So I’m using the model of the diver from Abzu, I wanted to make it into a VRchat avatar. I gave it an armature in Blender, used automatic weighting and made the armature the parent of the mesh etc. Everything was going swimmingly, until I actually started to test poses and things. I first attempted to use some animations in unity which were disappointing.
For context, the actual file I imported into blender was DAE (Collada). I’m not sure if this has any impact on why its got a weird thing going on with the edges of shapes. (I saved it as an fbx to put it into unity obviously.) I have never worked with these sorts of files in Blender before.
I read some other articles, attempted to merge the vertices by distance and it still continued to rip and oversimplified an already very simple model. I’m really at a loss as to what to try next, or if this avatar is just not going to work for VRchat.
If the mesh is tearing, there has to be disconnected edges, it could be your merge by distance value was too small to actually pick up any disconnected edges. Assuming that’s the standard grid, your model looks to be HUGE. With the object selected, what are it’s dimensions, as it’s also possible the rig is having trouble if it is oversized. A “natural” size would be around the 2 meter mark on height (Z), so bear in mind, if you are using merge by distance, but your model is 10 times that size, the merge distance is all but useless at the default value for that scale of object.
You might see if you get a better result if after you Merge By Distance ( gets rid of duplicate vertices) …Use the WELD Modifier…I have been fixing some old models of mine which I don’t even remember what I created them in…that import and every Face is separate from the rest of the mesh in edit mode…ie: can’t use loop cuts or select loops, can’t use L to select various parts, etc… but Weld fixed all those problems…
Hi, thanks for the response. I was able to scale the model down a TON and the issues are still happening. I attempted to merge by distance once again with no luck, things were still tearing.
Its new dimensions are:
Mesh:
X = 0.23
Y = 1.6
Z = 1.5
Armature:
X = 0.18
Y = 1.57
Z = 1.5
I re-parented everything and attempted to pose it again with no new results, however weighting things with both the envelope and empty group settings stopped the tearing, mind you the mesh was now just stretching in some areas with smaller bones. Heres my discoveries: