It might be because you aren't in edit mode? Try selecting the armature then clicking tab
@@wron1 I was in edit mode which is why it was weird, and when selecting Armature it of course highlights it all, but then when shift clicking, it doesn't do anything. I ended up needing to switch to pose mode to get it to work, but then that for some reason broke all the texture paths for the other model
@@lildevilvr5711 Oh man thats weird, you ran 'Fix Model' on both models before making the edits?
@@wron1 I ran it I believe just on the one after removing the body and armature from the models head I'm moving over. Perhaps that is where the issue arose. I'll try again tonight
@@lildevilvr5711 Forsure, models are suuper inconsistent, let me know how it goes!
Question: Is there a reason to manually merge armatures with ctrl+j instead of using the CATS custom model creation merge method?
I just dont have experience with it tbh, hopefully you would achieve the same result. The people behind CATS are insanely talented
@@wron1 Alright, I was just wondering if there could have been something that I may have needed to avoid. Thanks though!
So after taking some time to converse with some creators who DO know about that merge method, it seems like you would achieve essentially the same result taking both armatures and merging them, however the bone names would have to be the same, but apart from renaming some bones (I havent tried it myself so im assuming) you should just get the same outcome. My solution here seems to be a bit old fashioned I suppose but its never failed me!
When I go to select the hair and head and hit P and go by selection, it says nothing selected
Make sure they're connected and you're in edit mode selecting the separate meshes that you want to separate
Hey great video but the head/neck of my other avatar are two different sizes and I'm not really able to connect them because of the said size difference and I've tried scaling. Is there a way you fix that or do you not run into this problem very often
If its mesh you can just use the sculpt tool and line up any imperfections
My avatar goes invisable once i saved it and go back into unity, any way to fix D:?
If you're running into weird issues like that I would definitely try fixing the model, as for why your model turned invisible Im not sure at all. If running fix model doesnt work it might be how you're importing maybe
how do i make it so the head and the neck are like one mesh? (like the neck moves with the head, not jus the bones
hmmmm I'm really trying to picture what you're thinking, so if the neck moves with the head then when you look up the neck would be parallel with the floor? Detatched from the body? Im not too sure what you mean
@@wron1 I think he means merging the vertices so there isnt a seam between the new head and body and making them both one new mesh. I would assume there would be a visible seam but I dont see one on your models, unless im not looking hard enough.
@@Thecreekysailboat Ah yea that is most likely going to be a texture issue for your quick and messy headswaps. If you really want to you can make the transition seamless by actually connecting the two meshes where they end. The only issue you'll probably face here is mismatching poly count.
What do i do when the body and face take the textures of the hair
Thats a fairly complicated question. So my answer is going to assume all you want is to have separate texture mapping so in unity you can add different materials. This answer is also assuming that the hair and body not only have the same texture but are also connected so when a texture is added to the hair or body it applies to the other.
Separating the hair from the body will solve this issue. While the textures may remain the same in blender you can change them in unity with materials. Changing textures in blender is more complicated.
the materials tab isnt there even when edit mode is turned on?
Not too sure what the issue is, you might have a newer version/older version and things might have been moved around? It should be there, apologies for the late response
How do you get your bones to be transparent (only the outline showing, not filled in)? Mine are solid gray and it makes it so hard to see the avatar. In Viewport I can only switch to stick etc, but I like the Octahedral - I just wish they were transparent like yours.
If you go into your object properties tab (orange square in the sidebar located 4 above bone properties) then go to Viewport Display and select Display As "Wire" which will make your bones only display their outline. In my case typically CATS just changes that for me when I fix a model. Hope this helps!
@@wron1 Wire option just shows them as straight lines for me so that's not it. But I downloaded Blender 2.93 and it seems older Blender version automatically shows bones like this. The new 3.5 Blender I just couldn't find that option and I tried everything under Viewport. :S
@@kassixo Oh okay, I believe you may have been in the bone settings? I'm talking about the tab shown here: docs.blender.org/manual/en/latest/editors/properties_editor.html but then again it could be a discrepancy between versions or something, blender is so weird sometimes lol. Hope you find a permanent fix!
@@wron1 omg YES that seems to do it! Thank you so much! For some reason earlier Blender versions had that option on default and honestly none of the avatar creators have been able to help with this so far, so I thought it just got changed in newer Blender. TYSMMM!
@@kassixo Noice! Glad I could help!
I'm assuming this is the same process for hair swaps?
Yup yup, same process, you'll want to keep the main head bone which all the hair bones are parented to though. That can get messed up but you can always just re-parent them
@@wron1 ahh gotcha i always wonder how they did it but never thought it was this simple
Where did you get the hair? They look awesome!
I reeeally love the hair as well, the model on the left is a personal creation of mine using hair by Sadge, its their half-up hair
gumroad.com/sadge
The model on the right is a model by Darth Nox, but it is an old Rina variant I believe, the new one may or may not use the same hair, not too sure, look for Rina V2 among their oldest models posted.
nox3dmodels.gumroad.com/
Hope you find what you're looking for, thanks for watching!
Mannn kan I get some personal tips I'm having trouble scaling the hair around the head lol
Go into sculpt mode, its on the tab in the top right where you can change between edit and object mode, and choose the grab tool, from there you can sculpt your hair however you see fit. Hope that helps!
Hi late reply, new to blender, where do I find the 'fix model' part?
That is a part of the CATS blender plugin, the download link is in the description, lemme know if youve got any other questions
assign, select and deselect are not there what do i do
It should appear once you're in edit mode, selecting the model and pressing tab should bring it up
@@wron1 Thanks!
Hey I like your video its really good and helpful, I just have a problen, when I try like at 6:35 to selecte the armatures and press the keys 'ctrl J' to connect them it does not happen.. What could I have done wrong? hope you could help me :/
ohh I solved the problem!
Really glad the video helped, also what wound up being the problem?
im running into that problem myself if you don't mind me asking, how did you fix it I'm so confused
I think I saved everything and then restarted Blender try this, I hope this helps
im stuck here too, restarting didn't help :/
wha tif i need a longer neck or close the other head gaps
You can use the sculpt tool to drag meshes, look at my Add Clothing In Blender tutorial, I show it being used on a shirt but the same apploes to any object including the body
@@wron1 thanks!
when i hit fix model after separating the head from the first model it makes all of the materials turn pure white.