#avatar-rigging
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How do I fix this?
Something with the Chest and weight painting?
Yeah, too heavily weighted to the neck and head and/or not enough to the chest would be my guess.
Would merging chest and chest 1 fix it?
(I need some fast since I have a lot more models like this)
I don't think you need an upper chest bone so you could try it and see.
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?
Yup !
wait is discord down?
Mixamo good but since your limbs are touching like the legs. You will have to do some editing still.
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.
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?
Anyone looking for an artist???
Possibility
thanks shape key
or not, anyone know how to fix chicken wing avatars?
comes out chicken winged for some reason?
two of my bones in blender are screwing my whole model, the head and neck, wtf?
i dont know whats causing this? ive already apply rot-loca, and transforms? wtf man
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
my ENTIRE rig is fucked because of this bug, thanks blender
How the hell do i rig this?!
I did it before but it was so scuffed i wanted to try again
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)
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.
THanks
Wich?
You need to select the model and then the armature, I assume you did it in reverse order
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.
Looks kind of like Spider Squidward
@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
no don't make the whole body red
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
just the head
a
with the head bone
Oh, yeah, that'd be bad
like this
Things should only be red when you have the vertex group you want to have full control over them selected.
How do I make it blue again?...
ctrl z to undo it
Yes or paint over it with the weight set to 0 and the strength at 1
A
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.
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.
You can go into edit mode and press L while hovering over those pieces and assign them to the head vertex group
uh
You may need to use the blur tool to smooth out your weights a bit. One good option to see how your weights should look is to download a ReadyPlayerMe avatar and look at how it's weighted. https://readyplayer.me/vrchat
have you applied weight paints
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
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:
- Do the bone orders matter?
- 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.
Current Bone Order for Ref:
https://i.imgur.com/CevA7LN.png
According to a lot of docs it complains about the bone order: https://i.imgur.com/v1uqVkI.png
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.
I actually did not rig it with CATS this time to try it, and it's still not working.
Going to try some other things; but feels like I might be at a loss with eye tracking.
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.
I just know I had better luck using my bones that were pointing out of the eyes than the ones perpendicular to those bones
🤔
I'll give that a whirl
Did you just use 2 bones or 4?
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.
yea; so assuming you mean this:
Yeah
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.
Yea; just tried small stick out, trying larger sticking out now.
I can't play VRC anymore
Seeya
actually working
Thanks my dude 👍
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
the avatars people make has to many polys and glitched so it crashes people
fix that not the mods
the community has made that just about dating and sexual stuff
and you say its for kids too
i dropped out of school and spent money i didnt even have to play ur dumb ass game
in 2 weeks there is gonna be 7 new scrips that will make ur EAC look stupid
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
any idea why its not working for me ?
nvm i got it 😛
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
Not for vrchat but why does this happen?
This usually happens when the vertices are weight painted to multiple different bones, enable auto normalize and redo the weight painting, it should fix any weird issues.
like weirdly enough it's only the left arm that's like that
Was it manually weight painted or automated?
yeah I've been trying
And you're not having any luck with it?
been trying but the brush just won't paint there
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.
But from the screenshot you've attached, that is waaay too much for the left arm.
ok i think i got it fixed up
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.
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
Can u use scripts in vrchat?
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)
Is there a tutorial for this or nah?
Armature in hip is common if you have other bone then leg as children
It will give you the angle hip warning in the sdk
Re assign it manually
Depends on what you're trying to stretch. You can either use bones to stretch whatever you're trying to stretch or you can just use edit mode.
Basically how to duplicate more bones
Go into edit mode and use Shift + D to duplicate the bone.
How do you pair body parts to the bones?
The process is called weight painting 
how do I turn these two into different entities
In edit mode > P > Separate parts
By loose parts cuz it still doesn’t work for me and idk why?
wait nvm just had to apply for the mirror
how do I fix this sort of seam in the body mesh, so the polygons are attached?
Select the vertices, press M, merge by distance.
that didn't seem to do it
You selected to merge the vertices by distance and they didn't merge?
no, they merged by clicking "at center" though
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.
alright, tyy
hey guys, I modelled/uved an avatar in maya, should I just make the jump to blender for rigging etc?
If you like. Maya can rig as well, just a matter of preference.
for context ive never done avatar/rigging stuff, i primarily do environments :')
You can also use Mixamo to automatically rig and then just clean up the weight painting.
oh interesting
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?
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.
Ok so my Rigging Broke in Unity Hub even tho it was fine in blender
is there a way to solve this?
What sort of errors are you getting? You can click the FBX file in the project tab and configure the rig, maybe it's not assigning some bones properly.
Ok so my friend is helping me with this and asked if you could help us more in the dms?
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.
well here’s the image I got
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.
Your other errors are about combining your meshes and materials in Blender. You can join your meshes by selecting them in object mode and pressing ctrl + j and you can use this tool to combine the materials https://github.com/Grim-es/material-combiner-addon
Ok imma hop on and did that
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.
bruh 💀
I’m done for
Unity/VRChat prefers something similar to a human, unfortunately. Going too far outside of that makes things a lot more complicated.
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.
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.
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?
Yes
Ok, I'm trying to work outside the box here. Can vertex groups be used from one armature for another of the same name?
I see. Well, my recommendation would be to start with a humanoid and work you way up.
Kind of? Vertex groups just tell the bone which vertices it should be affecting and to what degree. I think I would need more information.
You can transfer weights from one model to another so long as the body is in roughly the same place relative to the armature.
Ok, I figured out what I wanted.
- Click armature, go into edit mode, select bones you want included
- Go to object mode, click mesh, go to 'weight paint'
- Click Weights > Assign Automatic from Bones
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.
Will this humannoid rigging work or nah
Work ? Yes. Work well ? Absolutely not
well is there a way to increase its quality
Not technically, but you do need weight painting for any rig to do anything to the model.
Help when I turned on weight painting
Got any way to fix this?
That's just fixed with better weight painting
Not every bone needs to have some
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?
This is what I have going on in blender at the moment
I'm very new to this so bare with my limited knowledge!
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
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
Yeah I might just start from scratch lol
Seems to be a better option!
Thank you for the help!!!
:D
no problem!!
Oh! The rig has all of these cameras with it, are they important?
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)
And it doesnt have to be rendered in order for it to go to unity and into vrchat right?
Sorry I'm asking alot of questions
Nope! rendering is just for pretty pictures hehe (or animations)
ALSO YOU'RE TOTALLY FINE i love answering questions tbh,,,
Well if I get stuck again I know where to ask :D
so just do the arms and legs ?
yep
Like this right ?
sorry, just hand and foot
Oh so these parts
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
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.
Anyone got any advice?
Actually, any way to shrink limbs without shrinking hierarchy?
Rip the vertices of the part of the arm you want to hide so they aren't connected to the rest of the mesh and shrink them using a shape key.
Messed up how? I've never used Paint 3D so it might have some weirdness like duplicated faces but that's just a guess.
How would I go about making a avatar with no legs? I’m worried about it not fitting in the humanoid skeleton for unity
Use a humanoid rig and don't weight anything to the legs
Ah
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?
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.
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? 🥴
blend shapes would definitely be necessary for the mouth shapes!! for eye movement you'd have to add eye bones to the rig
it gets all big suddenly
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
i recommend retopologizing it somehow, like you'd do with a sculpt
retopologizing? neverheard of that
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
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
Retopologize anything in Blender. In 6 minutes you'll learn Blender modeling, retopology, edge flow and more tips and tricks to create perfect topology for your 3d models. Retopology doesn't need to be hard or confusing.
My Automatic Retopology Plugin:
https://exoside.com/quadremesher/
Softwrap 2 Plugin:
https://blendermarket.com/products/soft...
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.
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.
Hi all!, i want the hood staying on the chest and not following neck and head bones, how can i do it?
Dm me if needed.
Ok I'll try ty
oh but the paint3d model im rigging literally made with spheres, cylinders and whatnot
oh nvm i figured somethin out
i can just create a mesh and use boolian with the paint 3d one and itl work
Generally, you want your topology to have faces that are as close to squares as possible and something like a stretched cylinder can have a lotvof thin slender faces
Booleans often don't create the cleanest topology but it depends on how they're done
Ty is fixed now, i forgot to select the vertex group step, tytyty! 
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
weight painting?!
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?
Is it at all possible to have automatic eyelids that blink as different shapes relative to the expression?
Cute! Don't think so, there's just one blink blendshape but maybe
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.
Thanks! Yeah, that's my thinking :/ quite unfortunate if its the case
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
btw ur avatar is soo cute,,,
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.
And also thank you!
Make you own blinking system with a randomiser
If someone have your animation off. It play the regular blinking. If on your custom made system
anybody know what could be causing this?
in Unity:
in VRC:
the neck is getting wacky for some reason
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
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
Hey would anyone know how to change default hand resting pose?
