Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (Zephyr)
  • No Skin
Collapse
RipperStore Logo
  1. Home
  2. Assets
  3. Looking for...
  4. Uncategorized
  5. Arm Deformed?

Arm Deformed?

Scheduled Pinned Locked Moved Solved Uncategorized
unityhelpmmdcats pluginbroken
15 Posts 2 Posters 903 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • M1zukiM
    M1zukiM
    M1zuki
    wrote on last edited by M1zuki
    #1
    This post is deleted!
    1 Reply Last reply
    0
    • Nezuko KamadoN Nezuko Kamado

      The Visual Quick Check
      Turn on MatCaps: Go to Viewport Shading, click the dropdown, and change lighting to a MatCap (like the shiny red plastic or pearl).
      Rotate your model around the light to spot bumpy, uneven, or pinched geometry.
      Check Face Normals: Press Shift + N to Recalculate Outside. If faces are dark or inside-out, this fixes incorrect face directions.Show Statistics: Go to the bottom right of your screen, right-click, and check Scene Statistics.
      This shows your total vertex and polygon counts at a glance.
      Auto-Fix Mesh Errors
      Merge Double Vertices: Press M in Edit Mode and choose By Distance. This cleans up accidentally duplicated vertices.
      Use the Cleanup Menu: Go to Mesh > Clean Up in the top header.
      Select Delete Loose to remove floating points and Fill Holes to close accidental tears in your mesh.
      Check for Game/3D Print Readiness
      Mesh Analysis Tool: Go to your Viewport Overlays (dropdown arrow next to shading) and enable Mesh Analysis.
      You can set it to highlight Distortion, Overhangs (for 3D printing), or Thickness in real time.
      3D Print Toolbox (Add-on): Go to Edit > Preferences > Add-ons, search for 3D Print Toolbox, and enable it.
      This adds a sidebar tab featuring a Check Mesh button that instantly identifies Non-Manifold edges and intersecting faces.
      Adding a New Mesh
      The Shortcut: Press Shift + A while hovering over your viewport.
      The Menu: Navigate to the Add menu at the top-left of the 3D Viewport.
      Choose Mesh from the list, then select the primitive shape you want to create (e.g., UV Sphere, Cube, Monkey/Suzanne)
      Locating Existing Meshes (Lost in the Scene)
      Focus view: Select the mesh name in the Outliner panel (top right) and press the Period (.) key on your Numpad to snap your camera directly to it.
      Show Hidden Objects: Press Alt + H to unhide any meshes you may have accidentally hidden.
      Check the Outliner: Look for the mesh in the top-right Outliner list.
      If the "eye" icon next to it is closed (dimmed out), click it to make the mesh visible.
      Finding External Meshes
      Append from another .blend file: Go to File > Append, locate your .blend file, go into the Object folder, and select the mesh to pull it into your current project.
      Use the Asset Browser: You can download base mesh bundles (like free human meshes) from the Blender Demo Files page.
      You can easily add them to your workspace via Edit > Preferences > File Paths > Asset Libraries.
      Online Platforms: You can download free 3D meshes online from trusted community libraries like BlenderKit, Sketchfab, or Poly Haven.
      Once downloaded, import them via File > Import (using formats like .obj, .fbx, or .gltf).

      M1zukiM
      M1zukiM
      M1zuki
      wrote on last edited by
      #15

      @Nezuko-Kamado I figured it out, someone else had the model and it had two bones in the upper arm. I had to shrink it and make it a twist bone!

      1 Reply Last reply
      👍
      0
      • Nezuko KamadoN
        Nezuko KamadoN
        Nezuko Kamado
        wrote on last edited by
        #2

        did you check the weight painting?

        M1zukiM 1 Reply Last reply
        0
        • Nezuko KamadoN Nezuko Kamado

          did you check the weight painting?

          M1zukiM
          M1zukiM
          M1zuki
          wrote on last edited by
          #3

          @Nezuko-Kamado Normally when you fix something with the blender plugin you don't need to check the weight painting, you just object > relations > object & data, fix mmd model, set up visemes, rotate eye bones and export as FBX and continue the set up from there. And yes I have the entire model is black.

