#avatar-rigging

1 messages · Page 1 of 1 (latest)

oblique latch
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Well for some reason when I use my avatar legs are messed up and the back of foot of the leg is always up in the air and if I try to bend down this happens but everything looks fine in unity and blender

gloomy bloom
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How do I fix this?
Something with the Chest and weight painting?

quaint cosmos
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Yeah, too heavily weighted to the neck and head and/or not enough to the chest would be my guess.

gloomy bloom
quaint cosmos
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I don't think you need an upper chest bone so you could try it and see.

errant olive
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ive made my skeley dude and hes all properly rigged but whenever i put him in unity he twists round and i dont know how to fix it, any help?

fading verge
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anyone have a rig download?

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so i can put mah boi in the game

quaint cosmos
fading verge
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wait is discord down?

sleek isle
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Mixamo good but since your limbs are touching like the legs. You will have to do some editing still.

quaint cosmos
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There's generally a bit of weight paint touch up required for any automatic rigging but yeah, might be a little more wonky with so little space between the legs. You could go into edit mode and rotate them out a bit.

weak siren
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Quick question. Right now I'm trying to get a good rig on my model, and while the arms and legs appear to be working well, my neck is very stiff ingame, I've messed with all the settings and none of it looked right, Is this a sign that my models chest bone is too long?

quaint tree
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Anyone looking for an artist???

brisk thunder
rain ocean
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thanks shape key

rain ocean
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or not, anyone know how to fix chicken wing avatars?

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comes out chicken winged for some reason?

rain ocean
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two of my bones in blender are screwing my whole model, the head and neck, wtf?

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i dont know whats causing this? ive already apply rot-loca, and transforms? wtf man

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okay, can confirm genuine blender bug, not sure what caused itm but after deleting the bones, and duping a new set, that corrected it, wow

rain ocean
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my ENTIRE rig is fucked because of this bug, thanks blender

fading verge
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@rain ocean that is purely a visual bug

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you probably have other problems

twilit aspen
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How the hell do i rig this?!

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I did it before but it was so scuffed i wanted to try again

eager moat
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whenever I try to symmetrise, it only does this. Any tips?

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wait nvm

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fixed it

woeful palm
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So, i have these 2 models when on their own, they work completely fine no errors no nothing. But i took the hood from one of them and put it on the other, and then it said the shoulders and neck had no parent when they did. I removed the unused bone that was the parent of these, and made the parent the upperchest. That fixed it, so I thought it was all good to go. But now, in unity, despite no bone errors coming up, the model isnt animating at all and is stuck in a tpose. I'm fairly new to blender so i have no idea what i did wrong but if someone could help that would be nice. (i didnt know what channel to send this in)

fading verge
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How do I attach the model to the rig

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Anyone???

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Imma save for now

quaint cosmos
# fading verge Help

You can click the model, then shift click the armature and ctrl + p to parent with automatic weights but you'll likely have to do some weight paint clean up. Alternatively, you can use an automatic rigging program like Mixamo. Unless the model already has all the right weights and vertex groups, then you just need to add an armature modifier to the model and select the armature you want to bind it to.

fading verge
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THanks

fading verge
quaint cosmos
# fading verge Wich?

You need to select the model and then the armature, I assume you did it in reverse order

fading verge
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A

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thanks

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Why did part of the mask stay in place and open up a bit

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lol

quaint cosmos
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Is that before or after moving the armature? Automatic weights are really just a starting point, you'll need to refine them with weight painting. Or you can use Mixamo which will create its own rig with its own weights which will likely be a little better but still not perfect.

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Looks kind of like Spider Squidward

slow juniper
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@fading verge go to object mode, select the armature, then select the body/whatever you want to weight paint, go to weight paint mode, select the head bone with ctrl + click, paint the parts you want to move with the head bone, press r to rotate something around and test it

fading verge
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Does it have to be all blue?

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or...

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red

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@slow juniper

slow juniper
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all red

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@fading verge

fading verge
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k

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The pieces won't go red

slow juniper
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no don't make the whole body red

quaint cosmos
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You probably have to paint over the vertex right at the peak. Another option is to paint while the model is posed so the parts that aren't weighted properly stick out more

slow juniper
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just the head

fading verge
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a

slow juniper
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with the head bone

quaint cosmos
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Oh, yeah, that'd be bad

slow juniper
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like this

quaint cosmos
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Things should only be red when you have the vertex group you want to have full control over them selected.

fading verge
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How do I make it blue again?...

slow juniper
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ctrl z to undo it

quaint cosmos
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Yes or paint over it with the weight set to 0 and the strength at 1

fading verge
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A

quaint cosmos
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Weight painting takes some time. You need to go through and adjust the weights for every vertex group which corresponds to each of the bones.

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Some bones might work alright with the automatic paint but you'll definitely have to refine the finger weights. Even good automatic rigging programs screw up the fingers.

fading verge
quaint cosmos
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You can go into edit mode and press L while hovering over those pieces and assign them to the head vertex group

fading verge
quaint cosmos
fading verge
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I need help again, I tried using a different model

stone galleon
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have you applied weight paints

fading verge
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Do I have to apply the paint to the whole body or smth

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Uhhhhhhh

quaint cosmos
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It seems like you're trying to weight paint without understanding how that works so it might be helpful to watch a video or two on it

shrewd widget
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Hey, I'm reading a lot about rigging and trying to finish rigging this model I have but I'm wondering two things.

Eye Tracking:

  1. Do the bone orders matter?
  2. If they do how can I change the bone order?

I've everything I could possibly do correct to get eye tracking working but it's just not working for some strange reason.

quaint cosmos
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Did you rig the eyes with CATS? I've never had luck with that, I just removed the bones they generated and used my own and it seems to work better? I don't think bone order matters but I could be wrong, just that the bone relationships are right, so the lower arm should be the first child of the upper arm, that sort of thing.

shrewd widget
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Going to try some other things; but feels like I might be at a loss with eye tracking.

quaint cosmos
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It's one of the more vexing elements of avatar creation for sure. I finally managed to get mine working alright with a bunch of tweaking but then sometimes it will work fine with very little adjustment.

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I just know I had better luck using my bones that were pointing out of the eyes than the ones perpendicular to those bones

shrewd widget
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I'll give that a whirl

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Did you just use 2 bones or 4?

quaint cosmos
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Just 2, I used CATS to make the LeftEye and RightEye bones but that wasn't working so I removed those weights and deleted those bones and it works better, though not as reliably as I would like.

quaint cosmos
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Yeah

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I have mine sticking out of the head a fair bit, that's what worked for my eyes but it might be depend on how yours are done.

shrewd widget
pulsar fog
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I can't play VRC anymore
Seeya

wet ruin
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hello so how can I tell you that I am in no way delighted and I am completely frustrated I will in no case install something that is not part of your games which first requires you to make changes to your pc hard drive thank you well and goodbye

fathom field
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the avatars people make has to many polys and glitched so it crashes people

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fix that not the mods

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the community has made that just about dating and sexual stuff

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and you say its for kids too

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i dropped out of school and spent money i didnt even have to play ur dumb ass game

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in 2 weeks there is gonna be 7 new scrips that will make ur EAC look stupid

spiral elbow
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ive done this many time before but for some reason its not letting me join these sweat pants to the armature so i can then weight paint them via single bone selection over full auto wieght paint that breaks the animation dude to bones i dont want painted to the pants

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any idea why its not working for me ?

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nvm i got it 😛

spiral elbow
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not sure what key i hit but the verticies are showing through now so its hard to select the right ones to merge properly

normally the verts shouldnt show throught the materials

eager moat
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Not for vrchat but why does this happen?

wooden flax
eager moat
glad orchid
eager moat
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automatic

glad orchid
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You might have to manually weight paint the left arm.

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For reference

eager moat
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yeah I've been trying

glad orchid
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And you're not having any luck with it?

eager moat
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been trying but the brush just won't paint there

glad orchid
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There's probably not enough creases in the arm if you're unable to paint there. You can also select the section of arm use the assign button to manually give the arm a certain weight value.

glad orchid
# eager moat

But from the screenshot you've attached, that is waaay too much for the left arm.

eager moat
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ok i think i got it fixed up

zealous plume
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Ok. So I'm trying to do something similar to my beautiful sketch I attached. The goal is to be able to move the cube while having the chains dynamically react. So how would I lock the end point? In Unity/physbones using a constraint for the end point will simply just stretch the bone out instead of getting the desired effect. Maybe this is mad easy and I'm just dumb/blind.

modern crystal
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Yo I need help
do any of y’all know a good tutorial of how to rig a avater?
I’m new in the making avater thing

modern crystal
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from scratch

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but I wanna know how merging them works too

iron raft
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Can u use scripts in vrchat?

woeful palm
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So, i have these 2 models when on their own, they work completely fine no errors no nothing. But i took the hood from one of them and put it on the other, and then it said the shoulders and neck had no parent when they did. I removed the unused bone that was the parent of these, and made the parent the upperchest. That fixed it, so I thought it was all good to go. But now, in unity, despite no bone errors coming up, the model isnt animating at all and is stuck in a tpose. I'm fairly new to blender so i have no idea what i did wrong but if someone could help that would be nice. (i didnt know what channel to send this in)

woeful palm
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Is there a tutorial for this or nah?