Like mine looks like im holding a bottle for some reason 
Move the avatar descriptor around
do you mean the view position?
Click the avi and choose select on the top right then humanoid and create from this model
Sorry I forgot to say I figured it out last night but thanks for getting back to me still :)
Normally I didn't have to do that but for thus model it forced me to do so
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
your hip bone is flipped
when i flipped the hip bone, the dotted line connecting the hip to the legs went to the top of the hip
Yep, that's expected
oh ok
parented*
just tried it in vrc and im still having problems with walking and default animations
maybe raise the bottom of the hip bone?
if its "level" with the legs im pretty sure it can cause problems
huh ok i'll try that
Seems correct yeah
Cool but why are the finger bones going outside
is this noraml
i just used mixamo and fix model in cats plugin in blender
ive also been getting this as a warning, could this have any impact on the animations?
you can move back those bones in edit mode
edit mode?
You press tab
There's a looot of video tutorials on rigging/armature, if you're trying to fix something
im sorry im new to this
no worries, it'll just be much easier for you to see what/how to do it through tutorials
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
U can drag the feet or lowerleg so its first on that layer and that error is gone
oh i figured it out, the armature mapping was incorrect
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
i dont really have any money right now but when i do i was wondering who I could pay
oh and how much it would cost
Rigging is much simpler than you think, especially if you've already done the model !
What didn't work with Mixamo ?
the shirt and the arms clipped through each other and i cant rig the tail
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 ?
@crisp tendon did you see my response
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 !
How does your armature look in blender ?
pretty normal as far as things go
oh- really??
Shift + S > Cursor to Origin
Select your armature, Shift + S > Selection to cursor
Then you do G + Z and make sure the feet bone at on the green line height
then select everything and do Ctrl + A > All transforms
wow, that was quick and easy !! thank you!!
why does this model have so many bones lmao, looks like hes got a medieval torture device lmao
It's pinhead !
Really complex facial rig, I assume?
i cant possibly make blendshapes with all these bones 💀
i imported my model and it looks like this
its sideways
this is the model in blender
it has weird lines coming off of it
i just imported it into maximo and tried to clean it up
Select everything and Ctrl + A > Apply all transforms

i have a new problem
the model is facing the wrong way
its facing right while im facing foward
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)
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.
What, you don't control every mm of your eyelids separately?
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
Clear bone rolls in edit mode
already did multiple times

nothing changed anything without moving the neck bone
do you know any rnadom thing about the neck that would make this happen
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
nope sorry
i am very stupid the eye bones were parented to the neck
i have no idea how that took me that long to notice
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
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
How do I "apply" my bone rolls, been seeing that term around and not sure how to do it?
Function is called "Clear roll" in edit mode
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
Do you have twist bones setup?
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.
i do not!! but usually this has never been a problem before
It’s something to do with the locomotion that’s for sure. But what it could be, no clue.
to be fair the rig IS extremely wonky for a vrchat rig, could be one of the multiple t-pose errors that unity's givin me haha
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...
by manually tweak them you mean change them in blender?
yeah!!
is it maybe because i weightpainted them, or should that not be an issue?
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.
i think i found the issue, the bones are not correct i think which is weird since it was fine last night before exporting it
i forgot to save the blender file of it so i exported it back in as fbx
LOL that thumbnail made me laugh.
Yha if you do that it will add (end bones) but you can delete them
Anybody know how to fix fingers that break like this?
Could be an issue with one of the fingers not being completely weight painted.
I heard of that solution, but I wasn't able to figure out how to select only the fingers for weight painting
Tried at it for hours and came up with nothing :/
🤨 Can you not select them using the vertex group option?
I can
Have you tried inspecting the hand in weight painting mode?
How do I do that?
Change object mode to weight paint
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
I assume that the first finger isn't supposed to be distorted? 🤨
And it becomes distorted in pose mode?
its also normal there too
just object and weight painting
I think I fixed it actually
What was the issue?
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
Select the model and the armature, hit ctrl+p and use the set parent to armature using automatic weights.
Select the armature once again
Yep.
is that it?
Yeah.
thank god lol
Just make sure that your model still looks fine in pose mode since automatic weights can be clunky at some times. 😔
If you consider having a garbled hand normal then no. Otherwise it is a problem. 😂
do I just need to mess around with the weight then?
Yeah. You'll need to tweak them until you get them looking just the way you want them.
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.
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?
The weights are probably messed up. Here's how the joint for the hand should be weight painted for reference.
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.