          1 Reply Last reply
          0
          • Nezuko KamadoN
            Nezuko KamadoN
            Nezuko Kamado
            wrote on last edited by
            #4

            (try)
            Blender’s bone rolls (axis alignment), unapplied scales, or complex bone weights are failing to translate into Unity's animation system ??? so like Go into Object Mode in Blender.
            Select your 3D model and press Ctrl + A.
            Click Apply All Transforms (or select Location, Rotation, & Scale individually).
            Repeat this for the Armature (skeleton)
            Select your Armature and enter Edit Mode.Open the Viewport Display panel on the right side and check Axes under the Armature tab.
            Make sure the bones are oriented logically, preferably with the X-axis pointing downwards along the arm/fingers
            Go to your Project Settings > Quality > Meshes.
            Find the Blend Weights setting and set it to 4 Bones or Unlimited
            Click on your imported FBX model in the Unity Project window.
            Go to the Rig tab in the Inspector and ensure Animation Type is set to Humanoid (if you are trying to use standard animations).
            Click the Configure... button.
            Make sure the Shoulder, Upper Arm, Lower Arm, and Hand map perfectly to your model's bones.
            If Unity highlights any of these mappings in red, you will need to manually drag the correct bone from the hierarchy into the slot

            M1zukiM 2 Replies Last reply
            1
            • Nezuko KamadoN
              Nezuko KamadoN
              Nezuko Kamado
              wrote on last edited by
              #5

              you can also try
              Turn off the Deform property in the bone settings, which prevents the bone from affecting the geometry. Alternatively, you can use Bone Parenting to attach objects to bones rigidly without using weights
              Select your Armature and enter Edit Mode.
              Select the bone(s) you don't want to deform the mesh.
              Go to the Bone Properties tab (the green bone icon) on the far right of your screen.
              Open the Deform dropdown and uncheck the Deform
              or try
              Parent Objects Directly to a Bone
              Go to Object Mode.
              Select the object you want to attach, then Shift+Select the Armature.
              Switch into Pose Mode on the armature.
              Select the specific bone you want to attach the object to.
              Press Ctrl + P and select Bone
              Or
              Clean up Weight Painting
              Select your Armature, then Shift+Select the Mesh, and enter Weight Paint Mode.
              Hold Ctrl + Left Click (or Alt + Left Click) on a bone to select its corresponding vertex group.
              Set your Brush Weight to 1.0
              (fully red) and paint areas you want fully locked to the bone, or to 0.0
              (blue) for areas that should not deform at all.

              1 Reply Last reply
              1
              • Nezuko KamadoN
                Nezuko KamadoN
                Nezuko Kamado
                wrote on last edited by
                #6

                if none of that works than im sorry- i cant help you from here as these things work for me most of the time- so if none of it works i hope someone with more knowledge can help

                1 Reply Last reply
                0
                • M1zukiM
                  M1zukiM
                  M1zuki
                  wrote on last edited by
                  #7

                  Thank you, I'll try these! ^_^

                  1 Reply Last reply
                  😊
                  0
                  • Nezuko KamadoN Nezuko Kamado

                    (try)
                    Blender’s bone rolls (axis alignment), unapplied scales, or complex bone weights are failing to translate into Unity's animation system ??? so like Go into Object Mode in Blender.
                    Select your 3D model and press Ctrl + A.
                    Click Apply All Transforms (or select Location, Rotation, & Scale individually).
                    Repeat this for the Armature (skeleton)
                    Select your Armature and enter Edit Mode.Open the Viewport Display panel on the right side and check Axes under the Armature tab.
                    Make sure the bones are oriented logically, preferably with the X-axis pointing downwards along the arm/fingers
                    Go to your Project Settings > Quality > Meshes.
                    Find the Blend Weights setting and set it to 4 Bones or Unlimited
                    Click on your imported FBX model in the Unity Project window.
                    Go to the Rig tab in the Inspector and ensure Animation Type is set to Humanoid (if you are trying to use standard animations).
                    Click the Configure... button.
                    Make sure the Shoulder, Upper Arm, Lower Arm, and Hand map perfectly to your model's bones.
                    If Unity highlights any of these mappings in red, you will need to manually drag the correct bone from the hierarchy into the slot