sleek isle
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Armature in hip is common if you have other bone then leg as children

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It will give you the angle hip warning in the sdk

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Re assign it manually

modern crystal
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Yo question

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How do I stretch on blender

glad orchid
modern crystal
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Basically how to duplicate more bones

crisp tendon
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E

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In edit mode

glad orchid
modern crystal
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How do you pair body parts to the bones?

crisp tendon
modern crystal
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how do I turn these two into different entities

crisp tendon
modern crystal
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By loose parts cuz it still doesn’t work for me and idk why?

modern crystal
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wait nvm just had to apply for the mirror

winter heart
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how do I fix this sort of seam in the body mesh, so the polygons are attached?

quaint cosmos
winter heart
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that didn't seem to do it

quaint cosmos
winter heart
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no, they merged by clicking "at center" though

quaint cosmos
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Oh, it's possible your threshold was too high. Merge by distance will only merge vertices if they're within a certain distance. You can change the distance in the settings that pop up but merge at center is also fine.

winter heart
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alright, tyy

slender tulip
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hey guys, I modelled/uved an avatar in maya, should I just make the jump to blender for rigging etc?

quaint cosmos
slender tulip
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for context ive never done avatar/rigging stuff, i primarily do environments :')

quaint cosmos
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You can also use Mixamo to automatically rig and then just clean up the weight painting.

slender tulip
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oh interesting

orchid halo
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Quick question, I want to connect specific meshes to specific bones on an armature (ex. only ear bones affect ears), is there a way in Blender to use the Parent w/ Automatic Weights feature but only for a set amount of bones?

quaint cosmos
# orchid halo Quick question, I want to connect specific meshes to specific bones on an armatu...

I'm not sure about weighting to only certain bones but one thing you could do is separate the mesh into different objects, parent with automatic weights, and then delete all the vertex groups on the object you want to have no effect and join it back. The resulting model will still have all the vertex groups but the objects you separated will only be affected by the vertex groups that were left before they were joined. You can also assign faces to vertex groups in edit mode.

modern crystal
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Ok so my Rigging Broke in Unity Hub even tho it was fine in blender
is there a way to solve this?

quaint cosmos
modern crystal
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Ok so my friend is helping me with this and asked if you could help us more in the dms?

quaint cosmos
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I don't generally see any point in helping in DMs, that's what this channel is for and DMs just mean no one else can help if I don't know what's wrong.

quaint cosmos
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Click the FBX file in the project tab and then in the inspector go to rig and change the type to humanoid instead of generic.

modern crystal
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This is what the rigging looked like
Is it bad orrr

quaint cosmos
# modern crystal This is what the rigging looked like Is it bad orrr

That's definitely not a humanoid rig so you'd have to create all of the animations yourself and set up all the animation controllers manually which would be a lot of work and something I haven't done before. You could try to rig it with something like Mixamo to get a humanoid skeleton but I'm not sure how well it would work given that kirby doesn't really have a neck, body, legs, etc. Maybe not the best choice for your first avatar project even though it seems like it would be fairly easy.

quaint cosmos
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Unity/VRChat prefers something similar to a human, unfortunately. Going too far outside of that makes things a lot more complicated.

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I'm sure someone else has already made a Kirby, though, maybe just do a search for Nintendo and you can find an avatar world where someone has done the work for you.

modern crystal
quaint cosmos
# modern crystal Yeah but I need to know how they rigged the lad

Probably by using a generic rig like you have here and then creating their own walk cycle, falling animation, etc, and then replacing the animations in the respective animation controllers. It's not impossible, it's just a fair amount of work and not something you want to be doing for your first avatar.

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I'm just not sure why you want to re-invent the wheel. If the avatar already exists, just use that. It's not like publishing it yourself gives yo any more rights to the character. Do you want to add accessories or something?

modern crystal
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Yes

orchid halo
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Ok, I'm trying to work outside the box here. Can vertex groups be used from one armature for another of the same name?

quaint cosmos
# modern crystal Yes

I see. Well, my recommendation would be to start with a humanoid and work you way up.

quaint cosmos
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You can transfer weights from one model to another so long as the body is in roughly the same place relative to the armature.

orchid halo
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Ok, I figured out what I wanted.

  1. Click armature, go into edit mode, select bones you want included
  2. Go to object mode, click mesh, go to 'weight paint'
  3. Click Weights > Assign Automatic from Bones
quaint cosmos
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Good to know, never done that before. Though I tend to like to use my automatic rigging program and then clean it up rather than using automatic weights.

modern crystal
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Will this humannoid rigging work or nah

crisp tendon
modern crystal
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well is there a way to increase its quality

modern crystal
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Wait

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Do you need Weight Painting for it to be a Humanoid Rig?

quaint cosmos
modern crystal
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Help when I turned on weight painting
Got any way to fix this?

crisp tendon
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That's just fixed with better weight painting sweat Not every bone needs to have some

still portal
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Help! I have an avatar that I downloaded and put into blender and it is already rigged. How do I get it ready to be put into Unity through CATS? Do I need to make a whole new rig for it?

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This is what I have going on in blender at the moment

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I'm very new to this so bare with my limited knowledge!

vapid sedge
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That looks like a rigify animation rig, you're gonna have to remove a LOOT of bones from it to get it down to vrchat rig levels. I'd honestly recommend re-rigging it in this case

still portal
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Okay so just start it from scratch

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Should I just delete the current rig?

vapid sedge
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basically yeah LMAO though if you finagle stuff right you mmiiight be able to re-use the vertex groups but honestly, that'd be a huge hassle especially if you're new to modelling

still portal
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Yeah I might just start from scratch lol

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Seems to be a better option!

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Thank you for the help!!!

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:D

vapid sedge
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no problem!!

still portal
vapid sedge
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nope! unless you plan on rendering the model, anything other than the model and the rig itself are not needed (save for props and whatnot)

still portal
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And it doesnt have to be rendered in order for it to go to unity and into vrchat right?

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Sorry I'm asking alot of questions

vapid sedge
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Nope! rendering is just for pretty pictures hehe (or animations)

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ALSO YOU'RE TOTALLY FINE i love answering questions tbh,,,

still portal
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Well if I get stuck again I know where to ask :D

modern crystal
crisp tendon
modern crystal
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Like this right ?

crisp tendon
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sorry, just hand and foot

modern crystal
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Oh so these parts

shadow finch
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Im havin trouble tryna rig a paint 3d model cause when i apply the parent of the rig to my paint 3d model it gets all messed up

cerulean lantern
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Ok so, I'm trying to hide an arm on this model so that I can give her a robot arm, right?
Except when I hide a limb, nothing gets hidden, and when I shrink it down, it shrinks and distorts any parts I attached to it too.

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Anyone got any advice?

cerulean lantern
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Actually, any way to shrink limbs without shrinking hierarchy?

tidal jolt
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Segmented fingers are a labor of love. Emphasis on labor, though.

quaint cosmos
quaint cosmos
raven pulsar
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How would I go about making a avatar with no legs? I’m worried about it not fitting in the humanoid skeleton for unity

quaint cosmos
raven pulsar
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Ah

fading verge
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If I'd like to add breasts physics on an avatar, does that mean I'll have to manually update the rigs of clothes as well?

quaint cosmos
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I would think so. If the breasts are going to have physbones controlling their bounce, then you'd want the clothing to be similarly weighted so they don't clip through. Or you could delete the faces underneath the clothing but I assume you're wanting to have different clothing options.

slender tulip
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Tried out mixamo today and the rig worked pretty nice, though I'm certain it doesn't account for mouth movement/eye tracking. Would I need to do blend shapes for those or something? 🥴

vapid sedge
vapid sedge
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paint 3D is very wonky in that it isn't rlly,,,, properly 3D,,,, the '3D' stuff is calculated based on it's distance to the canvas in the program, and converting it to other programs can comr with a lot of jank

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i recommend retopologizing it somehow, like you'd do with a sculpt

shadow finch
vapid sedge
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it's basically when u remake the model with, well, better topology lmao im not very good at explaining things sorry- its like uhhh optimizing the mesh for animation a lot of the time

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i can link some videos on it if i can find some- i'm not too well versed in the methods since i don't do it that often

quaint cosmos
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Learn to retopologize in 6 minutes, actually retopologize in 6 hours but yeah, the process isn't too complicated, it's just time consuming and you have to get creative with how you bridge high poly areas like the face and hands with lower poly areas in a way that works well. If it's just an issue of scale, every 3D program has their own scale and you often have to scale things up or down but that's pretty easy.

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My process is sculpting in Blender with Dynotopo on so you don't have to worry about polygons and retopologizing over that but everyone has their own workflow that works best for them.

alpine vortex
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Hi all!, i want the hood staying on the chest and not following neck and head bones, how can i do it?