I've got it reduced to just three of the fingers
should I paint under the hand aswell?
If there aren't any weights assigned to it, then yes.
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?
is there a way for me to ungroup them?
because the right hand bones also affect the left
You would have to remove the weights for that particular bone then.
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
You probably might just be better off manually weight painting the model if you're still having issues. 😩
the issue is that adding weight to both hands messes it up :/
but ill just try tinkering with it
Good luck.
🥲
I'm proud of ya. 😄
cats dont like blender 3.2
2.9x should be fine, otherwise dev version for 3.0...something
Yeah I think so
IVE HAD THIS PROBLEM BEFORE sometimes renaming the rig to 'Armature' and the mesh to 'Body' fixes it
That works
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
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
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
, you need 31f1
This page lists the current Unity version you should use when creating content for VRChat, as well as links to the correct version for both Unity Hub and direct downloads. Current Unity Version The current Unity version in use by VRChat is Unity 2019.4.31f1. Ensure you are using this exact version! ...
current Unity version in use by VRChat is Unity 2019.4.31f1.
I should be able to import this version into the correct one right?
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?
You'll need to adjust the weights manually or by using the data transfer modifier.
whats going on with the finger
i used mixamo
i also want to add fingers
how do i do that
Shift A in edit mode to add bones. Mixamo probably failed to detect the character's fingers on the model if you're missing bones in the hand.
Yeah
ok
how do I set just this point of the bone to the 3D cursor?
Armature -> snap -> selection to cursor with that point selected?
I can't seem to select that individual Point
make sure you're in armature edit mode
yo how could you go about making the head move on a non-humanoid rig
asking for a friend
Pretty much the same as a regular humanoid rig? 🤨
you need a humanoid rig underneath
you won't have any head or hand tracking without a humanoid rig
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
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.
yeah I still use CATS unfortunately so that was my main concern what version is CATS compatible up to?
2.9.X with regular version, up to 3.2 with development version
oh cool, is there any major bugs with the development version atm?
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
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
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
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?
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.
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
Are you not using automatic orientation on import ?
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. 😅

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
full rig
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.
you can always use the sculpt tool to fix problems weightpainting cant.
Tried that's nit the problem as it works perfectly outside of the twist of the thigh
you may honestly wanna try a new base cause its leg also is bending kinda weird.
Yeah I was thinking the same thing tbh
its the stanky leg for me. but if you like the base just try your best if you've outtried your best, it may be time for a switcheroo.
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
idk I've never added a twist bone before my apologies hopefully someone answers you tho 😅 🥺
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
Have you tried Mixamo.com?
no?
even still i have no idea how to animate characters or set their bones for vrc
Well, I would try Mixamo and there are videos you can watch for the other stuff
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?
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
I need someone to help rig a avatar model for me i have the model already finished but it needs to be rigged
(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.
anyone mess with rigging?? got armatures set up but body wont move with bones. not sure where i went wrong.
You need to add weights to the model to tell it which parts are controlled by which bones. You can get started by selecting the mesh, then the rig, then pressing ctrl + p and parenting with automatic weights.
i did that but wont move. iit works for a sec then i saved and exit now it wont work
how do i add parenting?
It's an option in the menu that comes up
the menu doesnt show up
When you open it back up, does the model have vertex groups? They're in the tab thst looks like an inverted triangle
You've selected the model and then the armature and pressed ctrl + p and nothing happens?
nope
There should be an option at the top left for parenting, maybe your shortcuts got messed up
Yeah, try using the menu. I don't know exactly where it is but probably somewhere in the object menu in the top left
i love life
Not sure what I'm looking at
the middle bone not existing
You can subdivide bones in edit mode if that helps
idc anymore
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.
anyone willing to help me rig a model?
When Walking My avatars head freaks out
hi is there anyone who knows how to edit a rig of a modle you didnt make 😭
The same way you edit the rig of a model you did make. How do you want to edit it?
So pretty much what I think the issue is when I load it in to unity and I try to set the rig to huamiod it’s telling. Me certain bones are not pairented correctly to one another and im really confused on how to change the bones places in the hierarchy😵💫
If the bones aren't configured right, you can click on the FBX file in the project tab and go into the configuration and change that but if the armature itself is set up differently from what Unity expects from a humanoid, if the lower leg isn't parented to the upper leg, for instance, I'm pretty sure at that point you just need to put in a different rig.
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.
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
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.
If you're using Blender and you already have the weights/vertex groups you need, you can just change the rig in the modifier tab
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.