                    M1zukiM
                    M1zukiM
                    M1zuki
                    wrote on last edited by
                    #8

                    @Nezuko-Kamado I don't have axis in my viewport display in blender-

                    1 Reply Last reply
                    0
                    • Nezuko KamadoN
                      Nezuko KamadoN
                      Nezuko Kamado
                      wrote on last edited by
                      #9

                      Using Numpad Shortcuts
                      Top view: Numpad 7
                      Bottom view: Ctrl + Numpad 7
                      Front view: Numpad 1
                      Back view: Ctrl + Numpad 1
                      Right view: Numpad 3
                      Left view: Ctrl + Numpad 3
                      Click View in the top-left corner of the 3D Viewport.
                      Hover over Viewpoint.
                      Select your desired angle (Top, Bottom, Front, Back, Right, or Left)
                      Local Axis View: Hold the Shift key while pressing any of the shortcuts above (or while clicking the Viewpoint menu) to align your view to the local axis of your currently selected object instead of the world.
                      Toggle Perspective/Orthographic: Press Numpad 5 to switch between a realistic perspective view and a flat, 2D orthographic view.
                      Snap while Orbiting: Hold Alt and drag your Middle Mouse Button (MMB) in the direction of the axis you want to view
                      The above hotkeys align the view to a global (world) axis. You can also align to a local axis of the selected item by additionally holding Shift. This way, you can for example view any mesh face head-on, no matter how it’s oriented. (To get out of this local viewpoint, simply align to a global axis again.)

                      The view can also be aligned by holding Alt-MMB and dragging the mouse in a certain direction.

                      1 Reply Last reply
                      👍
                      0
                      • Nezuko KamadoN
                        Nezuko KamadoN
                        Nezuko Kamado
                        wrote on last edited by
                        #10

                        First, that is the navigation gizmo and can be shown or hidden in the gizmo drop down on the header.
                        Second, the object gizmo(specifically the move/translate) will appear when you select the move tool on the toolbar to the left. If it isn't there then press T or check toolbar under the view menu. Then select your object. You have this gizmo always show as long as you don't have a tool selected that has a gizmo. To do this check move on the Gizmo drop down. Of course you always have the hotkey G mentioned by others.
                        Third, if the tool gizmo isn't showing when you select the tool make sure tool gizmo is checked under the gizmo drop down and that the show gizmos icon to the left of the drop down is blue. If it isn't then click on icon to turn it blue or press Ctrl+tilde.

                        Click on your object and select the move tool on the left then arrows will appear on your object. You can also click G plus an axis x,y,z and use your mouse to move object

                        1 Reply Last reply
                        0
                        • Nezuko KamadoN
                          Nezuko KamadoN
                          Nezuko Kamado
                          wrote on last edited by
                          #11

                          idk how well that will help tbh ^^"

                          1 Reply Last reply
                          0
                          • Nezuko KamadoN
                            Nezuko KamadoN
                            Nezuko Kamado
                            wrote on last edited by Nezuko Kamado
                            #12

                            (also just a add thing to help if you didn't already know)
                            Moving Your Model
                            Use these keyboard shortcuts to lock your movement to specific dimensions:G + X: Move along the Red (X) axis.
                            G + Y: Move along the Green (Y) axis.
                            G + Z: Move along the Blue (Z) axis (typically up/down).
                            G + [Axis] + [Axis]: Pressing the axis key twice locks the movement to the Local Axis (the object's personal orientation) instead of the Global World Axis.
                            G + Shift + [Axis]: Moves the model freely on a 2D plane while excluding the chosen axis.
                            easier to read short cuts for model moving