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Dm me if needed.

alpine vortex
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Ok I'll try ty

shadow finch
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oh nvm i figured somethin out

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i can just create a mesh and use boolian with the paint 3d one and itl work

quaint cosmos
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Booleans often don't create the cleanest topology but it depends on how they're done

alpine vortex
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Ty is fixed now, i forgot to select the vertex group step, tytyty! vrcKiss

placid crown
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unity is giving me the error that the parent of both shoulders and the neck have to be the chest and they are so i dont know what to do to fix this

vague cosmos
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weight painting?!

quaint cosmos
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No, I don't think weight painting would affect that. Are the shoulders and neck the first parent of the chest? Is there an upper chest? Are they properly assigned in the configuration?

livid gulch
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Is it at all possible to have automatic eyelids that blink as different shapes relative to the expression?

quaint cosmos
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Cute! Don't think so, there's just one blink blendshape but maybe

livid gulch
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The shape of the face is quite different from A → B here, so I'd have to have 2 sets of eyelids or one set with 2 sizes... Somehow.

livid gulch
vapid sedge
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yeah, no way to have separate blink shapes unfortunately, though sometimes if it really bothers me i do a weird,,,, 'half' solution where the 'blink' shape doesnt fully close the eyes. it still gives the illusion of blinking if you aren't looking too hard

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btw ur avatar is soo cute,,,

livid gulch
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Ohhhh I just figured out how it could be possible!! If each set of eyelids exist as a dormant animation to be toggled in the radial menu, that would work perfectly!

This would also mean NOT using the default blink in the SDK.

sleek isle
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If someone have your animation off. It play the regular blinking. If on your custom made system

forest harbor
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anybody know what could be causing this?
in Unity:

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in VRC:

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the neck is getting wacky for some reason

spiral elbow
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so ive added these glves boots and neck fur everything is painted and looks to be working in pose mode of blender i export using cats and in unity also looks to work good but once i upload i get this odd effect you see in picture 1 ive tirend adding the items more then once to see if it was somthing i did wrong but i dont think so

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i notice that my new export of the fbx doesnt have the Vulcan Avatar animator avatar

the fbx doesnt even have an animator script on it like the original fbx does

distant hollow
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Hey would anyone know how to change default hand resting pose?
Like mine looks like im holding a bottle for some reason vrcAevSip

sleek isle
forest harbor
stoic zenith
spiral elbow
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Sorry I forgot to say I figured it out last night but thanks for getting back to me still :)

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Normally I didn't have to do that but for thus model it forced me to do so

inner berry
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im very new to creating avatars and im having some trouble rigging the legs to the hip, the vrc builder is giving out a warning saying that its recomended to have the legs 180 degrees from the hip. in blender i think i connected them correctly, but when i put it into unity the hip bone gets messed up. ive also been having a constant problem of the spine having a length of 0

crisp tendon
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your hip bone is flipped

inner berry
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when i flipped the hip bone, the dotted line connecting the hip to the legs went to the top of the hip

crisp tendon
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Yep, that's expected

inner berry
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oh

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oh yea that seems to be working

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thank you

fading verge
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the dotted line means nothing

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other than that they're connected

inner berry
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oh ok

crisp tendon
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parented*

inner berry
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just tried it in vrc and im still having problems with walking and default animations

fading verge
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maybe raise the bottom of the hip bone?

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if its "level" with the legs im pretty sure it can cause problems

inner berry
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huh ok i'll try that

azure salmon
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is this good?

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i dont need moving wing

crisp tendon
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Seems correct yeah

azure salmon
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Cool but why are the finger bones going outside

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is this noraml

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i just used mixamo and fix model in cats plugin in blender

inner berry
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ive also been getting this as a warning, could this have any impact on the animations?

crisp tendon
azure salmon
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edit mode?

crisp tendon
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You press tab

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There's a looot of video tutorials on rigging/armature, if you're trying to fix something

azure salmon
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im sorry im new to this

crisp tendon
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no worries, it'll just be much easier for you to see what/how to do it through tutorials

jolly pike
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In armature u look under the upperleg if there is a bone above lowerleg, or under lowerleg if feet is not directly the 1st under the foldout

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U can drag the feet or lowerleg so its first on that layer and that error is gone

inner berry
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oh i figured it out, the armature mapping was incorrect

fading verge
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i made this model yesterday and i was wondering who i could pay to rig it because auto rigger wasnt really working and i want it to be perfect

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i dont really have any money right now but when i do i was wondering who I could pay

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oh and how much it would cost

crisp tendon
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Rigging is much simpler than you think, especially if you've already done the model !

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What didn't work with Mixamo ?

fading verge
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the shirt and the arms clipped through each other and i cant rig the tail

final idol
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Hello! I've just made my own avatar for the first time with blender, and i imported it in unity for the first time, however, when i tried setting up the view, the grey view ball spawned really far from the model, and had this weird white line next to it, does anyone know if it's linked to the model's rigging or something ?

fading verge
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@crisp tendon did you see my response

crisp tendon
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Yeah, I find it surprising you had those issues, but there are great and simple video tutorials on how to rig in blender, it's really simple with gradients and auto weight paint !

crisp tendon
final idol
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pretty normal as far as things go

crisp tendon
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Uh

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Well

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Not only is it not at the correct height, it's also far from the origin

final idol
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oh- really??

crisp tendon
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Shift + S > Cursor to Origin

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Select your armature, Shift + S > Selection to cursor

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Then you do G + Z and make sure the feet bone at on the green line height

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then select everything and do Ctrl + A > All transforms

final idol
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wow, that was quick and easy !! thank you!!

rough mortar
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why does this model have so many bones lmao, looks like hes got a medieval torture device lmao

crisp tendon
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It's pinhead !

quaint cosmos
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Really complex facial rig, I assume?

rough mortar
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i cant possibly make blendshapes with all these bones 💀

fading verge
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i imported my model and it looks like this

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its sideways

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this is the model in blender

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it has weird lines coming off of it

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i just imported it into maximo and tried to clean it up

crisp tendon
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Select everything and Ctrl + A > Apply all transforms

fading verge
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it works!

#

man ur good at this stuff

crisp tendon
fading verge
#

i have a new problem

#

the model is facing the wrong way

#

its facing right while im facing foward

vapid sedge
#

OK SO im making this slugcat model and it has a!!! less than straight spine!!! ive done models with 'bad posture' like this before and they've turned out pretty decent, but never anything this curved. on a scale of 1-10 how wonky is it gonna look in vrchat,,, (1 being fine, and 10 being absolutely broken to shit)

hazy flicker
#

Is there any way I can prevent the CATS plugin from resetting all my bone rolls to 0? When it does so, my model begins to look strange in unity after I export it so I have to set the roll back to its original value manually each time.

rough mortar
#

dear god theres 7 bones for one fucking eyelid

#

WHY

quaint cosmos
#

What, you don't control every mm of your eyelids separately?

fading verge
#

why is there rotation on my eye bones when i import it into unity

#

my eye bones are perfectly vertical

#

i do not udnerstand

#

fixed when i made the neck bone perfectly vertical aswell, i do not understand why that was affecting anything

crisp tendon
fading verge
crisp tendon
fading verge
#

nothing changed anything without moving the neck bone

fading verge
#

im really confused because it's not consistent atall

#

most of my avatars work out just fine and i don't have any rnadom rotation like that

#

but like this in specific has this weird issue i don,t get it

crisp tendon
#

nope sorry

fading verge
#

i am very stupid the eye bones were parented to the neck

#

i have no idea how that took me that long to notice

spiral elbow
#

good morning im trying to get my avatar working for go loco and fbt but when i pose my legs in ways like this i get this od effect and was wondering if anyone had a tip on how to solve this i tried re weight painting but it only got worse

spiral elbow
#

i do notice on some avatar i have there are twist bones on the thighs but this model does not have them might that be the problem and how would i go about adding them if that is the problem

hazy flicker
#

How do I "apply" my bone rolls, been seeing that term around and not sure how to do it?

crisp tendon
vapid sedge
#

i am making this silly slug model but it has a weird issue with the legs where if i turn at a specific speed, it glitches out and does this! i've already tweaked any muscle settings that could allow for such a drastic twist but nothing seems to help

tight cobalt
vestal summit
#

EDIT: help no longer needed, figured it out.
Excuse me, I was wondering if I could get some help. I'm working on a commission and after adding physbones to the hood, for some reason the armature root, hips, spine and chest centers have moved to the right and forward; I now realize they are where the (toggable) sword is for some reason, any ideas as to why this might have happened? If I try moving the bones by hand, everything distorts, tried undoing everything when I saw what happened but they stayed in the same place so I added the physbones back.

vapid sedge
tight cobalt
vapid sedge
sonic pelican
#

how do i fix this?

vapid sedge
# sonic pelican how do i fix this?

looks like a weight painting issue!! it looks like the clothes arent weighted to the arms (plus there seem to be some funky vertices on the hands) heres an easy way to get the clothes weight painted to the arms https://youtu.be/yr5KRYz5ybs as for the hands, you're probably gonna have to go in and manually tweak that hehe

In this tutorial I explain how to use the Transfer mesh data control in blender, this is especially useful for skin tight clothing and getting separate meshes to share vertex group data, making it super easy to weight paint new meshes to a pre-existing rig.

This one is a bit more advanced but if you understand the fundermentals of rigging, this...