See there's the problem, I have two unity packages; one with the model (rikoru 3.0) and one with the clothes (traveller's gear) but no obvious way to combine them without meticulous reassignment of bones
As they say in the infomercials; There's got to be an easier way
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?
you don't set up any IK in blender
Wait have I been setting up skeletons the wrong way this whole time?
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
Aside from adjusting your weight paint, another twist bone might help
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.
Unsure tbh
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.
shoulder don't have enough influence
can can always go crazy with aim constraints
That's just a pectoral muscle made of bones, might as well have a muscle system at that poiint.
That just something you won't do
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.
How can i fix this? the shoulders seem to sag alot
Can you send a screenshot of your avatar in blender
Check this message and the reply to it #avatar-rigging message
Did you have the hands set up custom, and have you move the avatar from the origin in unity
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 ?
Seems like it might be. The pelvis is a pretty important bone and you can only assign one in the humanoid configuration.
ah, ok
i'll see my self
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.
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.
I was hoping I can get someone’s help in rigging this model I got from deviant art once I’m home
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.
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
could have a bone parented to the hips with the skirt fully weighed to it, then put a rotation constraint on it with 3 sources; hips, left leg, right leg
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
Sacred beat me to it lmao
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
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
hey guys, where can I find an alr labeled vrc rig?
What's that
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
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
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
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
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
First things first, you need to be calm for these things. Try to relax
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
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
I rigged this model I made but when he stands idle his feet go back like Michel Jackson
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.
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 >_<
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
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
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?
Is your scene paused ? (I cant tell in the picture) Check if it is paused, if it is, then check your console for any errors (red stop signs)
it isnt, in fact if I press play, it will leave the uploading setup so I would have to build and publish again
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
don't know if i really understand what you're saying, eye bones and their parent should be perfectly vertical
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
how can I make bones connect like this in blender?
Never seen that before, not sure if u can do that either, I have probable seen people try doing that with skirtts or dresses too to replace cloth physics, and I think they went with a constraint of some sort
@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
thanks, gonna look into that
if it for quest rotation and parent constraint will be removed as not supported
its not much, but I'm slowly learning how blendshapes work so I can use them for visemes
Someone's account got hacked
I have 2 bones that I want to swap the places of in blender, could someone help me with this?
you don't need a root bone for vrchat, you can just remove it in blender
the Hip bone should be the root
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
so you need to change which bone is parented to which then
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
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
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
I rigged my model, I just want to know how to use my face bones to rig for visemes?
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
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?
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! ❤️
That's all you need besides Unity to get it into VRChat and you can use the newest build of Blender if you like, though you might want to avoid the beta and alpha releases for stability and I don't believe there are a lot of differences in the recent releases as far as the fundamentals of rigging are concerned.
thank you! if thats the case im struggling messing around with the bones in unity! i made a scuffed humanoid avatar in blender an threw in the bones! then once uploaded to unity i couldnt find the bones sadly!
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
thank you so much ;w; ❤️
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
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
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
Dm
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!
finished the avatars emotes/ music gonna test in vrchat now
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

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?
Remove the toe maybe for a quick fix.
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.
Play with the range or rotation in the humanoid/muscle tab perhaps
Where you assign bone in the fbx
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
Maybe you exceed the 4 vertex limit
Maybe there a random bone skinned. Try to move it more in unity
Without knowing what I'd be looking for, I'm honestly not sure what kind of playing would be required.
I got the avatar set up!
could somone help me rig my model (for free) I have no clue how dm me plz
Update: Setting my personal height in VRChat to something far below my actual height helps this somehow. When in seated mode.
In standing mode, I gotta set myself taller. If I set myself shorter in standing mode, it lifts my character into the air.
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?
Not without seeing the actual rigging.
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
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
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
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?
did you set the Rotation states for all looking directions in the avatar descriptor?
So you think if I just get rid of spine four it’ll fix my problems?
Can't say, but it's worth trying to merge it.
Thanks
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?
yes, that's what weight painting is
I've tried, I don't really get it
assign the vertices of each piece to vertex group with the same name as a bone
I'm kinda dumb XD
I don't have any idea what that means
ohhh nevermind, I get it now
Thankyou
Bro- how did you get a Roblox character into blender, pls I gotta know lmao
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 ?
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.
Ah, you locked the vertex group
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
if the ear bones are supposed to move the ears, they should not be weighed to the head
the issue in the picture is that the ear bones are not parented to the head bone
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 ^^
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.
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/
A complete table of visemes detected by Oculus Lipsync, with reference images.