                            1 Reply Last reply
                            0
                            • Nezuko KamadoN Nezuko Kamado

                              (try)
                              Blender’s bone rolls (axis alignment), unapplied scales, or complex bone weights are failing to translate into Unity's animation system ??? so like Go into Object Mode in Blender.
                              Select your 3D model and press Ctrl + A.
                              Click Apply All Transforms (or select Location, Rotation, & Scale individually).
                              Repeat this for the Armature (skeleton)
                              Select your Armature and enter Edit Mode.Open the Viewport Display panel on the right side and check Axes under the Armature tab.
                              Make sure the bones are oriented logically, preferably with the X-axis pointing downwards along the arm/fingers
                              Go to your Project Settings > Quality > Meshes.
                              Find the Blend Weights setting and set it to 4 Bones or Unlimited
                              Click on your imported FBX model in the Unity Project window.
                              Go to the Rig tab in the Inspector and ensure Animation Type is set to Humanoid (if you are trying to use standard animations).
                              Click the Configure... button.
                              Make sure the Shoulder, Upper Arm, Lower Arm, and Hand map perfectly to your model's bones.
                              If Unity highlights any of these mappings in red, you will need to manually drag the correct bone from the hierarchy into the slot

                              M1zukiM
                              M1zukiM
                              M1zuki
                              wrote on last edited by M1zuki
                              #13

                              @Nezuko-Kamado said:

                              Go to your Project Settings > Quality > Meshes.

                              how do i find this? I think this might my reason, but I can't find this ANYWHERE

                              1 Reply Last reply
                              0
                              • Nezuko KamadoN
                                Nezuko KamadoN
                                Nezuko Kamado
                                wrote on last edited by
                                #14

                                The Visual Quick Check
                                Turn on MatCaps: Go to Viewport Shading, click the dropdown, and change lighting to a MatCap (like the shiny red plastic or pearl).
                                Rotate your model around the light to spot bumpy, uneven, or pinched geometry.
                                Check Face Normals: Press Shift + N to Recalculate Outside. If faces are dark or inside-out, this fixes incorrect face directions.Show Statistics: Go to the bottom right of your screen, right-click, and check Scene Statistics.
                                This shows your total vertex and polygon counts at a glance.
                                Auto-Fix Mesh Errors
                                Merge Double Vertices: Press M in Edit Mode and choose By Distance. This cleans up accidentally duplicated vertices.
                                Use the Cleanup Menu: Go to Mesh > Clean Up in the top header.
                                Select Delete Loose to remove floating points and Fill Holes to close accidental tears in your mesh.
                                Check for Game/3D Print Readiness
                                Mesh Analysis Tool: Go to your Viewport Overlays (dropdown arrow next to shading) and enable Mesh Analysis.
                                You can set it to highlight Distortion, Overhangs (for 3D printing), or Thickness in real time.
                                3D Print Toolbox (Add-on): Go to Edit > Preferences > Add-ons, search for 3D Print Toolbox, and enable it.
                                This adds a sidebar tab featuring a Check Mesh button that instantly identifies Non-Manifold edges and intersecting faces.
                                Adding a New Mesh
                                The Shortcut: Press Shift + A while hovering over your viewport.
                                The Menu: Navigate to the Add menu at the top-left of the 3D Viewport.
                                Choose Mesh from the list, then select the primitive shape you want to create (e.g., UV Sphere, Cube, Monkey/Suzanne)
                                Locating Existing Meshes (Lost in the Scene)
                                Focus view: Select the mesh name in the Outliner panel (top right) and press the Period (.) key on your Numpad to snap your camera directly to it.
                                Show Hidden Objects: Press Alt + H to unhide any meshes you may have accidentally hidden.
                                Check the Outliner: Look for the mesh in the top-right Outliner list.
                                If the "eye" icon next to it is closed (dimmed out), click it to make the mesh visible.
                                Finding External Meshes
                                Append from another .blend file: Go to File > Append, locate your .blend file, go into the Object folder, and select the mesh to pull it into your current project.
                                Use the Asset Browser: You can download base mesh bundles (like free human meshes) from the Blender Demo Files page.
                                You can easily add them to your workspace via Edit > Preferences > File Paths > Asset Libraries.
                                Online Platforms: You can download free 3D meshes online from trusted community libraries like BlenderKit, Sketchfab, or Poly Haven.
                                Once downloaded, import them via File > Import (using formats like .obj, .fbx, or .gltf).