▶ Play video
sonic pelican
#

by manually tweak them you mean change them in blender?

vapid sedge
#

yeah!!

sonic pelican
#

is it maybe because i weightpainted them, or should that not be an issue?

vapid sedge
#

the fact they're weight painted isnt the issue, its more the WAY they're weight painted. it seems like some vertices on the hands and fingers might either be completely unpainted or painted by other bones as well

#

if you check the weight painting in blender on say, a leg bone or an arm bone, and the painting on it includes some bits on the hand, that'd be the typa thing to cause this hehe.

sonic pelican
#

i forgot to save the blender file of it so i exported it back in as fbx

heavy tinsel
pale pike
low dust
#

Anybody know how to fix fingers that break like this?

glad orchid
low dust
#

Tried at it for hours and came up with nothing :/

glad orchid
#

🤨 Can you not select them using the vertex group option?

low dust
#

I can

glad orchid
#

Have you tried inspecting the hand in weight painting mode?

low dust
#

How do I do that?

glad orchid
#

Change object mode to weight paint

low dust
#

Well I'm here

#

I got this off of someone else, so I'm assuming they placed the weight there themself

#

but it's only on the left hand

glad orchid
#

I assume that the first finger isn't supposed to be distorted? 🤨

low dust
#

yeah

#

i dont know why its like that

#

it looks normal in editing mode

glad orchid
#

And it becomes distorted in pose mode?

low dust
#

its also normal there too

#

just object and weight painting

#

I think I fixed it actually

glad orchid
#

What was the issue?

low dust
#

no idea, I just used Cats tool to fix the model

#

but now it looks fine in weight painting

#

I've been told that making the weight for the fingers automatic might fix it

#

but I don't know how to do that lol

glad orchid
#

Select the model and the armature, hit ctrl+p and use the set parent to armature using automatic weights.

low dust
#

when I do that I get this

#

do I need to be in a specific mode?

glad orchid
#

Select the armature once again

low dust
#

im assuming this?

glad orchid
#

Yep.

low dust
#

is that it?

glad orchid
#

Yeah.

low dust
#

thank god lol

glad orchid
#

Just make sure that your model still looks fine in pose mode since automatic weights can be clunky at some times. 😔

low dust
#

will this be a problem lol?\

glad orchid
#

If you consider having a garbled hand normal then no. Otherwise it is a problem. 😂

low dust
#

do I just need to mess around with the weight then?

glad orchid
#

Yeah. You'll need to tweak them until you get them looking just the way you want them.

low dust
#

atleast right looks better

#

any tips on weight painting?

glad orchid
#

If you're weight painting clothes or any other accessories, you're probably better off using the data transfer modifier and toggling vertex data because in most cases, it'll prevent clipping.

low dust
#

alright thanks

#

im just gonna mess with it some more

#

also

#

one last question

#

any idea why the right hand is less weird than the left?

glad orchid
#

The weights are probably messed up. Here's how the joint for the hand should be weight painted for reference.

low dust
#

can I remove the bones from the model

#

so that it is clearer?

glad orchid
#

You can if you want to. You also might want to delete the vertex group that was created if you wanna just start fresh on a particular section.

low dust
#

I've got it reduced to just three of the fingers

#

should I paint under the hand aswell?

glad orchid
#

If there aren't any weights assigned to it, then yes.

low dust
#

ok i've got it to the point where the weird hands are minimal

#

but i noticed that the skirt also breaks when the hands go too high

#

do I need to add weight to it aswell?

glad orchid
#

Probably.

#

Sounds like the bones for the hands are affecting the skirt.

low dust
#

is there a way for me to ungroup them?

#

because the right hand bones also affect the left

glad orchid
#

You would have to remove the weights for that particular bone then.

low dust
#

is there a way to have different bones have different weights without them effecting eachother?

#

right has no weight but still affects left

#

but left doesnt affect right at all

glad orchid
#

You probably might just be better off manually weight painting the model if you're still having issues. 😩

low dust
#

the issue is that adding weight to both hands messes it up :/

#

but ill just try tinkering with it

glad orchid
#

Good luck.

low dust
#

🥲

low dust
#

I got it working!

#

I'm not turning on my vr rn but the fingers aren't messed up

glad orchid
#

I'm proud of ya. 😄

stray wind
#

dude really?

robust crescent
#

cats dont like blender 3.2

stray wind
#

damn

#

does it work well with 3.0?

#

let's find out

robust crescent
#

2.9x should be fine, otherwise dev version for 3.0...something

stray wind
#

Yeah I think so

vapid sedge
# stray wind

IVE HAD THIS PROBLEM BEFORE sometimes renaming the rig to 'Armature' and the mesh to 'Body' fixes it

stray wind
#

That works

stray wind
#

wtf

#

umm

#

wait

#

I fixed it

#

I used blender 3 instead of Blender 3.2

hollow scarab
#

Okay m currently just wondering A Pose or T Pose, i used the Operator as like a "weight reference, wich is a A Pose model, and my base somehow is not bale to get there fully

quaint cosmos
#

The rig configuration tool in Unity can turn your A Pose into a T Pose but I find I get the best results when I export in a T Pose

low dust
#

I’ve given the hair, skirt and sleeves all phys bones, but they don’t seem to translate into vrchat

#

Any ideas on why would be helpful

robust crescent
#

you have wrong unity version for one

#

🔨 cant upload to vrchat with that one

low dust
#

Which one is needed?

#

I guess I picked the wrong 2019 one lol

robust crescent
#

, you need 31f1

#

current Unity version in use by VRChat is Unity 2019.4.31f1.

low dust
#

I should be able to import this version into the correct one right?

low coral
#

I'm having this problem with my bones. it looks fine in the rig configuring, but looks like this in the scene. Anyone know what could cause this?

glad orchid
azure salmon
#

whats going on with the finger

#

i used mixamo

#

i also want to add fingers

#

how do i do that

glad orchid
azure salmon
#

Yeah

azure salmon
#

ok

iron rover
#

how do I set just this point of the bone to the 3D cursor?

quaint cosmos
iron rover
sage patio
fervent cargo
#

yo how could you go about making the head move on a non-humanoid rig

#

asking for a friend

fading verge
#

How exactly does weight painting work? I wanna make it like

#

not,, do that

glad orchid
sage patio
#

you won't have any head or hand tracking without a humanoid rig

wispy agate
#

hey just wondering what version of blender is best to use I think im using 2.92.0 atm but I was wondering if its safe to update to the latest version

quaint cosmos
# wispy agate hey just wondering what version of blender is best to use I think im using 2.92....

Generally all stable releases of Blender are objective improvements over previous releases. The only exception would be if you had plug-ins (like CATS) that don't work well with current versions but I don't think you can "upgrade" Blender, you just download a new version and it sits there next to your current version unless you delete your current version. I could be wrong on that but if you want to make sure, you could just install it to a different folder.

wispy agate
#

yeah I still use CATS unfortunately so that was my main concern what version is CATS compatible up to?

sage patio
wispy agate
#

oh cool, is there any major bugs with the development version atm?

sage patio
#

there's a couple but it's getting better slowly

#

a lot of things are updated in the dev version though

#

so I would recommend doing that

wispy agate
#

oki thankyou, how often does the development version get updated out of curiosity as I've noticed its been more than a year since the last full release

sage patio
#

quite frequently

#

I recommend joining the CATS discord for more info

rose wadi
#

Sheesh, i'm not sure what's causing this but my arms go 'spider mode' when i'm in a normal A pose in VR (here i'm taking a screenshot at the same time but it's pretty much like the left arm here)

#

probably need to touch up the weight painting on the hands i'm guessing

rain ocean
#

hey, my extracted game model keeps getting chicken winged when moving my arms, my whole body moves when i rotate my head, got floaty wrists, ive set the weight paint and manually set the vertex groups, what am i doing wrong?

quaint cosmos
#

Anyone know why my rig is collapsing on export to FBX? It also imported this way but resetting all of the bone transforms makes it look right.

crisp tendon
#

Why are you resetting bone transforms ?

quaint cosmos
# crisp tendon Why are you resetting bone transforms ?

Because they're exploded on import and the only way to get them to look normal is to reset them. They don't seem to be imported with their transforms zeroed even though I'm bringing them in directly from the Unity package and clearing them fixes that but they get uncleared on export

crisp tendon
#

Are you not using automatic orientation on import ?

quaint cosmos
#

Ah, never mind, there was an armature animation on there for some reason and I guess it was just exporting the pose on the first frame of the animation. Deleting those seems to have fixed it. 😅

crisp tendon
spiral elbow
#

so im gonna try and ask this again but does anyone know why no matter how much weight painting i do i cants seem to fix this it only gets worse

spiral elbow
#

full rig

pine sapphire
#

That portion of your mesh might be patented to the wrong bone. Sometimes with automatic painting I get weird bugs like that; where the hair is parented to the shoulder or the right thumb is parented to the toe.

#

Check the weighting for each bone.