That's a pretty fundamental tool so if a professional modeling program like Maya didn't have them, that would be bad.
So when I was doing a headswap and was merging with cats, i lose some of the shape keys
Lose them how? They don't show up at all or they don't work?
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
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
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
smoothing didnt help
i dont get why that bit
is so locked
whats the average tool?
one of the tools in weight painting mode
which one i only ever paint
The third one that says average
what does it do?
ill just make custom animations this legs given me too much hell man
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.,
Wouldn't you be better off just placing bones in the jacket and parenting those bones with the upper chest? 🤔
Hello there, I have an issue with a droid model, where the legs are rotated to the right. https://cdn.discordapp.com/attachments/977444943834538025/1014311313641570404/unknown.png
Everything seems fine until I test the avatar in VRC. Anyone any idea what causes this sort of behavior?
Here is what it should look like instead.
The weight painting is bad
I doubt that, here is a screenshot in blender, but maybe you can tell me how you come to this conclusion.
(right leg selected as example)
Can I fix this for you
I would like to know how you come to your conclusion, because the weightpaint is fine and tested.
I don't think you can rig a model like that with the knees pointed backwards and have it just work with the default animation set. I've heard you can just rig it as if it had normal (plantigrade) knees but this is apparently how you do it properly if you want to go through the process. https://cdn.discordapp.com/attachments/390924372782612480/991844903044788355/Digitigrade_tutorial_2.png
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.
I've seen this before, thanks for the reminder! I will see if I can find some information to work with since I am working with mechanical parts and it could cause issues.
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
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
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
Looks like bone/weight paint issue.
but its not a weight paint issue
Then the bones have been moved/altered
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.
how do I rig this lol
Commission me to do it haha
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
If I could afford it I would have done that already lol
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.
Too small?
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?
You would still need to rig and weight paint a joint in the snout and then assign it to a physbons within Unity.
thank you i appreciate the direction
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
thank yoou
casually takes advantage of this
Literally why I asked
because while yes I still have to add ear and tail bones
very helpful
Yee, useful so I cant have to start from the image lol
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.
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.
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
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
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
Ok, good to know. Thanks
For optimizing quest avatars I recommend reducing and compressing texture sizes. Also once you make a quest compatible version in your unity project, export ONLY the assets used for that version, make a new project and import it. If you have a big unity project with your PC avatar + other stuff in it, it will say you have reached over the 10MB file size limit to upload
as per bones, probably blender work is required :P just import and delete some useless bones (that you wont add physbones to)
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?
Set it to none ten back to humanoid
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
Have one avatar enable in the scene
When body sliders are not working on cloths, does that mean something is wrong with the rigging?
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?
you can have as many extra bones as you want
just remember that blender bone constraints don't carry over
anyone know how to rig this sketchfab model for quest?
I don't know how many will be willing to download a zip file, can you post a picture?
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.
you should try using the Muscles and settings tab in your rig config in unity to check the range of motion of the thumb
I've used and animated over the proxy thumbs up animation, since that's what I assume is used by default and I plugged the default Hands controller into the Gesture slot of the 'VRC Avatar Descriptor'. It doesn't seem to retain any of the muscle settings for the thumb upon uploading for testing, despite the muscle settings in the Unity project showing otherwise.
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?
When merging armature with CATS should I uncheck "Remove Zero Weight Bones"?
if youre literally just using it for vrchat, no, you want CATS to remove zero weight bones since thats less stress on unity and less alarm bells from vrc safety ranking
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
Thanks :3
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)
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
With CATS just merge the armatures?
Is there any tools to help weight paint?
does the chain have its own bone chain?
Yeah! it has its own bone, I’m sort of trying to connect the first bone at the top of the chain to the goggles or the head ? I’ve done it before I just don’t remember how and it’s driving me cray
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)
when i try to merge the armatures the chain still moves like resets scale n location etc even after doing ctrl A 😭 i did the ctrl p > object keep transform too but didnt work
select both the chain mesh and the chain armature when applying all transforms
👍
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.
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
Thank you
👍
1 more question
oh one more thing, eye and head bones should both be perfectly vertical
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?
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
Is naming the joints a MUST as well? Or is my naming convention ok?
it's just to be more in line with what Unity expects
it'll work, but it's more "standard"
ok, Thanks, ill post an update when I will need more feedback, Thanks Sacred
np
also, you can use unity constraints to drive the motion of corrective bones (like arm twist bones)
will not work for quest though
you could use those elbow/knee join with constraint probably
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