<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Arm Deformed?]]></title><description><![CDATA[[[topic:post-is-deleted]]]]></description><link>https://forum.ripper.store/topic/114539/arm-deformed</link><generator>RSS for Node</generator><lastBuildDate>Wed, 16 Sep 2026 13:08:09 GMT</lastBuildDate><atom:link href="https://forum.ripper.store/topic/114539.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 11 Jun 2026 00:51:28 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Arm Deformed? on Wed, 17 Jun 2026 07:29:30 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/nezuko-kamado" aria-label="Profile: Nezuko-Kamado">@<bdi>Nezuko-Kamado</bdi></a> 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!</p>
]]></description><link>https://forum.ripper.store/post/1933316</link><guid isPermaLink="true">https://forum.ripper.store/post/1933316</guid><dc:creator><![CDATA[M1zuki]]></dc:creator><pubDate>Wed, 17 Jun 2026 07:29:30 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 19:27:19 GMT]]></title><description><![CDATA[<p dir="auto">The Visual Quick Check<br />
Turn on MatCaps: Go to Viewport Shading, click the dropdown, and change lighting to a MatCap (like the shiny red plastic or pearl).<br />
Rotate your model around the light to spot bumpy, uneven, or pinched geometry.<br />
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.<br />
This shows your total vertex and polygon counts at a glance.<br />
Auto-Fix Mesh Errors<br />
Merge Double Vertices: Press M in Edit Mode and choose By Distance. This cleans up accidentally duplicated vertices.<br />
Use the Cleanup Menu: Go to Mesh &gt; Clean Up in the top header.<br />
Select Delete Loose to remove floating points and Fill Holes to close accidental tears in your mesh.<br />
Check for Game/3D Print Readiness<br />
Mesh Analysis Tool: Go to your Viewport Overlays (dropdown arrow next to shading) and enable Mesh Analysis.<br />
You can set it to highlight Distortion, Overhangs (for 3D printing), or Thickness in real time.<br />
3D Print Toolbox (Add-on): Go to Edit &gt; Preferences &gt; Add-ons, search for 3D Print Toolbox, and enable it.<br />
This adds a sidebar tab featuring a Check Mesh button that instantly identifies Non-Manifold edges and intersecting faces.<br />
Adding a New Mesh<br />
The Shortcut: Press Shift + A while hovering over your viewport.<br />
The Menu: Navigate to the Add menu at the top-left of the 3D Viewport.<br />
Choose Mesh from the list, then select the primitive shape you want to create (e.g., UV Sphere, Cube, Monkey/Suzanne)<br />
Locating Existing Meshes (Lost in the Scene)<br />
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.<br />
Show Hidden Objects: Press Alt + H to unhide any meshes you may have accidentally hidden.<br />
Check the Outliner: Look for the mesh in the top-right Outliner list.<br />
If the "eye" icon next to it is closed (dimmed out), click it to make the mesh visible.<br />
Finding External Meshes<br />
Append from another .blend file: Go to File &gt; Append, locate your .blend file, go into the Object folder, and select the mesh to pull it into your current project.<br />
Use the Asset Browser: You can download base mesh bundles (like free human meshes) from the Blender Demo Files page.<br />
You can easily add them to your workspace via Edit &gt; Preferences &gt; File Paths &gt; Asset Libraries.<br />
Online Platforms: You can download free 3D meshes online from trusted community libraries like BlenderKit, Sketchfab, or Poly Haven.<br />
Once downloaded, import them via File &gt; Import (using formats like .obj, .fbx, or .gltf).</p>
]]></description><link>https://forum.ripper.store/post/1914134</link><guid isPermaLink="true">https://forum.ripper.store/post/1914134</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 19:27:19 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 16:27:12 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/nezuko-kamado" aria-label="Profile: Nezuko-Kamado">@<bdi>Nezuko-Kamado</bdi></a> <a href="/post/1911679">said</a>:</p>
<p dir="auto">Go to your Project Settings &gt; Quality &gt; Meshes.</p>
</blockquote>
<p dir="auto">how do i find this? I think this might my reason, but I can't find this ANYWHERE</p>
]]></description><link>https://forum.ripper.store/post/1913575</link><guid isPermaLink="true">https://forum.ripper.store/post/1913575</guid><dc:creator><![CDATA[M1zuki]]></dc:creator><pubDate>Thu, 11 Jun 2026 16:27:12 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:43:00 GMT]]></title><description><![CDATA[<p dir="auto">(also just a add thing to help if you didn't already know)<br />
Moving Your Model<br />
Use these keyboard shortcuts to lock your movement to specific dimensions:G + X: Move along the Red (X) axis.<br />
G + Y: Move along the Green (Y) axis.<br />
G + Z: Move along the Blue (Z) axis (typically up/down).<br />
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.<br />
G + Shift + [Axis]: Moves the model freely on a 2D plane while excluding the chosen axis.<br />
easier to read short cuts for model moving</p>
]]></description><link>https://forum.ripper.store/post/1911817</link><guid isPermaLink="true">https://forum.ripper.store/post/1911817</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:43:00 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:39:31 GMT]]></title><description><![CDATA[<p dir="auto">idk how well that will help tbh ^^"</p>
]]></description><link>https://forum.ripper.store/post/1911805</link><guid isPermaLink="true">https://forum.ripper.store/post/1911805</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:39:31 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:38:46 GMT]]></title><description><![CDATA[<p dir="auto">First, that is the navigation gizmo and can be shown or hidden in the gizmo drop down on the header.<br />
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.<br />
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.</p>
<p dir="auto">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</p>
]]></description><link>https://forum.ripper.store/post/1911802</link><guid isPermaLink="true">https://forum.ripper.store/post/1911802</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:38:46 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:37:32 GMT]]></title><description><![CDATA[<p dir="auto">Using Numpad Shortcuts<br />
Top view: Numpad 7<br />
Bottom view: Ctrl + Numpad 7<br />
Front view: Numpad 1<br />
Back view: Ctrl + Numpad 1<br />
Right view: Numpad 3<br />
Left view: Ctrl + Numpad 3<br />
Click View in the top-left corner of the 3D Viewport.<br />
Hover over Viewpoint.<br />
Select your desired angle (Top, Bottom, Front, Back, Right, or Left)<br />
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.<br />
Toggle Perspective/Orthographic: Press Numpad 5 to switch between a realistic perspective view and a flat, 2D orthographic view.<br />
Snap while Orbiting: Hold Alt and drag your Middle Mouse Button (MMB) in the direction of the axis you want to view<br />
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.)</p>
<p dir="auto">The view can also be aligned by holding Alt-MMB and dragging the mouse in a certain direction.</p>
]]></description><link>https://forum.ripper.store/post/1911795</link><guid isPermaLink="true">https://forum.ripper.store/post/1911795</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:37:32 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:18:41 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/nezuko-kamado" aria-label="Profile: Nezuko-Kamado">@<bdi>Nezuko-Kamado</bdi></a> I don't have axis in my viewport display in blender-</p>
]]></description><link>https://forum.ripper.store/post/1911742</link><guid isPermaLink="true">https://forum.ripper.store/post/1911742</guid><dc:creator><![CDATA[M1zuki]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:18:41 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:05:23 GMT]]></title><description><![CDATA[<p dir="auto">Thank you, I'll try these! ^_^</p>
]]></description><link>https://forum.ripper.store/post/1911704</link><guid isPermaLink="true">https://forum.ripper.store/post/1911704</guid><dc:creator><![CDATA[M1zuki]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:05:23 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:04:59 GMT]]></title><description><![CDATA[<p dir="auto">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</p>