#

Try to reset bone rolls

#

Your butt bones could be fucking up the legs. Pay close attention to your weight painting in that area.

fading verge
spiral elbow
fading verge
spiral elbow
fading verge
spiral elbow
#

Would adding a twist bone to the leg make it better else I'll try more weight paint work before I fully give up on it

#

I know with most other models I work on have twist bones in amr and legs where this one only has twist bones in arms and not legs

fading verge
slate root
#

I need someone to help rig a avatar model for me i have the model already finished but it needs to be rigged

#

i can send the unity files for the model

slate root
#

even still i have no idea how to animate characters or set their bones for vrc

quaint cosmos
#

Well, I would try Mixamo and there are videos you can watch for the other stuff

shy palm
#

Is there anyone in here i can ask to help with rigging an armature or to pay for someones help? its really simple i just dont know what im doing?

peak lodge
#

I bought 3d rigged advatar and I finally had it ready to upload for PC first then quest but my last two things stoping was something to do with gestures then the second problem was something about a spine being set is there anyway someone can help me out

slate root
#

I need someone to help rig a avatar model for me i have the model already finished but it needs to be rigged

dense sun
#

(not so sure if this is the right place, the Art+Avatars server hasnt responded to my request.)
Anybody able to sit with me for a moment and help me remodel an avatar from male to female + editing texture, UV mapping, etc.? im stuck home with COVID and i wanna make good use of my time by learning but i can never get stuff done on my own. my DMS are open to anyone willing to sit with me
the avatar is an oversimplified alien model, i just gotta change the body shape, (chest, antennae, colors, textures, UV)-give the antennas a loopdeloop
-change the antenna bulbs to hearts
-give the model a bust and a slimmer waist
-change textures/colors
-heart logo
-orange
-tooth gap
-change the star to a ball

Please tag me if youre able to help me within the next 10 days! Id greatly appreciate the help.

brittle plank
#

anyone mess with rigging?? got armatures set up but body wont move with bones. not sure where i went wrong.

quaint cosmos
brittle plank
quaint cosmos
misty night
#

the menu doesnt show up

quaint cosmos
quaint cosmos
misty night
#

nope

quaint cosmos
#

There should be an option at the top left for parenting, maybe your shortcuts got messed up

misty night
quaint cosmos
#

Yeah, try using the menu. I don't know exactly where it is but probably somewhere in the object menu in the top left

misty night
#

i love life

quaint cosmos
#

Not sure what I'm looking at

misty night
#

the middle bone not existing

quaint cosmos
misty night
#

idc anymore

meager turtle
#

When in Weight Paint mode within Blender, I'm trying to use the Blur tool (with auto-normalize enabled) to smooth out the weights on a finger bone. But for some reason, it's trying to attach to to a leg bone that's far away from it.

The best I can figure out is that there are some vertices where they have a zero weight for the bone that they're being normalized to, when they shouldn't be normalized to that bone

Edit: Nvm, figured it out by just selecting the vertices in Edit Mode, selecting the vertex group that was acting up, hitting "Remove", and then weight painting that area again.

fading verge
#

anyone willing to help me rig a model?

forest charm
#

When Walking My avatars head freaks out

cursive surge
#

hi is there anyone who knows how to edit a rig of a modle you didnt make 😭

quaint cosmos
cursive surge
quaint cosmos
fresh phoenix
#

Hi, im made a model from scratch for my friend, already with outlines in blender, i put the rigging on and the outlines strech when ever i move the arm or whatever, is there a way to fix this? And also the rigging base is bad for the model too.

polar patio
#

I'm in the middle of making my first VRChat model, and I'm not sure if I need to create the IK's in blender, or that when I port the model into VRChat, unity will take care of it.
I've searched around online but haven't gotten any desired answers

still quiver
#

Is there a simple way to move objects from one armature to another? I feel like I'm doing things the most difficult way by rigging bone by bone.

quaint cosmos
quaint cosmos
# still quiver What about in unity?

Not sure about Unity. You can copy and paste animations from one armature to another if the bones have the same names but I'm not sure about assigning a different armature to a model.

still quiver
#

As they say in the infomercials; There's got to be an easier way

dense vale
#

I’ve run into an error that has cost me more than one avatar, when I go to create a rig from a model, I get import errors.

Usually you can rectify this by manually assigning bones to an avatar, but for some reason, the “configure avatar” button doesn’t show up… any fixes?

sage patio
dense vale
#

Wait have I been setting up skeletons the wrong way this whole time?

dull yew
#

How do I fix the weird deformation on the shoulders? I've tried absolutely everything I can think of and it still doesn't look rightv

crisp tendon
#

Aside from adjusting your weight paint, another twist bone might help

dull yew
#

twist bone?

#

How would one set up a twist bone for the shoulders? I know i've tried to set one up on the forearm before, but I don't even know how to set them up properly.

crisp tendon
#

Unsure tbh

dull yew
#

ah. Well, maybe this would be a better question, how could I go about constraining this twist bone in blender to test if it twists the forearm well? I've watched a tutorial on how to make them, but it only shows how to constrain them in unity.

crisp tendon
#

They function the same way in Blender

#

Parent rotation constraint

sleek isle
#

shoulder don't have enough influence

#

can can always go crazy with aim constraints

quaint cosmos
#

That's just a pectoral muscle made of bones, might as well have a muscle system at that poiint.

sleek isle
#

That just something you won't do

merry sand
#

Can someone help me rig my model please.

#

If anyone has time

dull yew
#

I

spice dock
#

Hi, I'm not sure if this is a rigging issue or what, but figured I'd ask since I can't figure it out. On one model I've uploaded, it seems like the arms don't follow my actual tracking well. It's easiest to see with the physbones overlay on. The top picture is a different avatar working as expected, the bottom one is mine where if I sit down, the model arms are much higher than my real arms.

#

On the one with issues, the arms also swing around a lot when changing directions walking, where most don't do that.

sterile whale
#

How can i fix this? the shoulders seem to sag alot

lost yarrow
#

Can you send a screenshot of your avatar in blender

kindred rover
drifting jacinth
#

hey, i've noticed something

#

on blender when i look to the rig i made there's two bones : pelvis.l and pelvis.r
do you think that might be a problem ?

quaint cosmos
drifting jacinth
#

ah, ok
i'll see my self

spice dock
# kindred rover Did you have the hands set up custom, and have you move the avatar from the orig...

I did add an extra index finger bone since it only had 2, but I'm pretty sure it had this issue before I did that. I didn't move from the origin on purpose in Blender or Unity. I scaled it a little bigger, but I tried reverting that and it didn't fix the issue.

To be a little more specific, the hands are not offset by a static amount, standing at rest they seem pretty ok, but the more I stretch or sit, the worse the difference becomes from where my controllers are and where the model hands go.

spice dock
#

I stared at a mirror, saw my chest wasn't rotating relative to the spine, read up a little bit more and figured out what the problem was. I had a physbone on the chest and head and that's a mistake. Made a copy of those bones for the physbone to live on and it's good now.

hard delta
#

I was hoping I can get someone’s help in rigging this model I got from deviant art once I’m home

sleek radish
# sleek isle

Eyyyy! I have that sort of thing on my avatar, waddup homie.

#

I generally only use one pair of opposed aim constrt tho.

#

Unless I'm modelling individual muscle fibers.

#

Does anyone have a decent tutorial on how to position bones and rig a hand?
Getting really gross pinching and stretching in places and I hate it.

#

Even if I have to use a few extra corrective bones, I don't mind.

steady patio
#

riggers who are better then me, wild unity constraint question

#

this is a skirt cage. i have an avatar with a skirt cage like this and it is currently pretty much exclusively weighted to the hip bone (as well as any other bones attached to this skirt cage, such as the actual skirt itself)

#

is it at all possible to, instead of having the cage weighted or rooted to the hip bone directly, instead averaged between the rotation of both upper leg bones?

#

i was thinking that the skirt cage et al. could be rooted to a separate root that hangs off of the hip bone but is constrained to the leg bones, but im not sure what kind of constraints id use in this case. ive only ever done twist bones in unity 0~0

#

according to unity docs, the parent constraint with two sources may be my best bet for what im trying to achieve

#

the goal is to make it so that way there is minimal clipping between the legs and the skirt cage. after all, a cage isnt exactly floppy in the way a skirt alone is; it has to move as one whole object, so of course it should try to always remain somewhere in the middle of both legs when in motion

sage patio
#

and set the weight accordingly

#

could do for example 0.5, 0.25, 0.25 respectively, or maybe 0.33, 0.33, 0,33 or (or just leave all 3 at 1 so unity auto normalizes it to the same thing)

#

another way would be to put "Inside" colliders on each leg, and have a 2 bone chain for the skirt. the idea would be to make the colliders "pull" on the skirt physbone when your leg moves away

sleek radish
#

Sacred beat me to it lmao

steady patio
#

so thats how you do it 0 0

#

i may set an aggressive weight to the legs since they really do not have a whole lot of room inside there

#

thank you! ill try it out and see how it goes

snow palm
#

it keeps unbinding my head

#

can some one help

#

nvm got it

pearl thicket
#

so the avatar works perfectly fine in game and everything. However I was going to pose it in unity for a picture and all of the armature from the hips to the head are in this weird position (where the gizmo is) which is incredibly strange

#

I have no idea why this is

#

or how to fix it

#

the arms and legs and other such things are working as expected

#

and the armature on the model itself is perfectly normal

#

oh im a moron

#

theres a single menu option I had accidentally clicked

steady acorn
#

hey guys, where can I find an alr labeled vrc rig?

sleek isle
#

What's that

livid pond
#

Can someome please do the cats thing to transform the rig from mmdd to vrc,i know its pressing a button but i downloaded blender and i have no idea!im freaking out and i cant breathe from how mad i got when the models didnt appear even after being grabbed,attempted to import in all ways possible and no idea about how to export and what the project thing means and im just messing it it doesnt even show any button named fix like in the cats tutorial video

#

Im basically freaking out because its not easy and i have no remote idea. The camera wont even tilt and nothing qorks like unity its like if blender came from the deepest pit of hell i want to cry

#

Im sorry for whining again here

#

I tried

#

I tend to have outraging with complex stuff..