                                M1zukiM 1 Reply Last reply
                                1
                                • Nezuko KamadoN Nezuko Kamado

                                  The Visual Quick Check
                                  Turn on MatCaps: Go to Viewport Shading, click the dropdown, and change lighting to a MatCap (like the shiny red plastic or pearl).
                                  Rotate your model around the light to spot bumpy, uneven, or pinched geometry.
                                  Check Face Normals: Press Shift + N to Recalculate Outside. If faces are dark or inside-out, this fixes incorrect face directions.Show Statistics: Go to the bottom right of your screen, right-click, and check Scene Statistics.
                                  This shows your total vertex and polygon counts at a glance.
                                  Auto-Fix Mesh Errors
                                  Merge Double Vertices: Press M in Edit Mode and choose By Distance. This cleans up accidentally duplicated vertices.
                                  Use the Cleanup Menu: Go to Mesh > Clean Up in the top header.
                                  Select Delete Loose to remove floating points and Fill Holes to close accidental tears in your mesh.
                                  Check for Game/3D Print Readiness
                                  Mesh Analysis Tool: Go to your Viewport Overlays (dropdown arrow next to shading) and enable Mesh Analysis.
                                  You can set it to highlight Distortion, Overhangs (for 3D printing), or Thickness in real time.
                                  3D Print Toolbox (Add-on): Go to Edit > Preferences > Add-ons, search for 3D Print Toolbox, and enable it.
                                  This adds a sidebar tab featuring a Check Mesh button that instantly identifies Non-Manifold edges and intersecting faces.
                                  Adding a New Mesh
                                  The Shortcut: Press Shift + A while hovering over your viewport.
                                  The Menu: Navigate to the Add menu at the top-left of the 3D Viewport.
                                  Choose Mesh from the list, then select the primitive shape you want to create (e.g., UV Sphere, Cube, Monkey/Suzanne)
                                  Locating Existing Meshes (Lost in the Scene)
                                  Focus view: Select the mesh name in the Outliner panel (top right) and press the Period (.) key on your Numpad to snap your camera directly to it.
                                  Show Hidden Objects: Press Alt + H to unhide any meshes you may have accidentally hidden.
                                  Check the Outliner: Look for the mesh in the top-right Outliner list.
                                  If the "eye" icon next to it is closed (dimmed out), click it to make the mesh visible.
                                  Finding External Meshes
                                  Append from another .blend file: Go to File > Append, locate your .blend file, go into the Object folder, and select the mesh to pull it into your current project.
                                  Use the Asset Browser: You can download base mesh bundles (like free human meshes) from the Blender Demo Files page.
                                  You can easily add them to your workspace via Edit > Preferences > File Paths > Asset Libraries.
                                  Online Platforms: You can download free 3D meshes online from trusted community libraries like BlenderKit, Sketchfab, or Poly Haven.
                                  Once downloaded, import them via File > Import (using formats like .obj, .fbx, or .gltf).

                                  M1zukiM
                                  M1zukiM
                                  M1zuki
                                  wrote on last edited by
                                  #15

                                  @Nezuko-Kamado I figured it out, someone else had the model and it had two bones in the upper arm. I had to shrink it and make it a twist bone!

                                  1 Reply Last reply
                                  👍
                                  0
                                  • M1zukiM M1zuki has marked this topic as solved on

                                  Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                  Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                  With your input, this post could be even better 💗

                                  Register Login
                                  Reply
                                  • Reply as topic
                                  Log in to reply
                                  • Oldest to Newest
                                  • Newest to Oldest
                                  • Most Votes


                                  • Login

                                  • Login or register to search.
                                  • First post
                                    Last post
                                  0
                                  • Categories
                                  • Recent
                                  • Tags
                                  • Popular