]]></description><link>https://forum.ripper.store/post/1911701</link><guid isPermaLink="true">https://forum.ripper.store/post/1911701</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:04:59 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 01:04:01 GMT]]></title><description><![CDATA[<p dir="auto">you can also try<br />
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<br />
Select your Armature and enter Edit Mode.<br />
Select the bone(s) you don't want to deform the mesh.<br />
Go to the Bone Properties tab (the green bone icon) on the far right of your screen.<br />
Open the Deform dropdown and uncheck the Deform<br />
or try<br />
Parent Objects Directly to a Bone<br />
Go to Object Mode.<br />
Select the object you want to attach, then Shift+Select the Armature.<br />
Switch into Pose Mode on the armature.<br />
Select the specific bone you want to attach the object to.<br />
Press Ctrl + P and select Bone<br />
Or<br />
Clean up Weight Painting<br />
Select your Armature, then Shift+Select the Mesh, and enter Weight Paint Mode.<br />
Hold Ctrl + Left Click (or Alt + Left Click) on a bone to select its corresponding vertex group.<br />
Set your Brush Weight to 1.0<br />
(fully red) and paint areas you want fully locked to the bone, or to 0.0<br />
(blue) for areas that should not deform at all.</p>
]]></description><link>https://forum.ripper.store/post/1911697</link><guid isPermaLink="true">https://forum.ripper.store/post/1911697</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 01:04:01 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 00:58:27 GMT]]></title><description><![CDATA[<p dir="auto">(try)<br />
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.<br />
Select your 3D model and press Ctrl + A.<br />
Click Apply All Transforms (or select Location, Rotation, &amp; Scale individually).<br />
Repeat this for the Armature (skeleton)<br />
Select your Armature and enter Edit Mode.Open the Viewport Display panel on the right side and check Axes under the Armature tab.<br />
Make sure the bones are oriented logically, preferably with the X-axis pointing downwards along the arm/fingers<br />
Go to your Project Settings &gt; Quality &gt; Meshes.<br />
Find the Blend Weights setting and set it to 4 Bones or Unlimited<br />
Click on your imported FBX model in the Unity Project window.<br />
Go to the Rig tab in the Inspector and ensure Animation Type is set to Humanoid (if you are trying to use standard animations).<br />
Click the Configure... button.<br />
Make sure the Shoulder, Upper Arm, Lower Arm, and Hand map perfectly to your model's bones.<br />
If Unity highlights any of these mappings in red, you will need to manually drag the correct bone from the hierarchy into the slot</p>
]]></description><link>https://forum.ripper.store/post/1911679</link><guid isPermaLink="true">https://forum.ripper.store/post/1911679</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 00:58:27 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 00:54:05 GMT]]></title><description><![CDATA[<p dir="auto"><a class="plugin-mentions-user plugin-mentions-a" href="/user/nezuko-kamado" aria-label="Profile: Nezuko-Kamado">@<bdi>Nezuko-Kamado</bdi></a> Normally when you fix something with the blender plugin you don't need to check the weight painting, you just object &gt; relations &gt; object &amp; 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.</p>
]]></description><link>https://forum.ripper.store/post/1911667</link><guid isPermaLink="true">https://forum.ripper.store/post/1911667</guid><dc:creator><![CDATA[M1zuki]]></dc:creator><pubDate>Thu, 11 Jun 2026 00:54:05 GMT</pubDate></item><item><title><![CDATA[Reply to Arm Deformed? on Thu, 11 Jun 2026 00:52:20 GMT]]></title><description><![CDATA[<p dir="auto">did you check the weight painting?</p>
]]></description><link>https://forum.ripper.store/post/1911665</link><guid isPermaLink="true">https://forum.ripper.store/post/1911665</guid><dc:creator><![CDATA[Nezuko Kamado]]></dc:creator><pubDate>Thu, 11 Jun 2026 00:52:20 GMT</pubDate></item></channel></rss>