#

Thsi is why i always uninstall blender right after i instalm it

true thorn
#

If you never did anything like this it can be scary at first, but you learn just like with everything else in life. Right now I would recommend taking a break to calm down and then retracing your steps and see if you missed anything

livid pond
#

Im literally about to punch my fu_inck...n pc

#

I knew it

#

Please someone

#

Im sorry for randomly appearing crying for help

#

I just no matter how many tutorials always forget the info and end freaking out

#

I already watched some

#

I nevee rememmber im phisically unable to pay attentuon

#

And i keep forgetting stuff

true thorn
#

You can try to do it step by step, pause at a step on the video, do the step on your screen

#

its too much to remember without any personal experience

livid pond
#

Its that what it makes me want to destroy everything

#

Becausw it does not work

#

I forget it i forget it i freak out it causes stress attention lacking and anger

#

I cant help it

#

I cannot pay attention its like when i was at school failing everything

true thorn
#

First things first, you need to be calm for these things. Try to relax

livid pond
#

I was relaxed before and i tried

#

Please someone

#

How am i supossed to relax if models wont appear no matter what and the buttom as welm and there are a lot of weird stuff i accidentally grab across the screen and weird words

#

Not even the camera and zoom work

#

How do i import cats in unity...?

#

I have developed fear of blender

#

Everytime something relayed to it makes me rage because of my constant failing

#

I started giving drawings for free so people qould do the blendering but it doesnr work skfkskd

#

I mean no one accepts

#

And im extremely mad

#

The other day someone tried to help me

#

And im extremely grateful even if it gone wrong

#

So please if anyone does the cats thing in 1 minute please dm me

fading verge
#

can anybody help me out with making this fellas lil skirt thingy
this is what ive got so far, it keeps clipping into the legs?

#

im very new to character modeling

thin jay
#

I rigged this model I made but when he stands idle his feet go back like Michel Jackson

fading verge
#

Every time I set up a spring joint Unity acts like I set it up correctly then I upload the avatar to VRChat and it ends up spwning like 4 feet away from my avatar and sometimes attached to my avatars head even though the rigid body is on the index finger or wrist.
anyhow the main issue is it spawns like 4 feet away from my avatar. Even though in unity in play mode it works fine.

golden brook
#

can someone help me out I'm completely lost on how to rig properly and the last few attempts I've made only seemed to mess it up more >_<

livid pond
#

how can someone rig an eye so the pupils dont go flying around? someone seems to have an issue since they rigged the eyeballs and even the eyelashes go around flying and it looks like this

sonic tangle
#

Upload button is grayed out... Also can't change name or anything else...
(And when it finished loading, it didnt go automatically to game tab, I had to click there.)

Anyone know how to fix it? I have restarted project already.
Only different thing I have is the bHaptic setup thing

livid pond
#

the artist who made it is duke_vrc. i just tested whats wrong. can anyone figure out how to fix the eyes when attempting eye tracking?

karmic plank
sonic tangle
visual arch
#

quixk thing, whenever i pose my bones in pose mode on blender, X Y and Z location and rotation turns yellow. how do i stop it from doing that

#

nvm i fixed it

fading verge
visual arch
#

Need some hlep wity a avatar.

I rigged my avatar,I put in unity and I configure it like I always do.
But for some reason, the animatior doesn't even show up and when I do add it, there is not even a controller for it!
I configured it many times but the controller thing in assets wont show up?
I really need it to work since moving textures is annoying

marsh widget
#

how can I make bones connect like this in blender?

jolly pike
kindred ridge
#

@marsh widget What is this for mesh wise. Because bones can only have 1 connect. So people we use rotation constraints or parent constraint in unity or software. If its for some sought of skirt or belt and for quest, might have to weight paint it differently

marsh widget
#

thanks, gonna look into that

kindred ridge
#

if it for quest rotation and parent constraint will be removed as not supported

versed rose
#

its not much, but I'm slowly learning how blendshapes work so I can use them for visemes

brisk nova
#

Someone's account got hacked

bleak sapphire
#

I have 2 bones that I want to swap the places of in blender, could someone help me with this?

sage patio
#

the Hip bone should be the root

bleak sapphire
#

It's just how the avatar is labeled

#

It's the Kyle robot

#

It's hip root and ribs

#

Root is the spine, ribs is the chest and well, hips are the hips

sage patio
#

so you need to change which bone is parented to which then

bleak sapphire
#

Yes, exactly

#

And I have no idea how to do that

sage patio
#

in armature edit mode, either select two bones and do ctrl + P > Keep offset, or set the parent through the bone properties tab under Relations

bleak sapphire
#

Thank you so much

#

I have been trying to fix this for a while

fading verge
#

hi i have a model and i wanted to ask if someone could rig it and fix like 2 little weightpaint issues i tried and messed it once and messed it up so hoping someone has time to touch it up for me

meager zealot
#

messing with the prefab fbx ends up like this no matter what i do

sage patio
# meager zealot

that happens when you don't export with "Apply scalings" set to the correct setting

#

you should always export with it set to FBX All

vernal aspen
#

I rigged my model, I just want to know how to use my face bones to rig for visemes?

quaint cosmos
# vernal aspen I rigged my model, I just want to know how to use my face bones to rig for visem...

I could be wrong but I don't think you can use face bones directly in VRChat other than eye rigging but you can pose your face bones in Blender and then apply those as a shape key and use those. https://www.youtube.com/watch?v=UYW-p3bnD-I

Blender tip #2 Poses to shape keys

Quick little tip to show you how to turn any pose into a shape key, makes quick edits to models to rough out a face/modified body part easier for sculpting later.

Be sure to share if it helped (:

#blender #3D #vrchat #modeling #tips

Twitter @NitrozVR

▶ Play video
bleak sapphire
#

Ive got a new issue, now whenever I crouch lower down my legs spread apart instead of bending forward, any fixes for it anyone knows of?

patent wagon
#

Hello! im trying to get started into well rigging avatars! and im having difficulties finding what else needs to be downloaded besides the 2019 blender an sdk for avatars! if anyone can help i highly appreciate it! Mwah! ❤️

quaint cosmos
patent wagon
quaint cosmos
# patent wagon thank you! if thats the case im struggling messing around with the bones in unit...

It's possible it's not matching up what goes where because of your naming conventions but you can manually assign bones if you click the FBX file in your project tab and then in the inspector go to rig and configuration. Here's an article on best practices for Unity humanoids and I recommend downloading a ReadyPlayerMe avatar to use as a guide for proper weights and bone names. https://docs.unity3d.com/Manual/UsingHumanoidChars.html https://readyplayer.me/vrchat

Make custom full-body VRChat avatars from a photo with Ready Player Me avatar maker. Easy upload to VRChat – no Unity or Blender needed.

livid pond
#

so i found the issue with my avatars bones

#

it turns out they were exported using 3ds max from a game. does anyone here have 3ds max? it has a setting to change the triangle neck and pelvis to a humanoid rig, but i dont have the program

#

it was not missing blender bones actually

#

its just pressing a button but i dont have 3ds max bought please help lol

livid pond
#

no one helps?

#

how do i rename bones in unity it does not fix my issues

#

someone told me that it had to do with renaming and assigning

#

so i did in configure tab but for some reason it does not let me apply

#

if it does then it stays unrigged and the changes i did to the names to be assigned revert to normal. it says it missing bones but it has all the needed ones so far i know

#

upperchest is optional

#

i tried copy from other avatar but i dont know how that works..

#

how come it does not exist

#

then why is the avatar green with all the bones

#

i just wanted to rename them so it dang takes it..i just dont understand whats wrong with all the models i get from games

livid pond
#

Please at least someone check what is going on i dont want a full rig or anything neither a model i just want to make it vrc compatible the easy way, sorry for being so annoying and not installing blender i dont wanna interrupt but can someone please tell me why the models wont go humanoid no matter what?can someone dm me tl check my unity files?i know im so bighead for asking stuff for free but i can only offer art and for professionals it wouldnt be hard to just press some buttons. It took me like whole 2 days to merge an avatar head and i had a lot of trouble and i had like 10 versions of it buggy. Its really very hard for me without help. Im dissapointed sorry

#

At least i know how to apply clothes now but im exhausted as hell

#

What takes some 5 minutes its days for me

crisp phoenix
#

just added gogo loco and then realized i had 2 action controllers, not gonna lie i cried a little, im now moving all the emotes i set up before and re routing them through the Gogoloco action controller instead. hopefully this should be the last couple bits until i add custom props and stuff mbut that will be later on. wish me luck that i dont go crazy!

crisp phoenix
#

finished the avatars emotes/ music gonna test in vrchat now

sleek isle
#

There was already emotes 1-64 states/transition pre-made. Swap the animation inside and make a toggle in the expression menu.

#

What did you do

cobalt slate
#

I need some help with a model I paid for - especially showing trouble when in IK 2.0 and am wearing a 3-point tracking setup (Oculus 2 tied into PC). If I look up, my character seems to stand reasonably decently. If I look down however, the legs bend into a strange position with the knees buckled a bit inwards. Does anyone see anything off?

sleek isle
#

Remove the toe maybe for a quick fix.

cobalt slate
#

It currently has no toes already - but I'll try activating his toes to see if that makes any difference at all.

#

No change. It's of note that he doesn't do this when in Legacy IK mode.

sleek isle
#

Play with the range or rotation in the humanoid/muscle tab perhaps

#

Where you assign bone in the fbx

upper crown
#

i adapted this dress on blender to make it fit the character in unity it looks perfectly fine even when in play mode but in game the chest is all messed up idk why this could be happening any hint? there are no Physbones or Dynamicbones on the chest

sleek isle
#

Maybe you exceed the 4 vertex limit

#

Maybe there a random bone skinned. Try to move it more in unity

cobalt slate
fading verge
#

I got the avatar set up!

dire depot
#

could somone help me rig my model (for free) I have no clue how dm me plz

cobalt slate
robust osprey
#

Hey everyone my spine hierarchy is wrong it says to make sure the parent of both shoulders and the neck is the chest or upper chest any idea how I fix this?

cobalt slate
#

Not without seeing the actual rigging.

sly mirage
#

in blender when weightpainting how do i select another bone right and left click dont work like in 2.79

#

i also cant find the pass through setting that lets me weight piant both sides of the mesh at the same time

robust osprey
#

ok this is my first time working on an avatar so please tell me what im doing wrong heres my rigging in unity i cant upload because the spine hierarchy is wrong it says to make sure the parent of both shoulders and the neck is the chest or upper chest any idea how I fix this?

#

im sure theres many problems but im just worrying about this one

cobalt slate
#

Aside from the spine components not being named, which can be an issue for some tools, there's a Spine 4 that gets in the way of the hierarchy

astral willow
#

Im trying to do eye tracking but at times it looks like im possessed. They eyes rotate inside the head, is there a reason this is?

sage patio
robust osprey
cobalt slate
robust osprey
#

Thanks

echo crane
#

I've connected each piece of this avatar to each bone individually (because I'm bad at rigging XD) but I was wondering if there is a way to make the body into one mesh whilst keeping the bones connected to the right parts?

sage patio
echo crane
#

I've tried, I don't really get it

sage patio
#

assign the vertices of each piece to vertex group with the same name as a bone

echo crane
#

I'm kinda dumb XD

#

I don't have any idea what that means

#

ohhh nevermind, I get it now

#

Thankyou

normal quail
#

Bro- how did you get a Roblox character into blender, pls I gotta know lmao

drifting jacinth
#

hi, say i'm making a model but the "costume face" object is acting weird when i move it around with the armature

#

idk if it's the weight paint i did wrong

#

i just went to see the weight paint and is this normal that the rig is red ?

quaint cosmos
#

Is that the selected bone? Looks normal. Yeah, seems like a weight paint issue, the eats should probably be weighted to the head even if you also want to weight them to the ear bones.

drifting jacinth
#

the rig was never red

#

i cannot paint the weight anymore

quaint cosmos
#

Ah, you locked the vertex group

drifting jacinth
#

ok, unlocked

#

but do i fix the weight paint issue ?

quaint cosmos
#

I'd try weighting the ears to the head bone. Unity doesn't have ear bones as part of its humanoid system so I imagine you'd just be using those as physbones

sage patio
#

the issue in the picture is that the ear bones are not parented to the head bone

drifting jacinth
#

the ears bones are parented to the head bone

#

even before i do the weightpaint

#

wait

#

wait, what ?

#

ok

#

for some reasons
some of the rigs are "automatically" parented to the pelvis bone

#

and now it's fixed

#

Thank you guys ^^

deep brook
#

Does anyone have any insight on all the vocal shapes the are required for VRchat? Trying to make sure all my bones are rigged right to make said mouth shapes.
Or knows any YT videos of Vrchat avatar making in Autodesk Maya. I can only find Blender videos.

quaint cosmos
# deep brook Does anyone have any insight on all the vocal shapes the are required for VRchat...

You don't need bones for visemes and you can't use them directly even if you have them, though you can use them to create the shape and then apply that pose as a shape key, you can also just sculpt the shape keys directly. These are the visemes required: https://developer.oculus.com/documentation/unity/audio-ovrlipsync-viseme-reference/

deep brook
#

Thanks Krampus,

#

I just found out that Maya has Blendshapes OMG.

quaint cosmos
#

That's a pretty fundamental tool so if a professional modeling program like Maya didn't have them, that would be bad.

uncut pier
#

So when I was doing a headswap and was merging with cats, i lose some of the shape keys

quaint cosmos
bold field
#

I have been trying to make my avatar feel better in full body but when I sit, the legs shift forward and when I place my hand on my knees, it floats way above them. Im not sure what I have to fix for it

torpid burrow
#

Trying to rig this jacket for a very long time now ive done weight paint transfers even tried manually doing it i modelled this a while ago does ANYONE know any techniques i can use ?

#

the issue im getting is that this bit locks up

#

oh and the shoulders are kind of screwy

#

seriously looking for someone to help me here, ive tried manual and weight paint transfers and mesh data transfers but it just

#

capoot

sage patio
#

after doing a weight transfer, there's almost always manual work that has to be done. I recommend using the Average tool to help groups of geometry not deform as much

#

and some smoothing

torpid burrow
#

smoothing didnt help

#

i dont get why that bit

#

is so locked

#

whats the average tool?

sage patio
#

one of the tools in weight painting mode

torpid burrow
#

which one i only ever paint

quaint cosmos
#

The third one that says average

torpid burrow
#

what does it do?

torpid burrow
#

ill just make custom animations this legs given me too much hell man

quaint cosmos
#

It averages things out so instead of points of high influence and low influence, it moves everything in the radius towards the middle so those differences are less dramatic.,

glad orchid
keen orbit
#

Here is what it should look like instead.

keen orbit
#

(right leg selected as example)

frank prairie
#

Can I fix this for you

keen orbit
#

I would like to know how you come to your conclusion, because the weightpaint is fine and tested.

quaint cosmos
#

But you could try just keeping the weights as they are but adjusting the knees to be set up like a human. It might not work perfectly but maybe it will be good enough and simpler than doing all of that.

keen orbit
#

I see, I wanted to get it working without any kind of constraint, but I probably need to. I will give it a shoot, since I need to change some of the constraints to work with my setup.

#

Thank you very much! @quaint cosmos

bold field
#

im not sure why the armature does this everytime on export/import?

#

it loses symmetry and one of the bones will not be attached like it's supposed to be

spare bronze
#

everythign in blender looks normal but the fingers in vrchat are like this. please help me im stressing

#

why the heck does it stretch out

kind mortar
spare bronze
#

but its not a weight paint issue

kind mortar
quaint cosmos
#

Not sure if this is your issue but Unity's humanoid configuration is pretty particular about the finger pose, they need to be straight out and parallel.

sly vine
#

how do I rig this lol

lethal path
kind mortar
# sly vine how do I rig this lol

Make an skeleton without arms or fingers and only weight paint this mesh to the hips, Or you can do the bottom to the hips and the little uh, bird thing? To the head and it should be okay

sly vine
runic swift
#

Does anyone know due which nuts reason Phys bones can't affect a simple bones chain but old Dynamic bone script works fine with it? Enpoint position is set, but it doesn't help at all. I spent a whole week already remastering simple asset in blender to dig out what's the reason of this magic and already got mad, because nothing found. Maybe there are some unpublished hidden restrictions for Phys bones are exist? I have feeling, that PB script has some great internal problem. Case is: I have 2 assets - simple chain with 5 sections (tie and belly piercing). I put them as an additional component in main armature of avatar to the chest/spine bone same as it was in other models with DB before. I set Endpoint value. All PB gizmos are shown as OK. In test mode Tie moves OK. BUT! Belly piercing doesn't affected as there is no any PB at all. When I disable PB and put there DB script - it works fine. I remastered this poor piercing model a lot of time to guess what's wrong. I made new bone chain, changed mesh, removed mesh, added another mesh, made even model from scratch, but always have the same result: it works with DB, but in PB nothing happens. What is the possible reason? I have no idea.

sleek isle
#

Too small?

rose sphinx
#

if i want to make my avatar's snout grabbable and stretchable, does it need a bone created in that area in blender or can it be accomplished with physbones in just unity?

glad orchid
rose sphinx
#

thank you i appreciate the direction

outer lodge
#

I am once again asking if someone can send me a rig that is compatible with VRChat

#

Like I'll still have to modify things a lot but a

sage patio
#

toe bones are optional

outer lodge
#

thank yoou

kindred rover
#

casually takes advantage of this

outer lodge
#

because while yes I still have to add ear and tail bones

#

very helpful

kindred rover
#

Yee, useful so I cant have to start from the image lol

quaint cosmos
#

You can also just download a ReadyPlayerMe avatar to look at how the model should be weighted.

#

I generally at least steal the teeth from RPM avatars when making my own avatars. No point in making your own unless you need fangs or something and you could probably achieve that with a shape key.

dire blaze
#

whats the best place to start
i want to rig this.
so i can pilet it from inside

quaint cosmos
#

If you want to set them to 0, you can just select them in edit mode, select the vertex group and hit "remove" or you can set the weight to a certain amount and then hit "assign" but if you want more control than that, you generally are going to have to manually paint the weights in weight paint mode.

ancient haven
#

Could anyone link a guide on manually merging armatures? CATS isn't doing a good enough job, doesn't merge leg bones on a certain piece

deep brook
#

Im reading in the documents for VRchat avatar info. and I cant find if there is a limit on how many bones we can have in total. I found the Dynamic bone limit and the Physic bone limit.
But just regular bone limit. Like extra bones for corrected deformation, where the body wound fold, like the elbows or knees. Just curious if there is an recommendation for like Quest optimize avatars. (Example: Quest avatars can only have 256 standard weight painted bones on the avatar) vs PC can have 512 bones) on top of whatever Physic bones you add.
Like I know there is a guide in regards to polygons, but not for bones?
can anyone help me find the page?

#

Nvm I found it. its 400 bones

bold field
# deep brook Nvm I found it. its 400 bones

I found an avatar with around 800 bones. Uploaded it for memes, it actually worked. I deleted right after because I didnt really want it, but it's possible to upload with bones more than 400, just like how it's possible to upload avatars with 70k+ polys

#

It just means if you go over 400 it will become very poor

deep brook
#

Ok, good to know. Thanks

bold field
#

as per bones, probably blender work is required :P just import and delete some useless bones (that you wont add physbones to)

surreal hatch
#

hello! i'm reuploading an avatar into vrc, it's been uploaded once before but this time i'm having issues for some reason, getting the "arms/feet/head aren't specified errors". problem is, every bone is mapped

#

it's been uploaded once but this time around on a new file it just won't recognize that i have feet ):

#

does anyone have a fix?

sleek isle
#

Set it to none ten back to humanoid

surreal hatch
#

its on humanoid

#

ive swapped it back and forth a few times, but maybe I'll swap,save, then swap back

#

😩

#

ok flipped to none and back to humanoid, reassigned bones, still not mapping

#

not sure whats wrong honestly

sleek isle
#

Have one avatar enable in the scene

fading verge
#

When body sliders are not working on cloths, does that mean something is wrong with the rigging?

frail skiff
# sage patio

that's pretty similar to the rig im using rn, though I have a few 'fixup' bones in it to adjust some kinks, will those fixup bones be a problem for VRC?

sage patio
#

just remember that blender bone constraints don't carry over

tacit rivet
quaint cosmos
#

I don't know how many will be willing to download a zip file, can you post a picture?

tacit rivet
#

this thing

inner cedar
#

Thought I'd check on here since I'm developing an avatar for a client that should work both on Quest and on PC, but I've ran into an issue where the thumbs up is left devastatingly flat. I've changed the proxy animations since those are the ones that are used by default, but it seems no matter how much I bend it, the animation never applies to the thumb.

#

I've currently got them at an absurd rotation to check if there's any effect, to which there seems to be none. The avatar has a humanoid rig. If anyone has experience with this or a similar issue and has the time to help me out in DMs, don't hesitate to shoot me a message.

#

This is the state of the thumbs in Unity for reference.

sage patio
inner cedar
tame burrow
#

Is there a way to restrict the movement of a bone?

E.G. If I wanted the wrists of an avatar to have their X & Z axises locked, with only Y rotation, is that possible?

ancient haven
#

When merging armature with CATS should I uncheck "Remove Zero Weight Bones"?

steady patio
#

maybe dont do this for models that were already made for vrchat, however

#

as you might remove important root bones for physbones

#

they're easy to remake, though, if you do it on accident and cant go back

#

and as for eye bones, cats has a button that will do it for you

#

~

#

ive been messing around a lot with skirt physics and i think i found the ideal way to set up skirts with physbones

#

for most short skirts that begin at the hip, you want to roll the bones in blender so that when you apply rotation offsets to your angle limits in unity, all of your skirt bones can rotate outwards:

#

by doing this, not a single collider will be needed if you follow the next step of using parent constraints

steady patio
#

depending on how your skirt is modeled im sure that for most people a parent constraint on the root bone set to follow both thigh bones equally will work just fine.
-this only works if you already have a root bone dedicated to your skirt, so no rooting at the hip and excluding legs+extra!
-you can also set it to follow the hip but imo this is uneccessary and tends to mess things up more after some personal testing

#

but if the skirt is a little fussier or you want more accuracy, you can instead add constraints to each individual skirt chain and adjust how much each leg influences that chain based on their distance

#

for instance, a chain that is at the front of my skirt and somewhat inbetween the left and right thighs should be slightly influenced more by the left thigh while slightly less influenced by the right thigh

#

whereas one all the way on the left side should be mostly influenced by the left thigh, completely in some cases.

#

done right, this results in a skirt that not only never clips but also imo looks way better than most bone-rigged skirts for animation that just use colliders

#

which is good because not only do colliders lag, they are also pretty bad at the one thing they're supposed to do unless they are flat (such as floor colliders for my tail)

fading verge
#

dont know if its considered rigging?? but how would i attach this keychain to the head so it moves with the goggles that is connected to the head.. ? been tryna figure it out for weeks ;-; no one is helping me

ancient haven
#

Is there any tools to help weight paint?

sage patio
fading verge
sage patio
#

1: in object mode, select chain armature, shift click main armature, ctrl + J. (if the chain moves, do ctrl + A > All transforms and then try to join)
2: go to edit mode (hit tab), select the first bone of the chain, shift click the head bone, and parent it using ctrl + P > Keep offset
3: in object mode, click on the chain mesh, go to the Modifiers tab (blue wrench in bottom right) and find the Armature modifier. it will be blank since the original armature no longer exists. select your main armature since that's where the bones are now.
4: select the chain mesh, shift click the goggles mesh, ctrl + J to join them

#

(step 3 is optional since you're joining the mesh to one that most likely already has the armature modifier set correctly, but you should know how to do that step anyways)

fading verge
sage patio
#

select both the chain mesh and the chain armature when applying all transforms

fading verge
#

ookok tahnk you

#

oh my godness YOU ARE A LIFESAVER

sage patio
#

👍

deep brook
#

First time making an avatar, Im trying to make sure I dont get any headaches from the process. Here is my skeleton showcase.
Is there anything that I am missing from a bone point of view that I should add to the avatar before I start skinning and weigh painting?
I plan on adding some physic bones to the tail, hair, breast, and butt. I heard that is one in Unity.
Let me know what I can do now while im still at this stage. Please and thank you for your time and advice.

sage patio
# deep brook First time making an avatar, Im trying to make sure I dont get any headaches fro...

1: don't want a Root bone, Hips should be the "root"
2: spine hierarchy goes Hips > Spine > Chest > UpperChest > Neck > Head
3: eye bones don't need ends
4: "clavicle" bones should be Shoulders
5: you don't want extra bones for the knees and elbows. for the legs, it should go upperleg > lowerleg > foot > toes (names can be for bone or joint, doesn't matter) and arms should go shoulders > upperarm > lowerarm > wrist > fingers
6: don't need finger end bones
7: can probably reduce bone count for tail a bit

deep brook
#

Thank you

sage patio
#

👍

deep brook
#

1 more question

sage patio
deep brook
#

I had those extra bones for the knees and elbows, for better deformation. when I bend. Would that break it? is there another approach I could take if its a "MUST DELETE". Or is it more like, its ok, but not necessary?

sage patio
#

Unity will not let you configure it as humanoid

#

so it's a big issue

deep brook
#

ah

#

Gotcha

sage patio
#

you can still have an extra bone for better deformation, but the lower leg would have to be a direct child of the upper leg

deep brook
#

Is naming the joints a MUST as well? Or is my naming convention ok?

sage patio
#

it's just to be more in line with what Unity expects

#

it'll work, but it's more "standard"

deep brook
#

ok, Thanks, ill post an update when I will need more feedback, Thanks Sacred

sage patio
#

np

#

also, you can use unity constraints to drive the motion of corrective bones (like arm twist bones)

#

will not work for quest though

sleek isle
#

you could use those elbow/knee join with constraint probably

sage patio
#

yea, but you can't have them in between the upper and lower leg in the hierarchy

#

Unity requires the lowerleg to be parented to the upperleg to my knowledge

#

@deep brook after doing some testing, it does seem like Unity allows you to have bones in between the upper and lower leg

#

I was like 95% sure it wouldn't allow it, but seems I was wrong

#

not sure how it will behave with the IK though